Demo Data from SIGIR 2026 / reviewers in the wild / expert
Abdelmajid Kadri
dblp:38/2615
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2022
0009-0002-7256-3526ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2007 | The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments · VR 2007 |
Virtual and augmented reality › immersive interaction
virtual object manipulation |
0.1 | 1 | 2007 | The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments · VR 2007 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Using Facial Expressiveness of a Virtual Agent to Induce Empathy in UsersabstractHealthcare simulators are learning environments that offer many training opportunities. The integration of expressive virtual patients in these simulators encourages the exchanges and provokes emotional reactions in the learner, which promotes memorization and learning. Based on these elements, we assume that the facial expressiveness of a virtual agent is a factor to be considered in order to improve the user experience. We investigate the impact of the facial expressiveness of virtual humans on the empathy induction in the user of health simulators. We also investigate the impact of facial expressiveness on the user’s sense of similarity and the affective bond with the agent. Our results show a high empathy score when users train with simulators. Depending on the context, we observe a significant difference in perspective-taking in favor of the users who interact with an expressive virtual agent to a virtual agent without facial expressiveness. Anne-Sophie Milcent, Abdelmajid Kadri, Simon Richir |
Int. J. Hum. Comput. Interact. | 2 |
| 2019 | Expressive Virtual Human: Impact of expressive wrinkles and pupillary size on emotion recognitionabstractImproving the expressiveness of virtual humans is essential for qualitative interactions and development of an emotional bond. It is certainly indicated for all applications using the user's cognitive processes, such as applications dedicated to training or health. Our study aims to contribute to the design of an expressive virtual human, by identifying and adapting visual factors promoting transcription of emotions. In this paper, we investigate the effect of expressive wrinkles and variation of pupil size. We propose to compare the recognition of basic emotions on a real human and on an expressive virtual human. The virtual human was subject to two different factors: expressive wrinkles and/or pupil size. Our results indicate that emotion recognition rates on the virtual agent are high. Moreover, expressive wrinkles affect emotion recognition. The effect of pupillary size is less significant. However, both are recommended to design an expressive virtual human. Anne-Sophie Milcent, Erik Geslin, Abdelmajid Kadri, Simon Richir |
IVA | 3 |
| 2007 | The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual EnvironmentsabstractThis paper describes an experiment conducted to study the influence of visual appearance of user's avatar (or 3D cursor) on the manipulation of virtual objects in virtual environments (VE). Participants were asked to pick up a virtual cube and place it at a random location in a VE. We found that one visual property of the avatar (the presence or absence of a directional cue) could influence the way participants picked up the cube in the VE. When using an avatar or a 3D cursor with a strong directional cue (e.g., arrows pointing to the left or right), participants generally picked up the cube by a specific side (e.g., right or left side). When using 3D cursors with no main directional cue, participants more frequently picked up the virtual cube by its front or top Abdelmajid Kadri, Anatole Lécuyer, Jean-Marie Burkhardt, Simon Richir |
VR | 1 |