Demo Data from EDBT 2026 / reviewers in the wild / expert
Andrew Yoshimura
dblp:247/3966
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Learning and educational technologies · 56% Immersive interaction · 36% Wearable and physiological sensing · 8% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
gaze-based interaction |
0.4 | 1 | 2019 | Pedagogical Agent Responsive to Eye Tracking in Educational VR · VR 2019 |
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2019 | Pedagogical Agent Responsive to Eye Tracking in Educational VR · VR 2019 |
Learning and educational technologies
pedagogical agents |
0.4 | 1 | 2019 | Pedagogical Agent Responsive to Eye Tracking in Educational VR · VR 2019 |
Immersive interaction
virtual reality training |
0.4 | 1 | 2019 | Pedagogical Agent Responsive to Eye Tracking in Educational VR · VR 2019 |
Wearable and physiological sensing
eye tracking |
0.1 | 1 | 2019 | Pedagogical Agent Responsive to Eye Tracking in Educational VR · VR 2019 |
Methods — techniques the papers use, named apart from their topics
eye tracking · 1.1behavior-based AI · 0.8gaze-contingent display · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Evaluation of Headset-based Viewing and Desktop-based Viewing of Remote Lectures in a Social VR PlatformabstractWe study experiences of students attending classes remotely from home using a social VR platform, considering both desktop-based and headset-based viewing of remote lectures. Ratings varied widely. Headset viewing produced higher presence overall. Strong negative correlations between headset simulator sickness symptoms and overall experience ratings, and some other ratings, suggest that the headset experience was much better for comfortable users than for others. Reduced sickness symptoms, and no similar correlations, were found for desktop viewing. Desktop viewing appears to be a good alternative for students not comfortable with headsets. Future VR systems are expected to provide more stable and comfortable visuals, providing benefits to more users. Andrew Yoshimura, Christoph W. Borst |
VRST | 1 |
| 2019 | Pedagogical Agent Responsive to Eye Tracking in Educational VRabstractWe present an architecture to make a VR pedagogical agent responsive to shifts in user attention monitored by eye tracking. The behavior-based AI includes low-level sensor elements, sensor combiners that compute attention metrics for higher-level sensors called generalized hotspots, an annotation system for arranging scene elements and responses, and its response selection system. We show that the techniques can control the playback of teacher avatar clips that point out and explain objects in a VR oil rig for training. Adil Khokhar, Andrew Yoshimura, Christoph W. Borst |
VR | 2 |
| 2019 | Eye-gaze-triggered Visual Cues to Restore Attention in Educational VRabstractIn educational virtual reality, it is important to deal with problems of student inattention to presented content. We are developing attention-restoring visual cues for display when gaze tracking detects that student focus shifts away from critical objects. These cues include novel aspects and variations of standard cues that performed well in prior work on visual guidance. For the longer term, we propose experiments to compare various cues and their parameters to assess effectiveness and tradeoffs, and to assess the impact of eye tracking. Eye tracking is used to both detect inattention and to control the appearance and location of cues. Andrew Yoshimura, Adil Khokhar, Christoph W. Borst |
VR | 1 |