Demo Data from VLDB 2026 / reviewers in the wild / expert
Afonso Gonçalves 0001
dblp:181/0125 · also Afonso Rodrigues Gonçalves
· DBLP profile ↗
3ranked-venue papers
3as first author
2since 2021 · last 2022
0000-0003-3196-2678ORCID · verified
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 · 1 · 1 first-author
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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive display
CAVE |
0.6 | 1 | 2022 | Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality › virtual reality
virtual reality systems |
0.6 | 1 | 2022 | Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
cybersickness |
0.2 | 1 | 2022 | Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
presence |
0.2 | 1 | 2022 | Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
virtual reality |
0.2 | 1 | 2022 | Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 0.6subjective rating · 0.6head tracking · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection SystemabstractTwo of the most popular mediums for virtual reality are head-mounted displays and surround-screen projection systems, such as CAVE Automatic Virtual Environments. In recent years, HMDs suffered a significant reduction in cost and have become widespread consumer products. In contrast, CAVEs are still expensive and remain accessible to a limited number of researchers. This study aims to evaluate both objective and subjective characteristics of a CAVE-like monoscopic low-cost virtual reality surround-screen projection system compared to advanced setups and HMDs. For objective results, we measured the head position estimation accuracy and precision of a low-cost active infrared (IR) based tracking system, used in the proposed low-cost CAVE, relatively to an infrared marker-based tracking system, used in a laboratory-grade CAVE system. For subjective characteristics, we investigated the sense of presence and cybersickness elicited in users during a visual search task outside personal space, beyond arms reach, where the importance of stereo vision is diminished. Thirty participants rated their sense of presence and cybersickness after performing the VR search task with our CAVE-like system and a modern HMD. The tracking showed an accuracy error of 1.66 cm and .4 mm of precision jitter. The system was reported to elicit presence but at a lower level than the HMD, while causing significant lower cybersickness. Our results were compared to a previous study performed with a laboratory-grade CAVE and support that a VR system implemented with low-cost devices could be a viable alternative to laboratory-grade CAVEs for visual search tasks outside the user's personal space. Afonso Gonçalves 0001, Adrián Borrego, Jorge Latorre, Roberto Lloréns 0001, Sergi Bermúdez i Badia |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Effects of prolonged multidimensional fitness training with exergames on the physical exertion levels of older adults
Afonso Gonçalves 0001, John Edison Muñoz, Élvio Rúbio Gouveia, Monica Cameirao, Sergi Bermúdez i Badia |
Vis. Comput. | 1 |
| 2018 | KAVE: Building Kinect Based CAVE Automatic Virtual Environments, Methods for Surround-Screen Projection Management, Motion Parallax and Full-Body Interaction SupportabstractWhile CAVE Automatic Virtual Environments (CAVE) have been around for over 2 decades they remain complex to setup, unaffordable to most, and generally limited to data and model visualization applications for academia and industry. In this paper, we present a solution to create a monocular CAVE using the Unity 3D game engine by adding motion parallax and full-body interaction support via the use of a Kinect V2 low-cost sensor. More importantly, we provide a functional and easy to use plugin for that effect, the KAVE, and its configuration tool. Here, we describe our own low-cost CAVE setup, a range of alternative configurations to CAVE systems using this technology and example applications. Finally, we discuss the potential of such an approach considering the current advancements in VR and gaming. Afonso Gonçalves 0001, Sergi Bermúdez i Badia |
Proc. ACM Hum. Comput. Interact. | 1 |