Demo Data from EDBT 2026 / reviewers in the wild / expert
Carlos Alfredo Tirado Cortes
dblp:252/8326
· DBLP profile ↗
5ranked-venue papers
5as first author
4since 2021 · last 2026
0000-0003-0626-0914ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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.
| Computer graphics and multimedia
4 papers |
Virtual and augmented reality · 82% Visualization and visual analytics · 18% | |
| Human-computer interaction and pervasive computing
3 papers |
Wearable and physiological sensing · 70% Immersive interaction · 23% Health and well-being technologies · 7% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Environmental and earth informatics · 100% |
Topics — the 8 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
cybersickness |
1.7 | 2 | 2026 | Kinematic Sickness: Understanding Cybersickness Through Body Kinematics · IEEE Trans. Vis. Comput. Graph. 2026 An EEG-based Experiment on VR Sickness and Postural Instability While Walking in Virtual Environments · VR 2023 |
Wearable and physiological sensing
gait analysis |
1.0 | 1 | 2026 | Kinematic Sickness: Understanding Cybersickness Through Body Kinematics · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
immersive visualization |
0.8 | 1 | 2024 | Analysis of Wildfire Visualization Systems for Research and Training: Are They Up for the Challenge of the Current State of Wildfires? · IEEE Trans. Vis. Comput. Graph. 2024 |
Virtual and augmented reality
immersive interaction |
0.7 | 1 | 2023 | An EEG-based Experiment on VR Sickness and Postural Instability While Walking in Virtual Environments · VR 2023 |
Immersive interaction › head-mounted display
head-mounted display interaction |
0.5 | 1 | 2021 | Evaluating Balance Recovery Techniques for Users Wearing Head-Mounted Display in VR · IEEE Trans. Vis. Comput. Graph. 2021 |
Wearable and physiological sensing
postural stability |
0.3 | 1 | 2026 | Kinematic Sickness: Understanding Cybersickness Through Body Kinematics · IEEE Trans. Vis. Comput. Graph. 2026 |
Wearable and physiological sensing
electroencephalography |
0.2 | 1 | 2023 | An EEG-based Experiment on VR Sickness and Postural Instability While Walking in Virtual Environments · VR 2023 |
Health and well-being technologies › elderly care
fall prevention |
0.1 | 1 | 2021 | Evaluating Balance Recovery Techniques for Users Wearing Head-Mounted Display in VR · IEEE Trans. Vis. Comput. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
spatial stability metrics · 2.0kinematic analysis · 2.0survey · 1.5motion capture · 1.3EEG analysis · 1.3video see-through · 1.0tether-release protocol · 1.0auditory warning · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Kinematic Sickness: Understanding Cybersickness Through Body KinematicsabstractPostural Instability Theory (PIT) proposes that individuals who are naturally unstable on their feet are more susceptible to cybersickness. We hypothesize that this relationship extends to locomotive VR, such that people who exhibit greater instability when walking without VR will also be more susceptible to cybersickness in a locomotive VR setup. To test this, we analyzed participants' natural walking kinematics alongside their cybersickness responses and kinematic patterns during mobile VR use. Our results showed that vertical Center of Mass movement during pre-VR walking showed promise for identifying individuals susceptible to cybersickness. Spatial stability metrics emerged as stronger predictors of cybersickness than time-series measures, suggesting that spatial characteristics of gait may be more informative indicators of susceptibility in mobile VR contexts. These findings highlight the importance of accounting for baseline postural stability when designing and personalizing mobile VR experiences. Carlos Alfredo Tirado Cortes, Yiheng Chi, Juno Kim, Hsiang-Ting Chen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Analysis of Wildfire Visualization Systems for Research and Training: Are They Up for the Challenge of the Current State of Wildfires?abstractWildfires affect many regions across the world. The accelerated progression of global warming has amplified their frequency and scale, deepening their impact on human life, the economy, and the environment. The temperature rise has been driving wildfires to behave unpredictably compared to those previously observed, challenging researchers and fire management agencies to understand the factors behind this behavioral change. Furthermore, this change has rendered fire personnel training outdated and lost its ability to adequately prepare personnel to respond to these new fires. Immersive visualization can play a key role in tackling the growing issue of wildfires. Therefore, this survey reviews various studies that use immersive and non-immersive data visualization techniques to depict wildfire behavior and train first responders and planners. This paper identifies the most useful characteristics of these systems. While these studies support knowledge creation for certain situations, there is still scope to comprehensively improve immersive systems to address the unforeseen dynamics of wildfires. Carlos Alfredo Tirado Cortes, Susanne Thurow, Alex Ong, Jason J. Sharples, Tomasz Bednarz, Grant Stevens, Dennis Del Favero |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | An EEG-based Experiment on VR Sickness and Postural Instability While Walking in Virtual EnvironmentsabstractPrevious studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness and postural instability while the user walks in an immersive virtual environment using an electroencephalogram (EEG) headset and a full-body motion capture system. The experiment induced VR sickness by gradually increasing the translation gain beyond the user's detection threshold. A between-group comparison between participants with and without VR sickness symptoms found some significant differences in postural stability but found none on gait patterns during the walking. In the EEG analysis, the group with VR sickness showed a reduction of alpha power, a phenomenon previously linked to a higher workload and efforts to maintain postural control. In contrast, the group without VR sickness exhibited brain activities linked to fine cognitive-motor control. The EEG result provides new insights into the postural instability theory: participants with VR sickness could maintain their postural stability at the cost of a higher cognitive workload. Our result also indicates that the analysis of lower-frequency power could complement behavioral data for continuous VR sickness detection in both stationary and mobile VR setups. Carlos Alfredo Tirado Cortes, Chin-Teng Lin, Tien-Thong Nguyen Do, Hsiang-Ting Chen |
VR | 1 |
| 2021 | Evaluating Balance Recovery Techniques for Users Wearing Head-Mounted Display in VRabstractRoom-scale 3D position tracking enables users to explore a virtual environment by physically walking, which improves comfort and the level of immersion. However, when users walk with their eyesight blocked by a head-mounted display, they may unexpectedly lose their balance and fall if they bump into real-world obstacles or unintentionally shift their center of mass outside the margin of stability. This paper evaluates balance recovery methods and intervention timing during the use of VR with the assumption that the onset of a fall is given. Our experiment followed the tether-release protocol during clinical research and induced a fall while a subject was engaged in a secondary 3D object selection task. The experiment employed a two-by-two design that evaluated two assistive techniques, i.e., video-see-through and auditory warning at two different timings, i.e., at fall onset and 500ms prior to fall onset. The data from 17 subjects showed that video-see-through triggered 500 ms before the onset of fall can effectively help users recover from falls. Surprisingly, video-see-through at fall onset has a significant negative impact on balance recovery and produces similar results to those of the baseline condition (no intervention). Carlos Alfredo Tirado Cortes, Hsiang-Ting Chen, Daina L. Sturnieks, Jaime Andres Garcia, Stephen R. Lord, Chin-Teng Lin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Analysis of VR Sickness and Gait Parameters During Non-Isometric Virtual Walking with Large Translational GainabstractNo abstract available. Carlos Alfredo Tirado Cortes, Hsiang-Ting Chen, Chin-Teng Lin |
VRST | 1 |