Demo Data from VLDB 2026 / reviewers in the wild / expert
Corinne Brenner
dblp:177/7611
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0001-5564-6915ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
2 papers |
Interaction techniques and input · 46% Immersive interaction · 31% User interface design and tools · 14% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › navigation
virtual city navigation |
0.6 | 1 | 2022 | UrbanRama: Navigating Cities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation |
0.6 | 1 | 2022 | UrbanRama: Navigating Cities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
User interface design and tools › interaction design
navigation interface |
0.2 | 1 | 2022 | UrbanRama: Navigating Cities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Ubiquitous computing and smart environments › public displays › public display interaction
audience interaction |
0.1 | 1 | 2019 | CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus Experience · UIST 2019 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1cylindrical projection · 1.1mixed methodology study · 0.4design hypotheses · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | UrbanRama: Navigating Cities in Virtual RealityabstractExploring large virtual environments, such as cities, is a central task in several domains, such as gaming and urban planning. VR systems can greatly help this task by providing an immersive experience; however, a common issue with viewing and navigating a city in the traditional sense is that users can either obtain a local or a global view, but not both at the same time, requiring them to continuously switch between perspectives, losing context and distracting them from their analysis. In this article, our goal is to allow users to navigate to points of interest without changing perspectives. To accomplish this, we design an intuitive navigation interface that takes advantage of the strong sense of spatial presence provided by VR. We supplement this interface with a perspective that warps the environment, called UrbanRama, based on a cylindrical projection, providing a mix of local and global views. The design of this interface was performed as an iterative process in collaboration with architects and urban planners. We conducted a qualitative and a quantitative pilot user study to evaluate UrbanRama and the results indicate the effectiveness of our system in reducing perspective changes, while ensuring that the warping doesn't affect distance and orientation perception. Shaoyu Chen, Fabio Miranda 0001, Nivan Ferreira, Marcos Lage, Harish Doraiswamy, Corinne Brenner, Connor DeFanti, Michael Koutsoubis, Luc Wilson, Ken Perlin, Cláudio T. Silva |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2019 | CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus ExperienceabstractThe virtual reality ecosystem has gained momentum in the gaming, entertainment, and enterprise markets, but is hampered by limitations in concurrent user count, throughput, and accessibility to mass audiences. Based on our analysis of the current state of the virtual reality ecosystem and relevant aspects of traditional media, we propose a set of design hypotheses for practical and effective seated virtual reality experiences of scale. Said hypotheses manifest in the Collective Audience Virtual Reality Nexus (CAVRN), a framework and management system for large-scale (30+ user) virtual reality deployment in a theater-like physical setting. A mixed methodology study of CAVE, an experience implemented using CAVRN, generated rich insights into the proposed hypotheses. We discuss the implications of our findings on content design, audience representation, and audience interaction. Sebastian Herscher, Connor DeFanti, Nicholas Gregory Vitovitch, Corinne Brenner, Haijun Xia, Kris Layng, Ken Perlin |
UIST | 4 |
| 2016 | Characterizing the structure and content of nurse handoffs: A Sequential Conversational Analysis approach
Joanna Abraham, Thomas George Kannampallil, Corinne Brenner, Karen Dunn Lopez, Khalid F. Almoosa, Bela Patel, Vimla L. Patel |
J. Biomed. Informatics | 3 |