Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Aleksandra Wasielewska

dblp:439/0544 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0002-1270-8511ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 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 · 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.3