Demo Data from SIGIR 2026 / reviewers in the wild / expert
Paul M. Sharkey
dblp:08/6040
· DBLP profile ↗
14ranked-venue papers
2as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 1 first-authorHuman-computer interaction and ubiquitous computing · 6 · 1 first-authorSystems, architecture and hardware · 2Graphics, computer vision, multimedia, augmented reality and games · 2Computer networks · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
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
1 paper |
Immersive interaction · 62% Collaborative and social computing · 38% | |
| Artificial intelligence
3 papers |
Motion planning and robot control · 54% Robot navigation and mapping · 46% | |
| Computer graphics and multimedia
2 papers |
Image and video processing · 57% Computational photography and imaging · 43% |
Topics — the 10 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › social interaction › group communication
multiparty conversation |
0.0 | 1 | 2008 | Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments · CSCW 2008 |
Collaborative and social computing
remote collaboration |
0.0 | 1 | 2008 | Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments · CSCW 2008 |
Robotics › Robot navigation and mapping
active vision |
0.0 | 1 | 1997 | On the kinematics of robot heads · IEEE Trans. Robotics Autom. 1997 |
Robotics › Motion planning and robot control › robot kinematics
forward and inverse kinematics |
0.0 | 1 | 1997 | On the kinematics of robot heads · IEEE Trans. Robotics Autom. 1997 |
Robotics › Motion planning and robot control
robot kinematics |
0.0 | 1 | 1997 | On the kinematics of robot heads · IEEE Trans. Robotics Autom. 1997 |
Robotics › Motion planning and robot control › robot control
motion control |
0.0 | 1 | 1995 | Driving saccade to pursuit using image motion · Int. J. Comput. Vis. 1995 |
Image and video processing › motion analysis
image motion |
0.0 | 1 | 1995 | Driving saccade to pursuit using image motion · Int. J. Comput. Vis. 1995 |
Robotics › Robot navigation and mapping › target tracking
visual pursuit |
0.0 | 1 | 1993 | Reactions to peripheral image motion using a head/eye platform · ICCV 1993 |
Computational photography and imaging
active vision |
0.0 | 1 | 1993 | Reactions to peripheral image motion using a head/eye platform · ICCV 1993 |
Robotics › Robot navigation and mapping › active vision
saccade control |
0.0 | 1 | 1993 | Reactions to peripheral image motion using a head/eye platform · ICCV 1993 |
Methods — techniques the papers use, named apart from their topics
mobile eye-tracking · 0.1opto-kinetic response · 0.0motion segmentation · 0.0foveal tracking · 0.0jacobian analysis · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Eye gaze in virtual environments: evaluating the need and initial work on implementationabstractAbstract For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people's eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed in an immersive VE. An experiment was conducted to assess the difference between user's abilities to judge what objects an avatar is looking at with only head movements being displayed, while the eyes remained static, and with eye gaze and head movement information being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects correctly identifying what a person is looking at in an immersive virtual environment. This is followed by a description of the work that is now being undertaken following the positive results from the experiment. We discuss the integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real‐world eye movements into calibrated eye gaze in an immersive virtual world. This is to be used in the creation of an immersive collaborative virtual environment supporting eye gaze and its ongoing experiments. Copyright © 2009 John Wiley & Sons, Ltd. Norman Murray, Dave Roberts, Anthony Steed, Paul M. Sharkey, Paul Dickerson, John Rae, Robin Wolff |
Concurr. Comput. Pract. Exp. | 4 |
| 2008 | Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environmentsabstractParticipants' eye-gaze is generally not captured or represented in immersive collaborative virtual environment (ICVE) systems. We present EyeCVE, which uses mobile eye-trackers to drive the gaze of each participant's virtual avatar, thus supporting remote mutual eye-contact and awareness of others' gaze in a perceptually unfragmented shared virtual workspace. We detail trials in which participants took part in three-way conferences between remote CAVE™ systems linked via EyeCVE. Eye-tracking data was recorded and used to evaluate interaction, confirming the system's support for the use of gaze as a communicational and management resource in multiparty conversational scenarios. We point toward subsequent investigation of eye-tracking in ICVEs for enhanced remote social-interaction and analysis. William Steptoe, Robin Wolff, Alessio Murgia, Estefania Guimaraes, John Rae, Paul M. Sharkey, David J. Roberts 0001, Anthony Steed |
