Demo Data from SIGIR 2026 / reviewers in the wild / expert
Samantha L. Finkelstein
dblp:49/2613
· DBLP profile ↗
16ranked-venue papers
5as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 13 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 2 first-authorArtificial intelligence and machine learning · 1
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
7 papers |
Immersive interaction · 44% Learning and educational technologies · 22% User interface design and tools · 18% | |
| Computer graphics and multimedia
8 papers |
Virtual and augmented reality · 92% Multimedia analysis and retrieval · 8% |
Topics — the 15 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
locomotion |
0.3 | 3 | 2011 | Leveraging change blindness for redirection in virtual environments · VR 2011 Exploiting change blindness to expand walkable space in a virtual environment · VR 2010 Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments · VR 2009 |
Immersive interaction › locomotion
redirection in virtual reality |
0.2 | 2 | 2011 | Leveraging change blindness for redirection in virtual environments · VR 2011 Exploiting change blindness to expand walkable space in a virtual environment · VR 2010 |
Virtual and augmented reality › locomotion techniques
impossible spaces |
0.1 | 1 | 2012 | Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture · IEEE Trans. Vis. Comput. Graph. 2012 |
Virtual and augmented reality › locomotion
redirected walking |
0.1 | 1 | 2012 | Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture · IEEE Trans. Vis. Comput. Graph. 2012 |
Learning and educational technologies › pedagogical agents
teachable agent |
0.1 | 1 | 2012 | "Oh dear stacy!": social interaction, elaboration, and learning with teachable agents · CHI 2012 |
Virtual and augmented reality › navigation
virtual environment navigation |
0.1 | 1 | 2010 | Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2010 |
Games and playful interaction
exergames |
0.1 | 1 | 2010 | Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise · VR 2010 |
Virtual and augmented reality
cybersickness |
0.1 | 1 | 2009 | Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments · VR 2009 |
Learning and educational technologies
educational games |
0.1 | 1 | 2009 | cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009 |
Multimedia analysis and retrieval
video retrieval |
0.1 | 1 | 2015 | Evaluating visual query methods for articulated motion video search · Int. J. Hum. Comput. Stud. 2015 |
Health and well-being technologies
autism therapy |
0.0 | 1 | 2010 | Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise · VR 2010 |
Computer vision › Face, body and person analysis › facial expression analysis
facial expression recognition |
0.0 | 1 | 2009 | cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009 |
Virtual and augmented reality
virtual humans |
0.0 | 1 | 2009 | cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009 |
Immersive interaction › locomotion
natural walking |
0.0 | 1 | 2009 | Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments · VR 2009 |
Learning and educational technologies
programming education |
0.0 | 1 | 2009 | cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7visual query evaluation · 0.4visual drag-and-drop programming · 0.3proof-of-concept · 0.2playtesting · 0.2think-aloud study · 0.1redirection techniques · 0.1controlled experiment · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Educational Technologies to Support Linguistically Diverse Students, and the Challenges of Classroom Integration
Samantha L. Finkelstein |
AIED | 1 |
| 2015 | Evaluating visual query methods for articulated motion video search
Cecilia Mauceri, Evan A. Suma, Samantha L. Finkelstein, Richard Souvenir |
Int. J. Hum. Comput. Stud. | 3 |
| 2013 | The Effects of Culturally Congruent Educational Technologies on Student Achievement
Samantha L. Finkelstein, Evelyn Yarzebinski, Callie Vaughn, Amy Ogan, Justine Cassell |
AIED | 1 |
| 2012 | "Oh dear stacy!": social interaction, elaboration, and learning with teachable agentsabstractUnderstanding how children perceive and interact with teachable agents (systems where children learn through teaching a synthetic character embedded in an intelligent tutoring system) can provide insight into the effects of so-cial interaction on learning with intelligent tutoring systems. We describe results from a think-aloud study where children were instructed to narrate their experience teaching Stacy, an agent who can learn to solve linear equations with the student's help. We found treating her as a partner, primarily through aligning oneself with Stacy using pronouns like you or we rather than she or it significantly correlates with student learning, as do playful face-threatening comments such as teasing, while elaborate explanations of Stacy's behavior in the third-person and formal tutoring statements reduce learning gains. Additionally, we found that the agent's mistakes were a significant predictor for students shifting away from alignment with the agent. Amy Ogan, Samantha L. Finkelstein, Elijah Mayfield, Claudia D'Adamo, Noboru Matsuda, Justine Cassell |
