Demo Data from VLDB 2026 / reviewers in the wild / expert
Steven M. Thurman
dblp:193/8342
· DBLP profile ↗
4ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-3962-8447ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 77% Wearable and physiological sensing · 23% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality display |
0.9 | 1 | 2025 | Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025 |
Virtual and augmented reality › augmented reality display
optical see-through display |
0.9 | 1 | 2025 | Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025 |
Immersive interaction
depth perception |
0.9 | 1 | 2025 | Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025 |
Wearable and physiological sensing
eye tracking |
0.3 | 1 | 2025 | Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025 |
Methods — techniques the papers use, named apart from their topics
forced-choice experiment · 1.7eye tracking · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented RealityabstractA primary objective of optical see-through (OST) Augmented Reality (AR) systems is to enable users to perceive the depth of AR objects with the same accuracy as they perceive the depth of realworld objects. Previous studies have shown that individuals often make depth judgments that either underestimate or overestimate the depth of AR objects compared to real-world objects. Recently, OST AR devices have incorporated eye-tracking technology, offering the opportunity to objectively measure and investigate the depth-dependent components of the human visual system (e.g., eye vergence angle) while perceiving the depth of real and AR objects. This paper measures and examines the eye vergence angle (EVA) for both real and AR objects at four different depths (0.35 m, 0.75 m, 1.5 m, and 4.0 m) using integrated eye-tracking systems of the two commercial devices: Microsoft HoloLens 2 and Magic Leap 2. The experiment considered a four-alternative forced-choice visual discrimination task with a repeated-measures design, involving 24 participants. Our findings showed that subjective (verbal estimation) and objective (EVA) measures of depth perception were consistent with the depth of both real and AR objects in both OST AR devices. The results demonstrated individual differences in EVA for each device across various depths. No difference in EVA was identified between real and AR objects. Additionally, the EVA range differs between the OST AR devices for each depth. These findings indicate that objective EVA measurements can not be generalized across different OST AR devices and individuals. Matthew Sturgeon, Dakota Kenoyer-Healy, Russell A. Cohen Hoffing, Steven M. Thurman, Mohammed Safayet Arefin |
ISMAR | 4 |
| 2022 | Estimating Perceptual Depth Changes with Eye Vergence and Interpupillary Distance using an Eye Tracker in Virtual RealityabstractVirtual Reality (VR) technology has advanced to include eye-tracking, allowing novel research, such as investigating how our visual system coordinates eye movements with changes in perceptual depth. The purpose of this study was to examine whether eye tracking could track perceptual depth changes during a visual discrimination task. We derived two depth-dependent variables from eye tracker data: eye vergence angle (EVA) and interpupillary distance (IPD). As hypothesized, our results revealed that shifting gaze from near-to-far depth significantly decreased EVA and increased IPD, while the opposite pattern was observed while shifting from far-to-near. Importantly, the amount of change in these variables tracked closely with relative changes in perceptual depth, and supported the hypothesis that eye tracker data may be used to infer real-time changes in perceptual depth in VR. Our method could be used as a new tool to adaptively render information based on depth and improve the VR user experience. Mohammed Safayet Arefin, J. Edward Swan II, Russell A. Cohen Hoffing, Steven M. Thurman |
ETRA | 4 |
| 2016 | Causal Action: A Fundamental Constraint on Perception of Bodily Movements
Yujia Peng, Steven M. Thurman, Hongjing Lu |
CogSci | 2 |
| 2016 | Critical Features of Joint Actions that Signal Human Interaction
Tianmin Shu, Steven M. Thurman, Dawn Chen, Song-Chun Zhu, Hongjing Lu |
CogSci | 2 |