EDBT 2026 Demo / reviewers in the wild / expert
Luljeta Sinani
dblp:343/7197
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0003-4521-8313ORCID · 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 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 91% Visualization and visual analytics · 9% | |
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › avatar
avatar representation |
0.7 | 1 | 2023 | A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023 |
Virtual and augmented reality
immersive interaction |
0.7 | 1 | 2023 | A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023 |
Virtual and augmented reality
virtual agents |
0.7 | 1 | 2023 | A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
systematic literature review · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Revisiting Videoconferencing QoE: Impact of Network Delay and Resolution as Factors for Social Cue PerceptibilityabstractPrevious research from well before the Covid-19 pandemic had indicated little effect of delay on integral quality but a measurable one on user behavior, and a significant effect of resolution on quality but not on behavior in a two-party communication scenario. In this paper, we re-investigate the topic, after the times of the Covid-19 pandemic and its frequent and widespread videoconferencing usage. To this aim, we conducted a subjective test involving 23 pairs of participants, employing the Celebrity Name Guessing task. The focus was on impairments that may affect social (resolution) and communication cues (de-lay). Subjective data in the form of overall conversational quality and task performance satisfaction as well as objective data in the form of task correctness, user motion, and facial expressions were collected in the test. The analysis of the subjective data indicates that perceived conversational quality and performance satisfaction were mainly affected by video resolution, while delay (up to 1000 ms) had no significant impact. Furthermore, the analysis of the objective data shows that there is no impact of resolution and delay on user performance and behavior, in contrast to earlier findings. Chenyao Diao, Luljeta Sinani, Rakesh Rao Ramachandra Rao, Alexander Raake |
QoMEX | 2 |
| 2023 | A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted DisplaysabstractAugmented Reality (AR) and Virtual Reality (VR) are pushing from the labs towards consumers, especially with social applications. These applications require visual representations of humans and intelligent entities. However, displaying and animating photo-realistic models comes with a high technical cost while low-fidelity representations may evoke eeriness and overall could degrade an experience. Thus, it is important to carefully select what kind of avatar to display. This article investigates the effects of rendering style and visible body parts in AR and VR by adopting a systematic literature review. We analyzed 72 papers that compare various avatar representations. Our analysis includes an outline of the research published between 2015 and 2022 on the topic of avatars and agents in AR and VR displayed using head-mounted displays, covering aspects like visible body parts (e.g., hands only, hands and head, full-body) and rendering style (e.g., abstract, cartoon, realistic); an overview of collected objective and subjective measures (e.g., task performance, presence, user experience, body ownership); and a classification of tasks where avatars and agents were used into task domains (physical activity, hand interaction, communication, game-like scenarios, and education/training). We discuss and synthesize our results within the context of today's AR and VR ecosystem, provide guidelines for practitioners, and finally identify and present promising research opportunities to encourage future research of avatars and agents in AR/VR environments. Florian Weidner, Gerd Boettcher, Stephanie Arevalo, Chenyao Diao, Luljeta Sinani, Christian Kunert, Christoph Gerhardt, Wolfgang Broll, Alexander Raake |
IEEE Trans. Vis. Comput. Graph. | 5 |