Demo Data from EDBT 2026 / reviewers in the wild / expert
Pablo Fiqueroa
dblp:247/3771
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—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 |
Immersive interaction · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › navigation
3d navigation |
0.4 | 1 | 2019 | Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments · VR 2019 |
Virtual and augmented reality › virtual reality
consumer-oriented virtual reality |
0.4 | 1 | 2019 | Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments · VR 2019 |
Immersive interaction
locomotion |
0.1 | 1 | 2019 | Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments · VR 2019 |
Methods — techniques the papers use, named apart from their topics
triangle completion paradigm · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality EnvironmentsabstractStudies using virtual reality environments (VE) have shown that subjects can perform path integration tasks with acceptable performance. However, in these studies, subjects could walk naturally across large tracking areas, or researchers provided them with large- immersive displays. Unfortunately, these configurations are far from current consumer-oriented VEs (COVEs), and little is known about how their limitations influence this task. Using a triangle completion paradigm, we assessed the subjects' spatial performance when developing path integration tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni motion platform and a Touchpad Control). Our results show that when locomotion is available (motion platform condition), there exist significant effects regarding the display and the path. In contrast, when locomotion is mediated no effect was found. Some future research directions are therefore proposed. Jose L. Dorado, Pablo Fiqueroa, Jean-Rémy Chardonnet, Frédéric Mérienne, José Tiberio Hernández |
VR | 2 |