VLDB 2026 Research / reviewers in the wild / expert
Alexander Albers
dblp:285/5145
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0002-7573-6093ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-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 |
Immersive interaction · 44% Usability and user experience research · 44% Learning and educational technologies · 13% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computing education
educational technology |
0.9 | 1 | 2025 | "It's impressive, but in practice...": Experiencing a Realistic Digital Transformation in and beyond the Classroom · CHI 2025 |
Usability and user experience research › evaluation methodology
AR evaluation |
0.8 | 1 | 2024 | Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly · IEEE Trans. Vis. Comput. Graph. 2024 |
Immersive interaction
augmented reality interaction |
0.8 | 1 | 2024 | Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly · IEEE Trans. Vis. Comput. Graph. 2024 |
Learning and educational technologies › skill training
industrial training |
0.2 | 1 | 2024 | Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly · IEEE Trans. Vis. Comput. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
empirical study · 0.9board game design · 0.9user study · 0.8AR-guided assembly · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | "It's impressive, but in practice...": Experiencing a Realistic Digital Transformation in and beyond the ClassroomabstractSerious games, particularly board games, have long been employed in production management education to teach various concepts.While they have demonstrated educational effectiveness, their integration with emerging Industry 4.0 technologies remains limited.Furthermore, there is a lack of empirical research on how industry practitioners apply these digitization technologies in the workplace.To bridge this gap, we designed a course that integrates digital technologies into a traditional board game.We conducted two studies to evaluate both knowledge gains within the classroom and knowledge transfer back into the manufacturing industry.Our results show an improved understanding of the synergies between production management principles and Industry 4.0 technologies, as well as the real-world challenges students face when attempting to transfer this knowledge.Our work contributes pedagogical and practical perspectives on how technology-enhanced serious games can extend learning in and beyond the classroom. Xiaoyu Zhang 0014, Alexander Albers, Torbjørn H. Netland |
CHI | 3 |
| 2024 | Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided AssemblyabstractNumerous prior studies have investigated real-time assembly instructions using Augmented Reality (AR). However, most such experiments were conducted in laboratory settings with simplistic assembly tasks, failing to represent real-world industrial conditions. To ascertain to what extent results obtained in a laboratory environment may differ from studies in actual industrial environments, we carried out a user study with 32 manufacturing apprentices. We compared assembly task execution results in two settings, a classroom and an industrial workshop environment. To facilitate the experiments, we developed AR-guided manual assembly systems for simple and more complex assets. Our findings reveal a significantly improved task performance in the industrial workshop, reflected in faster task completion times, fewer errors, and subjectively perceived higher flow. This contradicted participants' subjective ratings, as they expected to perform better in the classroom environment. Our results suggest that the actual manufacturing environment is critical in evaluating AR systems for real-world industrial applications. Vicky Zhang, Alexander Albers, Christine Saeedi-Givi, Per Ola Kristensson, Thomas Bohné, Slawomir Konrad Tadeja |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Generalizing Decision Making for Automated Driving with an Invariant Environment Representation using Deep Reinforcement LearningabstractData driven approaches for decision making applied to automated driving require appropriate generalization strategies, to ensure applicability to the world's variability. Current approaches either do not generalize well beyond the training data or are not capable to consider a variable number of traffic participants. Therefore we propose an invariant environment representation from the perspective of the ego vehicle. The representation encodes all necessary information for safe decision making. To assess the generalization capabilities of the novel environment representation, we train our agents on a small subset of scenarios and evaluate on the entire diverse set of scenarios. Here we show that the agents are capable to generalize successfully to unseen scenarios, due to the abstraction. In addition we present a simple occlusion model that enables our agents to navigate intersections with occlusions without a significant change in performance. Karl Kurzer, Philip Schörner, Alexander Albers, Hauke Thomsen, Karam Daaboul, Johann Marius Zöllner |
IV | 3 |