EDBT 2026 Demo / reviewers in the wild / expert
Benjamin Chihak
dblp:42/1253
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 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.
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 77% Immersive interaction · 23% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies › pedagogical agents
virtual peer |
0.1 | 1 | 2011 | An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior · IEEE Trans. Vis. Comput. Graph. 2011 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2009 | A Virtual Peer for Investigating Social Influences on Children's Bicycling · VR 2009 |
Immersive interaction
virtual reality |
0.0 | 1 | 2011 | An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior · IEEE Trans. Vis. Comput. Graph. 2011 |
Computational social science and digital humanities › social computing
social behavior analysis |
0.0 | 1 | 2009 | A Virtual Peer for Investigating Social Influences on Children's Bicycling · VR 2009 |
Methods — techniques the papers use, named apart from their topics
reactive controller · 0.2pilot study · 0.2action-based controller · 0.2reactive controllers · 0.1action-based controllers · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Effects of scale change on distance perception in virtual environmentsabstractWe conducted a series of experiments to investigate effects of scale changes on distance perception in virtual environments. All experiments were carried out in an HMD. Participants first made distance estimates with feedback in a virtual tunnel (adaptation) and then made distance estimates without feedback in a differently-scaled virtual environment (test). We examined several types of scale changes, including changing the size of (1) the tunnel, (2) the targets, and (3) the separation of the two targets. Changes in target size always affected distance estimates at test. When the targets became smaller, participants overshot distance and when the targets became larger, participants undershot distance. Changes in the size of the tunnel or the separation between the targets (without a change in the size of the targets) had a minimal effect on distance estimates. These results indicate that distance estimates at test were strongly influenced by familiar size cues for distance. The discussion focuses on the stability of calibration processes and mechanisms for cue integration for perceiving distance in virtual environments. Tien Dat Nguyen, Christine Ziemer, Timofey Grechkin, Benjamin Chihak, Jodie M. Plumert, James F. Cremer, Joe K. Kearney |
ACM Trans. Appl. Percept. | 4 |
| 2011 | An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing BehaviorabstractThe goal of our work is to develop a programmatically controlled peer to bicycle with a human subject for the purpose of studying how social interactions influence road-crossing behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps in traffic. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a study examining how 10- and 12-year-old children interact with a peer cyclist that makes either risky or safe choices in selecting gaps in traffic. Results of our study revealed that children who rode with a risky peer were more likely to cross intermediate-sized gaps than children who rode with a safe peer. In addition, children were significantly less likely to stop at the last six intersections after the experience of riding with the risky than the safe peer during the first six intersections. The results of the study and children's reactions to the virtual peer indicate that our virtual peer framework is a promising platform for future behavioral studies of peer influences on children's bicycle riding behavior. Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine Ziemer, Joe K. Kearney, James F. Cremer, Jodie M. Plumert |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2009 | A Virtual Peer for Investigating Social Influences on Children's BicyclingabstractThe goal of our work is to develop a programmatically controlled peer to ride with a human subject for the purpose of studying how social interactions influence riding behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a pilot study examining how 10- and 12-year-old children interact with a peer cyclist. Results of the pilot study showed that the presence of the peer had a significant influence on the size of the gaps taken as well as time left to spare between the participant and the trailing car in the crossed gap. Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine Ziemer, Joe K. Kearney, James F. Cremer, Jodie M. Plumert |
VR | 3 |