Demo Data from EDBT 2026 / reviewers in the wild / expert
Mie C. S. Egeberg
dblp:182/7340
· DBLP profile ↗
2ranked-venue papers
1as 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 · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 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
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 50% Immersive interaction · 50% |
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
presence |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Virtual and augmented reality
visual realism |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Immersive interaction
self-motion perception |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Methods — techniques the papers use, named apart from their topics
within-subjects study · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Exploring the Effects of Actuator Configuration and Visual Stimuli on Cutaneous Rabbit Illusions in Virtual RealityabstractThis paper details preliminary explorations of how cutaneous rabbit illusions and virtual reality can be combined to produce experiences of cutaneous saltation along paths that do not match the actuator configuration, and to reduce the number of needed actuators. We present two studies exploring the effects of actuator configuration, vibration properties, and varying visual presentations of the virtual object touching the user’s forearm. The results indicate that the illusion can occur along a curvilinear path, and congruent visual movement can enhance the illusion and potentially reduce the number of needed actuators. Incongruent visual movement does not break the illusion but appears to modulate the perceived path of the virtual object. Mie C. S. Egeberg, Stine L. R. Lind, Niels C. Nilsson, Stefania Serafin |
SAP | 1 |
| 2016 | Effects of vibrotactile stimulation during virtual sandboardingabstractThis poster details a within-subjects study (n=17) investigating the effects of vibrotactile stimulation on illusory self-motion, presence and perceived realism during an interactive sandboarding simulation. The study compared three conditions: no vibration, constant vibration and dynamic vibration. The results suggest that constant vibrotactile feedback led to significantly more compelling self-motion illusions and a higher degree of perceived realism. Stine L. R. Lind, Lui Thomsen, Mie C. S. Egeberg, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin |
VR | 3 |