EDBT 2026 Demo / reviewers in the wild / expert
Sam Ekong
dblp:191/1541
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2017
—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.
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 44% Collaborative and social computing · 44% Immersive interaction · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › remote collaboration
asymmetric collaboration |
0.3 | 1 | 2017 | Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center application · VR 2017 |
Learning and educational technologies › immersive learning
virtual field trips |
0.3 | 1 | 2017 | Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center application · VR 2017 |
Immersive interaction
virtual reality |
0.1 | 1 | 2017 | Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center application · VR 2017 |
Methods — techniques the papers use, named apart from their topics
mesh streaming · 0.3depth camera · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center applicationabstractThis demo presents an approach to networked educational virtual reality for virtual field trips and guided exploration. It shows an asymmetric collaborative interface in which a remote teacher stands in front of a large display and depth camera (Kinect) while students are immersed with HMDs. The teacher's front-facing mesh is streamed into the environment to assist students and deliver instruction. Our project uses commodity virtual reality hardware and high-performance networks to allow students who are unable to visit a real facility with an alternative that provides similar educational benefits. Virtual facilities can further be augmented with educational content through interactables or small games. We discuss motivation, features, interface challenges, and ongoing testing. Jason Woodworth, Sam Ekong, Christoph W. Borst |
VR | 2 |