Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sarune Baceviciute
dblp:120/2319
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author
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 · 88% Immersive interaction · 12% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies › immersive learning
virtual reality learning |
0.4 | 1 | 2020 | Investigating Representation of Text and Audio in Educational VR using Learning Outcomes and EEG · CHI 2020 |
Immersive interaction › virtual reality
virtual reality instruction |
0.1 | 1 | 2019 | Virtual Reality Instruction Followed by Enactment Can Increase Procedural Knowledge in a Science Lesson · VR 2019 |
Methods — techniques the papers use, named apart from their topics
between-subjects experiment · 0.8self-report · 0.4EEG · 0.4enactment strategy · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Investigating Representation of Text and Audio in Educational VR using Learning Outcomes and EEGabstractThis paper reports findings from a between-subjects experiment that investigates how different learning content representations in virtual environments (VE) affect the process and outcomes of learning. Seventy-eight participants were subjected to an immersive virtual reality (VR) application, where they received identical instructional information, rendered in three different formats: as text in an overlay interface, as text embedded semantically in a virtual book, or as audio. Learning outcome measures, self-reports, and an electroencephalogram (EEG) were used to compare conditions. Results show that reading was superior to listening for the learning outcomes of retention, self-efficacy, and extraneous attention. Reading text from a virtual book was reported to be less cognitively demanding, compared to reading from an overlay interface. EEG analyses show significantly lower theta and higher alpha activation in the audio condition. The findings provide important considerations for the design of educational VR environments. Sarune Baceviciute, Aske Mottelson, Thomas Terkildsen, Guido Makransky |
CHI | 1 |
| 2019 | Virtual Reality Instruction Followed by Enactment Can Increase Procedural Knowledge in a Science LessonabstractA 2×2 between-subjects experiment (a) investigated and compared the instructional effectiveness of immersive virtual reality (VR) versus video as media for teaching scientific procedural knowledge, and (b) examined the efficacy of enactment as a generative learning strategy in combination with the respective instructional media. A total of 117 high school students (74 females) were randomly distributed across four instructional groups - VR and enactment, video and enactment, only VR, and only video. Outcome measures included declarative knowledge, procedural knowledge, knowledge transfer, and subjective ratings of perceived enjoyment. Results indicated that there were no main effects or interactions for the outcomes of declarative knowledge or transfer. However, there was a significant interaction between media and method for the outcome of procedural knowledge with the VR and enactment group having the highest performance. Furthermore, media also seemed to have a significant effect on student perceived enjoyment, indicating that the groups enjoyed the VR simulation significantly more than the video. The results deepen our understanding of how we learn with immersive technology, as well as suggest important implications for implementing VR in schools. Niels Koch Andreasen, Sarune Baceviciute, Prajakt Pande, Guido Makransky |
VR | 2 |
| 2014 | Narrative Cognition in Interactive Systems: Suspense-Surprise and the P300 ERP Component
Luis Emilio Bruni, Sarune Baceviciute, Mohammed Arief |
ICIDS | 2 |
| 2013 | Narrative Intelligibility and Closure in Interactive Systems
Luis Emilio Bruni, Sarune Baceviciute |
ICIDS | 2 |
| 2012 | Digital Interactive Narrative Tools for Facilitating Communication with Children during Counseling: A Case for Audiology
Sarune Baceviciute, Katharina Renée Rützou Albæk, Aleksandar Arsovski, Luis Emilio Bruni |
ICIDS | 1 |