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Sandra Poeschl

dblp:32/11181 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2018
0000-0002-6423-8857ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 8 · 3 first-author

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
8 papers
Immersive interaction · 35% Usability and user experience research · 26% Health and well-being technologies · 18%
Computer graphics and multimedia
5 papers
Virtual and augmented reality · 96% Audio and music processing · 4%

Topics — the 23 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.632017
Comparing VR and non-VR driving simulations: An experimental user study · VR 2017
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Virtual audience customization for public speaking training procedures · VR 2013
Immersive interaction › virtual reality
presence
0.422014
Virtual speech anxiety training - Effects of simulation fidelity on user experience · VR 2014
Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presence · VR 2013
Human-AI interaction › virtual agents › virtual human
virtual audience
0.322014
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Virtual training for Fear of Public Speaking - Design of an audience for immersive virtual environments · VR 2012
Health and well-being technologies › mental health technology
virtual reality exposure therapy
0.322014
Virtual speech anxiety training - Effects of simulation fidelity on user experience · VR 2014
Virtual training for Fear of Public Speaking - Design of an audience for immersive virtual environments · VR 2012
Virtual and augmented reality
cybersickness
0.312018
The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018
Virtual and augmented reality › virtual environment
immersive virtual environments
0.312018
The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018
Usability and user experience research
user experience evaluation
0.312018
The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018
Usability and user experience research › visual perception
visual attention
0.312018
The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018
Immersive interaction › virtual reality
driving simulation
0.312017
Comparing VR and non-VR driving simulations: An experimental user study · VR 2017
Usability and user experience research
simulator sickness
0.312017
Comparing VR and non-VR driving simulations: An experimental user study · VR 2017
Virtual and augmented reality › learning and educational technologies
procedural training
0.212015
The effects of olfaction on training transfer for an assembly task · VR 2015
Virtual and augmented reality
training transfer
0.212015
The effects of olfaction on training transfer for an assembly task · VR 2015
Collaborative and social computing › computer-mediated communication
non-verbal cues
0.212014
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Haptics and multimodal interaction
spatial audio
0.212013
Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presence · VR 2013
Health and well-being technologies › mental health › mental healthcare › psychotherapy
cognitive behavioral therapy
0.112012
Virtual training for Fear of Public Speaking - Design of an audience for immersive virtual environments · VR 2012
Health and well-being technologies › mental health
social anxiety
0.112012
Virtual training for Fear of Public Speaking - Design of an audience for immersive virtual environments · VR 2012
Virtual and augmented reality › virtual environment
driving simulation
0.112018
The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018
Haptics and multimodal interaction
olfactory stimulation
0.112015
The effects of olfaction on training transfer for an assembly task · VR 2015
Virtual and augmented reality › virtual humans
virtual audience
0.112014
Virtual speech anxiety training - Effects of simulation fidelity on user experience · VR 2014
Learning and educational technologies › skill training
public speaking training
0.112014
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Audio and music processing
spatial audio
0.012013
Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presence · VR 2013
Health and well-being technologies › mental health
public speaking anxiety
0.012013
Virtual audience customization for public speaking training procedures · VR 2013
Virtual and augmented reality › virtual environment
virtual environment design
0.012012
Virtual training for Fear of Public Speaking - Design of an audience for immersive virtual environments · VR 2012

