Demo Data from EDBT 2026 / reviewers in the wild / expert
Alexander Passofaro
dblp:225/8306
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2018
—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 · 61% Visualization and visual analytics · 39% |
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
immersive interaction |
0.3 | 1 | 2018 | Memory Task Performance Across Augmented and Virtual Reality · VR 2018 |
Virtual and augmented reality
learning and educational technologies |
0.3 | 1 | 2018 | Memory Task Performance Across Augmented and Virtual Reality · VR 2018 |
Visualization and visual analytics › usability and user experience research
user experience research |
0.3 | 1 | 2018 | Memory Task Performance Across Augmented and Virtual Reality · VR 2018 |
Visualization and visual analytics
display technology |
0.1 | 1 | 2018 | Memory Task Performance Across Augmented and Virtual Reality · VR 2018 |
Methods — techniques the papers use, named apart from their topics
empirical user study · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Memory Task Performance Across Augmented and Virtual RealityabstractAs commodity virtual reality and augmented reality hardware becomes more accessible, the opportunity to use these systems for learning and training will increase. This study provides an exploratory look at performance differences for a simple memory matching task across four different technologies that could easily be used for learning and training. We compare time and number of attempts to successfully complete a memory matching game across virtual reality, augmented reality, a large touchscreen table-top display and a real environment. The results indicate that participants took more time to complete the task in both the augmented reality and real conditions. Augmented reality and real environments were statistically different than the fastest two conditions, which occurred in the virtual reality and table-top touch display conditions. Peter Willemsen 0001, William Jaros, Charles McGregor, Edward Downs, Maranda Berndt, Alexander Passofaro |
VR | 6 |