EDBT 2026 Demo / reviewers in the wild / expert
Dorothy Cowie
dblp:332/6313
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2026
0000-0002-2601-369XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging 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 |
Interaction techniques and input · 70% Immersive interaction · 23% Usability and user experience research · 7% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input
interaction techniques |
1.0 | 1 | 2026 | Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026 |
Interaction techniques and input
pointing and selection |
1.0 | 1 | 2026 | Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026 |
Interaction techniques and input › spatial interaction › 3d interaction
raycasting |
1.0 | 1 | 2026 | Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
virtual reality interaction |
1.0 | 1 | 2026 | Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
embodiment |
0.6 | 1 | 2022 | My Virtual Self: The Role of Movement in Children's Sense of Embodiment · IEEE Trans. Vis. Comput. Graph. 2022 |
Usability and user experience research
user performance |
0.3 | 1 | 2026 | Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › embodiment
virtual body ownership |
0.2 | 1 | 2022 | My Virtual Self: The Role of Movement in Children's Sense of Embodiment · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
visuomotor synchrony · 0.6user study · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory TaskabstractThis study investigates how interaction methods and spatial distance affect user performance and experience in virtual reality (VR) tasks. We compared the Go-Go technique with ray-based Laser selection across eight target distances (0.67× to 4× arm length) in a memory task to identify distance ranges that minimize motor and cognitive demands and support working memory. Results with 41 participants revealed a trade-off: Go-Go enhanced embodiment, while Laser yielded higher efficiency and lower workload. This trade-off was distance-dependent: Go-Go performed best at 1.2×-1.4×, and Laser at 1.4×-2.2×. Our results offer practical design guidelines for adaptive, distance-aware VR systems that align performance and subjective experience. Yuke Pi, Marco Gillies, Dorothy Cowie, Sylvia Xueni Pan |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2022 | My Virtual Self: The Role of Movement in Children's Sense of EmbodimentabstractThere are vast potential applications for children's entertainment and education with modern virtual reality (VR) experiences, yet we know very little about how the movement or form of such a virtual body can influence children's feelings of control (agency) or the sensation that they own the virtual body (ownership). In two experiments, we gave a total of 197 children aged 4-14 years a virtual hand which moved synchronously or asynchronously with their own movements and had them interact with a VR environment. We found that movement synchrony influenced feelings of control and ownership at all ages. In Experiment 1 only, participants additionally felt haptic feedback either congruently, delayed or not at all - this did not influence feelings of control or ownership. In Experiment 2 only, participants used either a virtual hand or non-human virtual block. Participants embodied both forms to some degree, provided visuomotor signals were synchronous (as indicated by ownership, agency, and location ratings). Yet, only the hand in the synchronous movement condition was described as feeling like part of the body, rather than like a tool (e.g., a mouse or controller). Collectively, these findings highlight the overall dominance of visuomotor synchrony for children's own-body representation; that children can embody non-human forms to some degree; and that embodiment is also somewhat constrained by prior expectations of body form. Hayley Dewe, Janna M. Gottwald, Laura-Ashleigh Bird, Harry Brenton, Marco Gillies, Dorothy Cowie |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2021 | Meta-strategy learning in physical problem-solving: the effect of embodied experience
Kelsey R. Allen, Kevin A. Smith 0001, Laura-Ashleigh Bird, Josh Tenenbaum, Tamar R. Makin, Dorothy Cowie |
CogSci | 6 |