Demo Data from VLDB 2026 / reviewers in the wild / expert
Paulo Gonçalves de Barros
dblp:09/1068
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2
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 |
Haptics and multimodal interaction · 78% Immersive interaction · 22% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 77% Audio and music processing · 23% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
spatial audio |
0.2 | 2 | 2008 | An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized Audio · VR 2008 Hear-Through and Mic-Through Augmented Reality: Using Bone Conduction to Display Spatialized Audio · ISMAR 2007 |
Haptics and multimodal interaction
bone conduction |
0.1 | 2 | 2008 | An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized Audio · VR 2008 Hear-Through and Mic-Through Augmented Reality: Using Bone Conduction to Display Spatialized Audio · ISMAR 2007 |
Virtual and augmented reality
augmented reality |
0.1 | 1 | 2008 | An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized Audio · VR 2008 |
Immersive interaction › augmented reality
audio augmented reality |
0.1 | 1 | 2007 | Hear-Through and Mic-Through Augmented Reality: Using Bone Conduction to Display Spatialized Audio · ISMAR 2007 |
Audio and music processing
spatial audio |
0.0 | 1 | 2008 | An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized Audio · VR 2008 |
Methods — techniques the papers use, named apart from their topics
controlled empirical study · 0.2user study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized AudioabstractAugmented reality (AR) is the mixing of computer-generated stimuli with real-world stimuli. In this paper, we present results from a controlled, empirical study comparing three ways of delivering spatialized audio for AR applications: a speaker array, headphones, and a bone-conduction headset. Analogous to optical-see-through AR in the visual domain, hear-through AR allows users to receive computer-generated audio using the bone-conduction headset, and real-world audio using their unoccluded ears. Our results show that subjects achieved the best accuracy using a speaker array physically located around the listener when stationary sounds were played, but that there was no difference in accuracy between the speaker array and the bone-conduction device for sounds that were moving, and that both devices outperformed standard headphones for moving sounds. Subjective comments by subjects following the experiment support this performance data. Robert W. Lindeman, Haruo Noma, Paulo Gonçalves de Barros |
VR | 3 |
| 2007 | Hear-Through and Mic-Through Augmented Reality: Using Bone Conduction to Display Spatialized AudioabstractWe present a novel approach for mixing real and computer-generated audio for augmented reality (AR) applications. Analogous to optical-see-through and video-see-through techniques in the visual domain, we present Hear-Through and Mic-Through audio AR. Hear-Through AR uses a bone-conduction headset to deliver computer-generated audio, while leaving the ear canals free to receive audio from the surrounding environment. Mic-Through AR allows audio signals captured from ear-worn microphones to be mixed with computer-generated audio in the computer, and delivered to the user over headphones. We present preliminary results from an empirical user study conducted to compare a bone-conduction device, headphones, and a speaker array. The results show that subjects achieved the best accuracy using an array of speakers physically located around the listener when stationary sounds were played, but that there was no difference in accuracy between the speaker array and the bone-conduction device for sounds that were moving, and that both devices outperformed standard headphones for moving sounds. Robert W. Lindeman, Haruo Noma, Paulo Gonçalves de Barros |
ISMAR | 3 |