Demo Data from EDBT 2026 / reviewers in the wild / expert
Lisa T. Barker
dblp:247/3837
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0001-9373-2486ORCID · reported
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 · 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 |
|---|---|---|---|
| 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 | 6 |