Demo Data from EDBT 2026 / reviewers in the wild / expert
Christopher Göttfert
dblp:329/3662
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 56% Immersive interaction · 44% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
presence |
0.8 | 1 | 2024 | Universal Access for Social XR Across Devices: The Impact of Immersion on the Experience in Asymmetric Virtual Collaboration · VR 2024 |
Collaborative and social computing › collaborative virtual environments
social virtual reality |
0.8 | 1 | 2024 | Universal Access for Social XR Across Devices: The Impact of Immersion on the Experience in Asymmetric Virtual Collaboration · VR 2024 |
Collaborative and social computing › remote collaboration
asymmetric collaboration |
0.2 | 1 | 2024 | Universal Access for Social XR Across Devices: The Impact of Immersion on the Experience in Asymmetric Virtual Collaboration · VR 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Universal Access for Social XR Across Devices: The Impact of Immersion on the Experience in Asymmetric Virtual CollaborationabstractThis article investigates the influence of input/output device characteristics and degrees of immersion on the User Experience (UX) of specific eXtended Reality (XR) effects, i.e., presence, self-perception, other-perception, and task perception. It targets universal access to social XR, where dedicated XR hardware is unavailable or can not be used, but participation is desirable or even necessary. We compare three different device configurations: (i) desktop screen with mouse, (ii) desktop screen with tracked controllers, and (iii) Head-Mounted Display (HMD) with tracked controllers. 87 participants took part in collaborative dyadic interaction (a sorting task) with asymmetric device configurations in a specifically developed social XR. In line with prior research, the sense of presence and embodiment were significantly lower for the desktop setups. However, we only found minor differences in task load and no differences in usability and enjoyment of the task between the conditions. Additionally, the perceived humanness and virtual human plausibility of the other were not affected, no matter the device used. Finally, there was no impact regarding co-presence and social presence independent of the level of immersion of oneself or the other. We conclude that the device in social XR is important for self-perception and presence. However, our results indicate that the devices do not affect important UX and usability aspects, specifically, the qualities of social interaction in collaborative scenarios, paving the way for universal access to social XR encounters and significantly promoting participation. Christian Merz, Christopher Göttfert, Carolin Wienrich, Marc Erich Latoschik |
VR | 2 |