Demo Data from SIGIR 2026 / reviewers in the wild / expert
Danielle Oprean
dblp:20/7452
· DBLP profile ↗
5ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0001-8052-0791ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
2 papers |
Learning and educational technologies · 60% Human-robot interaction · 40% | |
| Software engineering, system software, and programming languages
1 paper |
Empirical software engineering · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction › cognitive human-robot interaction
spatial cognition |
0.5 | 1 | 2021 | CrowdXR - Pitfalls and Potentials of Experiments with Remote Participants · ISMAR 2021 |
Learning and educational technologies
immersive learning |
0.4 | 1 | 2019 | Research Framework for Immersive Virtual Field Trips · VR 2019 |
Learning and educational technologies › immersive learning
virtual field trips |
0.4 | 1 | 2019 | Research Framework for Immersive Virtual Field Trips · VR 2019 |
Virtual and augmented reality › learning and educational technologies
immersive learning |
0.1 | 1 | 2019 | Research Framework for Immersive Virtual Field Trips · VR 2019 |
Methods — techniques the papers use, named apart from their topics
demographic comparison · 1.0crowdsourcing · 1.0empirical evaluation · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Work-in-Progress - Developing an Undergraduate Geology Virtual Field EnvironmentabstractThis work-in-progress paper documents the development of a desktop-based virtual field environment (VFE) to enable students and park visitors to explore the geological processes that have shaped Rock Bridge Memorial State Park, Columbia, Missouri, USA. Our rapid design process utilized a suite of pre-existing tools, allowing greater focus on the intended learning goals. Prototype implementation revealed limitations on integrating assessment into the VFE and has guided further development utilizing the educational platforms ThingLink and Articulate Storyline. This VFE addresses a paucity in virtual scientific education experiences relating to regional geology within the US midcontinent. Laura E. Speir, Ruan du Plessis, Danielle Oprean, Sarah M. Jacquet |
iLRN | 3 |
| 2021 | CrowdXR - Pitfalls and Potentials of Experiments with Remote ParticipantsabstractAlthough the COVID-19 pandemic has made the need for remote data collection more apparent than ever, progress has been slow in the virtual reality (VR) research community, and little is known about the quality of the data acquired from crowdsourced participants who own a head-mounted display (HMD), which we call crowdXR. To investigate this problem, we report on a VR spatial cognition experiment that was conducted both in-lab and out-of-lab. The in-lab study was administered as a traditional experiment with undergraduate students and dedicated VR equipment. The out-of-lab study was carried out remotely by recruiting HMD owners from VR-related research mailing lists, VR subreddits in Reddit, and crowdsourcing platforms. Demographic comparisons show that our out-of-lab sample was older, included more males, and had a higher sense of direction than our in-lab sample. The results of the involved spatial memory tasks indicate that the reliability of the data from out-of-lab participants was as good as or better than their in-lab counterparts. Additionally, the data for testing our research hypotheses were comparable between in- and out-of-lab studies. We conclude that crowdsourcing is a feasible and effective alternative to the use of university participant pools for collecting survey and performance data for VR research, despite potential design issues that may affect the generalizability of study results. We discuss the implications and future directions of running VR studies outside the laboratory and provide a set of practical recommendations. Jiayan Zhao, Mark B. Simpson, Pejman Sajjadi, Jan Oliver Wallgrün, Ping Li 0026, Mahda M. Bagher, Danielle Oprean, Lace M. K. Padilla, Alexander Klippel |
ISMAR | 7 |
| 2019 | Immersive Learning in the Wild: A Progress Report
Alexander Klippel, Danielle Oprean, Jiayan Zhao, Jan Oliver Wallgrün, Peter C. LaFemina, Kathy L. Jackson, Elise Gowen |
iLRN | 2 |
| 2019 | Research Framework for Immersive Virtual Field TripsabstractVirtual field trips have been thought of and implemented for several decades. For the most part, these field trips were delivered through desktop computers and often as interactive but strictly two-dimensional experiences. The advent of immersive technologies for both creating content and experiencing places in three dimensions provides ample opportunities to move beyond the restrictions of two dimensional media. We propose here a framework we developed to assess immersive learning experiences, specifically immersive virtual field trips (iVFTs). We detail the foundations and provide insights into associated empirical evaluations. Alexander Klippel, Jiayan Zhao, Danielle Oprean, Jan Oliver Wallgrün, Jack Shen-Kuen Chang |
VR | 3 |
| 2009 | mRx: A CSCL Decision-Making EnvironmentabstractIn this paper, we present the architecture of an online collaborative decision making learning environment, the mRx. The goal of this prototype is to present a simple; yet, reasoned and systematic, tool to help members of the natural resources community to collaboratively negotiate decisions for prescribed burns. The architecture of the mRxhas been designed by mapping key learning strategies to technological affordances that support these strategies. Initial user testing indicates that learners and professionals find the tool useful in gaining insights into different perspectives and, thereby, creating a more reasoned and inclusive decision to burn. Margarida Kanaris Washburn, Danielle Oprean, Bruce Cutter |
ICALT | 2 |