Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jeanette Holm
dblp:134/5986
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.2 | 1 | 2013 | Collision prediction and prevention in a simultaneous two-user immersive virtual environment · VR 2013 |
Virtual and augmented reality › locomotion › redirected walking
multi-user redirected walking |
0.2 | 1 | 2013 | Collision prediction and prevention in a simultaneous two-user immersive virtual environment · VR 2013 |
Virtual and augmented reality › locomotion
redirected walking |
0.2 | 1 | 2013 | Collision prediction and prevention in a simultaneous two-user immersive virtual environment · VR 2013 |
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments |
0.0 | 1 | 2013 | Collision prediction and prevention in a simultaneous two-user immersive virtual environment · VR 2013 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.2collision prediction algorithm · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Collision prediction and prevention in a simultaneous two-user immersive virtual environmentabstractHead-mounted display (HMD) based immersive virtual environment (VE) systems that incorporate a wearable rendering unit allow users to navigate within virtual worlds through natural walking. Redirected walking (RDW) is a technique that allows users to explore virtual worlds which are larger than the physical tracking area. It involves imperceptibly rotating the VE that the user sees, which causes the user to subconsciously compensate by physically turning. This work extends generalized RDW techniques to allow two immersed users to share a tracking area. The extension forecasts potential collisions so they can be avoided by using RDW techniques. In simulations based on recorded user-data, unsafe situations which could result in a collision occurred at a rate of 31.5/hr. in baseline experiments. The algorithm presented here resulted in all potential collisions being predicted in advance. Once predicted, most future collisions could be avoided using RDW techniques. Some, however, were resolved by stopping one or both users. These instances occurred at a rate of only 2.5/hr. Eric R. Bachmann, Jeanette Holm, Michael A. Zmuda, Eric Hodgson |
VR | 2 |