Demo Data from EDBT 2026 / reviewers in the wild / expert
Ignacio Reimat
dblp:305/5489
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0003-4140-5429ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Human-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
3 papers |
Collaborative and social computing · 54% Usability and user experience research · 26% Immersive interaction · 20% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 100% |
Topics — the 6 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
social virtual reality |
1.8 | 3 | 2024 | Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching Experience · IEEE Trans. Vis. Comput. Graph. 2024 Mediascape XR: A Cultural Heritage Experience in Social VR · ACM Multimedia 2022 Evaluating the user Experience of a Photorealistic Social VR Movie · ISMAR 2021 |
Collaborative and social computing › social presence
co-presence |
0.8 | 1 | 2024 | Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching Experience · IEEE Trans. Vis. Comput. Graph. 2024 |
Collaborative and social computing › collaborative virtual environments
social virtual reality |
0.8 | 1 | 2024 | Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching Experience · IEEE Trans. Vis. Comput. Graph. 2024 |
Virtual and augmented reality › virtual environment
virtual museum |
0.6 | 1 | 2022 | Mediascape XR: A Cultural Heritage Experience in Social VR · ACM Multimedia 2022 |
Usability and user experience research › evaluation methodology
questionnaire design |
0.2 | 1 | 2024 | Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching Experience · IEEE Trans. Vis. Comput. Graph. 2024 |
Virtual and augmented reality › 3d video
volumetric video |
0.1 | 1 | 2021 | Evaluating the user Experience of a Photorealistic Social VR Movie · ISMAR 2021 |
Methods — techniques the papers use, named apart from their topics
questionnaire · 1.5between-subject study · 1.5volumetric video · 1.13d user representation · 1.1volumetric capture and reconstruction · 1.0focus groups · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching ExperienceabstractThe latest social VR technologies have enabled users to attend traditional media and arts performances together while being geographically removed, making such experiences accessible despite budget, distance, and other restrictions. In this work, we aim at improving the way remote performances are shared by designing and evaluating a VR theatre lobby which serves as a space for users to gather, interact, and relive the common experience of watching a virtual opera. We conducted an initial test with experts ($\mathrm{N}=10$, i.e., designers and opera enthusiasts) in pairs using our VR lobby prototype, developed based on the theoretical lobby design concept. A unique aspect of our experience is its highly realistic representation of users in the virtual space. The test results guided refinements to the VR lobby structure and implementation, aiming to improve the user experience and align it more closely with the social VR lobby's intended purpose. With the enhanced prototype, we ran a between-subject controlled study ($\mathrm{N}=40$) to compare the user experience in the social VR lobby between individuals and paired participants. To do so, we designed and validated a questionnaire to measure the user experience in the VR lobby. Results of our mixed-methods analysis, including interviews, questionnaire results, and user behavior, reveal the strength of our social VR lobby in connecting with other users, consuming the opera in a deeper manner, and exploring new possibilities beyond what is common in real life. All supplemental materials are available at https://github.com/cwi-dis/IEEEVR2024-VRLobby. Sueyoon Lee, Irene Viola 0001, Silvia Rossi 0001, Zhirui Guo, Ignacio Reimat, Kinga Lawicka, Alina Striner, Pablo César |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | Mediascape XR: A Cultural Heritage Experience in Social VRabstractSocial virtual reality (VR) allows multiple remote users to interact in a shared space, unveiling new possibilities for communication in immersive environments. Mediascape XR presents a social VR experience that teleports 3D representations of remote users, using volumetric video, to a virtual museum. It enables visitors to interact with cultural heritage artifacts while allowing social interactions in real time between them. The application is designed following a human-centered approach, enabling an interactive, educating, and entertaining experience. Ignacio Reimat, Yanni Mei, Evangelos Alexiou, Jack Jansen 0001, Jie Li 0064, Shishir Subramanyam, Irene Viola 0001, Johan Oomen, Pablo César |
ACM Multimedia | 1 |
| 2021 | Evaluating the user Experience of a Photorealistic Social VR MovieabstractWe all enjoy watching movies together. However, this is not always possible if we live apart. While we can remotely share our screens, the experience differs from being together. We present a social Virtual Reality (VR) system that captures, reconstructs, and transmits multiple users’ volumetric representations into a commercially produced 3D virtual movie, so they have the feeling of “being there” together. We conducted a 48-user experiment where we invited users to experience the virtual movie either using a Head Mounted Display (HMD) or using a 2D screen with a game controller. In addition, we invited 14 VR experts to experience both the HMD and the screen version of the movie and discussed their experiences in two focus groups. Our results showed that both end-users and VR experts found that the way they navigated and interacted inside a 3D virtual movie was novel. They also found that the photorealistic volumetric representations enhanced feelings of co-presence. Our study lays the groundwork for future interactive and immersive VR movie co-watching experiences. Jie Li 0064, Shishir Subramanyam, Jack Jansen 0001, Yanni Mei, Ignacio Reimat, Kinga Lawicka, Pablo César |
ISMAR | 5 |
| 2021 | CWIPC-SXR: Point Cloud dynamic human dataset for Social XRabstractReal-time, immersive telecommunication systems are quickly becoming a reality, thanks to the advances in acquisition, transmission, and rendering technologies. Point clouds in particular serve as a promising representation in these type of systems, offering photorealistic rendering capabilities with low complexity. Further development of transmission, coding, and quality evaluation algorithms, though, is currently hindered by the lack of publicly available datasets that represent realistic scenarios of remote communication between people in real-time. In this paper, we release a dynamic point cloud dataset that depicts humans interacting in social XR settings. Using commodity hardware, we capture a total of 45 unique sequences, according to several use cases for social XR. As part of our release, we provide annotated raw material, resulting point cloud sequences, and an auxiliary software toolbox to acquire, process, encode, and visualize data, suitable for real-time applications. The dataset can be accessed via the following link: https://www.dis.cwi.nl/cwipc-sxr-dataset/. Ignacio Reimat, Evangelos Alexiou, Jack Jansen 0001, Irene Viola 0001, Shishir Subramanyam, Pablo César |
MMSys | 1 |