EDBT 2026 Demo / reviewers in the wild / expert
Syed Mohammad Tauseef
dblp:247/4038
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
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.
| 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 | 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 | 3 |