Demo Data from SIGIR 2026 / reviewers in the wild / expert
Julia Carr
dblp:265/2272
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2020
0000-0001-5838-5044ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging 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 |
Learning and educational technologies · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies
immersive learning |
0.4 | 1 | 2020 | Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education · VR 2020 |
Learning and educational technologies
STEM education |
0.4 | 1 | 2020 | Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education · VR 2020 |
Learning and educational technologies › immersive learning
virtual field trips |
0.4 | 1 | 2020 | Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education · VR 2020 |
Virtual and augmented reality › virtual reality
desktop virtual reality |
0.1 | 1 | 2020 | Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education · VR 2020 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.1 | 1 | 2020 | Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education · VR 2020 |
Methods — techniques the papers use, named apart from their topics
questionnaire · 0.9between-subjects study · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Fostering Penetrative Thinking in Geosciences Through Immersive Experiences: A Case Study in Visualizing Earthquake Locations in 3DabstractThinking in and understanding of three-dimensional structures is omnipresent in many sciences from chemistry to geosciences. Current visualizations, however, are still using two-dimensional media such as maps or three-dimensional representations accessible through two-dimensional interfaces (e.g., desktop computers). The emergence of immersive virtual reality environments, both accessible and of high-quality, allows for creating embodied and interactive experiences that permit for rethinking learning environments and provide access to three-dimensional information through three-dimensional interfaces. However, there is a shortage of empirical studies on immersive learning environments. In response to this shortcoming, this study examines the role of immersive VR (iVR) in improving students' learning experience and performance in terms of penetrative thinking in a critical 3D task in geosciences education: drawing cross-sections. We developed a pilot study where students were asked to draw cross-sections of the depth and geometry of earthquakes at two subduction zones after visualizing the earthquake locations either in iVR or 2D maps on a computer. The results of our study show that iVR creates a better learning experience; students reported significantly higher scores in terms of Spatial Situation Model and there is anecdotal evidence in favor of higher reflective thinking in iVR. In terms of learning performance, we did not find a significant difference in the graded exercise of drawing cross-sections. However, iVR seems to have a positive effect on understanding the geometry of earthquake locations in a complex tectonic environment such as Japan. Our results, therefore, add to the growing body of literature that draws a more nuanced picture of the benefits of immersive learning environments calling for larger scale and in-depth studies. Mahda M. Bagher, Pejman Sajjadi, Julia Carr, Peter La Femina, Alexander Klippel |
iLRN | 3 |
| 2020 | Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM EducationabstractField trips are a key component of learning in STEM disciplines such as geoscience to develop skills, integrate knowledge, and prepare students for lifelong learning. Given the reported success of technology-based learning and the prevalence of new forms of technology, especially with immersive virtual reality (iVR) entering the mainstream, virtual field trips (VFTs) are increasingly being considered as an effective form of teaching to either supplement or replace actual field trips (AFTs). However, little research has investigated the implications of VFTs in place-based STEM education, and empirical evidence is still limited about differences between students’ learning experiences and outcomes in VFTs experienced on desktop displays and field trips experienced in iVR. We report on a study that divided an introductory geoscience laboratory course into three groups with the first two groups experiencing a VFT either on desktop (dVFT) or in iVR (iVFT), while the third group went on an AFT. We compared subjective experiences (assessed via questionnaires) and objective learning outcomes for these groups. Our results suggest that, although students reported higher motivation and being more present in the iVFT group, they did not learn more compared to those in the dVFT group; both VFT groups yielded higher scores for learning experience and perceived learning outcomes than the actual field site visit. These findings demonstrate positive learning effects of VFTs relative to AFTs and provide evidence that geology VFTs need not be limited to iVR setups, which lead to considerable equipment costs and increased implementation complexity. Discussing the results, we reflect on the implications of our findings and point out future research directions. Jiayan Zhao, Peter C. LaFemina, Julia Carr, Pejman Sajjadi, Jan Oliver Wallgrün, Alexander Klippel |
VR | 3 |