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Ana-Despina Tudor

dblp:134/5894 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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
Immersive interaction · 42% Human-AI interaction · 23% Collaborative and social computing · 23%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.422014
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Virtual audience customization for public speaking training procedures · VR 2013
Collaborative and social computing › computer-mediated communication
non-verbal cues
0.212014
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Human-AI interaction › virtual agents › virtual human
virtual audience
0.212014
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Learning and educational technologies › skill training
public speaking training
0.112014
Responsive audiences - Nonverbal cues as reactions to a speaker's behavior · VR 2014
Health and well-being technologies › mental health
public speaking anxiety
0.012013
Virtual audience customization for public speaking training procedures · VR 2013

Methods — techniques the papers use, named apart from their topics

video analysis · 0.2mixed-methods study · 0.2expert interviews · 0.2
YearPublicationVenuePosition
2014 Responsive audiences - Nonverbal cues as reactions to a speaker's behavior
abstract
Presentation skills that involve public speaking are an asset that many recognize to be important for their careers or during their study. One way to learn how to maintain eye contact and address clearly as a speaker is to use virtual audiences (VA) that simulate the reactions of a live public. A mixed-methods exploratory study has been conducted to conceptualize the design of such a VA. The purpose was to research how the nonverbal cues of live audiences vary depending on a speaker's gaze patterns (gazing towards the audience vs. gazing towards the presentation slides or notes) and vocal loudness (low vs. normal). 36 students (listeners) were videotaped during a public speaking situation. The analysis shows that the speaker's gaze patterns and vocal loudness influenced several nonverbal cues the audience displayed. The results could be implemented in the design of VAs by making them responsive in real time to variations in gazing patterns and voice loudness of the speakers (trainees).
Ana-Despina Tudor, Ilinca Mustatea, Sandra Poeschl, Nicola Döring
VR1
2013 Virtual audience customization for public speaking training procedures
abstract
Virtual reality (VR) applications for fear of public speaking pose several design challenges with regard to the adaptability of the scenarios to the training/treatment requirements of each person. The present study focuses on three major aspects identified in literature that would help customize the virtual audience for fear of public speaking applications: interaction, group dynamics, and personalization. Eight experts from VR-related fields of study have been interviewed to share the expertise on how to achieve and implement these aspects.
Ana-Despina Tudor, Sandra Poeschl, Nicola Döring
VR1