Demo Data from EDBT 2026 / reviewers in the wild / expert
Agata Marta Soccini
dblp:167/3521
· DBLP profile ↗
6ranked-venue papers
3as first author
3since 2021 · last 2026
0000-0002-7571-8637ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
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
3 papers |
Virtual and augmented reality · 100% | |
| Artificial intelligence
1 paper |
Face, body and person analysis · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational science and engineering · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.7 | 2 | 2019 | Virtual Hand Illusion: The Alien Finger Motion Experiment · VR 2019 Gaze estimation based on head movements in virtual reality applications using deep learning · VR 2017 |
Virtual and augmented reality
embodiment |
0.4 | 1 | 2019 | Virtual Hand Illusion: The Alien Finger Motion Experiment · VR 2019 |
Virtual and augmented reality › eye tracking
gaze estimation |
0.3 | 1 | 2017 | Gaze estimation based on head movements in virtual reality applications using deep learning · VR 2017 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.2 | 1 | 2015 | 'IXV-trajectory' and 'IXV-asset': Virtual reality applications for the aerothermodynamics analysis of IXV · VR 2015 |
Computer vision › Face, body and person analysis
head pose estimation |
0.1 | 1 | 2017 | Gaze estimation based on head movements in virtual reality applications using deep learning · VR 2017 |
Collaborative and social computing › computer-supported cooperative work › collaborative applications
collaborative engineering |
0.1 | 1 | 2015 | 'IXV-trajectory' and 'IXV-asset': Virtual reality applications for the aerothermodynamics analysis of IXV · VR 2015 |
Methods — techniques the papers use, named apart from their topics
interaction design · 0.73d visualization · 0.7feature combination · 0.6deep convolutional neural network · 0.6posture variation metric · 0.4alien finger motion experiment · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Defining an Immersive Environments Production Pipeline for Safety Simulation in Virtual Reality
Alessandro Soliman, Paola Gasbarri, Silvia Meschini, Agata Marta Soccini, Lavinia Chiara Tagliabue, Marco Grangetto |
CSEDU (1) | 4 |
| 2024 | White Lies in Virtual Reality: Impact on Enjoyment and FatigueabstractThis study examined the impact of a "white lie" designed to boost motivation during virtual reality exercise on enjoyment and mental fatigue. Participants engaged in a ball-throwing or ball-targeting task and were randomly assigned to groups with or without the white lie. Results indicated that both groups experienced similar levels of enjoyment and fatigue, suggesting the white lie had minimal effect on these factors. All participants, regardless of group, reported high levels of enjoyment, with 17 out of 18 indicating they had fun, no significant differences in mental fatigue were found between groups while participants generally favored the white lie. However, the positive experience across all participants highlights the potential of Virtual Reality for promoting exercise engagement. Haruka Murakami, Vittorio Fiscale, Agata Marta Soccini, Tetsunari Inamura |
VRST | 3 |
| 2023 | Enhancing Training and Learning in Virtual Reality: The Influence of Alien Motion on Sense of EmbodimentabstractAssistive agents have to adapt training tasks according to the needs of the users. Virtual Reality can be helpful in understanding the best support strategies to improve people’s motivation, performance and confidence in their capabilities, defined as self-efficacy. When given a virtual body, users can develop a sense of embodiment towards it. We developed a ball-throwing training system that is able to support users by enhancing the sphere’s trajectory without them being aware of it, to increase their confidence. We analyzed the influence of the support system on sense of embodiment and found that it persisted despite the alterations. Vittorio Fiscale, Tetsunari Inamura, Agata Marta Soccini |
HAI | 3 |
| 2019 | Virtual Hand Illusion: The Alien Finger Motion ExperimentabstractIn Virtual Reality, the need to understand how subjects perceive their representation is gaining attention and importance. We present a contribution to a better understanding of the sense of embodiment by assessing two of its main components, body ownership and agency, through an experiment involving alien motion. The key aspect of the experimental protocol is to integrate a condition with some personalized alien finger movement while the subject is asked to remain still. Body ownership appears to be significantly reduced, but not agency. We also propose a metric to assess quantitatively that the view of the alien movement induces more finger posture variation compared to the reference context in the still condition. Agata Marta Soccini, Marco Grangetto, Tetsunari Inamura, Sotaro Shimada |
VR | 1 |
| 2017 | Gaze estimation based on head movements in virtual reality applications using deep learningabstractGaze detection in Virtual Reality systems is mostly performed using eye-tracking devices. The coordinates of the sight, as well as other data regarding the eyes, are used as input values for the applications. While this trend is becoming more and more popular in the interaction design of immersive systems, most visors do not come with an embedded eye-tracker, especially those that are low cost and maybe based on mobile phones. We suggest implementing an innovative gaze estimation system into virtual environments as a source of information regarding users intentions. We propose a solution based on a combination of the features of the images and the movement of the head as an input of a Deep Convolutional Neural Network capable of inferring the 2D gaze coordinates in the imaging plane. Agata Marta Soccini |
VR | 1 |
| 2015 | 'IXV-trajectory' and 'IXV-asset': Virtual reality applications for the aerothermodynamics analysis of IXVabstractDesign and engineering of space vehicles involve several different disciplines, each of which have specific research methodologies and software tools. Interaction among the physical analysis tools, as well as collaboration among teams, is a delicate and difficult subject of collaborative engineering research topics. This paper presents a solution based on a new technical and interaction design. We encourage the development of Virtual Reality 3D applications to interface the tools that perform the quantitative physical analysis of given space vehicles, as this approach improves productivity and communication effectiveness and brings consisting benefits to the engineering and design collaborative processes. As an evaluation of this method, we report the design and implementation of two Virtual Reality Applications specifically developed for the European Space Agency's space vehicle IXV. This evaluation showed that users found the Virtual Reality interface easy to use and likely to be useful in their own work. The benefits underlined by this method brought to the acquirement of this approach as the new future standard methodology in pre-launch phases of space vehicles. Agata Marta Soccini, Manuela Marello, Nello Balossino, Valter Basso |
VR | 1 |