Demo Data from EDBT 2026 / reviewers in the wild / expert
Vyomakesh Shivakumar
dblp:401/6618
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0009-6968-4395ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 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
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › avatar
avatar representation |
1.0 | 1 | 2026 | Beyond the Self: Avatar Anthropomorphic Fidelity and Calibration Effects on Judging Others' Interpersonal Horizontal Reachability in VR · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
virtual humans |
0.9 | 1 | 2025 | 'Age Isn't Just a Number': Effects of Virtual Human Age and Gender on Persuasion, Social Presence and Influence in Interpersonal Social Encounters in VR · VR 2025 |
Immersive interaction › virtual reality experience
social influence in virtual environments |
0.3 | 1 | 2025 | 'Age Isn't Just a Number': Effects of Virtual Human Age and Gender on Persuasion, Social Presence and Influence in Interpersonal Social Encounters in VR · VR 2025 |
Methods — techniques the papers use, named apart from their topics
factorial experiment design · 1.7empirical user study · 1.0calibration feedback · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Beyond the Self: Avatar Anthropomorphic Fidelity and Calibration Effects on Judging Others' Interpersonal Horizontal Reachability in VRabstractEffective collaboration in Virtual Reality depends on users' ability to accurately perceive the affordances of others within a shared space. This paper presents the first empirical investigation of how people judge others' reaching capabilities in Immersive Virtual Environments (IVEs). We examined whether observers can reliably estimate the maximum horizontal reach distance of virtual actors, how different actor representations influence these perceptual judgments, and whether calibration feedback can improve estimation accuracy. Participants (N=35) judged the reachability of objects for virtual actors across three visual fidelity conditions: high-fidelity, low-fidelity, and end-effector-only representations. Results demonstrate that users can successfully estimate others' horizontal reachability in IVEs, though with overestimation. Calibration through action feedback significantly improved estimation accuracy, with overestimation decreasing across trials. Visual fidelity showed no main effect on initial reachability judgments but significantly affected postcalibration performance, with low-fidelity representations demonstrating significantly better calibration outcomes compared to high-fidelity avatars, while end-effector-only representations showed no significant difference from either condition. The findings contribute to the social perception literature in Virtual Reality (VR) and to provide design guidelines for avatar systems in collaborative virtual environments, where spatial coordination and shared action planning are critical. Vyomakesh Shivakumar, Kristopher Kohm, Andrew C. Robb, Christopher C. Pagano, Sabarish V. Babu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | 'Age Isn't Just a Number': Effects of Virtual Human Age and Gender on Persuasion, Social Presence and Influence in Interpersonal Social Encounters in VRabstractAs virtual reality (VR) technology continues to gain traction as a powerful tool for persuasion and marketing, its application in immersive sales environments has become increasingly relevant. VR’s ability to simulate realistic interactions allows for novel approaches to influencing consumer behavior, particularly through the use of interactive Virtual Humans (VHs). In this study, we investigate the effects of user and virtual human age and gender on persuasion and social influence, via various social psychological factors such as brand attitude, interpersonal attraction, source credibility, and presence. In the process, we conducted a 3 (virtual agent age) × 2 (virtual agent gender) × 3 (module topic) multi-factorial design (N=45). The study included two agent gender conditions, namely gender-matched and gender-mismatched with the user, assigned in a between-subjects manner, and three agent age conditions, namely (1) young adult (20-39), (2) middle-aged adult (40-59), and (3) older adult (60-79). Our findings indicate that the age and gender of virtual humans significantly influence their persuasiveness and social impact, which varies based on the user’s own age and gender. Specifically, virtual humans of a different gender from the user may exhibit higher levels of persuasion and social influence. Furthermore, female and older users appear to be more susceptible to influence compared to male and younger users. Our findings provide novel, critical insights for designing more effective virtual sales strategies and tailoring persuasive technologies to diverse user profiles, thus filling a vital gap in understanding the interaction between user and agent characteristics in virtual environments.1 Elizabeth A. Schlesener, Vyomakesh Shivakumar, Dave Breeze, Brooke Rennison, Burak Soehmelioglu, Sabarish V. Babu |
VR | 2 |