Demo Data from EDBT 2026 / reviewers in the wild / expert
Guoyueyang Cheng
dblp:427/4086
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
—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 |
Collaborative and social computing · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing
collaborative virtual environments |
1.0 | 1 | 2026 | Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026 |
Collaborative and social computing
social presence |
1.0 | 1 | 2026 | Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026 |
Virtual and augmented reality
augmented reality |
0.3 | 1 | 2026 | Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026 |
Virtual and augmented reality
virtual reality |
0.3 | 1 | 2026 | Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026 |
Methods — techniques the papers use, named apart from their topics
questionnaire · 2.0between-subjects experiment · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar UsersabstractMany studies have shown that collaborative tasks in immersive virtual reality (VR) and augmented reality (AR) environments can enhance collaborative outcomes in learning, training, and game-based contexts. However, the literature offers limited information on how these environments differentially shape social presence and collaborative engagement, particularly among unfamiliar users. This study addresses this gap by examining differences in social presence and collaborative engagement between VR and AR environments for unfamiliar pairs. A between-subjects experiment used an escape room game that featured three collaborative tasks, identically implemented in both VR and AR. The key difference was that the VR experience was stationary, while the AR experience required physical movement between rooms. The study involved 52 participants, divided into VR and AR groups, where two unfamiliar participants were paired into teams to complete the tasks. The results indicate significant differences in collaborative dynamics and user perception between the two environments. Specifically, VR pairs reported a stronger sense of immersion and flow state, whereas AR pairs demonstrated greater contextual awareness and behavioral coordination. Cybersickness measures also differed between conditions; given the locomotion mismatch, this pattern should be interpreted cautiously and not attributed to the environment alone. This finding improves understanding of the impact of immersive environments on collaborative processes and offers insights for designing collaborative XR applications (e.g., training and game-based teamwork), particularly for unfamiliar users. Lijie Zheng, Guoyueyang Cheng, Shaoteng Ke, Jiachen Yuan, Boon-Giin Lee, Matthew Pike, Alejandro Guerra-Manzanares |
VR | 2 |