CSCW | 6 |
| 2008 | A Tool for Replay and Analysis of Gaze-Enhanced Multiparty Sessions Captured in Immersive Collaborative EnvironmentsabstractA desktop tool for replay and analysis of gaze-enhanced multiparty virtual collaborative sessions is described. We linked three CAVETM-like environments, creating a multiparty collaborative virtual space where avatars are animated with 3D gaze as well as head and hand motions in real time. Log files are recorded for subsequent playback and analysis using the proposed software tool. During replaying the user can rotate the viewpoint and navigate in the simulated 3D scene. The playback mechanism relies on multiple distributed log files captured at every site. This structure enables an observer to experience latencies of movement and information transfer for every site as this is important for conversation analysis. Playback uses an event-replay algorithm, modified to allow fast traversal of the scene by selective rendering of nodes, and to simulate fast random access. The toolpsilas analysis module can show each participantpsilas 3D gaze points and areas where gaze has been concentrated. Alessio Murgia, Robin Wolff, William Steptoe, Paul M. Sharkey, David J. Roberts 0001, Estefania Guimaraes, Anthony Steed, John Rae |
DS-RT | 4 |
| 2008 | Communicating Eye Gaze across a Distance without Rooting Participants to the SpotabstractEye gaze is an important conversational resource that until now could only be supported across a distance if people were rooted to the spot. We introduce EyeCVE, the worldpsilas first tele-presence system that allows people in different physical locations to not only see what each other are doing but follow each otherpsilas eyes, even when walking about. Projected into each space are avatar representations of remote participants, that reproduce not only body, head and hand movements, but also those of the eyes. Spatial and temporal alignment of remote spaces allows the focus of gaze as well as activity and gesture to be used as a resource for non-verbal communication. The temporal challenge met was to reproduce eye movements quick enough and often enough to interpret their focus during a multi-way interaction, along with communicating other verbal and non-verbal language. The spatial challenge met was to maintain communicational eye gaze while allowing free movement of participants within a virtually shared common frame of reference. This paper reports on the technical and especially temporal characteristics of the system. Robin Wolff, David J. Roberts 0001, Alessio Murgia, Norman Murray, John Rae, William Steptoe, Anthony Steed, Paul M. Sharkey |
DS-RT | 8 |
| 2007 | An assessment of eye-gaze potential within immersive virtual environmentsabstractIn collaborative situations, eye gaze is a critical element of behavior which supports and fulfills many activities and roles. In current computer-supported collaboration systems, eye gaze is poorly supported. Even in a state-of-the-art video conferencing system such as the access grid, although one can see the face of the user, much of the communicative power of eye gaze is lost. This article gives an overview of some preliminary work that looks towards integrating eye gaze into an immersive collaborative virtual environment and assessing the impact that this would have on interaction between the users of such a system. Three experiments were conducted to assess the efficacy of eye gaze within immersive virtual environments. In each experiment, subjects observed on a large screen the eye-gaze behavior of an avatar. The eye-gaze behavior of that avatar had previously been recorded from a user with the use of a head-mounted eye tracker. The first experiment was conducted to assess the difference between users' abilities to judge what objects an avatar is looking at with only head gaze being viewed and also with eye- and head-gaze data being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects, correctly identifying what a person is looking at in an immersive virtual environment. The second experiment examined whether a monocular or binocular eye-tracker would be required. This was examined by testing subjects' ability to identify where an avatar was looking from their eye direction alone, or by eye direction combined with convergence. This experiment showed that convergence had a significant impact on the subjects' ability to identify where the avatar was looking. The final experiment looked at the effects of stereo and mono-viewing of the scene, with the subjects being asked to identify where the avatar was looking. This experiment showed that there was no difference in the subjects' ability to detect where the avatar was gazing. This is followed by a description of how the eye-tracking system has been integrated into an immersive collaborative virtual environment and some preliminary results from the use of such a system. Norman Murray, David J. Roberts 0001, Anthony Steed, Paul M. Sharkey, Paul Dickerson, John Rae |