Methods — techniques the papers use, named apart from their topics

user experiment · 0.7context-dependent memory · 0.4observation study · 0.3user study · 0.3video analysis · 0.2mixed-methods study · 0.2expert interviews · 0.2
YearPublicationVenuePosition
2018 The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study
abstract
Although visual attention cues are of particular importance for driving simulation tasks, research on the relationship of visual attention and simulator sickness is scarce. This exploratory study is aimed at investigating this relation with a laboratory study in a fixed-based driving simulator (N = 36). No correlation between visual attention and simulator sickness was shown, but the direction of the relation shows a negative tendency.
Anne Hoesch, Sandra Poeschl, Florian Weidner, Roberto Walter, Nicola Döring
VR2
2017 Comparing VR and non-VR driving simulations: An experimental user study
abstract
Up to now, most driving simulators use either small monitors or large immersive projection setups like 2D/3D screens or a CAVE. The recent improvements of VR-HMDs led to an increased application in driving simulation. However, the influence and comparability of various VR and non-VR displays has been hardly investigated. We present results of a user study investigating the different influence of non-VR (2D, stereoscopic 3D) and VR (HMD) on physiological responses, simulation sickness, and driving performance within a single driving simulator. In the study, 94 participants performed the Lane Change Task. Results indicate that a VR-HMD leads to similar data as stereoscopic 3D or 2D screens. We observed no significant difference regarding physiological responses or lane change performance. However, we measured significantly increased simulator sickness in the VR-HMD condition compared to stereoscopic 3D.
Florian Weidner, Anne Hoesch, Sandra Poeschl, Wolfgang Broll
VR3
2015 The effects of olfaction on training transfer for an assembly task
abstract
Context-dependent memory studies have indicated that olfaction, the sense of smell, has a special odor memory that can significantly improve recall in some cases. Virtual reality (VR), which has been investigated as a training tool, could feasibly benefit from odor memory by incorporating olfactory stimuli. There have been a few studies on this concept for semantic learning, but not for procedural training. To address this gap in knowledge, we investigated the effects of olfaction on the transfer of knowledge from training to next-day execution for building a complex LEGO jet-plane model. Our results indicate that the pleasantness of an odor significantly affects training transfer more than whether the encoding and recall contexts match.
Alec G. Moore, Nicolas S. Herrera, Tyler C. Hurst, Ryan P. McMahan, Sandra Poeschl
VR5
2014 Virtual speech anxiety training - Effects of simulation fidelity on user experience
abstract
Realistic models in VR training applications are considered to positively influence presence and performance. The experimental study presented analyzed the effect of simulation fidelity (static vs. animated audience) on presence, perceived realism, and anxiety in a virtual speech anxiety training application. No influence on presence and perceived realism was shown, although an animated audience led to significantly higher effects in anxiety during giving a talk.
Sandra Poeschl, Nicola Döring
VR1
2014 Responsive audiences - Nonverbal cues as reactions to a speaker's behavior
abstract
Presentation skills that involve public speaking are an asset that many recognize to be important for their careers or during their study. One way to learn how to maintain eye contact and address clearly as a speaker is to use virtual audiences (VA) that simulate the reactions of a live public. A mixed-methods exploratory study has been conducted to conceptualize the design of such a VA. The purpose was to research how the nonverbal cues of live audiences vary depending on a speaker's gaze patterns (gazing towards the audience vs. gazing towards the presentation slides or notes) and vocal loudness (low vs. normal). 36 students (listeners) were videotaped during a public speaking situation. The analysis shows that the speaker's gaze patterns and vocal loudness influenced several nonverbal cues the audience displayed. The results could be implemented in the design of VAs by making them responsive in real time to variations in gazing patterns and voice loudness of the speakers (trainees).
Ana-Despina Tudor, Ilinca Mustatea, Sandra Poeschl, Nicola Döring
VR3
2013 Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presence
abstract
Sound is an important part of an immersive virtual environment, contributing to immersion, presence, and user performance. The experimental study presented analyzed the effect of spatial-sound vs. no-sound display on presence experienced in a 3D virtual scene. Results indicate a medium to strong effect of spatial sound, leading to higher levels of presence experienced.
Sandra Poeschl, Konstantin Wall, Nicola Döring
VR1
2013 Virtual audience customization for public speaking training procedures
abstract
Virtual reality (VR) applications for fear of public speaking pose several design challenges with regard to the adaptability of the scenarios to the training/treatment requirements of each person. The present study focuses on three major aspects identified in literature that would help customize the virtual audience for fear of public speaking applications: interaction, group dynamics, and personalization. Eight experts from VR-related fields of study have been interviewed to share the expertise on how to achieve and implement these aspects.
Ana-Despina Tudor, Sandra Poeschl, Nicola Döring
VR2
2012 Virtual training for Fear of Public Speaking - Design of an audience for immersive virtual environments
abstract
Virtual Reality technology offers great possibilities for Cognitive Behavioral Therapy on Fear of Public Speaking: Clients can be exposed to virtual fear-triggering stimuli (exposure) and are able to role-play in virtual environments, training social skills to overcome their fear. This poster deals with the design of a realistic virtual presentation scenario based on an observation of a real audience.
Sandra Poeschl, Nicola Döring
VR1