Demo Data from EDBT 2026 / reviewers in the wild / expert
Francis Mulloy
dblp:292/5370
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 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.
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.5 | 1 | 2021 | Experiencing Simulated Confrontations in Virtual Reality · CHI 2021 |
Virtual and augmented reality
virtual characters |
0.1 | 1 | 2021 | Experiencing Simulated Confrontations in Virtual Reality · CHI 2021 |
Methods — techniques the papers use, named apart from their topics
user study · 1.0motion capture · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Experiencing Simulated Confrontations in Virtual RealityabstractThe use of virtual reality (VR) to simulate confrontational human behaviour has significant potential for use in training, where the recreation of uncomfortable feelings may help users to prepare for challenging real-life situations. In this paper we present a user study (n=68) in which participants experienced simulated confrontational behaviour performed by a virtual character either in immersive VR, or on a 2D display. Participants reported a higher elevation in anxiety in VR, which correlated positively with a perceived sense of physical space. Character believability was influenced negatively by visual elements of the simulation, and positively by behavioural elements, which complements findings from previous work. We recommend the use of VR for simulations of confrontational behaviour, where a realistic emotional response is part of the intended experience. We also discuss incorporation of domain knowledge of human behaviours, and carefully crafted motion-captured sequences, to increase users’ sense of believability. Patrick Dickinson, Arthur Jones, Wayne Christian, Andrew Westerside, Francis Mulloy, Kathrin Maria Gerling, Kieran Hicks, Liam Wilson, Adrian Parke |
CHI | 5 |