ACM Trans. Multim. Comput. Commun. Appl. | 4 |
| 2004 | Automatic Kernel Regression Modelling Using Combined Leave-One-Out Test Score and Regularised Orthogonal Least SquaresabstractThis paper introduces an automatic robust nonlinear identification algorithm using the leave-one-out test score also known as the PRESS (Predicted REsidual Sums of Squares) statistic and regularised orthogonal least squares. The proposed algorithm aims to achieve maximised model robustness via two effective and complementary approaches, parameter regularisation via ridge regression and model optimal generalisation structure selection. The major contributions are to derive the PRESS error in a regularised orthogonal weight model, develop an efficient recursive computation formula for PRESS errors in the regularised orthogonal least squares forward regression framework and hence construct a model with a good generalisation property. Based on the properties of the PRESS statistic the proposed algorithm can achieve a fully automated model construction procedure without resort to any other validation data set for model evaluation. Xia Hong 0001, Sheng Chen 0001, Paul M. Sharkey |
Int. J. Neural Syst. | 3 |
| 2004 | Sparse modeling using orthogonal forward regression with PRESS statistic and regularizationabstractThe paper introduces an efficient construction algorithm for obtaining sparse linear-in-the-weights regression models based on an approach of directly optimizing model generalization capability. This is achieved by utilizing the delete-1 cross validation concept and the associated leave-one-out test error also known as the predicted residual sums of squares (PRESS) statistic, without resorting to any other validation data set for model evaluation in the model construction process. Computational efficiency is ensured using an orthogonal forward regression, but the algorithm incrementally minimizes the PRESS statistic instead of the usual sum of the squared training errors. A local regularization method can naturally be incorporated into the model selection procedure to further enforce model sparsity. The proposed algorithm is fully automatic, and the user is not required to specify any criterion to terminate the model construction procedure. Comparisons with some of the existing state-of-art modeling methods are given, and several examples are included to demonstrate the ability of the proposed algorithm to effectively construct sparse models that generalize well. Sheng Chen 0001, Xia Hong 0001, Christopher J. Harris 0001, Paul M. Sharkey |
IEEE Trans. Syst. Man Cybern. Part B | 4 |
| 2003 | Distributed StiffnessabstractSummary form only given. Interactive simulation through distributed virtual environments has been at the very cutting edge of research in the last few years, not least through the developments in the hardware required (e.g., internet connection speed, desktop processing) and critically, the algorithms applied to overcoming the single significant problem in the field-communication delay. For this talk we will present the underlying reasons why, for distributed simulation, "what you see is not what I see" and "what you can touch is not what I can touch", and why, in theory, this will never be so. In practice, however, we are blessed with application specific heuristics than can come to our aid. We will outline a generic mechanism which may allow us a partial solution to overcome the problems associated with distributed haptic systems. The key to this issue is how a distributed simulation of an object, with all of its attributes, can be haptically displayed over a distributed environment? Central to this issue is the main physical attribute of an object in a haptic sense, and that is of object compliance, or stiffness. When is a stiff object stiff and when must it be otherwise? I would rather scientists found the answer to this question rather than the pornographers!. Paul M. Sharkey |
DS-RT | 1 |
