EDBT 2026 Demo / reviewers in the wild / expert
Siroberto Scerbo
dblp:92/11233
· DBLP profile ↗
4ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 53% Interaction techniques and input · 23% Usability and user experience research · 17% |
Topics — the 5 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › spatial interaction › 3d interaction
viewpoint control |
0.3 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Immersive interaction
virtual reality |
0.3 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Immersive interaction
virtual reality training |
0.2 | 1 | 2015 | Effects of Field of View and Visual Complexity on Virtual Reality Training Effectiveness for a Visual Scanning Task · IEEE Trans. Vis. Comput. Graph. 2015 |
Immersive interaction › virtual reality
cybersickness |
0.1 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation |
0.1 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
controlled experiment · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial OrientationabstractMany types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation. Eric D. Ragan, Siroberto Scerbo, Felipe Bacim, Doug A. Bowman |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | Effects of Field of View and Visual Complexity on Virtual Reality Training Effectiveness for a Visual Scanning TaskabstractVirtual reality training systems are commonly used in a variety of domains, and it is important to understand how the realism of a training simulation influences training effectiveness. We conducted a controlled experiment to test the effects of display and scenario properties on training effectiveness for a visual scanning task in a simulated urban environment. The experiment varied the levels of field of view and visual complexity during a training phase and then evaluated scanning performance with the simulator's highest levels of fidelity and scene complexity. To assess scanning performance, we measured target detection and adherence to a prescribed strategy. The results show that both field of view and visual complexity significantly affected target detection during training; higher field of view led to better performance and higher visual complexity worsened performance. Additionally, adherence to the prescribed visual scanning strategy during assessment was best when the level of visual complexity during training matched that of the assessment conditions, providing evidence that similar visual complexity was important for learning the technique. The results also demonstrate that task performance during training was not always a sufficient measure of mastery of an instructed technique. That is, if learning a prescribed strategy or skill is the goal of a training exercise, performance in a simulation may not be an appropriate indicator of effectiveness outside of training-evaluation in a more realistic setting may be necessary. Eric D. Ragan, Doug A. Bowman, Regis Kopper, Cheryl Stinson, Siroberto Scerbo, Ryan P. McMahan |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2013 | The effects of display fidelity, visual complexity, and task scope on spatial understanding of 3D graphs
Felipe Bacim, Eric D. Ragan, Siroberto Scerbo, Nicholas F. Polys, Mehdi Setareh, Brett D. Jones |
Graphics Interface | 3 |
| 2012 | Design issues when using commodity gaming devices for virtual object manipulationabstract3D interaction has made a big splash in the gaming community with the Nintendo Wii, Sony Move and Microsoft Kinect; however, most of the interaction is based on natural imprecise motions. By using the wealth of 3D interaction research, we can use these low cost commercial systems to bring not only richer interaction to gaming but also commodity trackers to Virtual Reality research. One of the first steps in understanding how these devices can be used is to determine their limitations and strengths compared to traditional 3D tracking systems. Siroberto Scerbo, Doug A. Bowman |
FDG | 1 |