Demo Data from EDBT 2026 / reviewers in the wild / expert
Anne-Cecilie Haugstvedt
dblp:124/0706
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.1 | 1 | 2012 | Mobile augmented reality for cultural heritage: A technology acceptance study · ISMAR 2012 |
Usability and user experience research
technology acceptance |
0.0 | 1 | 2012 | Mobile augmented reality for cultural heritage: A technology acceptance study · ISMAR 2012 |
Usability and user experience research › technology acceptance
technology acceptance model |
0.0 | 1 | 2012 | Mobile augmented reality for cultural heritage: A technology acceptance study · ISMAR 2012 |
Methods — techniques the papers use, named apart from their topics
technology acceptance model · 0.3survey · 0.3design science research · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Mobile augmented reality for cultural heritage: A technology acceptance studyabstractWe have developed a mobile augmented reality application with historical photographs and information about a historical street. We follow a design science research methodology and use an extended version of the technology acceptance model (TAM) to study the acceptance of this application. A prototype has been developed in accordance with general principles for usability design, and two surveys have been conducted. A web survey with 200 participants that watched a short video demonstration of the application to validate the adapted acceptance model, and a street survey, where 42 participants got the opportunity to try the application in a live setting before answering a similar questionnaire and provide more concrete feedback. The results show that both perceived usefulness and perceived enjoyment has a direct impact on the intention to use mobile augmented reality applications with historical pictures and information. Further a number of practical recommendations for the development and deployment of such systems are provided. Anne-Cecilie Haugstvedt, John Krogstie |
ISMAR | 1 |