Demo Data from EDBT 2026 / reviewers in the wild / expert
Alia Sheikh
dblp:99/11300
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3
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
3 papers |
Personal fabrication and tangible interfaces · 32% Immersive interaction · 32% Collaborative and social computing · 29% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces
tabletop interfaces |
0.1 | 1 | 2012 | StoryCrate: tabletop storyboarding for live film production · CHI 2012 |
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface |
0.1 | 1 | 2012 | StoryCrate: tabletop storyboarding for live film production · CHI 2012 |
Design research and methods
participatory design |
0.1 | 1 | 2015 | Beyond Participatory Production: Digitally Supporting Grassroots Documentary · CHI 2015 |
Collaborative and social computing
creative collaboration |
0.0 | 1 | 2012 | StoryCrate: tabletop storyboarding for live film production · CHI 2012 |
Methods — techniques the papers use, named apart from their topics
field study · 0.7quantitative spatial analysis · 0.6reflective workshop · 0.2observation study · 0.2interview study · 0.2prototype deployment · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | The Geometry of Storytelling: Theatrical Use of Space for 360-degree Videos and Virtual Realityabstract360-degree filming and head-mounted displays (HMDs) give recorded media a new sense of space. Theatre practitioners' expertise in manipulating spatial interactions has much to contribute to immersive recorded content. Four theatre directors led teams of three actors to stage the same scene for both immersive theatre and for 360-degree filming. Each team was recorded performing the scene at least six times, three in each condition, to extract actors' coordinates. This study establishes how to quantify theatre practitioners' use of spatial interactions and examines the spatial adaptations made when transferring these relationships to 360-degree filming. Vanessa C. Pope, Robert Dawes, Florian Schweiger, Alia Sheikh |
CHI | 4 |
| 2015 | Beyond Participatory Production: Digitally Supporting Grassroots DocumentaryabstractWe conducted a study to explore the values and qualities of 'grassroots documentaries', framed around the production of two parallel documentary films with a London-based opera company. A team of professional filmmakers produced one film and the other was an exploratory form of grassroots documentary. We studied the different production activities through observations, interviews and a reflective workshop at the end of the study and evaluated the resulting films. Our analysis reveals critical insights that could inform the next generation of technological systems to support user-generated video content (UGVC) production, particularly in collaborative contexts such as grassroots communities. David Philip Green, Simon J. Bowen, Christopher Newell, Guy Schofield, Tom Bartindale, Clara Crivellaro, Alia Sheikh, Peter C. Wright, Patrick Olivier |
CHI | 7 |
| 2012 | StoryCrate: tabletop storyboarding for live film productionabstractCreating film content for broadcast is a high pressure and complex activity involving multiple experts and highly specialized equipment. Production teams are under continuous pressure to produce ever more creative and groundbreaking content while reducing the budgets and human resources required. While technologies are being developed for digitizing and streamlining sections of the production workflow, a gap remains between creative decisions made on location, and those made during digital editing and post-production. We describe a prototype tangible, tabletop interface to be deployed on a film shoot, which uses a storyboard as a shared data representation to drive team creativity. We define creativity in terms of team production, discuss our implementation and describe a deployment in which the prototype was used by a professional production team during a film shoot. Finally we describe a number of interesting interactions that were observed and consider the implications of our design decisions on the creative process of film making and the benefits of tangible, tabletop collaborative interactive displays in live film production. Tom Bartindale, Alia Sheikh, Nick Taylor 0002, Peter C. Wright, Patrick Olivier |
CHI | 2 |