Demo Data from SIGIR 2026 / reviewers in the wild / expert
Andrea Baumann
dblp:27/10438
· DBLP profile ↗
7ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 2 since 2021Software engineering, systems software and programming languages · 3Applied, 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
3 papers |
Health and well-being technologies · 68% Immersive interaction · 20% Ubiquitous computing and smart environments · 8% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
dementia care |
0.8 | 1 | 2024 | Mnemosyne - Supporting Reminiscence for Individuals with Dementia in Residential Care Settings · CHI 2024 |
Health and well-being technologies › cognitive support
reminiscence support |
0.8 | 1 | 2024 | Mnemosyne - Supporting Reminiscence for Individuals with Dementia in Residential Care Settings · CHI 2024 |
Immersive interaction
virtual reality |
0.6 | 1 | 2022 | There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum · CHI 2022 |
Learning and educational technologies › language learning
language learning support |
0.1 | 1 | 2020 | BrainCoDe: Electroencephalography-based Comprehension Detection during Reading and Listening · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1statistical analysis · 1.1mixed methods · 0.8field deployment · 0.8event-related potentials · 0.4electroencephalography · 0.4classifier · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Mnemosyne - Supporting Reminiscence for Individuals with Dementia in Residential Care SettingsabstractReminiscence is known to play an important part in helping to mitigate the effects of dementia. Within the HCI community, work has typically focused on supporting reminiscence at an individual or social level but less attention has been given to supporting reminiscence in residential care settings. This lack of research became particularly apparent during the COVID pandemic when traditional forms of reminiscence involving physical artefacts and face-to-face interactions became especially challenging. In this paper we report on the design, development and evaluation of a reminiscence system, deployed in a residential care home over a two-year-period that included the pandemic. Mnemosyne comprises a pervasive display network and a browser-based application whose adoption and use we explored using a mixed methods approach. Our findings offer insights that will help shape the development and evaluation of future systems, particularly those that use pervasive displays to support unsupervised reminiscence. Andrea Baumann, Peter Shaw 0003, Ludwig Trotter, Sarah Clinch, Nigel Davies 0001 |
CHI | 1 |
| 2022 | There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective ContinuumabstractModern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for flexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This flexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study, we explore users’ attitudes, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception. Matthias Hoppe 0001, Andrea Baumann, Patrick Chofor Tamunjoh, Tonja Machulla, Pawel W. Wozniak, Albrecht Schmidt 0001, Robin Welsch |
CHI | 2 |
| 2020 | BrainCoDe: Electroencephalography-based Comprehension Detection during Reading and ListeningabstractThe pervasive availability of media in foreign languages is a rich resource for language learning. However, learners are forced to interrupt media consumption whenever comprehension problems occur. We present BrainCoDe, a method to implicitly detect vocabulary gaps through the evaluation of event-related potentials (ERPs). In a user study (N=16), we evaluate BrainCoDe by investigating differences in ERP amplitudes during listening and reading of known words compared to unknown words. We found significant deviations in N400 amplitudes during reading and in N100 amplitudes during listening when encountering unknown words. To evaluate the feasibility of ERPs for real-time applications, we trained a classifier that detects vocabulary gaps with an accuracy of 87.13% for reading and 82.64% for listening, identifying eight out of ten words correctly as known or unknown. We show the potential of BrainCoDe to support media learning through instant translations or by generating personalized learning content. Christina Schneegass, Thomas Kosch, Andrea Baumann, Marius Mihai Rusu, Mariam Hassib, Heinrich Hußmann |
CHI | 3 |
| 2014 | Virtual-C - a programming environment for teaching C in undergraduate programming coursesabstractThe C programming language plays an important role in the education of engineers especially in the field of embedded systems. on the other hand C is often a burden for students in the first yer, as they have many difficulties in writing their own programs and the failure rates of course examinations are typically high. We have inverstgated different approaches at our faculty in the last years, how to enhance the students' capabilities in C programming and how to lower the failure rate of the C-programming course. Several concepts involved are: visualization of control and data flow, game programming and automated assessment tools with plagiarism detection. we have integrated some of these concepts into the programming environment Virtual-C IDE. This paper discusses the educational benefits of using the Virtual-C IDE for lectures, self-learning and as a platform for programming assignments and reports our first practical experiences. Dieter Pawelczak, Andrea Baumann |
EDUCON | 2 |
| 2012 | Field study on requirements engineering: Investigation of artefacts, project parameters, and execution strategies
Daniel Méndez 0001, Stefan Wagner 0001, Klaus Lochmann, Andrea Baumann, Holger de Carne |
Inf. Softw. Technol. | 4 |
| 2010 | Field Study on Requirments Engineering Artefacts and Patterns
Daniel Méndez 0001, Stefan Wagner 0001, Klaus Lochmann, Andrea Baumann |
EASE | 4 |
| 2010 | Knowledge Transfer in Global Software Development - Leveraging Ontologies, Tools and AssessmentsabstractTo be successful with global software development (GSD), development knowledge needs to be shared among the developers and stakeholders, and the quality of the exchanged information must be assured. Therefore, mature processes, methods and tools have to be in place. If a unified and integrated solution does not exist, this impedes the exchange of knowledge (and the migration of people between projects). In GSD, such a diversity can lead to new problems: offshore development teams have to repeatedly re-adjust to method variants used by the respective business units. This can lead to misinterpretation of information and risks for project success. We report on re-aligning the varying software engineering methods and unifying the methodology throughout Capgemini sd&m. We also standardized quality assurance procedures and tightly integrated them with the engineering methodology. By this, we arrived at a comprehensive company-wide Enterprise Software Engineering Model that effectively supports knowledge transfer from clients to the onshore and offshore team. Frank Salger, Stefan Sauer 0001, Gregor Engels, Andrea Baumann |
ICGSE | 4 |