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Pawel Lupkowski

dblp:15/8120 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0002-5335-2988ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial 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
1 paper
Human-AI interaction · 44% Collaborative and social computing · 44% Human-robot interaction · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › social interaction › multi-user interaction
social interaction in games
1.012026
Interactions with artificial agents in virtual reality: A study of behaviors in game-based tasks · Int. J. Hum. Comput. Stud. 2026
Human-AI interaction
virtual agents
1.012026
Interactions with artificial agents in virtual reality: A study of behaviors in game-based tasks · Int. J. Hum. Comput. Stud. 2026
Human-robot interaction › emotion
emotional response
0.312026
Interactions with artificial agents in virtual reality: A study of behaviors in game-based tasks · Int. J. Hum. Comput. Stud. 2026

Methods — techniques the papers use, named apart from their topics

video-based posture analysis · 1.0self-report measures · 1.0prisoner's dilemma game · 1.0
YearPublicationVenuePosition
2026 Interactions with artificial agents in virtual reality: A study of behaviors in game-based tasks
abstract
This study investigates how the appearance and behavior of virtual agents influence human reactions during immersive interactions in virtual reality. Participants engaged in two interactive games—a word-matching task and an iterated Prisoner’s Dilemma—with virtual partners that varied in their degree of humanlikeness and dominance-related behavior. Behavioral responses, encompassing cooperation patterns and posture changes (based on video recordings), as well as self-reported mind attribution (agency and experience) and emotional data were examined. Results show that hybrid-looking (uncanny) agents triggered greater eeriness and postural contraction among participants, indicating discomfort, though not increased threat or reduced likability. Mind attribution—particularly agency and experience—was positively associated with likability, challenging earlier theoretical claims. In the Prisoner’s Dilemma, women showed higher cooperation and forgiveness rates, especially toward robot-looking agents. Together, the findings suggest that agent appearance and attributed mental capacities influence how participants evaluate and respond to virtual partners.
Dawid Ratajczyk, Zuzanna Kurowska, Aleksandra Wasielewska, Pawel Lupkowski
Int. J. Hum. Comput. Stud.4
2024 The Importance of Beliefs in Human Nature Uniqueness for Uncanny Valley in Virtual Reality and On-Screen
abstract
The current study had two main goals—evaluation of the impact of robot stimuli presentation type (virtual reality vs. on-screen simulation) and investigation of the relation between essentialism beliefs and the uncanny valley effect. The experiment involved a virtual café in which participants confronted four characters ranging from robotic to humanlike. The results showed that robotic characters were rated more eerie than humanlike characters. The robotic character with moderate humanlikeness received the highest eeriness rating, which was interpreted by us as evidence of the uncanny valley effect. Contrary to previous research’s suggestion, participants assessed the humanlikeness and eeriness of characters in the same manner in VR and on-screen. Our results show the importance of essentialism beliefs in attitudes toward the most eerie artificial agents. Strong beliefs in the uniqueness of human nature deepen the uncanny valley effect. Additionally, groups with and without previous knowledge of the uncanny valley effect did not differ in their assessments of variables related to this phenomenon.
Dawid Ratajczyk, Jakub Dakowski, Pawel Lupkowski
Int. J. Hum. Comput. Interact.3
2019 Characterizing the Response Space of Questions: a Corpus Study for English and Polish
abstract
The main aim of this paper is to provide a characterization of the response space for questions using a taxonomy grounded in a dialogical formal semantics.As a starting point we take the typology for responses in the form of questions provided in (Łupkowski and Ginzburg, 2016).This work develops a wide coverage taxonomy for question/question sequences observable in corpora including the BNC, CHILDES, and BEE, as well as formal modelling of all the postulated classes.Our aim is to extend this work to cover all responses to questions.We present the extended typology of responses to questions based on a corpus studies of BNC, BEE and Maptask with include 506, 262, and 467 question/response pairs respectively.We compare the data for English with data from Polish using the Spokes corpus (205 question/response pairs).We discuss annotation reliability and disagreement analysis.We sketch how each class can be formalized using a dialogical semantics appropriate for dialogue management.
Jonathan Ginzburg, Zulipiye Yusupujiang, Chuyuan Li, Kexin Ren, Pawel Lupkowski
SIGdial5