Demo Data from EDBT 2026 / reviewers in the wild / expert
Sahar A. Aseeri
dblp:134/5875
· DBLP profile ↗
3ranked-venue papers
2as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 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
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 69% Collaborative and social computing · 31% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › avatar
avatar representation |
0.5 | 1 | 2021 | The Influence of Avatar Representation on Interpersonal Communication in Virtual Social Environments · IEEE Trans. Vis. Comput. Graph. 2021 |
Virtual and augmented reality › virtual reality
social virtual reality |
0.5 | 1 | 2021 | The Influence of Avatar Representation on Interpersonal Communication in Virtual Social Environments · IEEE Trans. Vis. Comput. Graph. 2021 |
Immersive interaction › avatar
avatar representation |
0.3 | 1 | 2018 | The Influence of Avatar Representation and Behavior on Communication in Social Immersive Virtual Environments · VR 2018 |
Collaborative and social computing
social presence |
0.1 | 1 | 2021 | The Influence of Avatar Representation on Interpersonal Communication in Virtual Social Environments · IEEE Trans. Vis. Comput. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
survey · 1.0controlled study · 1.0behavioral measures · 1.0video see-through · 0.7subjective and objective measurements · 0.7scanned avatar · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | The Influence of Avatar Representation on Interpersonal Communication in Virtual Social EnvironmentsabstractCurrent avatar representations used in immersive VR applications lack features that may be important for supporting natural behaviors and effective communication among individuals. This study investigates the impact of the visual and nonverbal cues afforded by three different types of avatar representations in the context of several cooperative tasks. The avatar types we compared are No_Avatar (HMD and controllers only), Scanned_Avatar (wearing an HMD), and Heal_Avatar (video-see-through). The subjective and objective measures we used to assess the quality of interpersonal communication include surveys of social presence, interpersonal trust, communication satisfaction, and attention to behavioral cues, plus two behavioral measures: duration of mutual gaze and number of unique words spoken. We found that participants reported higher levels of trustworthiness in the Real_Avatar condition compared to the Scanned_Avatar and No_Avatar conditions. They also reported a greater level of attentional focus on facial expressions compared to the No_Avatar condition and spent more extended time, for some tasks, attempting to engage in mutual gaze behavior compared to the Scanned_Avatar and No_Avatar conditions. In both the Heal_Avatar and Scanned_Avatar conditions, participants reported higher levels of co-presence compared with the No_Avatar condition. In the Scanned_Avatar condition, compared with the Heal_Avatar and No_Avatar conditions, participants reported higher levels of attention to body posture. Overall, our exit survey revealed that a majority of participants (66.67%) reported a preference for the Real_Avatar, compared with 25.00% for the Scanned_Avatar and 8.33% for the No_Avatar, These findings provide novel insight into how a user's experience in a social VR scenario is affected by the type of avatar representation provided. Sahar A. Aseeri, Victoria Interrante |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | The Influence of Avatar Representation and Behavior on Communication in Social Immersive Virtual EnvironmentsabstractVirtual reality applications have begun to offer great potential for communication in recent years. Creating an immersive virtual social environment that simulates a real social environment requires providing users with communication cues such as visual, verbal, and nonverbal cues to increase their sense of inhabiting the virtual world. In this work, we will investigate the influence of avatar representation and behavior on communication in an immersive, multiuser, same-place virtual environment by comparing three conditions of avatar representation: video see-through, scanned realistic avatar, and no-avatar representations. Subjective and objective measurements will be used to describe participants' observations and track their movement behavior to ascertain the effect of avatar representations on communication, based on personal presence, social presence, and trustworthiness. Sahar A. Aseeri, Victoria Interrante |
VR | 1 |
| 2017 | Impact of visual and experiential realism on distance perception in VR using a custom video see-through systemabstractImmersive virtual reality (VR) technology has the potential to play an important role in the conceptual design process in architecture, if we can ensure that sketch-like structures are able to afford an accurate egocentric appreciation of the scale of the interior space of a preliminary building model. Historically, it has been found that people tend to perceive egocentric distances in head-mounted display (HMD) based virtual environments as being shorter than equivalent distances in the real world. Previous research has shown that in such cases, reducing the quality of the computer graphics does not make the situation significantly worse. However, other research has found that breaking the illusion of reality in a compellingly photorealistic VR experience can have a significant negative impact on distance perception accuracy. Koorosh Vaziri, Sahar A. Aseeri, Victoria Interrante |
SAP | 3 |