EDBT 2026 Demo / reviewers in the wild / expert
James Calvert
dblp:247/3884
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0002-4899-2761ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging 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 · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 50% Usability and user experience research · 50% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › interactive storytelling
immersive storytelling |
0.4 | 1 | 2019 | Design and Testing of a Virtual Reality Enabled Experience that Enhances Engagement and Simulates Empathy for Historical Events and Characters · VR 2019 |
Methods — techniques the papers use, named apart from their topics
photogrammetry · 0.8360-degree video · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Effectiveness of using an Immersive and Interactive Virtual Reality Learning Environment to Empower Students in Strengthening Empathy and Mastery LearningabstractIn this paper we present the significance of immersive virtual reality learning environment by a conducted research which emphasizes experience in learning. The case study presents the analysis and comparison of the results in students’ empathy and mastery learning between using a 360° video of a modern history topic – the World War II Kokoda campaign, against an immersive and interactive virtual world learning environment (Kokoda VR). Kokoda VR was developed to have an accurate recreation of places and events. By using photogrammetry of real locations and artefacts, in combination with animated characters, Kokoda VR places the students in the centre of the action. While each of the design techniques are not new to the development Virtual Reality Learning Environments (VRLEs), the combination and then application, created an immersive experience where students not only witness the event but also relive the experience. Participants in this study are high school and university students, who were divided into groups to use the 360° video and immersive virtual world application. Surveys and post-tests were conducted to identify how significant the enhancement is in the learners’ empathy, mastery learning and their relationship. Results show that using immersive and interactive virtual reality learning environment have significant improvement in empathy and mastery learning. The study also shows that there is a positive association between empathy and mastery learning but the results does not show sufficient evidence of a strong relationship. Rhodora Abadia, James Calvert, Ratna Dasika |
ICCE | 2 |
| 2019 | Design and Testing of a Virtual Reality Enabled Experience that Enhances Engagement and Simulates Empathy for Historical Events and CharactersabstractOur study uses Virtual Reality (VR) to transport high school students into the mountains of Papua New Guinea during World War Two - the Kokoda campaign - to witness first-hand the hardships faced by both Australian and Japanese soldiers. By using photogrammetry of real locations and artefacts, in combination with animated characters, Kokoda VR places the students in the centre of the action. Results from data collected in two Australian high schools has shown that a linear narrative in the VR condition increases feelings of empathy for the soldiers, over the 360° video desktop application. Students using VR also reported higher levels of engagement than students using 360° video and the study found a positive correlation between high engagement and increased empathy in VR. James Calvert, Rhodora Abadia, Syed Mohammad Tauseef |
VR | 1 |