Demo Data from SIGIR 2026 / reviewers in the wild / expert
Irene Rae
dblp:05/11302
· DBLP profile ↗
10ranked-venue papers
8as first author
2since 2021 · last 2024
0000-0002-3420-3995ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 8 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
9 papers |
Collaborative and social computing · 37% Human-robot interaction · 24% Human-AI interaction · 18% | |
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 84% Virtual and augmented reality · 16% | |
| Software engineering, system software, and programming languages
1 paper |
Empirical software engineering · 100% |
Topics — the 14 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
telepresence robot |
0.7 | 3 | 2017 | Robotic Telepresence at Scale · CHI 2017 Can You See Me Now?: How Field of View Affects Collaboration in Robotic Telepresence · CHI 2015 Bodies in motion: mobility, presence, and task awareness in telepresence · CHI 2014 |
Immersive interaction › telepresence
augmented reality telepresence |
0.4 | 1 | 2019 | The Influence of Size in Augmented Reality Telepresence Avatars · VR 2019 |
Collaborative and social computing › computer-mediated communication
remote communication |
0.4 | 1 | 2019 | The Influence of Size in Augmented Reality Telepresence Avatars · VR 2019 |
Human-robot interaction › robot communication
robot-mediated communication |
0.3 | 2 | 2013 | The influence of height in robot-mediated communication · HRI 2013 In-body experiences: embodiment, control, and trust in robot-mediated communication · CHI 2013 |
Collaborative and social computing
remote collaboration |
0.3 | 2 | 2015 | Can You See Me Now?: How Field of View Affects Collaboration in Robotic Telepresence · CHI 2015 Bodies in motion: mobility, presence, and task awareness in telepresence · CHI 2014 |
Collaborative and social computing › social media
content creation |
0.2 | 1 | 2024 | The Effects of Perceived AI Use On Content Perceptions · CHI 2024 |
Design research and methods › design theory
design framework |
0.2 | 1 | 2015 | A Framework for Understanding and Designing Telepresence · CSCW 2015 |
Immersive interaction
telepresence |
0.2 | 1 | 2015 | A Framework for Understanding and Designing Telepresence · CSCW 2015 |
Collaborative and social computing
computer-mediated communication |
0.2 | 1 | 2013 | In-body experiences: embodiment, control, and trust in robot-mediated communication · CHI 2013 |
Collaborative and social computing › computer-mediated communication
interpersonal trust |
0.2 | 1 | 2013 | In-body experiences: embodiment, control, and trust in robot-mediated communication · CHI 2013 |
Collaborative and social computing
computer-supported cooperative work |
0.1 | 1 | 2012 | One of the gang: supporting in-group behavior for embodied mediated communication · CHI 2012 |
Virtual and augmented reality
avatar |
0.1 | 1 | 2019 | The Influence of Size in Augmented Reality Telepresence Avatars · VR 2019 |
Collaborative and social computing › remote collaboration
globally distributed teams |
0.1 | 1 | 2015 | Can You See Me Now?: How Field of View Affects Collaboration in Robotic Telepresence · CHI 2015 |
Immersive interaction
embodiment |
0.0 | 1 | 2013 | In-body experiences: embodiment, control, and trust in robot-mediated communication · CHI 2013 |
Methods — techniques the papers use, named apart from their topics
log analysis · 1.1digital field observation · 1.1user study · 0.8mixed-design experiment · 0.8controlled laboratory experiment · 0.6field study · 0.5survey · 0.2design probe · 0.2visual framing · 0.1verbal framing · 0.1between-participants study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | The Effects of Perceived AI Use On Content PerceptionsabstractThere is a potential future where the content created by a human and an AI are indistinguishable. In this future, if you can’t tell the difference, does it matter? We conducted a 3 (Assigned creator: human, human with AI assistance, AI) by 4 (Context: news, travel, health, and jokes) mixed-design experiment where participants evaluated human-written content that was presented as created by a human, a human with AI assistance, or an AI. We found that participants felt more negatively about the content creator and were less satisfied when they thought AI was used, but assigned creator had no effect on content judgments. We also identified five interpretations for how participants thought AI use affected the content creation process. Our work suggests that informing users about AI use may not have the intended effect of helping consumers make content judgments and may instead damage the relationship between creators and followers. Irene Rae |
CHI | 1 |
