Demo Data from EDBT 2026 / reviewers in the wild / expert
Vis. Madhavan
dblp:134/5892
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2013
0009-0004-5128-1102ORCID · reported
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 · 67% Computer animation and physical simulation · 33% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
avatar embodiment |
0.2 | 1 | 2013 | Realistic immersion of a user into humanoids of different sizes and proportions in lmmersive virtual reality · VR 2013 |
Virtual and augmented reality › immersive interaction › avatar embodiment
body ownership |
0.2 | 1 | 2013 | Realistic immersion of a user into humanoids of different sizes and proportions in lmmersive virtual reality · VR 2013 |
Computer animation and physical simulation
motion retargeting |
0.2 | 1 | 2013 | Realistic immersion of a user into humanoids of different sizes and proportions in lmmersive virtual reality · VR 2013 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3real-time motion retargeting · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Realistic immersion of a user into humanoids of different sizes and proportions in lmmersive virtual realityabstractIn immersive virtual reality simulations in which users are immersed into full body humanoids, it is typically the case that the humanoid size and proportions have to match those of the immersed user for the immersion to be realistic. However, a key aim of these simulations may be to study how users of different body sizes and proportions interact with the environment. We have developed a real time motion retargeting method by which users can be immersed into different humanoids and other kinematically similar avatars, and still experience a realistic feeling of immersion. A set of experiments aimed at studying the realism of the immersion indicate that users indeed experience a realistic sense of immersion into different humanoids. Vis. Madhavan |
VR | 2 |