Demo Data from SIGIR 2026 / reviewers in the wild / expert
Aleksandra Wasielewska
dblp:439/0544
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › social interaction › multi-user interaction
social interaction in games |
1.0 | 1 | 2026 | 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 |
1.0 | 1 | 2026 | 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 |
0.3 | 1 | 2026 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Interactions with artificial agents in virtual reality: A study of behaviors in game-based tasksabstractThis 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 |