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Wilson J. Sarmiento

dblp:134/6031 · DBLP profile ↗
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4ranked-venue papers
1as first author
1since 2021 · last 2024
0000-0001-7903-8316ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-authorApplied, interdisciplinary, general and emerging 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
2 papers
Collaborative and social computing · 60% Haptics and multimodal interaction · 33% Immersive interaction · 8%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative virtual environments
0.222015
Awareness of other: Evaluating the impact of proximity cues in collaborative tasks · VR 2013
Does vibrotactile intercommunication increase collaboration? · VR 2015
Haptics and multimodal interaction › tactile communication
vibrotactile communication
0.212015
Does vibrotactile intercommunication increase collaboration? · VR 2015
Collaborative and social computing
awareness
0.212013
Awareness of other: Evaluating the impact of proximity cues in collaborative tasks · VR 2013
Immersive interaction
virtual reality
0.012013
Awareness of other: Evaluating the impact of proximity cues in collaborative tasks · VR 2013

Methods — techniques the papers use, named apart from their topics

design study · 0.2user study · 0.2
YearPublicationVenuePosition
2024 Characterizing the Left Ventricular Ultrasound Dynamics in the Frequency Domain to Estimate the Cardiac Function
Andrés Felipe Carrera-Pinzón, Leonard Toro-Quitian, Juan Camilo Torres, Alexander Cerón, Wilson J. Sarmiento, Arnold Mendez-Toro, Angel Cruz-Roa, R. E. Gutiérrez-Carvajal, Carlos Órtiz Davila, Fabio A. González 0001, Eduardo Romero 0001, Marcela Iregui Guerrero
MICCAI (1)5
2015 Does vibrotactile intercommunication increase collaboration?
abstract
Communication is a fundamental process in collaborative work. In natural conditions, communication between team members is multimodal. This allows for redundancy, adaptation to different contexts, and different levels of focus. In collaborative virtual environments, however, hardware limitations and lack of appropriate interaction metaphors reduce the amount of collaboration. In this poster, we propose the design and use of a vibrotactile language to improve user intercommunication in CVE and, consequently, to increase the amount of effective collaboration.
Victor Adriel de J. Oliveira, Wilson J. Sarmiento, Anderson Maciel, Luciana Porcher Nedel, César A. Collazos 0001
VR2
2013 Awareness of other: Evaluating the impact of proximity cues in collaborative tasks
abstract
Collaboration in 3D environments has the main goal of attaining a high degree of teamwork by exposing the team to a suitable level of immersion. However, users within virtual environments have limitations to perceive the same stimuli of the real world. Particularly, the feeling of presence and nearness of the other is difficult to be generated in VR systems. This poster presents a work in progress that shows our current results on evaluating the impact of three different proximity cues for generating awareness of the presence of other. The design of each cue aims at independently stimulating the senses of sight, hearing and touch. The experiment design includes the comparison with a baseline condition in virtual environments where no specific stimulation is applied.
Wilson J. Sarmiento, Vitor Augusto Machado Jorge, Anderson Maciel, Luciana Porcher Nedel, César A. Collazos 0001, Jackson Oliveira, Frederico Faria
VR1
2013 Interacting with danger in an immersive environment: issues on cognitive load and risk perception
abstract
Any human-computer interface imposes a certain level of cognitive load to the user task. Analogously, the task itself also imposes different levels of cognitive load. It is common sense in 3D user interfaces research that a higher number of degrees of freedom increases the interface cognitive load. If the cognitive load is significant, it might compromise the user performance and undermine the evaluation of user skills in a virtual environment. In this paper, we propose an assessment of two immersive VR interfaces with varying degrees of freedom in two VR tasks: risk perception and basic object selection. We examine the effectiveness of both interfaces in these two different tasks. Results show that the number of degrees of freedom does not significantly affect a basic selection task, but it affects risk perception task in an unexpected way.
Vitor Augusto Machado Jorge, Wilson J. Sarmiento, Anderson Maciel, Luciana Porcher Nedel, César A. Collazos 0001, Frederico Faria, Jackson Oliveira
VRST2