Demo Data from EDBT 2026 / reviewers in the wild / expert
Daniel Xuan Hien Mai
dblp:403/8672
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0006-2093-3192ORCID · reported
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.
| Human-computer interaction and pervasive computing
2 papers |
Learning and educational technologies · 56% Immersive interaction · 44% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
immersive authoring |
0.9 | 1 | 2025 | Usability Evaluation of Integrated and Separated Interfaces in an Immersive Authoring Tool based on Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality › virtual reality
virtual reality simulation |
0.3 | 1 | 2025 | The Immersive Debriefing: Comparative Evaluation of Full and Segmented Redo Methods in Virtual Reality · ISMAR 2025 |
Learning and educational technologies › immersive learning
virtual reality learning |
0.3 | 1 | 2025 | Usability Evaluation of Integrated and Separated Interfaces in an Immersive Authoring Tool based on Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
mixed-methods evaluation · 1.7user study · 0.9usability evaluation · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The Immersive Debriefing: Comparative Evaluation of Full and Segmented Redo Methods in Virtual RealityabstractThis study investigates the impact of two immersive debriefing strategies on learning outcomes in a virtual reality (VR) simulation focused on mobile cybersecurity. The simulation highlights everyday mistakes to raise awareness of risky behaviors in public settings. We developed and evaluated an immersive debriefing system that enables participants to review their performance and re-engage with the scenario through a redo phase. This redo was implemented in two formats: a full scenario redo (F-REDO) and a segmented redo targeting specific moments (S-REDO). We found that both redo formats were equally effective in learning outcomes and user satisfaction, using a mixed-methods approach combining standardized questionnaires (motivation, cognitive load, usability, knowledge retention) and qualitative trainer feedback. However, S-REDO demonstrated greater time efficiency without increasing cognitive load and was perceived by the trainer as more engaging and pedagogically relevant. These results support the integration of personalized, interactive debriefing tools in VR learning environments, particularly in domains requiring targeted remediation and critical decision-making. Abstract Abstract Kelly Minotti, Daniel Xuan Hien Mai, Guillaume Loup, Amine Chellali, Marie-Hélène Ferrer, Samir Otmane |
ISMAR | 2 |
| 2025 | Usability Evaluation of Integrated and Separated Interfaces in an Immersive Authoring Tool based on Panoramic VideosabstractImmersive authoring tools have emerged as key enablers for trainers-designers to create Virtual Reality Learning Systems (VRLS) without requiring extensive programming skills. However, the design of such tools presents significant challenges in terms of interaction, usability, and interface complexity. These challenges underscore the need to validate an appropriate design interface to ensure these tools can be effectively utilized by non-technical users. This study evaluates the usability of an immersive authoring tool for VRLS using interactive panoramic videos. Two types of interfaces were compared: one that integrates storyboarding and rendering visualization, and one that separates these functionalities. Quantitative and qualitative data were collected from 24 participants divided into two groups. The results indicated that the separated interface was more effective, efficient, and satisfactory, particularly for more complex scenarios. Moreover, the integrated interface led to more pronounced symptoms of cybersickness while motivation levels did not differ significantly between the two groups. These findings highlight that integrating all functionalities into a single interface may not always be the best approach, especially for complex tasks, as it can lead to decreased usability and increased physical discomfort. Daniel Xuan Hien Mai, Guillaume Loup, Jean-Yves Didier |
IEEE Trans. Vis. Comput. Graph. | 1 |