Demo Data from EDBT 2026 / reviewers in the wild / expert
Guillaume Bataille
dblp:262/8586
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0002-6751-3914ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
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% |
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 › augmented reality
collaborative augmented reality |
0.7 | 1 | 2023 | ARPuzzle: Evaluating the Effectiveness of Collaborative Augmented Reality · ISMAR 2023 |
Virtual and augmented reality › augmented reality
remote collaboration |
0.7 | 1 | 2023 | ARPuzzle: Evaluating the Effectiveness of Collaborative Augmented Reality · ISMAR 2023 |
Virtual and augmented reality
avatar |
0.2 | 1 | 2023 | ARPuzzle: Evaluating the Effectiveness of Collaborative Augmented Reality · ISMAR 2023 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Grand Challenges in Cross RealityabstractCross Reality (CR) is a new emerging field based on the current developments in Mixed Reality hardware, especially supported by the broad market penetration of video-based see-through Head-Mounted Displays. It refers to applications that span across different stages (real, Augmented Reality, Augmented Virtuality, Virtual Reality) of the reality-virtuality continuum, where users are interconnected between different stages and/or are able to transition between these stages. This publication follows the concept of other grand challenges publications and reflects the discussion of various researchers invested in CR. After an initial discussion at the 1stJoint Workshop on Cross Reality at IEEE ISMAR 2023, six topic groups have been identified, leading to 22 challenges, which were discussed in groups over the period of multiple months. The discussion of these challenges should act as a road map for future research in the area of CR. Christoph Anthes, Mark Billinghurst, Uwe Gruenefeld, Hans-Christian Jetter, Hai-Ning Liang, Frank Maurer, David Aigner, Craig Anslow, Guillaume Bataille, Abraham G. Campbell, Judith Friedl-Knirsch, Alexander Gall, Renan Luigi Martins Guarese, Sebastian Hubenschmid, Yue Li 0023, Fabian Pointecker, Andreas Riegler, Daniel Roth 0001, Rishi Vanukuru, Nanjia Wang, Lingyun Yu 0001, Johannes Zagermann, Daniel Zielasko |
IEEE Trans. Vis. Comput. Graph. | 9 |
| 2025 | The Effect of Avatar Transparency on Collaboration in Shared Virtual SpacesabstractIn shared virtual spaces, users tend to mimic real-world social behaviors, such as maintaining interpersonal distances and avoiding collisions. During remote collaboration, these behaviors can limit movement and positioning, despite users are not co-located. Prior work found that avatar transparency reduces users’ positioning constraints induced by social behaviors, as long as social presence between collaborators. Our goal was to develop a system that enhances navigation freedom without significantly increasing social presence. We designed a transparency management system based on interpersonal distances and collision avoidance. A user study involving groups of three remote collaborators indicated that our system reduced the distances between users compared to fully opaque avatars without any significant difference in social presence. Bruno Caby, Guillaume Bataille, Florence Danglade, Jean-Rémy Chardonnet |
VRST | 2 |
| 2023 | ARPuzzle: Evaluating the Effectiveness of Collaborative Augmented RealityabstractCollaborative Augmented Reality (CAR) offers disruptive ways for people to collaborate. However, this emerging technology must improve its acceptance, efficiency, and usability to scale up and, for example, support augmented operations executed by technicians. This paper presents our CAR system and its experimentation during a cooperative puzzle-solving task. Our system provides collaborators with a shared virtual space allowing verbal and non-verbal interpersonal communications, and intuitive interactions with shared virtual replicas of real objects. Our system also integrates avatars embodied by remote users. We conducted a dual-user study comparing colocated and remote solving of a puzzle virtual replica with its real solving. We evaluated task performance, collaboration, mutual awareness, spatial presence, and copresence, usability, and preference. We found that, if real is preferred and more efficient than our CAR system, CAR is reaching favorable usability levels. We also found that remote augmented reality including full-body avatars offers similar results to colocated augmented reality. This preliminary work paves the way for future research aiming to support and enhance the design and making of Collaborative Augmented Reality systems dedicated to augmented operations. Guillaume Bataille, Abdelhadi Lammini, Jean-Rémy Chardonnet |
ISMAR | 1 |