Demo Data from EDBT 2026 / reviewers in the wild / expert
Rodrigo Marques
dblp:148/8279
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0003-2492-0197ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 1 · 1 since 2021Human-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 · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual environment
immersive simulation |
0.2 | 1 | 2016 | Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016 |
Haptics and multimodal interaction
multimodal feedback |
0.1 | 1 | 2016 | Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.5motion platform · 0.5head-mounted display · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Haskelite: A Tracing Interpreter Based on a Pattern-Matching CalculusabstractMany Haskell textbooks explain the evaluation of pure functional programs as a process of stepwise rewriting using equations. However, usual implementation techniques perform program transformations that make producing the corresponding tracing evaluations difficult. This paper presents a tracing interpreter for a subset of Haskell based on the pattern matching calculus of Kahl. We start from a big-step semantics in the style of Launchbury and develop a small-step semantics in the style of Sestoft's machines. This machine is used in the implementation of a step-by-step educational interpreter. We also discuss some implementation decisions and present illustrative examples. Pedro B. Vasconcelos, Rodrigo Marques |
Haskell | 2 |
| 2016 | Immersive Scuba Diving Simulator Using Virtual RealityabstractWe present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. While existing diving simulators mostly focus on visual and aural displays, Amphibian simulates a wider variety of sensations experienced underwater. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breath motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future UI improvements for enhancing immersion in VR diving simulators. Dhruv Jain, Misha Sra, Jingru Guo, Rodrigo Marques, Raymond Wu, Justin Chiu, Chris Schmandt |
UIST | 4 |