Demo Data from VLDB 2026 / reviewers in the wild / expert
Guy Wood-Bradley
dblp:23/6992
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2023
0000-0001-8571-3605ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
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
1 paper |
Health and well-being technologies · 77% Immersive interaction · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › physical activity
physical training |
0.7 | 1 | 2023 | A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports · ISMAR 2023 |
Immersive interaction
virtual reality interaction |
0.2 | 1 | 2023 | A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports · ISMAR 2023 |
Methods — techniques the papers use, named apart from their topics
systematic review · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | A Systematic Review of Immersive Technologies for Physical Training in Fitness and SportsabstractThe increased availability of immersive headsets in the games industry has promoted wide adoption of immersive technology amongst consumers. The benefits of spatial freedom and agency for body movements in virtual reality pave the way for everyday fitness and physical training applications. We conducted a systematic review through ACM Digital Library, IEEEXplore, and Scopus, to investigate how immersive technologies have been applied for physical training in fitness and sports. Our review included all peer-reviewed papers, published and written in English, discussing all forms of hardware for VR, AR, and MR technologies, targeted towards healthy population. We excluded applications for clinical populations and treatment of specific diseases, and all non-peer reviewed articles like position papers, workshops, tutorials, and magazine columns. From the shortlisted 144 papers, we summarize the development trends of immersive technologies and highlight the challenges of designing immersive technologies for everyday fitness. We also provide recommendations for future work and highlight the need to support better collaboration with industry partners, trainer-trainee experiences, and social dynamics of sports for designing better experiences. Thuong N. Hoang, Deepti Aggarwal, Guy Wood-Bradley, Tsz-Kwan Lee, Rui Wang 0008, Hasan Shahid Ferdous, Alexander Baldwin 0001 |
ISMAR | 3 |
| 2018 | Identifying items for moderation in a peer assessment framework
Simon James, Elicia Lanham, Vicky H. Mak-Hau, Lei Pan 0002, Tim Wilkin 0001, Guy Wood-Bradley |
Knowl. Based Syst. | 6 |
| 2006 | Interactive television and the role of affective usabilityabstractThis paper explores the importance of designing interfaces that evoke positive feelings in the user as they interact with the interface. The use of interactive television (iTV) and affective usability illustrate how usability paradigms shift as new technology is developed. Traditional television is a more passive medium than iTV and the role of the user (or viewer) varies significantly. iTV requires more of the user and to be an active contributor because of the more interactive interaction style. Interface designers need to constantly define better ways of developing interfaces that are not only usable, but also enjoyable to use Guy Wood-Bradley, Kathy Blashki |
MMM | 1 |