Demo Data from EDBT 2026 / reviewers in the wild / expert
Nikunj Arora
dblp:313/1829
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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 › telepresence
immersive telepresence |
0.6 | 1 | 2022 | Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality › embodiment
virtual body representation |
0.6 | 1 | 2022 | Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
presence |
0.2 | 1 | 2022 | Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
pilot study · 0.6head-mounted display · 0.6confirmatory study · 0.6360-degree camera · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Augmenting Immersive Telepresence Experience with a Virtual BodyabstractWe propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a virtual body in simulated environments; however, research on whether seeing one's own virtual arms increases presence or preference for the user in an immersive telepresence setup is limited. We conducted a study where a host introduced a research lab while participants wore a head-mounted display which allowed them to be telepresent at the host's physical location via a 360-degree camera, either with or without a virtual body. We first conducted a pilot study of 20 participants, followed by a pre-registered 62 participant confirmatory study. Whereas the pilot study showed greater presence and preference when the virtual body was present, the confirmatory study failed to replicate these results, with only behavioral measures suggesting an increase in presence. After analyzing the qualitative data and modeling interactions, we suspect that the quality and style of the virtual arms, and the contrast between animation and video, led to individual differences in reactions to the virtual body which subsequently moderated feelings of presence. Nikunj Arora, Markku Suomalainen, Matti Pouke, Evan G. Center, Katherine J. Mimnaugh, Alexis Chambers, Sakaria Pouke, Steven M. LaValle |
IEEE Trans. Vis. Comput. Graph. | 1 |