Demo Data from SIGIR 2026 / reviewers in the wild / expert
Tania Roy
dblp:84/9468
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Systems, architecture and hardware · 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
2 papers |
Health and well-being technologies · 44% Collaborative and social computing · 31% Human-AI interaction · 25% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 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 › computer-mediated communication
emotional contagion |
0.3 | 2 | 2016 | Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations · IEEE Trans. Vis. Comput. Graph. 2016 Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences · IEEE Trans. Vis. Comput. Graph. 2014 |
Health and well-being technologies
clinical virtual reality |
0.2 | 1 | 2016 | Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations · IEEE Trans. Vis. Comput. Graph. 2016 |
Human-AI interaction › virtual agents
virtual human |
0.2 | 1 | 2016 | Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations · IEEE Trans. Vis. Comput. Graph. 2016 |
Virtual and augmented reality › avatar
avatar animation |
0.2 | 1 | 2014 | Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences · IEEE Trans. Vis. Comput. Graph. 2014 |
Virtual and augmented reality
virtual reality |
0.2 | 1 | 2014 | Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences · IEEE Trans. Vis. Comput. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
positive and negative affect survey · 0.4differential emotions survey · 0.4electrodermal activity · 0.2differential emotion survey · 0.2between-subjects experiment · 0.2electrodermal activity sensing · 0.2electro-dermal activity sensing · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DirectGeMM: Eliminating the GeMV Bottleneck in Analog In-Memory Computing
Tomohisa Kawakami, Tergel Molom-Ochir, Xudong Zhuang, Tania Roy, Hai Li 0001, Yiran Chen 0001 |
ISCAS | 5 |
| 2016 | Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal SimulationsabstractRealistic versus stylized depictions of virtual humans in simulated inter-personal situations and their ability to elicit emotional responses in users has been an open question for artists and researchers alike. We empirically evaluated the effects of near visually realistic vs. non-realistic stylized appearance of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users in recognizing the signs and symptoms of patient deterioration. In a between-subjects experiment protocol, participants interacted with one of three different appearances of a virtual patient, namely visually realistic, cartoon-shaded and charcoal-sketch like conditions in a mixed reality simulation. Emotional impact were measured via a combination of quantitative objective measures were gathered using skin Electrodermal Activity (EDA) sensors, and quantitative subjective measures such as the Differential Emotion Survey (DES IV), Positive and Negative Affect Schedule (PANAS), and Social Presence questionnaire. The emotional states of the participants were analyzed across four distinct time steps during which the medical condition of the virtual patient deteriorated (an emotionally stressful interaction), and were contrasted to a baseline affective state. Objective EDA results showed that in all three conditions, male participants exhibited greater levels of arousal as compared to female participants. We found that negative affect levels were significantly lower in the visually realistic condition, as compared to the stylized appearance conditions. Furthermore, in emotional dimensions of interest-excitement, surprise, anger, fear and guilt participants in all conditions responded similarly. However, in social emotional constructs of shyness, presence, perceived personality, and enjoyment-joy, we found that participants responded differently in the visually realistic condition as compared to the cartoon and sketch conditions. Our study suggests that virtual human appearance can affect not only critical emotional reactions in affective inter-personal training scenarios. but also users' perceptions of personality and social characteristic of the virtual interlocutors. Matias Volonte, Sabarish V. Babu, Himanshu Chaturvedi, Nathan D. Newsome, Elham Ebrahimi, Tania Roy, Shaundra B. Daily, Tracy Fasolino |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2014 | Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal ExperiencesabstractWe empirically examined the impact of virtual human animation on the emotional responses of participants in a medical virtual reality system for education in the signs and symptoms of patient deterioration. Participants were presented with one of two virtual human conditions in a between-subjects experiment, static (non-animated) and dynamic (animated). Our objective measures included the use of psycho-physical Electro Dermal Activity (EDA) sensors, and subjective measures inspired by social psychology research included the Differential Emotions Survey (DES IV) and Positive and Negative Affect Survey (PANAS). We analyzed the quantitative and qualitative measures associated with participants’ emotional state at four distinct time-steps in the simulated interpersonal experience as the virtual patient’s medical condition deteriorated. Results suggest that participants in the dynamic condition with animations exhibited a higher sense of co-presence and greater emotional response as compared to participants in the static condition, corresponding to the deterioration in the medical condition of the virtual patient. Negative affect of participants in the dynamic condition increased at a higher rate than for participants in the static condition. The virtual human animations elicited a stronger response in negative emotions such as anguish, fear, and anger as the virtual patient’s medical condition worsened. Yanxiang Wu, Sabarish V. Babu, Rowan Armstrong, Jeffrey W. Bertrand, Tania Roy, Shaundra B. Daily, Lauren Cairco, Larry F. Hodges, Tracy Fasolino |
IEEE Trans. Vis. Comput. Graph. | 6 |