CHI | 2 |
| 2012 | Outreach for improved student performance: a game design and development curriculumabstractWe present a curriculum for computer science outreach using Game Maker. This curriculum has been adapted over six iterations of a 10-week, middle school apprenticeship on Game Design and Development. Through multiple iterations we have adjusted for many of the issues one could expect to encounter when running a similar outreach program. While many outreach curricula are independent from coursework, our video game design curriculum is targeted to address generalized student learning objectives (Math and English Language Arts) and designed for integration into middle school classrooms. We demonstrate that students' language arts and math classroom performance have improved with participation in this apprenticeship. Katelyn Doran, Acey Kreisler Boyce, Samantha L. Finkelstein, Tiffany Barnes |
ITiCSE | 3 |
| 2012 | Rudeness and Rapport: Insults and Learning Gains in Peer Tutoring
Amy Ogan, Samantha L. Finkelstein, Erin Walker, Ryan Carlson, Justine Cassell |
ITS | 2 |
| 2012 | "Love ya, jerkface": Using Sparse Log-Linear Models to Build Positive and Impolite Relationships with Teens
William Yang Wang, Samantha L. Finkelstein, Amy Ogan, Alan W. Black, Justine Cassell |
SIGDIAL Conference | 2 |
| 2012 | Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping ArchitectureabstractWalking is only possible within immersive virtual environments that fit inside the boundaries of the user's physical workspace. To reduce the severity of the restrictions imposed by limited physical area, we introduce "impossible spaces," a new design mechanic for virtual environments that wish to maximize the size of the virtual environment that can be explored with natural locomotion. Such environments make use of self-overlapping architectural layouts, effectively compressing comparatively large interior environments into smaller physical areas. We conducted two formal user studies to explore the perception and experience of impossible spaces. In the first experiment, we showed that reasonably small virtual rooms may overlap by as much as 56% before users begin to detect that they are in an impossible space, and that the larger virtual rooms that expanded to maximally fill our available 9.14 m x 9.14 m workspace may overlap by up to 31%. Our results also demonstrate that users perceive distances to objects in adjacent overlapping rooms as if the overall space was uncompressed, even at overlap levels that were overtly noticeable. In our second experiment, we combined several well-known redirection techniques to string together a chain of impossible spaces in an expansive outdoor scene. We then conducted an exploratory analysis of users' verbal feedback during exploration, which indicated that impossible spaces provide an even more powerful illusion when users are naive to the manipulation. Evan A. Suma, Zachary Lipps, Samantha L. Finkelstein, David M. Krum, Mark T. Bolas |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | Leveraging change blindness for redirection in virtual environmentsabstractWe present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and virtual motions, nor does it require breaking presence to stop and explicitly reorient the user. We conducted two user studies to evaluate the effectiveness of the change blindness illusion when exploring a virtual environment that was an order of magnitude larger than the physical walking space. Despite the dynamically changing environment, participants were able to draw coherent sketch maps of the environment structure, and pointing task results indicated that they were able to maintain their spatial orientation within the virtual world. Only one out of 77 participants across both both studies definitively noticed that a scene change had occurred, suggesting that change blindness redirection provides a remarkably compelling illusion. Secondary findings revealed that a wide field-of-view increases pointing accuracy and that experienced gamers reported greater sense of presence than those with little or no experience with 3D video games. Evan A. Suma, Seth Clark, David M. Krum, Samantha L. Finkelstein, Mark T. Bolas, Zachary Wartell |
VR | 4 |
| 2010 | Reaching out with game designabstractIn this poster we will detail our experience leading a ten-week apprenticeship in Game Design and Development for a group of Middle School students. This apprenticeship is lead in association with the national after-school program, Citizen Schools and is intended to both educate students about Computer Science concepts while imparting real-world job skills. Katelyn Doran, Acey Kreisler Boyce, Samantha L. Finkelstein |
FDG | 3 |
