Demo Data from EDBT 2026 / reviewers in the wild / expert
Anna-Lena Hetzenauer
dblp:420/7696
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—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.
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality training |
0.9 | 1 | 2025 | Transforming Avalanche Rescue Training: Evaluating the Effectiveness of Virtual Reality Training in High-Stakes Environments · ISMAR 2025 |
Virtual and augmented reality › virtual environment
immersive training |
0.3 | 1 | 2025 | Transforming Avalanche Rescue Training: Evaluating the Effectiveness of Virtual Reality Training in High-Stakes Environments · ISMAR 2025 |
Methods — techniques the papers use, named apart from their topics
comparative user study · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Transforming Avalanche Rescue Training: Evaluating the Effectiveness of Virtual Reality Training in High-Stakes EnvironmentsabstractAs winter sports continue to grow in popularity, the need for effective avalanche rescue training becomes increasingly critical. While effective, traditional training methods face challenges such as logistical constraints and limited accessibility. This study investigates the potential of virtual reality (VR) as an alternative approach to enhance avalanche rescue training. We conducted a comparative analysis between traditional ($\mathrm{N}=21$) and VR ($\mathrm{N}=22$) training methods, focusing on participants' knowledge retention, procedural adherence, and confidence in handling real-life scenarios and equipment. Our findings indicate that VR training offers comparable learning outcomes to traditional methods, with the added benefits of increased engagement and accessibility. However, challenges in handling equipment suggest that VR should complement, rather than replace, hands-on training. This research contributes valuable insights into integrating immersive technologies in safety education and the potential for VR to improve training effectiveness in highrisk environments. Pascal Knierim, Anna-Lena Hetzenauer, Christoph Sitar |
ISMAR | 2 |