Demo Data from EDBT 2026 / reviewers in the wild / expert
Larry Whitman
dblp:20/6913
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2003
—ORCID · none
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 · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 77% Collaborative and social computing · 23% |
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 › virtual environment
immersive virtual environments |
0.0 | 1 | 2003 | User Interaction in a Power-Wall Based Virtual Reality Environment · VR 2003 |
Virtual and augmented reality
multi-user interaction |
0.0 | 1 | 2003 | User Interaction in a Power-Wall Based Virtual Reality Environment · VR 2003 |
Collaborative and social computing
collaborative virtual environments |
0.0 | 1 | 2003 | User Interaction in a Power-Wall Based Virtual Reality Environment · VR 2003 |
Methods — techniques the papers use, named apart from their topics
camera-based third-person view · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2003 | User Interaction in a Power-Wall Based Virtual Reality EnvironmentabstractThe Industrial and Manufacturing Engineering Department at Wichita State University is developing an integrated set of virtual reality models of a manufacturing line of Boeing Wichita. The purpose of this research is to help Boeing and other aerospace manufacturers improve their manufacturing operations. In our virtual environment, a fully immersed person is working on a specific task and several (up to 20) outsiders (participants) observe the fully, immersed person and would like to comment and affect the fully immersed person's work. The lack of interaction between the fully immersed person and the participants is the most critical issue. The current communication technique used is vocal instruction, which is distracting to everyone. This paper presents a technique in which the fully immersed person and the participants can interact using a second camera directed for a third person's view of the environment. This technique attempts to provide the best of both worlds (first and third person views) so the formerly passive participants can become more immersed in the environment. Leonidas Deligiannidis, Larry Whitman |
VR | 2 |