EDBT 2026 Demo / reviewers in the wild / expert
Armin Mostafavi
dblp:311/4035
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0003-1163-5557ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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
2 papers |
Virtual and augmented reality · 62% Visualization and visual analytics · 38% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 60% Collaborative and social computing · 40% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › navigation
virtual environment navigation |
1.0 | 1 | 2026 | Designing for Wayfinding in VR: Linking Navigation Interfaces to Spatial Learning and Cognitive Mapping · CHI 2026 |
Visualization and visual analytics
wayfinding |
1.0 | 1 | 2026 | Designing for Wayfinding in VR: Linking Navigation Interfaces to Spatial Learning and Cognitive Mapping · CHI 2026 |
Virtual and augmented reality › virtual reality
social virtual reality |
0.7 | 1 | 2023 | Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study · CHI 2023 |
Immersive interaction
virtual reality locomotion |
0.3 | 1 | 2026 | Designing for Wayfinding in VR: Linking Navigation Interfaces to Spatial Learning and Cognitive Mapping · CHI 2026 |
Collaborative and social computing
social interaction |
0.2 | 1 | 2023 | Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
between-subjects study · 2.0video-based observation · 1.3thematic analysis · 1.3qualitative multi-site study · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Designing for Wayfinding in VR: Linking Navigation Interfaces to Spatial Learning and Cognitive MappingabstractVarious virtual locomotion techniques and visual transition methods are used in VR-based navigation research, yet few studies have systematically examined their effects on spatial learning, cognitive map formation, and navigational performance in complex indoor environments. We conducted a between-subjects study (N=142) in two high-fidelity VR hospital contexts, including free exploration and task-based wayfinding, while treating locomotion and viewpoint transitions as experimental factors. Spatial learning was measured through pointing, distance estimation, and sketch-map accuracy; performance was measured through completion time and distance traveled; and experience was measured through cybersickness, perceived presence, and usability. Locomotion techniques affected task completion time, with teleportation associated with faster performance in the task-based context. Spatial learning effects were mixed, with patterns indicating that techniques without viewpoint transitions may better support cognitive mapping. Empirical insights and guidelines are provided to improve the reliability and real-world applicability of VR-based wayfinding research. Armin Mostafavi, Zhiwen Qiu, Tong Bill Xu, Wenqian Niu, Saleh Kalantari |
CHI | 1 |
| 2023 | Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site StudyabstractVirtual reality (VR) is increasingly used as a platform for social interaction, including as a means for elders to maintain engagement. However, not many empirical studies have been conducted to examine features of social VR that are most relevant to elders’ experiences. The current study qualitatively analyzed the behavior of older adults in a collaborative VR environment and evaluated aspects of design that affected their engagement outcomes. We paired 36 participants over the age of 60 from three diverse geographic locations to interact in collaborative VR modules. Video-based observation methods and thematic analyses were used to study their interactions. The results indicated a strong link between conversations about personal lives in VR and social engagement, highlighting the need for social VR to encourage users to create their own stories and share their life experiences. The study provides new insights into design guidelines that could improve social VR for older adults. Tong Bill Xu, Armin Mostafavi, Benjamin C. Kim, Angella Lee, Walter R. Boot, Sara J. Czaja, Saleh Kalantari |
CHI | 2 |