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Anastasia Pavlidou

dblp:247/3851 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0002-5590-3456ORCID · 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
Collaborative and social computing · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative learning
collaborative problem solving
0.412019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019
Collaborative and social computing
remote collaboration
0.412019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.112019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019

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

user experiment · 0.8
YearPublicationVenuePosition
2019 Collaborative Problem Solving in Local and Remote VR Situations
abstract
Virtual Reality supports collaboration among partners across departments and fields, independent of physical boundaries. Virtual reality applications can solve the time and cost consuming logistic problem that companies encounter when sending experts to remote locations. However, it is not yet clear how effective partners collaborate when in remote locations. In one experiment, we examined whether partners who are physically in the same room and interact with each other before they start collaborating affects performance compared to collaborators who meet and interact only within the virtual space. Participants had to solve a Rubik's cube type three-dimensional puzzle by arranging cubes that varied in color within a solution space in such a way, so that each side of the solution space showed a single color. Participants were immersed within a virtual environment and in one condition participants were collocated in the same room (local condition), while in the other one they were located in different rooms (remote condition). Results showed that collaborators in both conditions successfully completed the task but performance was better during the local compared to the remote condition.
Adamantini Hatzipanayioti, Anastasia Pavlidou, Manuel Dixken, Heinrich H. Bülthoff, Tobias Meilinger, Matthias Bues, Betty J. Mohler
VR2