| 2010 | SNAG: using social networking games to increase student retention in computer scienceabstractOne of the primary goals of attending academic conferences is professional networking, yet even though this interaction can increase one's feeling of community within a field, conference attendees are not interacting as much as they could be. Similarly, it's known that students who do not feel as if they are part of a larger academic community are less likely to participate in extracurricular activities and organizations, lowering retention rates. To combat both of these problems, we present SNAG (Social Networking and Games). SNAG is a suite of mobile and Internet games which aim to facilitate social networking between members of a group, and can be used in either a conference setting or within a university. This paper focuses on one specific game, Snag'em, and discusses our evaluation for our SNAG games. Samantha L. Finkelstein, Eve Powell, Andrew Hicks, Katelyn Doran, Sandhya Rani Charugulla, Tiffany Barnes |
ITiCSE | 1 |
| 2010 | Astrojumper: Designing a virtual reality exergame to motivate children with autism to exerciseabstractChildren with autism show substantial benefits from rigorous physical activity, however it is often difficult to motivate these individuals to exercise due to their usually sedentary lifestyles. To address the problem of motivation, we have developed Astrojumper, a stereoscopic virtual reality exergame which was designed to fit the needs of children with autism. During the game, virtual space-themed objects fly forward toward the user who must use their own physical movements to avoid collisions. Preliminary playtesting of Astrojumper on neuro-typical participants has been positive, and we plan to run an extensive evaluation assessing the psychological and physiological effects of this system on children with and without autism. Samantha L. Finkelstein, Andrea Nickel, Tiffany Barnes, Evan A. Suma |
VR | 1 |
| 2010 | Exploiting change blindness to expand walkable space in a virtual environmentabstractWe present a technique for exploiting change blindness to allow the user to walk through an immersive virtual environment that is much larger than the available physical workspace. This approach relies on subtle manipulations to the geometry of a dynamic environment model to redirect the user's walking path without becoming noticeable. We describe a virtual environment which was implemented both as a proof-of-concept and a test case for future evaluation. Anecdotal evidence from our informal tests suggest a compelling illusion, though a formal study against existing methods is required to evaluate the usefulness of this technique. Evan A. Suma, Seth Clark, Samantha L. Finkelstein, Zachary Wartell |
VR | 3 |
| 2010 | Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual EnvironmentsabstractWe report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques. Evan A. Suma, Samantha L. Finkelstein, Myra Reid, Sabarish V. Babu, Amy Banic, Larry F. Hodges |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2009 | cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual HumansabstractThis paper presents the design of the final stage of a new game currently in development, entitled cMotion, which will use virtual humans to teach emotion recognition and programming concepts to children. Having multiple facets, cMotion is designed to teach the intended users how to recognize facial expressions and manipulate an interactive virtual character using a visual drag-and-drop programming interface. By creating a game which contextualizes emotions, we hope to foster learning of both emotions in a cultural context and computer programming concepts in children. The game will be completed in three stages which will each be tested separately: a playable introduction which focuses on social skills and emotion recognition, an interactive interface which focuses on computer programming, and a full game which combines the first two stages into one activity. Samantha L. Finkelstein, Andrea Nickel, Lane Harrison, Evan A. Suma, Tiffany Barnes |
VR | 1 |
| 2009 | Real Walking Increases Simulator Sickness in Navigationally Complex Virtual EnvironmentsabstractWe report on a study in which we investigate the effects of travel technique on simulator sickness in a real and virtual environment. Participants explored either a real maze or a virtual maze using either natural walking or simulated walking. Reported scores for measures of overall simulator sickness, disorientation, nausea, and occulomotor discomfort were all higher in the natural walking condition than either the simulated walking or real world conditions. This indicates that simulated walking is a better choice for reducing simulator sickness during tasks requiring a navigationally complex environment and a long amount of time. Evan A. Suma, Samantha L. Finkelstein, Myra Reid, Amy Banic, Larry F. Hodges |
VR | 2 |