Demo Data from SIGIR 2026 / reviewers in the wild / expert
Anastasia Pavlidou
dblp:247/3851
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0002-5590-3456ORCID · reported
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 |
Collaborative and social computing · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › collaborative learning
collaborative problem solving |
0.4 | 1 | 2019 | Collaborative Problem Solving in Local and Remote VR Situations · VR 2019 |
Collaborative and social computing
remote collaboration |
0.4 | 1 | 2019 | Collaborative Problem Solving in Local and Remote VR Situations · VR 2019 |
Virtual and augmented reality › immersive interaction
collaborative virtual environments |
0.1 | 1 | 2019 | Collaborative Problem Solving in Local and Remote VR Situations · VR 2019 |
Methods — techniques the papers use, named apart from their topics
user experiment · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Collaborative Problem Solving in Local and Remote VR SituationsabstractVirtual Reality supports collaboration among partners across departments and fields, independent of physical boundaries. Virtual reality applications can solve the time and cost consuming logistic problem that companies encounter when sending experts to remote locations. However, it is not yet clear how effective partners collaborate when in remote locations. In one experiment, we examined whether partners who are physically in the same room and interact with each other before they start collaborating affects performance compared to collaborators who meet and interact only within the virtual space. Participants had to solve a Rubik's cube type three-dimensional puzzle by arranging cubes that varied in color within a solution space in such a way, so that each side of the solution space showed a single color. Participants were immersed within a virtual environment and in one condition participants were collocated in the same room (local condition), while in the other one they were located in different rooms (remote condition). Results showed that collaborators in both conditions successfully completed the task but performance was better during the local compared to the remote condition. Adamantini Hatzipanayioti, Anastasia Pavlidou, Manuel Dixken, Heinrich H. Bülthoff, Tobias Meilinger, Matthias Bues, Betty J. Mohler |
VR | 2 |