Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Sakaria Pouke

dblp:313/2478 · DBLP profile ↗
← Back
1ranked-venue papers
0as 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 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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › telepresence
immersive telepresence
0.612022
Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › embodiment
virtual body representation
0.612022
Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
presence
0.212022
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
YearPublicationVenuePosition
2022 Augmenting Immersive Telepresence Experience with a Virtual Body
abstract
We 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.7