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Adamantini Hatzipanayioti

dblp:150/7974 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.412019
Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration Method · VR 2019
Collaborative and social computing › collaborative learning
collaborative problem solving
0.412019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019
Collaborative and social computing
remote collaboration
0.412019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.112019
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
YearPublicationVenuePosition
2019 Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration Method
abstract
In 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
VR4
2019 Collaborative Problem Solving in Local and Remote VR Situations
abstract
Virtual 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
VR1