Demo Data from SIGIR 2026 / reviewers in the wild / expert
Rémi Bismuth
dblp:157/4955
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2Graphics, 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
1 paper |
Human-robot interaction · 50% Collaborative and social computing · 50% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction › nonverbal communication
social gaze |
0.2 | 1 | 2015 | The Royal Corgi: Exploring Social Gaze Interaction for Immersive Gameplay · CHI 2015 |
Collaborative and social computing › social interaction
virtual human interaction |
0.2 | 1 | 2015 | The Royal Corgi: Exploring Social Gaze Interaction for Immersive Gameplay · CHI 2015 |
Methods — techniques the papers use, named apart from their topics
qualitative user study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | The Royal Corgi: Exploring Social Gaze Interaction for Immersive GameplayabstractThe eyes are a rich channel for non-verbal communication in our daily interactions. We propose social gaze interaction as a game mechanic to enhance user interactions with virtual characters. We develop a game from the ground-up in which characters are designed to be reactive to the player's gaze in social ways, such as getting annoyed when the player seems distracted or changing their dialogue depending on the player's apparent focus of attention. Results from a qualitative user study provide insights about how social gaze interaction is intuitive for users, elicits deep feelings of immersion, and highlight the players' self-consciousness of their own eye movements through their strong reactions to the characters. Mélodie Vidal, Rémi Bismuth, Andreas Bulling, Hans-Werner Gellersen |
CHI | 2 |
| 2014 | The Royal Corgi: a game of social gazeabstractThe Royal Corgi adds social gaze to the gameplay. In this game of networking, players will need to find ways to convince characters that they are the ideal candidate to become the next Royal Corgi Instructor - but choosing dialogs wisely is not sufficient. Players have to pay attention to the way they look at characters, and find what makes them click. Do they want respect and the player's full attention? Are they sensitive to what the player seems to be interested in? This game draws players in the game with the characters and demonstrates the potential of gaze to create extremely immersive experiences. Mélodie Vidal, Rémi Bismuth |
Advances in Computer Entertainment | 2 |