Demo Data from SIGIR 2026 / reviewers in the wild / expert
Martin Klesen
dblp:16/610
· DBLP profile ↗
5ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2
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.
| Artificial intelligence
1 paper |
Language models and text generation · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-AI interaction · 100% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-AI interaction › virtual agents
embodied agents |
0.0 | 1 | 2008 | Fully generated scripted dialogue for embodied agents · Artif. Intell. 2008 |
Methods — techniques the papers use, named apart from their topics
natural language generation · 0.2embodied agents · 0.1embodied agent · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Fully generated scripted dialogue for embodied agents
Kees van Deemter, Brigitte Krenn, Paul Piwek, Martin Klesen, Marc Schröder 0001, Stefan Baumann |
Artif. Intell. | 4 |
| 2006 | VirtualHuman: dialogic and affective interaction with virtual charactersabstractNatural multimodal interaction with realistic virtual characters provides rich opportunities for entertainment and education. In this paper we present the current VIRTUALHUMAN demonstrator system. It provides a knowledge-based framework to create interactive applications in a multi-user, multi-agent setting. The behavior of the virtual humans and objects in the 3D environment is controlled by interacting affective conversational dialogue engines. An elaborate model of affective behavior adds natural emotional reactions and presence of the virtual humans. Actions are defined in a XML-based markup language that supports the incremental specification of synchronized multimodal output. The system was successfully demonstrated during CeBIT 2006. Norbert Reithinger, Patrick Gebhard, Markus Löckelt, Alassane Ndiaye, Norbert Pfleger, Martin Klesen |
ICMI | 6 |
| 2005 | Using Real Objects to Communicate with Virtual Characters
Patrick Gebhard, Martin Klesen |
IVA | 2 |
| 1997 | Dialogue act classification using language modelsabstractPragmatically important information as e.g. dialogue acts that describe the illocution of an utterance depend in traditional processing approaches on error prone syntactic /semantic processing. We present a statistically based method for dialogue act classification that has word strings as input. An experimental evaluation shows that this method can be successfully used to determine dialogue acts. The overall recognition rate in the experiments is in the range of 65%--67% for German test data, and 74% for an experiment with English dialogues. 1. INTRODUCTION For spoken or typed language processing systems, it is often important to extract just the core intention of a sentence. The classes are sometimes described as dialogue moves [3] or, as in the VERBMOBIL system, as dialogue acts [1]. In the latter system which translates spoken time scheduling dialogues of two humans [2] these dialogue acts classify sentences e.g. as ACCEPT, REJECT, SUGGEST. They are used e.g. in a shallow transla... Norbert Reithinger, Martin Klesen |
EUROSPEECH | 2 |
| 1996 | Predicting dialogue acts for a speech-to-speech translation system
Norbert Reithinger, Ralf Engel, Michael Kipp, Martin Klesen |
ICSLP | 4 |