Demo Data from EDBT 2026 / reviewers in the wild / expert
Adamantini Hatzipanayioti
dblp:150/7974
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0002-0579-4271ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-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.
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
collaborative virtual reality |
0.4 | 1 | 2019 | Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration Method · VR 2019 |
Collaborative and social computing › collaborative learning
collaborative problem solving |
0.4 | 1 | 2019 | Collaborative Problem Solving in Local and Remote VR Situations · VR 2019 |
Collaborative and social computing
remote collaboration |
0.4 | 1 | 2019 | Collaborative Problem Solving in Local and Remote VR Situations · VR 2019 |
Virtual and augmented reality › immersive interaction
collaborative virtual environments |
0.1 | 1 | 2019 | Collaborative Problem Solving in Local and Remote VR Situations · VR 2019 |
Methods — techniques the papers use, named apart from their topics
user experiment · 0.8inverse kinematics · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration MethodabstractIn this work we present a collaborative virtual reality application for distributed engineering tasks, including a simple avatar calibration method. Use cases for the application include CAD review, ergonomics analyses or virtual training. Full-body avatars with approximately natural motion characteristics are used to improve collaboration in terms of co-presence and embodiment. Through a calibration process, scaled avatars based on body measurements can be generated by users from within the VR application. For motion tracking, only the tracking capabilities of the VR devices used (head mounted display and hand controllers) are required, in order to achieve a low initialization effort for usage of the application. We demonstrate a simple, yet effective method for measuring the human body which requires these VR devices only. Tracking only the user's head and hands, we require inverse kinematics (IK) for avatar motion reconstruction. On the other hand, this requires a calibrated avatar, otherwise body postures and gestures will be misrepresented. In the first step of the demo, two users can create their calibrated avatar at the same time and then carry out a collaborative CAD review in the second step. Manuel Dixken, Daniel Diers, Benjamin Wingert, Adamantini Hatzipanayioti, Betty J. Mohler, Oliver Riedel, Matthias Bues |
VR | 4 |
| 2019 | Collaborative Problem Solving in Local and Remote VR SituationsabstractVirtual Reality supports collaboration among partners across departments and fields, independent of physical boundaries. Virtual reality applications can solve the time and cost consuming logistic problem that companies encounter when sending experts to remote locations. However, it is not yet clear how effective partners collaborate when in remote locations. In one experiment, we examined whether partners who are physically in the same room and interact with each other before they start collaborating affects performance compared to collaborators who meet and interact only within the virtual space. Participants had to solve a Rubik's cube type three-dimensional puzzle by arranging cubes that varied in color within a solution space in such a way, so that each side of the solution space showed a single color. Participants were immersed within a virtual environment and in one condition participants were collocated in the same room (local condition), while in the other one they were located in different rooms (remote condition). Results showed that collaborators in both conditions successfully completed the task but performance was better during the local compared to the remote condition. Adamantini Hatzipanayioti, Anastasia Pavlidou, Manuel Dixken, Heinrich H. Bülthoff, Tobias Meilinger, Matthias Bues, Betty J. Mohler |
VR | 1 |