| 2022 | Understanding Visual Investigation Patterns Through Digital "Field" ObservationsabstractAn extensive body of work in visual analytics has examined how users conduct analyses in scientific and academic settings, identifying and categorizing user goals and the actions they undertake to achieve them. However, most of this work has studied the analysis process in simulated or isolated environments, leading to a gap in connecting these findings to large-scale business (enterprise) contexts, where visual analysis is most needed to make sense of the large amounts of data being generated. In this work, we conducted digital ”field” observations to understand how users conduct visual analyses in an enterprise setting, where they operate within a large ecosystem of systems and people. From these observations, we identified four common objectives, six recurring visual investigation patterns, and five emergent themes. We also performed a quantitative analysis of logs over 2530 user sessions from a second visual analysis product to validate that our patterns were not product-specific. Irene Rae, Martin Bilsing, Philipp Bunge |
CHI | 1 |
| 2019 | The Influence of Size in Augmented Reality Telepresence AvatarsabstractIn this work, we explore how advances in augmented reality technologies are creating a new design space for long-distance telepresence communication through virtual avatars. Studies have shown that the relative size of a speaker has a significant impact on many aspects of human communication including perceived dominance and persuasiveness. Our system synchronizes the body pose of a remote user with a realistic, virtual human avatar visible to a local user wearing an augmented reality head-mounted display. We conducted a two-by-two (relative system size: equivalent vs. small; leader vs. follower), between participants study (N = 40) to investigate the effect of avatar size on the interactions between remote and local user. We found the equal-sized avatars to be significantly more influential than the small-sized avatars and that the small avatars commanded significantly less attention than the equal-sized avatars. Additionally, we found the assigned leadership role to significantly impact participant subjective satisfaction of the task outcome. Michael E. Walker, Daniel Szafir, Irene Rae |
VR | 3 |
| 2017 | Robotic Telepresence at ScaleabstractTelepresence robots offer a relatively new way for people to project their presence remotely. However, these experiences have only been studied in controlled or small scale installations. To broaden our understanding of the successes and limitations of telepresence robots in large-scale venues, we conducted a study at CHI 2016 where five factors increased over past research: (1) number of local attendees; (2) ratio of remote users to systems; (3) variety of activities; (4) time zone differences; and, (5) environment size. Our results reveal that unlike small-scale venues and situations, remote users take a more socially isolated and functional approach to remote attendance while combating challenges around scheduling and large navigational spaces. Our results reveal new opportunities for thinking about the design of robot personalization, availability, and navigation for systems targeted at large-scale public contexts. Irene Rae, Carman Neustaedter |
CHI | 1 |
| 2015 | Can You See Me Now?: How Field of View Affects Collaboration in Robotic TelepresenceabstractRobotic telepresence systems-videoconferencing systems that allow a remote user to drive around in another location-are an emerging technology for supporting geographically-distributed teams. Thus far, many of these systems rely on affordances designed for stationary systems, such as a single, narrow-view camera to provide vision for the remote user. Teleoperation has offered some solutions to this via an augmented field-of-view, but how these solutions support task outcomes in collaborative mobile telepresence tasks has yet to be understood. To investigate this, we conducted a three condition (field-of-view: narrow (45°) vs. wide-angle (180°) vs. panoramic (360°)) between-participants controlled laboratory experiment. We asked participants (N=24) to collaborate with a confederate via a robotic telepresence system while using one of these views in a redecoration task. Our results showed that wider views supported task efficiency and fewer collisions, but were perceived as more difficult to use. Steven Johnson 0001, Irene Rae, Bilge Mutlu, Leila Takayama |
CHI | 2 |
