Demo Data from EDBT 2026 / reviewers in the wild / expert
Ivan Valentini
dblp:265/2310
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 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 reality |
0.4 | 1 | 2020 | Improving Obstacle Awareness to Enhance Interaction in Virtual Reality · VR 2020 |
Virtual and augmented reality › mixed reality
augmented virtuality |
0.1 | 1 | 2020 | Improving Obstacle Awareness to Enhance Interaction in Virtual Reality · VR 2020 |
Methods — techniques the papers use, named apart from their topics
clustering · 0.43d scene scanning · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Improving Obstacle Awareness to Enhance Interaction in Virtual RealityabstractCurrently, immersive virtual reality is experienced through head-mounted displays while the user is physically present into a real, cluttered environment. This causes the problem of avoiding dangerous collisions with obstacles in the real environment that are invisible to the user, and also hampers the interaction with real objects. Following the augmented virtuality paradigm, these obstacles should be embedded into the virtual environment. Thus, there is the need of knowing the 3D structure of the real environment to align it with the virtual one. In this paper, we present a method to create a virtual scenario composed of virtual objects having the same spatial occupancy of the corresponding real ones. The real scene is scanned to detect the position and bounding box of objects and obstacles, then virtual elements having similar spatial properties are added to the virtual scene. Two different real environment structure detection and clustering techniques are described and compared, both quantitatively and by considering users’ sense of presence with respect to the standard Chaperone technique. Our results show that the method is a good solution to maintain the real environment awareness while keeping an high level of immersivity and sense of presence. Ivan Valentini, Giorgio Ballestin, Chiara Bassano, Fabio Solari, Manuela Chessa |
VR | 1 |