Demo Data from SIGIR 2026 / reviewers in the wild / expert
Niels Koch Andreasen
dblp:247/3754
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous 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.
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 77% Immersive interaction · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
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
enactment strategy · 0.4between-subjects experiment · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 | 1 |