Demo Data from SIGIR 2026 / reviewers in the wild / expert
Erica Southgate
dblp:175/6281
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 2020
0000-0003-1104-8029ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.7 | 2 | 2019 | Virtual Reality for Deeper Learning: An Exemplar from High School Science · VR 2019 Asking ethical questions in research using immersive virtual and augmented reality technologies with children and youth · VR 2017 |
Virtual and augmented reality › virtual reality
VR for education |
0.4 | 1 | 2019 | Virtual Reality for Deeper Learning: An Exemplar from High School Science · VR 2019 |
Learning and educational technologies › STEM education
science education |
0.1 | 1 | 2019 | Virtual Reality for Deeper Learning: An Exemplar from High School Science · VR 2019 |
Methods — techniques the papers use, named apart from their topics
qualitative study · 0.8deeper learning framework · 0.8procedural ethics · 0.3ethics-in-practice · 0.3ethical frameworks · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Conceptualising Embodiment through Virtual Reality for EducationabstractThe concept of embodiment has been central to the design of XR (extended reality) technologies and is key to the deployment of and research on immersive learning, especially through virtual reality. Despite the important place that the notion holds in the immersive learning field, there have been few conceptual frameworks developed to assist developers, practitioners and educators understand how they might consider various aspects of embodiment and their implications for learning. The purpose of this paper is to present a set of sociological theoretical and empirical ways through which to reflect on how the body and human virtuality intertwine and how this occurs in educational endeavours. Specifically, the paper reviews how embodiment has been treated in the immersive learning literature, with a focus on virtual reality, and presents a conceptual framework, derived from the sociology of the body, intended to facilitate nuanced exploration of the topic in immersive learning. The paper concludes by demonstrating the utility of the conceptual framework by applying it to findings from the VR School Study, research that embedded immersive virtual reality into school classrooms. Erica Southgate |
iLRN | 1 |
| 2019 | Virtual Reality for Deeper Learning: An Exemplar from High School ScienceabstractThis paper uses qualitative data, from a study which embedded virtual reality (VR) in high school science classes, to produce an exemplar designed to illustrate how the technology can promote engagement and Deeper Learning for students. Application of the Deeper Learning conceptual framework to the exemplar provides unique insights into how VR can be deployed in curriculum-aligned ways to develop and combine content mastery, self-directed, collaboration and, perhaps most importantly, creative endeavour in high school science, especially in low income school communities. Erica Southgate |
VR | 1 |
| 2017 | Asking ethical questions in research using immersive virtual and augmented reality technologies with children and youthabstractThe increasing availability of intensely immersive virtual, augmented and mixed reality experiences using head-mounted displays (HMD) has prompted deliberations about the ethical implications of using such technology to resolve technical issues and explore the complex cognitive, behavioral and social dynamics of human `virtuality'. However, little is known about the impact such immersive experiences will have on children (aged 0-18 years). This paper outlines perspectives on child development to present conceptual and practical frameworks for conducting ethical research with children using immersive HMD technologies. The paper addresses not only procedural ethics (gaining institutional approval) but also ethics-in-practice (on-going ethical decision-making). Erica Southgate, Shamus P. Smith, Jill Scevak |
VR | 1 |