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Gleb Gorbachev

dblp:222/2087 · DBLP profile ↗
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1ranked-venue papers
0as 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 · 1 · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 61% Collaborative and social computing · 30% Usability and user experience research · 9%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › avatar
avatar representation
0.512021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021
Collaborative and social computing
remote collaboration
0.512021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021
Immersive interaction
virtual reality
0.512021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality › telepresence
3d telepresence
0.112021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021

Methods — techniques the papers use, named apart from their topics

user study · 1.0point cloud reconstruction · 1.0asymmetric VR/AR system · 1.0
YearPublicationVenuePosition
2021 Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence
abstract
A 3D Telepresence system allows users to interact with each other in a virtual, mixed, or augmented reality (VR, MR, AR) environment, creating a shared space for collaboration and communication. There are two main methods for representing users within these 3D environments. Users can be represented either as point cloud reconstruction-based avatars that resemble a physical user or as virtual character-based avatars controlled by tracking the users' body motion. This work compares both techniques to identify the differences between user representations and their fit in the reconstructed environments regarding the perceived presence, uncanny valley factors, and behavior impression. Our study uses an asymmetric VR/AR teleconsultation system that allows a remote user to join a local scene using VR. The local user observes the remote user with an AR head-mounted display, leading to facial occlusions in the 3D reconstruction. Participants perform a warm-up interaction task followed by a goal-directed collaborative puzzle task, pursuing a common goal. The local user was represented either as a point cloud reconstruction or as a virtual character-based avatar, in which case the point cloud reconstruction of the local user was masked. Our results show that the point cloud reconstruction-based avatar was superior to the virtual character avatar regarding perceived co-presence, social presence, behavioral impression, and humanness. Further, we found that the task type partly affected the perception. The point cloud reconstruction-based approach led to higher usability ratings, while objective performance measures showed no significant difference. We conclude that despite partly missing facial information, the point cloud-based reconstruction resulted in better conveyance of the user behavior and a more coherent fit into the simulation context.
Gleb Gorbachev, Ulrich Eck, Frieder Pankratz, Nassir Navab, Daniel Roth 0001
IEEE Trans. Vis. Comput. Graph.2