EDBT 2026 Demo / reviewers in the wild / expert
Johannes Schirm
dblp:247/3950
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · unresolved
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-author
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 |
Usability and user experience research · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
presence |
0.4 | 1 | 2019 | [DC] Case-studies of Contemporary Presence Theory: Towards More Objective and Reliable Measures of Presence · VR 2019 |
Virtual and augmented reality › presence
presence measurement |
0.4 | 1 | 2019 | [DC] Case-studies of Contemporary Presence Theory: Towards More Objective and Reliable Measures of Presence · VR 2019 |
Usability and user experience research
quality of experience |
0.1 | 1 | 2019 | [DC] Case-studies of Contemporary Presence Theory: Towards More Objective and Reliable Measures of Presence · VR 2019 |
Methods — techniques the papers use, named apart from their topics
behavioral measures · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | [DC] Case-studies of Contemporary Presence Theory: Towards More Objective and Reliable Measures of PresenceabstractA large body of literature is concerned with models of presence-the sensory illusion of being part of a virtual scene-but there is still no general agreement on how to measure it in an objective and reliable way. When it comes to virtual reality, presence is often considered as one of the main factors contributing to quality of experience, yet existing methods either rely on subjective assessments of users or on specifics of the virtual environment they are applied in, making it difficult for experimental procedures to be generalized. This paper presents ideas for research into promising measures of presence, based on first experiments with novel behavioral measures inside a rich environment which users can feel present in more naturally. Johannes Schirm |
VR | 1 |