Demo Data from VLDB 2026 / reviewers in the wild / expert
Antonio Vega Ramirez
dblp:213/8291
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 50% Accessibility and assistive technology · 50% |
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 › haptics
force feedback |
0.4 | 1 | 2019 | Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.4 | 1 | 2019 | Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019 |
Haptics and multimodal interaction › haptic interface
force display |
0.4 | 1 | 2019 | Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019 |
Accessibility and assistive technology
soft exoskeleton |
0.4 | 1 | 2019 | Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019 |
Virtual and augmented reality › virtual reality
VR game |
0.1 | 1 | 2019 | Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019 |
Methods — techniques the papers use, named apart from their topics
questionnaire · 0.8biosensors · 0.8anxiety measurement · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Muscleblazer: Force-Feedback Suit for Immersive ExperienceabstractThe increasing use of virtual reality (VR) and augmented reality (AR) systems has opened the possibility of providing immersive experiences to the general population around the world. However, most of the existing systems do not provide highly effective force-feedback experiences to the user. To provide such augmented systems in combination with force-feedback, novel ideas must be introduced that can be easily integrated with the existing VR and AR technologies. This work proposes a first-person VR game integrated with a soft exoskeleton that enhances the quality of interaction between the subject and the virtual environment (VE) through an additional force-feedback element. The effect of introducing the force-feedback element on the user is analyzed by using biosensors and questionnaire feedback. The biosensors are used to measure the level of anxiety induced in the subject during interaction with the virtual environment. Conditions in which this interaction occurs with and without force-feedback are compared. The questionnaire analyzes the perceived change in emotions of users as a result of the introduction of the force-feedback element. This game can be played by most individuals, regardless of age and physical fitness. Yusuke Kishishita, Swagata Das, Antonio Vega Ramirez, Chetan Thakur, Ramin Tadayon, Yuichi Kurita |
VR | 3 |