Demo Data from SIGIR 2026 / reviewers in the wild / expert
Rodrigo Gutierrez
dblp:10/2580
· DBLP profile ↗
5ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0002-6736-3418ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorSystems, architecture and hardware · 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
2 papers |
Immersive interaction · 58% Health and well-being technologies · 29% Learning and educational technologies · 9% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
medical simulation |
0.8 | 1 | 2024 | Choosing the Right Reality: A Comparative Analysis of Tangibility in Immersive Trauma Simulations · CHI 2024 |
Immersive interaction
mixed reality |
0.8 | 1 | 2024 | Choosing the Right Reality: A Comparative Analysis of Tangibility in Immersive Trauma Simulations · CHI 2024 |
Learning and educational technologies › medical training
first responder training |
0.2 | 1 | 2024 | Choosing the Right Reality: A Comparative Analysis of Tangibility in Immersive Trauma Simulations · CHI 2024 |
Interaction techniques and input › mobile interaction
mobile interface design |
0.1 | 1 | 2009 | A native iPhone packbot OCU · HRI 2009 |
Methods — techniques the papers use, named apart from their topics
comparative analysis · 0.8iPhone SDK · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Human, I Need You: Comparison of Human-Robot Interaction Modalities for Search and Rescue MissionsabstractWe compare four human–robot interaction configurations for semi-autonomous Unmanned Ground Vehicles (UGV) support in a simulated search-and-rescue task, organised along two orthogonal dimensions: Immersion (screen vs head-mounted display) and Viewpoint (exocentric/top-down vs egocentric/first-person). Thirty-six professional first responders and CBRN specialists completed the task using a 2D screen, a 3D screen, VR, or XR. 2D yielded the highest perceived explainability and self-rated performance; XR showed the lowest mean workload and a trend toward lower perceived difficulty (non-significant); VR increased negative effects (e.g., discomfort). Transparency significantly predicted trust, but with a counterintuitive negative coefficient, suggesting that uncalibrated disclosures can undermine perceived reliability. We report effect sizes and methodological details, discuss design implications for calibrating immersion and viewpoint to balance situational awareness, comfort, and trust in safety-critical operations. Daniele Pretolesi, Rodrigo Gutierrez, Georg Regal, Manfred Tscheligi |
MUM | 2 |
| 2024 | Choosing the Right Reality: A Comparative Analysis of Tangibility in Immersive Trauma SimulationsabstractIn the field of medical first responder training, the choice of training modality is crucial for skill retention and real-world application. This study introduces the Green Manikin, an advanced Mixed Reality (MR) tool, conceptually combining the immersiveness of Virtual Reality (VR) with the tangibility of real-world training, and compares it against traditional real-world simulations and VR training. Our findings indicate that MR and real-world settings excel in Self and Social Presence, and in intention to use, offering heightened psychological presence suitable for complex training scenarios. Effort expectancy was highest in real-world environments, suggesting their ease of use for basic skill acquisition. This nuanced understanding allows for better tailoring of training modalities to specific educational objectives. Our research validates the utility of MR and offers a framework for selecting the most effective training environment for different learning outcomes in medical first responder training. Jakob Carl Uhl, Rodrigo Gutierrez, Georg Regal, Helmut Schrom-Feiertag, Benjamin Schuster, Manfred Tscheligi |
CHI | 2 |
| 2023 | Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl's Logotherapy
Rodrigo Gutierrez, Lukas Kröninger, Ulrike Kretzer |
INTERACT (4) | 2 |
| 2009 | A native iPhone packbot OCUabstractThis video abstract discusses the details of the implementation of a Packbot operator control unit (OCU) using Apple's official iPhone SDK. Rodrigo Gutierrez, Jeff Craighead |
HRI | 1 |
| 2008 | Validating the Search and Rescue Game Environment as a robot simulator by performing a simulated anomaly detection taskabstractThis paper presents the results from experiments validating the physics and environmental accuracy of a new robot simulation environment, the search and rescue game environment (SARGE), which is the foundation for series of robot-operator training games. An ATRV-Jr. outfitted with a SICK laser, GPS, and compass was used both in the real-world and in a simulated environment modeled after the real-world testing location in a simulated anomaly detection task. The ARTV-Jr., controlled by the Distributed Field Robotics Architecture, navigated through a series of waypoints in the environment. The simulated ATRV-Jr. matched the actions of the real ATRV-Jr. in both velocity and path similarity within 0.08 m/s and 0.7 m respectively. Jeff Craighead, Rodrigo Gutierrez, Jennifer L. Burke, Robin R. Murphy |
IROS | 2 |