Demo Data from SIGIR 2026 / reviewers in the wild / expert
Nour Hatira
dblp:392/3696
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2024
0009-0009-2319-7700ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 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
1 paper |
Learning and educational technologies · 77% Health and well-being technologies · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies › skill acquisition › motor skill learning
eye-hand coordination training |
0.8 | 1 | 2024 | Enhancing Eye-Hand Coordination in Volleyball Players: A Comparative Analysis of VR, AR, and 2D Display Technologies and Task Instructions · ISMAR 2024 |
Health and well-being technologies › physical activity
sports training |
0.2 | 1 | 2024 | Enhancing Eye-Hand Coordination in Volleyball Players: A Comparative Analysis of VR, AR, and 2D Display Technologies and Task Instructions · ISMAR 2024 |
Methods — techniques the papers use, named apart from their topics
task instructions · 0.8comparative user study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Enhancing Eye-Hand Coordination in Volleyball Players: A Comparative Analysis of VR, AR, and 2D Display Technologies and Task InstructionsabstractPrevious studies analyzed user motor performance with Virtual Reality (VR) and Augmented Reality (AR) Eye-Hand Coordination Training Systems (EHCTSs) while asking participants to follow specific task instructions. Although these studies suggested VR & AR EHCTSs as potential training systems for sports players, they recruited participants for their user studies among general population. In this paper, we examined the training performance of 16 professional volleyball players over 8 days using EHCTSs with three display technologies (VR, AR, and 2D touchscreen) and with four distinct task instructions (prioritizing speed, error rate, accuracy, or none). Our results indicate that volleyball players performed best with 2D touchscreen in terms of time, error rate, accuracy, precision, and throughput. Moreover, their performance was superior when using VR over AR. They also successfully followed the task instructions given to them and consistently improved their throughput performance. These findings underscore the potential of EHCTS in volleyball training and highlight the need for further research to optimize VR & AR user experience and performance. Nour Hatira, Aliza Aliza, Anil Ufuk Batmaz, Mine Sarac |
ISMAR | 1 |