Demo Data from SIGIR 2026 / reviewers in the wild / expert
Bliss M. Altenhoff
dblp:06/10122
· DBLP profile ↗
5ranked-venue papers
1as first author
0since 2021 · last 2015
—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 · 4 · 1 first-authorArtificial intelligence and machine learning · 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 |
Wearable and physiological sensing · 100% | |
| 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 |
|---|---|---|---|---|
Wearable and physiological sensing
proprioception |
0.2 | 1 | 2015 | Investigating the impact of perturbed visual and proprioceptive information in near-field immersive virtual environment · VR 2015 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.1 | 1 | 2015 | Investigating the impact of perturbed visual and proprioceptive information in near-field immersive virtual environment · VR 2015 |
Methods — techniques the papers use, named apart from their topics
psychophysical calibration experiment · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Investigating the impact of perturbed visual and proprioceptive information in near-field immersive virtual environmentabstractWe report the results of an empirical evaluation to examine the carryover effects of calibrations to one of three perturbations of visual and proprioceptive feedback: i) Minus condition (-20% gain) in which a visual stylus appeared at 80% of the distance of a physical stylus, ii) Neutral condition (0% gain) in which a visual stylus was co-located with a physical stylus, and iii) Plus condition (+20% gain) in which the visual stylus appeared at 120% of the distance of the physical stylus. Feedback was shown to calibrate distance judgments quickly within an IVE, with estimates being farthest after calibrating to visual information appearing nearer (Minus condition), and nearest after calibrating to visual information appearing further (Plus condition). Elham Ebrahimi, Bliss M. Altenhoff, Christopher C. Pagano, Sabarish V. Babu, J. Adam Jones |
VR | 2 |
| 2014 | Effects of visual and proprioceptive information in visuo-motor calibration during a closed-loop physical reach task in immersive virtual environmentsabstractResearch in visuo-motor coupling has shown that the matching of visual and proprioceptive information is important for calibrating movement. Many state-of-the art virtual reality (VR) systems, commonly known as immersive virtual environments (IVE), are created for training users in tasks that require accurate manual dexterity. Unfortunately, these systems can suffer from technical limitations that may force de-coupling of visual and proprioceptive information due to interference, latency, and tracking error. We present an empirical evaluation of how visually distorted movements affects users' reach to near field targets using a closed-loop physical reach task in an IVE. We specifically examined the recalibration of movements when the visually reached distance is scaled differently than the physically reached distance. Subjects were randomly assigned to one of three visual feedback conditions during which they reached to target while holding a tracked stylus: i) Condition 1 (-20% gain condition) in which the visual stylus appeared at 80% of the distance of the physical stylus, ii) Condition 2 (0% or no gain condition) in which the visual stylus was co-located with the physical stylus, and iii) Condition 3 (+20% gain condition) in which the visual stylus appeared at 120% of the distance of the physical stylus. In all conditions, there is evidence of visuo-motor calibration in that users' accuracy in physically reaching to the target locations improved over trials. During closed-loop physical reach responses, participants generally tended to physically reach farther in condition 1 and closer in condition 3 to the perceived location of the targets, as compared to condition 2 in which participants' physical reach was more accurate to the perceived location of the target. Elham Ebrahimi, Bliss M. Altenhoff, Leah S. Hartman, J. Adam Jones, Sabarish V. Babu, Christopher C. Pagano, Timothy A. Davis 0002 |
SAP | 2 |
| 2012 | Effects of calibration to visual and haptic feedback on near-field depth perception in an immersive virtual environmentabstractDistances are regularly underestimated in immersive virtual environments (IVEs) [Witmer and Kline 1998; Loomis and Knapp 2003]. Few experiments, however, have examined the ability of calibration to overcome distortions of depth perception in IVEs. This experiment is designed to examine the effect of calibration via haptic and visual feedback on distance estimates in an IVE. Participants provided verbal and physical reach responses to target distances presented during three sessions; a baseline measure without feedback, a calibration session with visual and haptic feedback, and finally a post-calibration session without feedback. Feedback was shown to calibrate distance estimates within an IVE. Discussion focused on the possibility that costly solutions and research endeavors seeking to remedy the compression of distances may become less necessary if users are simply given the opportunity to use manual activity to calibrate to the IVE. Bliss M. Altenhoff, Phillip E. Napieralski, Lindsay O. Long, Jeffrey W. Bertrand, Christopher C. Pagano, Sabarish V. Babu, Timothy A. Davis 0002 |
SAP | 1 |
| 2012 | Effects of immersion on spatial updating in virtual panoramasabstractAn experiment was conducted to examine the effects of immersion on a spatial updating task in a virtual panoramic environment (VPE). A virtual panorama, such as Google Streetview, is an environment that is comprised of 3D (spherical) images taken at regular intervals in a real world setting. Participants in this experiment navigated the National Mall area of Washington DC in Google Streetview using either a keyboard and mouse or a head-mounted display (HMD) with a head orientation tracker. Phillip E. Napieralski, Bliss M. Altenhoff, Jeffrey W. Bertrand, Lindsay O. Long, Sabarish V. Babu, Christopher C. Pagano, Timothy A. Davis 0002, Georges M. Fadel |
SAP | 2 |
| 2011 | Near-field distance perception in real and virtual environments using both verbal and action responsesabstractFew experiments have been performed to investigate near-field egocentric distance estimation in an Immersive Virtual Environment (IVE) as compared to the Real World (RW). This article investigates near-field distance estimation in IVEs and RW conditions using physical reach and verbal report measures, by using an apparatus similar to that used by Bingham and Pagano [1998]. Analysis of our experiment shows distance compression in both the IVE and RW conditions in participants' perceptual judgments to targets. This is consistent with previous research in both action space in an IVE and reach space with Augmented Reality (AR). Analysis of verbal responses from participants revealed that participants underestimated significantly less in the virtual world as compared to the RW. We also found that verbal reports and reaches provided different results in both IVEs and RW environments. Phillip E. Napieralski, Bliss M. Altenhoff, Jeffrey W. Bertrand, Lindsay O. Long, Sabarish V. Babu, Christopher C. Pagano, Justin Kern, Timothy A. Davis 0002 |
ACM Trans. Appl. Percept. | 2 |