| 2003 | A robust nonlinear identification algorithm using PRESS statistic and forward regressionabstractThis paper introduces a new robust nonlinear identification algorithm using the predicted residual sums of squares (PRESS) statistic and forward regression. The major contribution is to compute the PRESS statistic within a framework of a forward orthogonalization process and hence construct a model with a good generalization property. Based on the properties of the PRESS statistic the proposed algorithm can achieve a fully automated procedure without resort to any other validation data set for iterative model evaluation. Xia Hong 0001, Paul M. Sharkey, Kevin Warwick |
IEEE Trans. Neural Networks | 2 |
| 2003 | Robust nonlinear model identification methods using forward regressionabstractIn this correspondence new robust nonlinear model construction algorithms for a large class of linear-in-the-parameters models are introduced to enhance model robustness via combined parameter regularization and new robust structural selective criteria. In parallel to parameter regularization, we use two classes of robust model selection criteria based on either experimental design criteria that optimizes model adequacy, or the predicted residual sums of squares (PRESS) statistic that optimizes model generalization capability, respectively. Three robust identification algorithms are introduced, i.e., combined A- and D-optimality with regularized orthogonal least squares algorithm, respectively; and combined PRESS statistic with regularized orthogonal least squares algorithm. A common characteristic of these algorithms is that the inherent computation efficiency associated with the orthogonalization scheme in orthogonal least squares or regularized orthogonal least squares has been extended such that the new algorithms are computationally efficient. Numerical examples are included to demonstrate effectiveness of the algorithms. Xia Hong 0001, Christopher J. Harris 0001, Sheng Chen 0001, Paul M. Sharkey |
IEEE Trans. Syst. Man Cybern. Part A | 4 |
| 1997 | On the kinematics of robot headsabstractThe following presents a standardized approach to the kinematics of a generalized stereo robot head, providing both forward and inverse kinematic solutions as well as a discussion on the head Jacobian. The paper is intended as a comprehensive tutorial and as a standard notation reference for researchers in the field of active vision. Paul M. Sharkey, David William Murray 0001, Jason J. Heuring |
IEEE Trans. Robotics Autom. | 1 |
| 1995 | Driving saccade to pursuit using image motion
David William Murray 0001, Kevin J. Bradshaw, Philip F. McLauchlan, Ian D. Reid 0001, Paul M. Sharkey |
Int. J. Comput. Vis. | 5 |
| 1993 | Reactions to peripheral image motion using a head/eye platformabstractThe authors demonstrate four real-time reactive responses to movement in everyday scenes using an active head/eye platform. They first describe the design and realization of a high-bandwidth four-degree-of-freedom head/eye platform and visual feedback loop for the exploration of motion processing within active vision. The vision system divides processing into two scales and two broad functions. At a coarse, quasi-peripheral scale, detection and segmentation of new motion occurs across the whole image, and at fine scale, tracking of already detected motion takes place within a foveal region. Several simple coarse scale motion sensors which run concurrently at 25 Hz with latencies around 100 ms are detailed. The use of these sensors are discussed to drive the following real-time responses: (1) head/eye saccades to moving regions of interest; (2) a panic response to looming motion; (3) an opto-kinetic response to continuous motion across the image and (4) smooth pursuit of a moving target using motion alone.> David William Murray 0001, Philip F. McLauchlan, Ian D. Reid 0001, Paul M. Sharkey |
ICCV | 4 |
| 1993 | From saccades to smooth pursuit: real-time gaze control using motion feedbackabstractThe authors present an active vision system which performs a surveillance task in everyday dynamic scenes. The system is based around simple, rapid motion processors and a control strategy which uses both position and velocity information. The surveillance task is defined in terms of two separate behavioral subsystems, saccade and smooth pursuit, which are demonstrated individually on the system. It is shown how these and other elementary responses to 2D motion can be built up into behavior sequences, and how judicious close cooperation between vision and control results in smooth transitions between the behaviors. These ideas are demonstrated by an implementation of a saccade to smooth pursuit surveillance system on a high-performance robotic hand/eye platform. Ian D. Reid 0001, Kevin J. Bradshaw, Philip F. McLauchlan, Paul M. Sharkey, David William Murray 0001 |
IROS | 4 |