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Christoph Sitar

dblp:420/7706 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality training
0.912025
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
0.312025
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
YearPublicationVenuePosition
2025 Transforming Avalanche Rescue Training: Evaluating the Effectiveness of Virtual Reality Training in High-Stakes Environments
abstract
As 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
ISMAR3