Demo Data from EDBT 2026 / reviewers in the wild / expert
Sarah E. MacPherson
dblp:87/7264
· DBLP profile ↗
4ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0001-8676-6514ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 84% Accessibility and assistive technology · 12% Health and well-being technologies · 4% | |
| Computer graphics and multimedia
1 paper |
Audio and music processing · 100% |
Topics — the 3 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
cybersickness |
0.7 | 1 | 2023 | Cybersickness, Cognition, & Motor Skills: The Effects of Music, Gender, and Gaming Experience · IEEE Trans. Vis. Comput. Graph. 2023 |
Immersive interaction
virtual reality |
0.7 | 1 | 2023 | Cybersickness, Cognition, & Motor Skills: The Effects of Music, Gender, and Gaming Experience · IEEE Trans. Vis. Comput. Graph. 2023 |
Immersive interaction
virtual reality experience |
0.2 | 1 | 2023 | Cybersickness, Cognition, & Motor Skills: The Effects of Music, Gender, and Gaming Experience · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
user study · 1.3pupillometry · 1.3eye tracking · 1.3cognitive tasks · 0.7cognitive task · 0.7transcription · 0.2corpus construction · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Cybersickness, Cognition, & Motor Skills: The Effects of Music, Gender, and Gaming ExperienceabstractRecent research has attempted to identify methods to mitigate cybersickness and examine its aftereffects. In this direction, this paper examines the effects of cybersickness on cognitive, motor, and reading performance in VR. Also, this paper evaluates the mitigating effects of music on cybersickness, as well as the role of gender, and the computing, VR, and gaming experience of the user. This paper reports two studies. In the 1st study, 92 participants selected the music tracks considered most calming (low valence) or joyful (high valence) to be used in the 2nd study. In the 2nd study, 39 participants performed an assessment four times, once before the rides (baseline), and then once after each ride (3 rides). In each ride either Calming, or Joyful, or No Music was played. During each ride, linear and angular accelerations took place to induce cybersickness in the participants. In each assessment, while immersed in VR, the participants evaluated their cybersickness symptomatology and performed a verbal working memory task, a visuospatial working memory task, and a psychomotor task. While responding to the cybersickness questionnaire (3D UI), eye-tracking was conducted to measure reading time and pupillometry. The results showed that Joyful and Calming music substantially decreased the intensity of nausea-related symptoms. However, only Joyful music significantly decreased the overall cybersickness intensity. Importantly, cybersickness was found to decrease verbal working memory performance and pupil size. Also, it significantly decelerated psychomotor (reaction time) and reading abilities. Higher gaming experience was associated with lower cybersickness. When controlling for gaming experience, there were no significant differences between female and male participants in terms of cybersickness. The outcomes indicated the efficiency of music in mitigating cybersickness, the important role of gaming experience in cybersickness, and the significant effects of cybersickness on pupil size, cognition, psychomotor skills, and reading ability. Panagiotis Kourtesis, Rayaan Amir, Josie Linnell, Ferran Argelaguet, Sarah E. MacPherson |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2016 | Prosodic and Linguistic Analysis of Semantic Fluency Data: A Window into Speech Production and CognitionabstractSemantic fluency is a commonly used task in psychology that provides data about executive function and semantic memory. Performance on the task is affected by conditions ranging from depression to dementia. The task involves participants naming as many members of a given category (e.g. animals) as possible in sixty seconds. Most of the analyses reported in the literature only rely on word counts and transcribed data, and do not take into account the evidence of utterance planning present in the speech signal. Using data from Korean, we show how prosodic analyses can be combined with computational linguistic analyses of the words produced to provide further insights into the processes involved in producing fluency data. We compare our analyses to an established analysis method for semantic fluency data, manual determination of lexically coherent clusters of words. Maria Klara Wolters, Najoung Kim, Jung-Ho Kim 0002, Sarah E. MacPherson, Jong-Chan Park |
INTERSPEECH | 4 |
| 2015 | The CADENCE Corpus: A New Resource for Inclusive Voice Interface DesignabstractPapers on voice interfaces for people with cognitive impairment or demenita only provide small snapshots of actual interactions, if at all. This is a major obstacle to the development of better interfaces. Transcripts of interactions between users and systems contain rich evidence of typical language patterns, indicate how users conceptualise their computer interlocutor, and highlight key design issues. In this paper, we introduce the CADENCE corpus and outline how it can be used to stimulate replicable research on inclusive voice interfaces. The CADENCE corpus is first data set of its kind to include rich data from people with cognitive impairment and free for research use. The corpus consists of transcribed spoken interactions between older people with and without cognitive impairment and a simulated Intelligent Cognitive Assistant and includes comprehensive data on users' cognitive abilities. Maria Klara Wolters, Jonathan Kilgour, Sarah E. MacPherson, Myroslava O. Dzikovska, Johanna D. Moore |
CHI | 3 |
| 2009 | Reducing working memory load in spoken dialogue systemsabstractWe evaluated two strategies for alleviating working memory load for users of voice interfaces: presenting fewer options per turn and providing confirmations. Forty-eight users booked appointments using nine different dialogue systems, which varied in the number of options presented and the confirmation strategy used. Participants also performed four cognitive tests and rated the usability of each dialogue system on a standardised questionnaire. When systems presented more options per turn and avoided explicit confirmation subdialogues, both older and younger users booked appointments more quickly without compromising task success. Users with lower information processing speed were less likely to remember all relevant aspects of the appointment. Working memory span did not affect appointment recall. Older users were slightly less satisfied with the dialogue systems than younger users. We conclude that the number of options is less important than an accurate assessment of the actual cognitive demands of the task at hand. Maria Klara Wolters, Kallirroi Georgila, Johanna D. Moore, Robert H. Logie, Sarah E. MacPherson |
Interact. Comput. | 5 |