Demo Data from EDBT 2026 / reviewers in the wild / expert
Mona Röhm
dblp:392/3519
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none
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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
presence |
0.8 | 1 | 2024 | Manipulating Immersion: The Impact of Perceptual Incongruence on Perceived Plausibility in VR · ISMAR 2024 |
Virtual and augmented reality
virtual reality |
0.8 | 1 | 2024 | Manipulating Immersion: The Impact of Perceptual Incongruence on Perceived Plausibility in VR · ISMAR 2024 |
Methods — techniques the papers use, named apart from their topics
within-subject study · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Manipulating Immersion: The Impact of Perceptual Incongruence on Perceived Plausibility in VRabstractThis work presents a study where we used incongruencies on the cognitive and the perceptual layer to investigate their effects on perceived plausibility and, thereby, presence and spatial presence. We used a $2 \times 3$ within-subject design with the factors familiar size (cognitive manipulation) and immersion (perceptual manipulation). For the different levels of immersion, we implemented three different tracking qualities: rotation-and-translation tracking, rotation-only tracking, and stereoscopic-view-only tracking. Participants scanned products in a virtual supermarket where the familiar size of these objects was manipulated. Simultaneously, they could either move their head normally or need to use the thumbsticks to navigate their view of the environment. Results show that both manipulations had a negative effect on perceived plausibility and, thereby, presence. In addition, the tracking manipulation also had a negative effect on spatial presence. These results are especially interesting in light of the ongoing discussion about the role of plausibility and congruence in evaluating XR environments. The results can hardly be explained by traditional presence models, where immersion should not be an influencing factor for perceived plausibility. However, they are in agreement with the recently introduced Congruence and Plausibility (CaP) model and provide empirical evidence for the model’s predicted pathways. Larissa Brübach, Mona Röhm, Franziska Westermeier, Marc Erich Latoschik, Carolin Wienrich |
ISMAR | 2 |