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Ilinca Mustatea

dblp:144/6173 · DBLP profile ↗
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1ranked-venue papers
0as 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 · 1Human-computer interaction and ubiquitous computing · 1

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 · 30% Human-AI interaction · 30% Collaborative and social computing · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
Immersive interaction
virtual reality
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

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

video analysis · 0.2mixed-methods study · 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
VR2