EDBT 2026 Demo / reviewers in the wild / expert
Sean Dean Lynch
dblp:173/2305
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2018
0000-0002-5232-3595ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author
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 |
Human-robot interaction · 54% Human-AI interaction · 23% Immersive interaction · 23% | |
| 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 |
|---|---|---|---|---|
Human-robot interaction › robot navigation
collision avoidance |
0.3 | 1 | 2018 | Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking Task · VR 2018 |
Human-robot interaction › nonverbal communication
gaze behavior |
0.3 | 1 | 2018 | Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking Task · VR 2018 |
Human-AI interaction › virtual agents
virtual human |
0.3 | 1 | 2018 | Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking Task · VR 2018 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.1 | 1 | 2018 | Collision Avoidance Behavior between Walkers: Global and Local Motion Cues · IEEE Trans. Vis. Comput. Graph. 2018 |
Human-robot interaction
nonverbal communication |
0.1 | 1 | 2018 | Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking Task · VR 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 1.0joystick navigation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking TaskabstractThis paper presents a study performed in virtual reality on the effect of gaze interception during collision avoidance between two walkers. In such a situation, mutual gaze can be considered as a form of nonverbal communication. Additionally, gaze is believed to detail future path intentions and to be part of the nonverbal negotiation to achieve avoidance collaboratively. We considered an avoidance task between a real subject and a virtual human character and studied the influence of the character's gaze direction on the avoidance behaviour of the participant. Virtual reality provided an accurate control of the situation: seventeen participants were immersed in a virtual environment, instructed to navigate across a virtual space using a joystick and to avoid a virtual character that would appear from either side. The character would either gaze or not towards the participant. Further, the character would either perform or not a reciprocal adaptation of its trajectory to avoid a potential collision with the participant. The findings of this paper were that during an orthogonal collision avoidance task, gaze behaviour did not influence the collision avoidance behaviour of the participants. Further, the addition of reciprocal collision avoidance with gaze did not modify the collision behaviour of participants. These results suggest that for the duration of interaction in such a task, body motion cues were sufficient for coordination and regulation. We discuss the possible exploitation of these results to improve the design of virtual characters for populated virtual environments and user interaction. Sean Dean Lynch, Julien Pettré, Julien Bruneau 0002, Richard Kulpa, Armel Crétual, Anne-Hélène Olivier |
VR | 1 |
| 2018 | Collision Avoidance Behavior between Walkers: Global and Local Motion CuesabstractDaily activities require agents to interact with each other, such as during collision avoidance. The nature of visual information that is used for a collision free interaction requires further understanding. We aim to manipulate the nature of visual information in two forms, global and local information appearances. Sixteen healthy participants navigated towards a target in an immersive computer-assisted virtual environment (CAVE) using a joystick. A moving passive obstacle crossed the participant's trajectory perpendicularly at various pre-defined risks of collision distances. The obstacle was presented with one of five virtual appearances, associated to global motion cues (i.e., a cylinder or a sphere), or local motion cues (i.e., only the legs or the trunk). A full body virtual walker, showing both local and global motion cues, used as a reference condition. The final crossing distance was affected by the global motion appearances, however, appearance had no qualitative effect on motion adaptations. These findings contribute towards further understanding what information people use when interacting with others. Sean Dean Lynch, Richard Kulpa, Laurentius Antonius Meerhoff, Julien Pettré, Armel Crétual, Anne-Hélène Olivier |
IEEE Trans. Vis. Comput. Graph. | 1 |