Demo Data from VLDB 2026 / reviewers in the wild / expert
Simon Hoerrnann
dblp:247/3854
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous 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.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 56% Collaborative and social computing · 28% Wearable and physiological sensing · 8% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
virtual reality training |
0.4 | 1 | 2019 | Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality · VR 2019 |
Immersive interaction
head-mounted display |
0.4 | 1 | 2019 | MDI: A Multi-channel Dynamic Immersion Headset for Seamless Switching between Virtual and Real World Activities · VR 2019 |
Collaborative and social computing
multi-user virtual environments |
0.4 | 1 | 2019 | Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality · VR 2019 |
Immersive interaction
see-through display |
0.4 | 1 | 2019 | MDI: A Multi-channel Dynamic Immersion Headset for Seamless Switching between Virtual and Real World Activities · VR 2019 |
Wearable and physiological sensing › physiological signal analysis
heart rate variability |
0.1 | 1 | 2019 | Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality · VR 2019 |
Methods — techniques the papers use, named apart from their topics
short stress state questionnaire · 0.8heart-rate variability measurement · 0.8fisheye lens · 0.4LCD panel · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual RealityabstractThe decisions made by an Air Attack Supervisor (AAS) helicopter co-pilots in aerial firefighting have critical and immediate impacts. It is difficult to always make fast, high quality decisions due to the mental and physical stress being experienced. Real world training exercises have limitations such as safety, cost, time and difficulty in reproducing events, making frequent training infeasible. Virtual Reality (VR) offers new training opportunities, but it is challenging to create a virtual environment with the analogous level of stress experienced in the real-world. In this paper, we investigate the use of a multi-user, collaborative, multi-sensory (vision, audio, tactile) VR system to produce a realistic training environment for practising aerial firefighting training scenarios. We focus on a comparison between our VR training system, an equivalent real-world field training and an existing radio-only exercise currently in use, where we compare Heart-Rate Variability (HRV) and self reported stress using the Short Stress State Questionnaire (SSSQ). We conducted the study with real trainee AAS firefighters to determine the effectiveness of the system. Our results show that there were no significant differences between the VR training exercise and the real-world exercise in terms of the level of stress, measured by HRV, and no significant difference between VR and radio-only exercises, as reported by the SSSQ. Rory Clifford, Sungchul Jung, Simon Hoerrnann, Mark Billinghurst, Robert W. Lindeman |
VR | 3 |
| 2019 | MDI: A Multi-channel Dynamic Immersion Headset for Seamless Switching between Virtual and Real World ActivitiesabstractWe present a study of the usability and induced workload of a new head-mounted display (HMD) which allows the wearer to more easily switch between tasks in the virtual and real world using multiple optical channels dynamically at the press of a button. Most HMDs provide full immersion by occluding the real world from the view of the user, and replacing it with a computer-generated virtual environment. One trade-off, however, is that such HMDs make it difficult to interact with real-world objects and people, or to react to events while being immersed. Tasks that are simple in the unmediated real world, such as taking a drink or responding to a text, become nearly impossible while wearing an occlusive HMD, and normally require the user to take off the HMD. To address this limitation, we propose an HMD which provides optical channels to view the near-field real world in the periphery of the HMD while still wearing the HMD by pressing a button. We call our approach Multi-channel Dynamic Immersion (MDI). We embedded transparency controllable LCD panels around the periphery of an HMD and installed a fish-eye lens in front of its forward-facing camera. We then compared MDI to three other methods of switching from working in VR to real world activities: (a) a front camera video-see-through method, (b) using dynamic LCDs only, and (c) taking off the HMD. Participants had to interrupt their work in a VR office to carry out typical real world daily activities, such as picking up a mug, responding to a phone call, or replying to a text message. Our results show no significant differences in task execution time between the four conditions. However, we observed a tendency favouring MDI as the easiest to use among the HMDs. In addition, we found a significantly higher rated ease of use for the two HMDs with controllable LCDs compared to the two occlusive HMDs. Our data also underscores that a substantial amount of time is lost when switching between work contexts in occlusive HMDs and the real world. Kien T. P. Tran, Sungchul Jung, Simon Hoerrnann, Robert W. Lindeman |
VR | 3 |