Demo Data from SIGIR 2026 / reviewers in the wild / expert
Emma Carrigan
dblp:188/1273
· DBLP profile ↗
9ranked-venue papers
3as first author
3since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 since 2021
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 · 38% Human-robot interaction · 38% Collaborative and social computing · 23% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction › robot perception
audio-visual integration |
0.5 | 1 | 2021 | The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human-Agent Interaction Task · ACM Trans. Comput. Hum. Interact. 2021 |
Human-AI interaction
human-agent interaction |
0.5 | 1 | 2021 | The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human-Agent Interaction Task · ACM Trans. Comput. Hum. Interact. 2021 |
Collaborative and social computing › cooperative work
group decision-making |
0.1 | 1 | 2021 | The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human-Agent Interaction Task · ACM Trans. Comput. Hum. Interact. 2021 |
Collaborative and social computing
social influence |
0.1 | 1 | 2021 | The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human-Agent Interaction Task · ACM Trans. Comput. Hum. Interact. 2021 |
Methods — techniques the papers use, named apart from their topics
online study · 0.5museum experiment · 0.5lunar survival task · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Dimensional perception of a 'smiling McGurk effect'abstractMultisensory integration influences emotional perception, as the McGurk effect demonstrates for the communication between humans. Human physiology implicitly links the production of visual features with other modes like the audio channel: Face muscles responsible for a smiling face also stretch the vocal cords that results in a characteristic smiling voice. For artificial agents capable of multimodal expression, this linkage is modeled explicitly. In our study, we observe the influence of visual and audio channel on the perception of the agent’s emotional state. We created two virtual characters to control for anthropomorphic appearance. We record videos of these agents either with matching or mismatching emotional expression in the audio and visual channel. In an online study we measured the agent’s perceived valence and arousal. Our results show that a matched smiling voice and smiling face increase both dimensions of the Circumplex model of emotions: ratings of valence and arousal grow. When the channels present conflicting information, any type of smiling results in higher arousal rating, but only the visual channel increases the perceived valence. When engineers are constrained in their design choices, we suggest they should give precedence to convey the artificial agent’s emotional state through the visual channel. Ilaria Torre 0002, Simon Holk, Emma Carrigan, Iolanda Leite, Rachel McDonnell, Naomi Harte |
ACII | 3 |
| 2021 | Model for predicting perception of facial action unit activation using virtual humansabstractBlendshape facial rigs are used extensively in the industry for facial animation of virtual humans. However, storing and manipulating large numbers of facial meshes (blendshapes) is costly in terms of memory and computation for gaming applications. Blendshape rigs are comprised of sets of semantically-meaningful expressions, which govern how expressive the character will be, often based on Action Units from the Facial Action Coding System (FACS). However, the relative perceptual importance of blendshapes has not yet been investigated. Research in Psychology and Neuroscience has shown that our brains process faces differently than other objects so we postulate that the perception of facial expressions will be feature-dependent rather than based purely on the amount of movement required to make the expression. Therefore, we believe that perception of blendshape visibility will not be reliably predicted by numerical calculations of the difference between the expression and the neutral mesh. In this paper, we explore the noticeability of blendshapes under different activation levels, and present new perceptually-based models to predict perceptual importance of blendshapes. The models predict visibility based on commonly-used geometry and image-based metrics. Rachel McDonnell, Katja Zibrek, Emma Carrigan, Rozenn Dahyot |
Comput. Graph. | 3 |
| 2021 | The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human-Agent Interaction TaskabstractEmotional expressivity is essential for human interactions, informing both perception and decision-making. Here, we examine whether creating an audio-visual emotional channel mismatch influences decision-making in a cooperative task with a virtual character. We created a virtual character that was either congruent in its emotional expression (smiling in the face and voice) or incongruent (smiling in only one channel). People (N = 98) evaluated the character in terms of valence and arousal in an online study; then, visitors in a museum played the “lunar survival task” with the character over three experiments (N = 597, 78, 101, respectively). Exploratory results suggest that multi-modal expressions are perceived, and reacted upon, differently than unimodal expressions, supporting previous theories of audio-visual integration. Ilaria Torre 0002, Emma Carrigan, Katarina Domijan, Rachel McDonnell, Naomi Harte |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2020 | Investigating perceptually based models to predict importance of facial blendshapesabstractBlendshape facial rigs are used extensively in the industry for facial animation of virtual humans. However, storing and manipulating large numbers of facial meshes is costly in terms of memory and computation for gaming applications, yet the relative perceptual importance of blendshapes has not yet been investigated. Research in Psychology and Neuroscience has shown that our brains process faces differently than other objects, so we postulate that the perception of facial expressions will be feature-dependent rather than based purely on the amount of movement required to make the expression. In this paper, we explore the noticeability of blendshapes under different activation levels, and present new perceptually based models to predict perceptual importance of blendshapes. The models predict visibility based on commonly-used geometry and image-based metrics. Emma Carrigan, Katja Zibrek, Rozenn Dahyot, Rachel McDonnell |
MIG | 1 |
