EDBT 2026 Demo / reviewers in the wild / expert
Alex Chatburn
dblp:177/6282
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0003-3462-7648ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 1
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
2 papers |
Immersive interaction · 47% Wearable and physiological sensing · 36% Learning and educational technologies · 11% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
virtual reality training |
0.4 | 1 | 2019 | Exploration of an EEG-Based Cognitively Adaptive Training System in Virtual Reality · VR 2019 |
Immersive interaction
augmented reality |
0.2 | 1 | 2016 | Augmented Reality as a Countermeasure for Sleep Deprivation · IEEE Trans. Vis. Comput. Graph. 2016 |
Immersive interaction › augmented reality
spatial augmented reality |
0.2 | 1 | 2016 | Augmented Reality as a Countermeasure for Sleep Deprivation · IEEE Trans. Vis. Comput. Graph. 2016 |
Methods — techniques the papers use, named apart from their topics
electroencephalography · 0.8alpha activity measurement · 0.8user study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | PlayMeBack - Cognitive Load Measurement using Different Physiological Cues in a VR GameabstractWe present a Virtual Reality (VR) game, PlayMeBack, to investigate cognitive load measurement in interactive VR environments using pupil dilation, Galvanic Skin Response (GSR), Electroencephalogram (EEG) and Heart Rate (HR). The user is shown different patterns of tiles lighting up and is asked to replay the pattern back pressing the tiles in the same sequence they lit up. The task difficulty depends on the length of the observed pattern (3-6 keys). This task is designed to explore the effect of cognitive load on physiological cues, and if pupil dilation, EEG, GSR and HR can be used as measures of cognitive load. Huidong Bai, Alex Chatburn, Burkhard Wünsche, Mark Billinghurst |
VRST | 3 |
| 2019 | Exploration of an EEG-Based Cognitively Adaptive Training System in Virtual RealityabstractVirtual Reality (VR) is effective in various training scenarios across multiple domains, such as education, health and defense. However, most of those applications are not adaptive to the real-time cognitive or subjectively experienced load placed on the trainee. In this paper, we explore a cognitively adaptive training system based on real-time measurement of task related alpha activity in the brain. This measurement was made by a 32-channel mobile Electroencephalography (EEG) system, and was used to adapt the task difficulty to an ideal level which challenged our participants, and thus theoretically induces the best level of performance gains as a result of training. Our system required participants to select target objects in VR and the complexity of the task adapted to the alpha activity in the brain. A total of 14 participants undertook our training and completed 20 levels of increasing complexity. Our study identified significant differences in brain activity in response to increasing levels of task complexity, but response time did not alter as a function of task difficulty. Collectively, we interpret this to indicate the brain's ability to compensate for higher task load without affecting behaviourally measured visuomotor performance. Arindam Dey 0001, Alex Chatburn, Mark Billinghurst |
VR | 2 |
| 2016 | Augmented Reality as a Countermeasure for Sleep DeprivationabstractSleep deprivation is known to have serious deleterious effects on executive functioning and job performance. Augmented reality has an ability to place pertinent information at the fore, guiding visual focus and reducing instructional complexity. This paper presents a study to explore how spatial augmented reality instructions impact procedural task performance on sleep deprived users. The user study was conducted to examine performance on a procedural task at six time points over the course of a night of total sleep deprivation. Tasks were provided either by spatial augmented reality-based projections or on an adjacent monitor. The results indicate that participant errors significantly increased with the monitor condition when sleep deprived. The augmented reality condition exhibited a positive influence with participant errors and completion time having no significant increase when sleep deprived. The results of our study show that spatial augmented reality is an effective sleep deprivation countermeasure under laboratory conditions. James Baumeister, Jillian Dorrian, Siobhan Banks, Alex Chatburn, Ross Smith 0001, Mary A. Carskadon, Kurt Lushington, Bruce H. Thomas |
IEEE Trans. Vis. Comput. Graph. | 4 |