Demo Data from SIGIR 2026 / reviewers in the wild / expert
Marc S. Cohen
dblp:62/6110
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 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
2 papers |
Collaborative and social computing · 53% Learning and educational technologies · 26% Human-AI interaction · 20% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Medical and health informatics · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing
interpersonal communication |
0.1 | 2 | 2007 | Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human · IEEE Trans. Vis. Comput. Graph. 2007 Interpersonal Scenarios: Virtual \approx Real? · VR 2006 |
Collaborative and social computing › social interaction
virtual human interaction |
0.1 | 1 | 2007 | Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human · IEEE Trans. Vis. Comput. Graph. 2007 |
Human-AI interaction › virtual agents
virtual human |
0.1 | 1 | 2006 | Interpersonal Scenarios: Virtual \approx Real? · VR 2006 |
Learning and educational technologies › medical education
virtual patients |
0.1 | 1 | 2006 | Interpersonal Scenarios: Virtual \approx Real? · VR 2006 |
Learning and educational technologies
medical education |
0.0 | 1 | 2006 | Interpersonal Scenarios: Virtual \approx Real? · VR 2006 |
Methods — techniques the papers use, named apart from their topics
nonverbal behavior analysis · 0.1controlled experiment · 0.1standardized patient · 0.1comparative study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Comparing Interpersonal Interactions with a Virtual Human to Those with a Real HumanabstractThis paper provides key insights into the construction and evaluation of interpersonal simulators--systems that enable interpersonal interaction with virtual humans. Using an interpersonal simulator, two studies were conducted that compare interactions with a virtual human to interactions with a similar real human. The specific interpersonal scenario employed was that of a medical interview. Medical students interacted with either a virtual human simulating appendicitis or a real human pretending to have the same symptoms. In Study I (n = 24), medical students elicited the same information from the virtual and real human, indicating that the content of the virtual and real interactions were similar. However, participants appeared less engaged and insincere with the virtual human. These behavioral differences likely stemmed from the virtual human's limited expressive behavior. Study II (n = 58) explored participant behavior using new measures. Nonverbal behavior appeared to communicate lower interest and a poorer attitude toward the virtual human. Some subjective measures of participant behavior yielded contradictory results, highlighting the need for objective, physically-based measures in future studies. Andrew Raij, Kyle Johnsen 0001, Robert F. Dickerson, Benjamin Lok, Marc S. Cohen, Margaret Duerson, Rebecca Rainer Pauly, Amy O. Stevens, Peggy Wagner, D. Scott Lind |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2006 | Interpersonal Scenarios: Virtual \approx Real?abstractThis paper reports on a study to examine the similarities and differences in experiencing an interpersonal scenario with real and virtual humans. A system that allows medical students to interview a life-size virtual patient using natural speech and gestures was used as a platform for this comparison. Study participants interviewed either a virtual patient or a standardized patient, an actor trained to represent a medical condition. Subtle yet substantial differences were found in the participants’ rapport with the patient and the flow of the conversation. The virtual patient’s limited expressiveness was a significant source of these differences. However, overall task performance was similar, as were perceptions of the educational value of the interaction. Andrew Raij, Kyle Johnsen 0001, Robert F. Dickerson, Benjamin Lok, Marc S. Cohen, Thomas Bernard, Christopher E. Oxendine, Peggy Wagner, D. Scott Lind |
VR | 5 |