EDBT 2026 Demo / reviewers in the wild / expert
Haris Psallidopoulos
dblp:419/6094
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · unresolved
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.
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 77% Human-AI interaction · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › user wellbeing
workplace well-being |
0.9 | 1 | 2025 | VR as a "Drop-In" Well-Being Tool for Knowledge Workers · ISMAR 2025 |
Methods — techniques the papers use, named apart from their topics
mixed-methods study · 0.9interviews · 0.9deployment study · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | VR as a "Drop-In" Well-Being Tool for Knowledge WorkersabstractVirtual Reality (VR) is increasingly being used to support workplace well-being, but many interventions focus narrowly on a single activity or goal. Our work explores how VR can meet the diverse physical and mental needs of knowledge workers. We developed Tranquil Loom, a VR app offering stretching, guided meditation, and open exploration across four environments. The app includes an AI assistant that suggests activities based on users emotional states. We conducted a two-phase mixed-methods study: (1) interviews with 10 knowledge workers to guide the apps design, and (2) deployment with 35 participants gathering usage data, well-being measures, and interviews. Results showed increases in mindfulness and reductions in anxiety. Participants enjoyed both structured and open-ended activities, often using the app playfully. While AI suggestions were used infrequently, they prompted ideas for future personalization. Overall, participants viewed VR as a flexible, “dropin” tool, highlighting its value for situational rather than prescriptive well-being support. Sophia Ppali, Haris Psallidopoulos, Marios Constantinides, Fotis Liarokapis |
ISMAR | 2 |