| 2015 | A Framework for Understanding and Designing TelepresenceabstractAs a field, telepresence has grown to include a wide range of systems, from multi-view videoconferencing units to humanlike androids. However, the diversity of systems and research makes it difficult to form a holistic understanding of where the field stands. We propose a framework consisting of seven design dimensions for understanding telepresence, iteratively developed from previous literature, a series of three surveys, the construction of two design probes, and a field study. These design dimensions uniquely categorize 17 telepresence scenarios. In this work, we explain our development process, describe our design dimensions - initiation, physical environment, mobility, vision, social environment, communication, and independence - as well as our scenarios, and demonstrate the use of our framework as a tool to (1) highlight opportunities for future work, (2) identify generalizable findings from research, and (3) facilitate communication in the telepresence community. Irene Rae, Gina Venolia, John C. Tang, David Molnar |
CSCW | 1 |
| 2014 | Bodies in motion: mobility, presence, and task awareness in telepresenceabstractRobotic telepresence systems - videoconferencing systems that allow a remote user to drive around in another location - provide an alternative to video-mediated communications as a way of interacting over distances. These systems, which are seeing increasing use in business and medical settings, are unique in their ability to grant the remote user the ability to maneuver in a distant location. While this mobility promises increased feelings of "being there" for remote users and thus greater support for task collaboration, whether these promises are borne out, providing benefits in task performance, is unknown. To better understand the role that mobility plays in shaping the remote user's sense of presence and its potential benefits, we conducted a two-by-two (system mobility: stationary vs. mobile; task demands for mobility: low vs. high) controlled laboratory experiment. We asked participants (N=40) to collaborate in a construction task with a confederate via a robotic telepresence system. Our results showed that mobility significantly increased the remote user's feelings of presence, particularly in tasks with high mobility requirements, but decreased task performance. Our findings highlight the positive effects of mobility on feelings of "being there," while illustrating the need to design support for effective use of mobility in high-mobility tasks. Irene Rae, Bilge Mutlu, Leila Takayama |
CHI | 1 |
| 2013 | In-body experiences: embodiment, control, and trust in robot-mediated communicationabstractCommunication technologies are becoming increasingly diverse in form and functionality, making it important to identify which aspects of these technologies actually improve geographically distributed communication. Our study examines two potentially important aspects of communication technologies which appear in robot-mediated communication - physical embodiment and control of this embodiment. We studied the impact of physical embodiment and control upon interpersonal trust in a controlled laboratory experiment using three different videoconferencing settings: (1) a handheld tablet controlled by a local user, (2) an embodied system controlled by a local user, and (3) an embodied system controlled by a remote user (n = 29 dyads). We found that physical embodiment and control by the local user increased the amount of trust built between partners. These results suggest that both physical embodiment and control of the system influence interpersonal trust in mediated communication and have implications for future system designs. Irene Rae, Leila Takayama, Bilge Mutlu |
CHI | 1 |
| 2013 | The influence of height in robot-mediated communication
Irene Rae, Leila Takayama, Bilge Mutlu |
HRI | 1 |
| 2012 | One of the gang: supporting in-group behavior for embodied mediated communicationabstractAs an emerging technology that enables geographically distributed work teams, mobile remote presence (MRP) systems present new opportunities for supporting effective team building and collaboration. MRP systems are physically embodied mobile videoconferencing systems that remote co-workers control. These systems allow remote users, pilots, to actively initiate conversations and to navigate throughout the local environment. To investigate ways of encouraging team-like behavior among local and remote co-workers, we conducted a 2 (visual framing: decoration vs. no decoration) x 2 (verbal framing: interdependent vs. independent performance scoring) between-participants study (n=40). We hypothesized that verbally framing the situation as interdependent and visually framing the MRP system to create a sense of self-extension would enhance group cohesion between the local and the pilot. We found that the interdependent framing was successful in producing more in-group oriented behaviors and, contrary to our predictions, visual framing of the MRP system weakened team cohesion. Irene Rae, Leila Takayama, Bilge Mutlu |
CHI | 1 |