Demo Data from EDBT 2026 / reviewers in the wild / expert
Thilo Segschneider
dblp:319/4213
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0002-9511-9252ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Learning and educational technologies · 61% Usability and user experience research · 21% Immersive interaction · 18% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › visual analytics
immersive analytics |
0.7 | 1 | 2023 | AutoVis: Enabling Mixed-Immersive Analysis of Automotive User Interface Interaction Studies · CHI 2023 |
Learning and educational technologies › immersive learning
virtual reality learning |
0.6 | 1 | 2022 | Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning · CHI 2022 |
Usability and user experience research › evaluation methodology
interface evaluation |
0.2 | 1 | 2023 | AutoVis: Enabling Mixed-Immersive Analysis of Automotive User Interface Interaction Studies · CHI 2023 |
Immersive interaction
virtual reality |
0.2 | 1 | 2022 | Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning · CHI 2022 |
Methods — techniques the papers use, named apart from their topics
heuristic walkthrough · 1.3expert interviews · 1.3user study · 0.6symmetric vs. asymmetric system comparison · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | AutoVis: Enabling Mixed-Immersive Analysis of Automotive User Interface Interaction StudiesabstractAutomotive user interface (AUI) evaluation becomes increasingly complex due to novel interaction modalities, driving automation, heterogeneous data, and dynamic environmental contexts. Immersive analytics may enable efficient explorations of the resulting multilayered interplay between humans, vehicles, and the environment. However, no such tool exists for the automotive domain. With AutoVis, we address this gap by combining a non-immersive desktop with a virtual reality view enabling mixed-immersive analysis of AUIs. We identify design requirements based on an analysis of AUI research and domain expert interviews (N=5). AutoVis supports analyzing passenger behavior, physiology, spatial interaction, and events in a replicated study environment using avatars, trajectories, and heatmaps. We apply context portals and driving-path events as automotive-specific visualizations. To validate AutoVis against real-world analysis tasks, we implemented a prototype, conducted heuristic walkthroughs using authentic data from a case study and public datasets, and leveraged a real vehicle in the analysis process. Pascal Jansen, Julian Britten, Alexander Häusele, Thilo Segschneider, Mark Colley, Enrico Rukzio |
CHI | 4 |
| 2022 | Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-LearningabstractPair-learning is beneficial for learning outcome, motivation, and social presence, and so is virtual reality (VR) by increasing immersion, engagement, motivation, and interest of students. Nevertheless, there is a research gap if the benefits of pair-learning and VR can be combined. Furthermore, it is not clear which influence it has if only one or both peers use VR. To investigate these aspects, we implemented two types of VR pair-learning systems, a symmetric system with both peers using VR and an asymmetric system with one using a tablet. In a user study (N=46), the symmetric system statistically significantly provided higher presence, immersion, player experience, and lower intrinsic cognitive load, which are all important for learning. Symmetric and asymmetric systems performed equally well regarding learning outcome, highlighting that both are valuable learning systems. We used these findings to define guidelines on how to design co-located VR pair-learning applications, including characteristics for symmetric and asymmetric systems. Tobias Drey, Patrick Albus, Simon der Kinderen, Maximilian Milo, Thilo Segschneider, Linda Chanzab, Michael Rietzler, Tina Seufert, Enrico Rukzio |
CHI | 5 |