| 2020 | Expression Packing: As-Few-As-Possible Training Expressions for Blendshape TransferabstractAbstract To simplify and accelerate the creation of blendshape rigs, using a template rig is a common procedure, especially during the creation of digital doubles. Blendshape transfer methods facilitate copy and paste functionality of the blendshapes from the template model to the digital double. However, for adequate personalization, such methods require a set of scanned training expressions of the original actor. So far, the semantics of the facial expressions to scan have been defined manually. In contrast, we formulate the semantics of the facial expressions as an integer optimization of the blendshape weights. By combining different blendshapes of the template model, our method creates facial expressions that serve as semantic references during scanning. Our method guarantees to compute as‐few‐as‐possible training expressions with minimal overlap of activated blendshapes. If the number of training expressions is limited, blendshapes are selected based on their power to personalize the resulting blendshapes compared to generic blendshape transfer methods. Emma Carrigan, Eduard Zell, Cédric Guiard, Rachel McDonnell |
Comput. Graph. Forum | 1 |
| 2019 | The Effect of Multimodal Emotional Expression and Agent Appearance on Trust in Human-Agent InteractionabstractEmotional expressivity can boost trust in human-human and human-machine interaction. As a multimodal phenomenon, previous research argued that a mismatch in the expressive channels provides evidence of joint audio-video emotional processing. However, while previous work studied this from the point of view of emotion recognition and processing, not much is known about what effect a multimodal agent would have on a human-agent interaction task. Also, agent appearance could influence this interaction too. Here we manipulated the agent’s multimodal emotional expression (”smiling face” and ”smiling voice”, or both) and agent type (photorealistic or cartoon-like virtual human) and assessed people’s trust toward this agent. We measured trust using a mixed-methods approach, combining behavioural data from a survival task, questionnaire ratings and qualitative comments. These methods gave different results: while people commented on the importance of emotional expressivity in the agent’s voice, this factor had limited influence on trusting behaviours; while people rated the cartoon-like agent on several traits higher than the photorealistic one, the agent’s style also was not the most influential feature on people’s trusting behaviour. These results highlight the contribution of a mixed-methods approach in human-machine interaction, as both explicit and implicit perception and behaviour will contribute to the success of the interaction. Ilaria Torre 0002, Emma Carrigan, Rachel McDonnell, Katarina Domijan, Killian McCabe, Naomi Harte |
MIG | 2 |
| 2018 | Survival at the Museum: A Cooperation Experiment with Emotionally Expressive Virtual CharactersabstractCorrectly interpreting an interlocutor's emotional expression is paramount to a successful interaction. But what happens when one of the interlocutors is a machine? The facilitation of human-machine communication and cooperation is of growing importance as smartphones, autonomous cars, or social robots increasingly pervade human social spaces. Previous research has shown that emotionally expressive virtual characters generally elicit higher cooperation and trust than 'neutral' ones. Since emotional expressions are multi-modal, and given that virtual characters can be designed to our liking in all their components, would a mismatch in the emotion expressed in the face and voice influence people's cooperation with a virtual character? We developed a game where people had to cooperate with a virtual character in order to survive on the moon. The character's face and voice were designed to either smile or not, resulting in 4 conditions: smiling voice and face, neutral voice and face, smiling voice only (neutral face), smiling face only (neutral voice). The experiment was set up in a museum over the course of several weeks; we report preliminary results from over 500 visitors, showing that people tend to trust the virtual character in the mismatched condition with the smiling face and neutral voice more. This might be because the two channels express different aspects of an emotion, as previously suggested. Ilaria Torre 0002, Emma Carrigan, Killian McCabe, Rachel McDonnell, Naomi Harte |
ICMI | 2 |
| 2016 | Crowd appearance affects player performance in game combat scenariosabstractThe aim of this study was to investigate the effect of non-player character (NPC) appearance in games - specifically, how a character's appearance affects a player's performance, and their perception of the game. We ran an experiment where participants played a mobile game on a 9.7" tablet, the goal of which was to kill all of the enemy characters in the game. The visual appearance of the enemy characters varied in the level of aggression in appearance. One crowd had small, green characters with no weapons and minimal armour. The other crowd had red characters that were large and wearing both weapons and armour. Both crowds had the same level of aggression in behaviour, stance and animations, as well as the same intersection-test capsule to ensure the gameplay was balanced and both crowds were equally difficult to kill. As expected, the second crowd was perceived as highly aggressive and less friendly than the first crowd. We found no differences in the enjoyment levels of the game but interestingly, we found that the visual appearance of the crowd had a direct effect on the player performance in combat. In contrast to our hypothesis, players performed worse (i.e., were killed more often) when in combat against the characters with the less-aggressive appearance. Emma Carrigan, Elena Kokkinara, Florian Gheorghe, Maxime Houlier, Stéphane Donikian, Rachel McDonnell |
MIG | 1 |
| 2016 | Improving blendshape performance for crowds with GPU and GPGPU techniquesabstractFor real-time applications, blendshape animations are usually calculated on the CPU, which are slow to animate, and are therefore generally limited to only the closest level of detail for a small number of characters in a scene. In this paper, we present a GPU based blendshape animation technique. By storing the blendshape model (including animations) on the GPU, we are able to attain significant speed improvements over CPU-based animation. We also find that by using compute shaders to decouple rendering and animation we can improve performance when rendering a crowd animation. Further gains are also made possible by using a smaller subset of blendshape expressions, at the cost of expressiveness. However, the quality impact can be minimised by selecting this subset carefully. We discuss a number of potential metrics to automate this selection. Timothy Costigan, Anton Gerdelan, Emma Carrigan, Rachel McDonnell |
MIG | 3 |