Demo Data from EDBT 2026 / reviewers in the wild / expert
Michael Trico
dblp:182/7371
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
embodiment |
0.2 | 1 | 2016 | The role of interaction in virtual embodiment: Effects of the virtual hand representation · VR 2016 |
Virtual and augmented reality › avatar
virtual hand representation |
0.2 | 1 | 2016 | The role of interaction in virtual embodiment: Effects of the virtual hand representation · VR 2016 |
Interaction techniques and input › object manipulation
grasping |
0.1 | 1 | 2016 | The role of interaction in virtual embodiment: Effects of the virtual hand representation · VR 2016 |
Methods — techniques the papers use, named apart from their topics
questionnaire · 0.5pick-and-place task · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | The role of interaction in virtual embodiment: Effects of the virtual hand representationabstractHow do people appropriate their virtual hand representation when interacting in virtual environments? In order to answer this question, we conducted an experiment studying the sense of embodiment when interacting with three different virtual hand representations, each one providing a different degree of visual realism but keeping the same control mechanism. The main experimental task was a Pick-and-Place task in which participants had to grasp a virtual cube and place it to an indicated position while avoiding an obstacle (brick, barbed wire or fire). An additional task was considered in which participants had to perform a potentially dangerous operation towards their virtual hand: place their virtual hand close to a virtual spinning saw. Both qualitative measures and questionnaire data were gathered in order to assess the sense of agency and ownership towards each virtual hand. Results show that the sense of agency is stronger for less realistic virtual hands which also provide less mismatch between the participant's actions and the animation of the virtual hand. In contrast, the sense of ownership is increased for the human virtual hand which provides a direct mapping between the degrees of freedom of the real and virtual hand. Ferran Argelaguet, Ludovic Hoyet, Michael Trico, Anatole Lécuyer |
VR | 3 |