Demo Data from SIGIR 2026 / reviewers in the wild / expert
Stephen W. Gilroy
dblp:93/5436 · also Stephen William Gilroy
· DBLP profile ↗
5ranked-venue papers
5as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-author
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 |
Games and playful interaction · 67% Haptics and multimodal interaction · 33% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 77% Geometric modeling and processing · 23% | |
| Artificial intelligence
1 paper |
Planning, search and constraint satisfaction · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
interactive narrative |
0.2 | 1 | 2013 | A Brain-Computer Interface to a Plan-Based Narrative · IJCAI 2013 |
Virtual and augmented reality › augmented reality › augmented reality applications
augmented reality art |
0.1 | 1 | 2008 | E-tree: emotionally driven augmented reality art · ACM Multimedia 2008 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
narrative planning |
0.0 | 1 | 2013 | A Brain-Computer Interface to a Plan-Based Narrative · IJCAI 2013 |
Geometric modeling and processing › procedural modeling
l-systems |
0.0 | 1 | 2008 | E-tree: emotionally driven augmented reality art · ACM Multimedia 2008 |
Methods — techniques the papers use, named apart from their topics
brain-computer interface · 0.3multimodal affective processing · 0.2PAD dimensional model of affect · 0.2ARToolkit · 0.2l-systems · 0.1l-system · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | A Brain-Computer Interface to a Plan-Based Narrative
Stephen W. Gilroy, Julie Porteous, Fred Charles, Marc Cavazza, Eyal Soreq, Gal Raz, Limor Ikar, Ayelet Or-Borichov, Udi Ben-Arie, Ilana Klovatch, Talma Hendler |
IJCAI | 1 |
| 2012 | Exploring passive user interaction for adaptive narrativesabstractPrevious Interactive Storytelling systems have been designed to allow active user intervention in an unfolding story, using established multi-modal interactive techniques to influence narrative development. In this paper we instead explore the use of a form of passive interaction where users' affective responses, measured by physiological proxies, drive a process of narrative adaptation. We introduce a system that implements a passive interaction loop as part of narrative generation, monitoring users' physiological responses to an on-going narrative visualization and using these to adapt the subsequent development of character relationships, narrative focus and pacing. Idiomatic cinematographic techniques applied to the visualization utilize existing theories of establishing characteristic emotional tone and viewer expectations to foster additional user response. Experimental results support the applicability of filmic emotional theories in a non-film visual realization, demonstrating significant appropriate user physiological response to narrative events and "emotional cues". The subsequent narrative adaptation provides a variation of viewing experience with no loss of narrative comprehension. Stephen W. Gilroy, Julie Porteous, Fred Charles, Marc Cavazza |
IUI | 1 |
| 2012 | PINTER: interactive storytelling with physiological inputabstractThe dominant interaction paradigm in Interactive Storytelling (IS) systems so far has been active interventions by the user by means of a variety of modalities. PINTER is an IS system that uses physiological inputs - surface electromyography (EMG) and galvanic skin response (GSR) [1] - as a form of passive interaction, opening up the possibility of the use of traditional filmic techniques [2, 3] to implement IS without requiring immersion-breaking interactive responses. The goal of this demonstration is to illustrate the ways in which passive interaction combined with filmic visualisation, dialogue and music, and a plan-based narrative generation approach can form a new basis for an adaptive interactive narrative. Stephen W. Gilroy, Julie Porteous, Fred Charles, Marc Cavazza |
IUI | 1 |
| 2011 | Evaluating multimodal affective fusion using physiological signalsabstractIn this paper we present an evaluation of an affective multimodal fusion approach utilizing dimensional representations of emotion. The evaluation uses physiological signals as a reference measure of users' emotional states. Surface electromyography (EMG) and galvanic skin response (GSR) signals are known to be correlated with specific dimensions of emotion (Pleasure and Arousal) and are compared here to real time continuous values of these dimensions obtained from affective multimodal fusion. The results (both qualitative and quantitative) suggest that the particular multimodal fusion approach described is consistent with physiological indicators of emotion, constituting a first positive evaluation of the approach. Stephen W. Gilroy, Marc Cavazza, Valentin Vervondel |
IUI | 1 |
| 2008 | E-tree: emotionally driven augmented reality artabstractIn this paper, we describe an Augmented Reality Art installation, which reacts to user behaviour using Multimodal analysis of affective signals. The installation features a virtual tree, whose growth is influenced by the perceived emotional response from spectators. The system implements a 'magic mirror' paradigm (using a large-screen display or projection system) and is based on the ARToolkit with extended representations for scene graphs. The system relies on a PAD dimensional model of affect to support the fusion of different affective modalities, while also supporting the representation of affective responses that relate to aesthetic impressions. The influence of affective input on the visual component is achieved by mapping affective data to an L-System governing virtual tree behaviour. We have performed an early evaluation of the system, both from the technical perspective and in terms of user experience. Post-hoc questionnaires were generally consistent with data from multimodal affective processing, and users rated the overall experience as positive and enjoyable, regardless of how proactive they were in their interaction with the installation. Stephen W. Gilroy, Marc Cavazza, Rémi Chaignon, Satu-Marja Mäkelä, Markus Niiranen, Elisabeth André, Thurid Vogt, Jérôme Urbain, Mark Billinghurst, Hartmut Seichter, Maurice Benayoun |
ACM Multimedia | 1 |