Demo Data from EDBT 2026 / reviewers in the wild / expert
Sandra Poeschl
dblp:32/11181
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.6 | 3 | 2017 | 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 |
0.4 | 2 | 2014 | 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 |
0.3 | 2 | 2014 | 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 |
0.3 | 2 | 2014 | 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 |
0.3 | 1 | 2018 | The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.3 | 1 | 2018 | The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018 |
Usability and user experience research
user experience evaluation |
0.3 | 1 | 2018 | The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018 |
Usability and user experience research › visual perception
visual attention |
0.3 | 1 | 2018 | The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018 |
Immersive interaction › virtual reality
driving simulation |
0.3 | 1 | 2017 | Comparing VR and non-VR driving simulations: An experimental user study · VR 2017 |
Usability and user experience research
simulator sickness |
0.3 | 1 | 2017 | Comparing VR and non-VR driving simulations: An experimental user study · VR 2017 |
Virtual and augmented reality › learning and educational technologies
procedural training |
0.2 | 1 | 2015 | The effects of olfaction on training transfer for an assembly task · VR 2015 |
Virtual and augmented reality
training transfer |
0.2 | 1 | 2015 | The effects of olfaction on training transfer for an assembly task · VR 2015 |
Collaborative and social computing › computer-mediated communication
non-verbal cues |
0.2 | 1 | 2014 | Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014 |
Haptics and multimodal interaction
spatial audio |
0.2 | 1 | 2013 | 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 |
0.1 | 1 | 2012 | 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 |
0.1 | 1 | 2012 | 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 |
0.1 | 1 | 2018 | The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study · VR 2018 |
Haptics and multimodal interaction
olfactory stimulation |
0.1 | 1 | 2015 | The effects of olfaction on training transfer for an assembly task · VR 2015 |
Virtual and augmented reality › virtual humans
virtual audience |
0.1 | 1 | 2014 | Virtual speech anxiety training - Effects of simulation fidelity on user experience · VR 2014 |
Learning and educational technologies › skill training
public speaking training |
0.1 | 1 | 2014 | Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014 |
Audio and music processing
spatial audio |
0.0 | 1 | 2013 | 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 |
0.0 | 1 | 2013 | Virtual audience customization for public speaking training procedures · VR 2013 |
Virtual and augmented reality › virtual environment
virtual environment design |
0.0 | 1 | 2012 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation StudyabstractAlthough 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 |
VR | 2 |
| 2017 | Comparing VR and non-VR driving simulations: An experimental user studyabstractUp 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 |
VR | 3 |
| 2015 | The effects of olfaction on training transfer for an assembly taskabstractContext-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 |
VR | 5 |
| 2014 | Virtual speech anxiety training - Effects of simulation fidelity on user experienceabstractRealistic 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 |
VR | 1 |
| 2014 | Responsive audiences - Nonverbal cues as reactions to a speaker's behaviorabstractPresentation 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 |
VR | 3 |
| 2013 | Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presenceabstractSound 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 |
VR | 1 |
| 2013 | Virtual audience customization for public speaking training proceduresabstractVirtual 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 |
VR | 2 |
| 2012 | Virtual training for Fear of Public Speaking - Design of an audience for immersive virtual environmentsabstractVirtual 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 |
VR | 1 |