Demo Data from SIGIR 2026 / reviewers in the wild / expert
Benjamin Freeling
dblp:336/4316
· DBLP profile ↗
2ranked-venue papers
2as first author
2since 2021 · last 2024
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 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 |
Immersive interaction · 50% Usability and user experience research · 50% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Usability and user experience research › user affect
emotional experience |
0.6 | 1 | 2022 | Petting a cat helps you incarnate the avatar: Influence of the emotions over embodiment in VR · ISMAR 2022 |
Immersive interaction › embodiment
virtual embodiment |
0.6 | 1 | 2022 | Petting a cat helps you incarnate the avatar: Influence of the emotions over embodiment in VR · ISMAR 2022 |
Virtual and augmented reality
avatar |
0.4 | 2 | 2024 | "Not my fault!" "All thanks to me!": Studying Agency, Satisfaction and Self-Serving Attributional Bias with Rigged Archery in Virtual Reality · ISMAR 2024 Petting a cat helps you incarnate the avatar: Influence of the emotions over embodiment in VR · ISMAR 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 2.7questionnaire · 2.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | "Not my fault!" "All thanks to me!": Studying Agency, Satisfaction and Self-Serving Attributional Bias with Rigged Archery in Virtual RealityabstractUser’s experience in virtual reality includes different cognitive, emotional, and behavioural factors. One key factor that characterises the interaction between humans and their environment is the sense of Agency. In virtual reality, the sense of Agency is defined as the sensation of having a virtual body which moves and acts accordingly to one’s intentions. However, it is usually measured with self-assessed questionnaires, focusing mainly on motor control within the virtual environment. We designed an experiment based on a game of rigged archery, manipulating avatar control and distant consequences of user’s actions. This allowed us to separately study both dimensions of Agency: the Feeling of Agency and the Judgement of Agency. Through this, we studied how they are linked with other psychological factors such as Locus of Control, Satisfaction and Self-Serving Attributional Bias. Our results suggest an influence of Internal Locus of Control on the Feeling of Agency. We observed that participant’s satisfaction levels was correlated with their assessment of Agency, and more prominently their Judgement of Agency. In addition, our results show that Feeling of Agency and Judgement of Agency can be understood as two distinct parameters of one’s subjective experience in virtual reality. Lastly, we observed that participants immersed in our virtual environment did show a Self-Serving Attributional Bias, as in real life. Indeed, they tended to claim authorship on successful actions while blaming failure on external factors. We believe that these results offer a better understanding of the different factors that could impact the sense of Agency in virtual reality. Benjamin Freeling, Solène Neyret, Miguel Gervilla, Flavien Lécuyer, Antonio Capobianco |
ISMAR | 1 |
| 2022 | Petting a cat helps you incarnate the avatar: Influence of the emotions over embodiment in VRabstractThanks to its strong capacity to immerse users in virtual worlds, virtual reality can elicit various emotions with diverse environments. This aspect of virtual reality makes it an interesting and powerful tool in many fields, such as entertainment with scenarios based on a strong emotional implication, training in particular for social or communication skills, or even medical therapy with phobia or addiction treatment. However, in virtual reality the participant lives the experience through an avatar, and feels the emotion according to what happens to this avatar.This paper discusses the link between embodiment and emotional implication in virtual reality. In particular, we looked at how emotions and the sense of embodiment are correlated in virtual reality. Through an experiment, we demonstrate that the sense of embodiment is strongly correlated with the emotional experience of the virtual environment. The sense of embodiment is increased when the virtual scenarios make the participants feel strong emotions, whether those emotions are positive or negative. We also show that emotions mainly affect two sub-components of embodiment: the appearance and response sub-scales. Benjamin Freeling, Flavien Lécuyer, Antonio Capobianco |
ISMAR | 1 |