Demo Data from EDBT 2026 / reviewers in the wild / expert
M. Goodwin
dblp:384/5081
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1
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 · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 50% Multimedia systems and quality of experience · 50% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing
computer-supported cooperative work |
0.2 | 1 | 2015 | Social presence with virtual glass · VR 2015 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2015 | Social presence with virtual glass · VR 2015 |
Multimedia systems and quality of experience
video transmission |
0.1 | 1 | 2015 | Social presence with virtual glass · VR 2015 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Social presence with virtual glassabstractCollaborative Virtual Environments (CVE) with co-located or remote video communication functionality require a continuous experience of social presence. If, at any stage during the experience the communication interrupts presence, then the CVE experience as a whole is affected - spatial presence is then decoupled from social presence. We present a solution to this problem by introducing the concept of a virtualized version of Google Glass™ called Virtual Glass. Virtual Glass is integrated into the CVE as a real-world metaphor for a communication device, one particularly suited for collaborative instructor-performer systems. In a study with 65 participants we demonstrated that the concept of Virtual Glass is effective, that it supports a high level of social presence and that the social presence is rated higher than a standard picture-in-picture videoconferencing approach for certain tasks. Holger Regenbrecht, Mansoor Alghamdi, Simon Hoermann, Tobias Langlotz, M. Goodwin, Colin Aldridge |
VR | 5 |