EDBT 2026 Demo / reviewers in the wild / expert
Jennifer R. Amos
dblp:247/3804
· DBLP profile ↗
2ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0002-9437-8201ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 · 50% Immersive interaction · 50% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Medical and health informatics · 100% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies
medical education |
0.4 | 1 | 2019 | Efficacy Study on Interactive Mixed Reality (IMR) Software with Sepsis Prevention Medical Education · VR 2019 |
Methods — techniques the papers use, named apart from their topics
system usability scale · 0.8NASA-TLX · 0.8360-degree video · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Using Gradescope to Facilitate Tag-Enhanced Student FeedbackabstractFeedback can transform a student's learning experience. It encourages them to reflect, deal with criticism, learn better, and stay motivated. However, the lack of meaningful feedback happens to be one of the biggest challenges that online learners face. In a traditional classroom setting, instructors get more facetime with students, this allows them to gauge students' understanding and offer frequent feedback accordingly. The same cannot be said about online classes because the interaction is limited. The move to online instruction necessitates more frequent feedback on performance for both faculty and students. By having access to performance data, teachers can observe data patterns, and adjust their instruction. In addition, norm-referenced and criterion-based data can help define the groups of students who need more intensive instruction. Jennifer R. Amos, Suneer Angra, Colin Castleberry, Olga Stadie |
SIGCSE | 1 |
| 2019 | Efficacy Study on Interactive Mixed Reality (IMR) Software with Sepsis Prevention Medical EducationabstractObjective: In recent years, the training of novice medical professionals with simulated environments such as virtual reality (VR) and augmented reality (AR) has increased dramatically. However, the usability of these technologies is limited due to the complexity involved in creating the clinical content. To be comparable to a clinical environment, the simulation platform should include real-world learning parameters such as patient physiology, emotions, and clinical team behaviors. Incorporating such nondeterministic parameters has historically required faculty to possess advanced programming skills. Lack of effective software for instructors to easily develop VR curriculum content is a hurdle in developing VR based curriculum. Method: We address this challenge through a software platform that simplifies the creation of Interactive Mixed Reality (IMR) scenarios. Three educational components we were able to embed into an IMR scenario includes 1) integrated 360-degree video recording of a clinical encounter to provide a first-person perspective, 2) rich annotated knowledge content, and 3) assessment questionnaire. We developed a sepsis prevention education scenario using the IMR software to demonstrate the potential of enhancing simulated medical training by accelerating clinical exposure for novice students. Result: An IRB approved study was conducted with a group of 28 novice students to evaluate the efficacy of the IMR technology. The participants provided feedback by answering demographics, NASA-TLX and system usability scale questionnaires. Significance: Our software is a step towards improving VR based education content development process. Conclusion: The studies conducted here provide preliminary evidence that the IMR software is a usable technology based on the NASA-TLX and system usability studies conducted. Future work will compare our new educational strategy for medical training with live simulation scenarios inside a hospital room and a simple video-based curriculum. Naveen Kumar Sankaran, Harris Nisar, Kyle Formella, Jennifer R. Amos, Lisa T. Barker, John Vozenilek, Steven M. LaValle, Thenkurussi Kesavadas |
VR | 5 |