VLDB 2026 Research / reviewers in the wild / expert
Mirta Moslavac
dblp:354/4876
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0006-9242-897XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Stranger Interfaces: Assessing Interaction Modality for Cross-Reality Signal-Based Communication
Lea Brzica, Mirta Moslavac, Lovro Dujic, Lea Skorin-Kapov |
QoMEX | 2 |
| 2025 | From Systems to Socials: Rethinking QoE-Centric Telecom XR Standardisation Efforts for Social XRabstractExtended Reality (XR) is rapidly transitioning from individual experiences towards socially immersive environments. This shift towards Social XR introduces new quality demands that existing XR standardisation efforts centred around Quality of Experience (QoE) have only recently started to explicitly acknowledge, yet they merit more systematic attention. This position paper examines the treatment of exhibited social aspects in QoE-related standardisation efforts across three major Standards Developing Organisations (SDOs) in the telecom domain: 3GPP, ITU-T, and ETSI. Through comparative analysis, we identify how constructs such as presence, user representation, interaction quality, and use cases are addressed, and where shortcomings persist. While ITU-T leads in conceptualising social aspects of QoE, efforts across the SDO landscape remain fragmented and are still largely centred around system-level technical performance. We argue that future QoE-centric standardisation for XR should explicitly model and prioritise social interaction as a core concern. As multi-user immersive experiences become the norm, standardisation should address the experiential dynamics of Social XR alongside system-level metrics. We contend that recognising social factors as core elements, and not by-products, of QoE modelling is essential to align future QoE standards with the practicalities of Social XR. Mirta Moslavac, Sara Srebot, Lea Skorin-Kapov |
QoMEX | 1 |
| 2025 | Extending Beyond AGI: Designing a Tag-Based System for Filtering XR Content According to Comfort, Accessibility, and Safety FeaturesabstractRecently, the Entertainment Software Association announced the Accessible Games Initiative (AGI), a project aimed at informing consumers about the accessibility features of commercial digital games. While AGI promotes broadly applicable tags, it does not provide specific or detailed information about Extended Reality (XR) applications, which often present greater challenges related to comfort, accessibility, and safety (CAS) compared to less immersive platforms. In this paper, we describe a prototype web-based XR app marketplace that extends existing tags and guidelines to provide XR users with transparent information regarding CAS features, aiming to facilitate access to content that aligns with their specific needs and preferences. We present the findings of a preliminary user study, with a small participant sample from a contextually relevant population, in preparation for a future study with our target population. The study explored the clarity and specificity of the proposed tags, as well as the user experience and usability of the prototype website. Sara Srebot, Eugen Preglej, Mirta Moslavac, Lea Skorin-Kapov |
QoMEX | 3 |
| 2024 | Evaluating QoE in Collaborative Co-Located Training Using Heterogeneous AR DevicesabstractCollaborative training applications leveraging Augmented Reality (AR) are increasingly being used across various domains to provide immersive and interactive experiences. In this paper, we report on a user study designed to evaluate and compare user experiences across heterogeneous AR platforms used simultaneously within a collaborative co-located cybersecurity training application called Login PARtners. 36 participants were organised into pairs, with one participant using a Head-Mounted Display (HMD), HoloLens 2, and another a Hand-Held Device (HHD), an Android mobile phone, representing different affordability and availability spectra. Through a set of questionnaires, we investigated users’ perception of the virtual environment’s visual aspects, virtual object interaction and gestures, as well as collaboration, across both devices. While results showed some significant differences between HMD and HHD users, namely with respect to perceived virtual object three-dimensionality and interaction intuitiveness, both participant groups generally found the collaborative experience to be successful. Mirta Moslavac, Sara Vlahovic, Lea Skorin-Kapov |
QoMEX | 1 |