Demo Data from EDBT 2026 / reviewers in the wild / expert
Andrea Bartl
dblp:187/1551
· DBLP profile ↗
4ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 1 · 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
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › avatar
avatar design |
0.6 | 1 | 2022 | The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise Application · ISMAR 2022 |
Virtual and augmented reality
embodiment |
0.6 | 1 | 2022 | The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise Application · ISMAR 2022 |
Virtual and augmented reality
immersive interaction |
0.6 | 1 | 2022 | The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise Application · ISMAR 2022 |
Virtual and augmented reality › virtual reality
social virtual reality |
0.4 | 1 | 2019 | Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2019 |
Health and well-being technologies › physical activity
virtual reality exercise |
0.2 | 1 | 2022 | The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise Application · ISMAR 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 1.5technical benchmarks · 0.4photogrammetry · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise ApplicationabstractThe development of embodied Virtual Reality (VR) systems involves multiple central design choices. These design choices affect the user perception and therefore require thorough consideration. This article reports on two user studies investigating the influence of common design choices on relevant intermediate factors (sense of embodiment, presence, motivation, activation, and task load) in a VR application for physical exercises. The first study manipulated the avatar fidelity (abstract, partial body vs. anthropomorphic, full-body) and the environment (with vs. without mirror). The second study manipulated the avatar type (healthy vs. injured) and the environment type (beach vs. hospital) and, hence, the avatar-environment congruence. The full-body avatar significantly increased the sense of embodiment and decreased mental demand. Interestingly, the mirror did not influence the dependent variables. The injured avatar significantly increased the temporal demand. The beach environment significantly reduced the tense activation. On the beach, participants felt more present in the incongruent condition embodying the injured avatar. Andrea Bartl, Christian Merz, Daniel Roth 0001, Marc Erich Latoschik |
ISMAR | 1 |
| 2020 | Realistic Virtual Humans from Smartphone VideosabstractThis paper introduces an automated 3D-reconstruction method for generating high-quality virtual humans from monocular smartphone cameras. The input of our approach are two video clips, one capturing the whole body and the other providing detailed close-ups of head and face. Optical flow analysis and sharpness estimation select individual frames, from which two dense point clouds for the body and head are computed using multi-view reconstruction. Automatically detected landmarks guide the fitting of a virtual human body template to these point clouds, thereby reconstructing the geometry. A graph-cut stitching approach reconstructs a detailed texture. Our results are compared to existing low-cost monocular approaches as well as to expensive multi-camera scan rigs. We achieve visually convincing reconstructions that are almost on par with complex camera rigs while surpassing similar low-cost approaches. The generated high-quality avatars are ready to be processed, animated, and rendered by standard XR simulation and game engines such as Unreal or Unity. Stephan Wenninger, Jascha Achenbach, Andrea Bartl, Marc Erich Latoschik, Mario Botsch |
VRST | 3 |
| 2019 | Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual RealityabstractThis article investigates performance and user experience in Social Virtual Reality (SVR) targeting distributed, embodied, and immersive, face-to-face encounters. We demonstrate the close relationship between scalability, reproduction accuracy, and the resulting performance characteristics, as well as the impact of these characteristics on users co-located with larger groups of embodied virtual others. System scalability provides a variable number of co-located avatars and Al-controlled agents with a variety of different appearances, including realistic-looking virtual humans generated from photogrammetry scans. The article reports on how to meet the requirements of embodied SVR with today's technical off-the-shelf solutions and what to expect regarding features, performance, and potential limitations. Special care has been taken to achieve low latencies and sufficient frame rates necessary for reliable communication of embodied social signals. We propose a hybrid evaluation approach which coherently relates results from technical benchmarks to subjective ratings and which confirms required performance characteristics for the target scenario of larger distributed groups. A user-study reveals positive effects of an increasing number of co-located social companions on the quality of experience of virtual worlds, i.e., on presence, possibility of interaction, and co-presence. It also shows that variety in avatar/agent appearance might increase eeriness but might also stimulate an increased interest of participants about the environment. Marc Erich Latoschik, Florian Kern, Jan-Philipp Stauffert, Andrea Bartl, Mario Botsch, Jean-Luc Lugrin |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Do I act familiar? Investigating the Similarity-Attraction Principle on Culture-specific Communicative behaviour for Social RobotsabstractCulture, amongst other individual and social factors, plays a crucial role in human-human interactions. If robots should become a part of our society, they should be able to act in culture-specific manners as well. In this paper, we showcase the implementation of a cultural dichotomy, namely individualism vs. collectivism, in a social robots' conversation. Presenting these conversations to human observers from Germany and Japan, we investigate whether the implemented differences are recognized as such, and whether stereotypical culture-specific behaviours that correspond to the observers' cultural background is preferred. Results suggest that the manipulations in behaviour had the intended effect, but are not reflected in personal preferences. Birgit Lugrin, Andrea Bartl, Hendrik Striepe, Jennifer Lax, Takashi Toriizuka |
IROS | 2 |