Demo Data from SIGIR 2026 / reviewers in the wild / expert
Nate Dierk
dblp:134/6042
· 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.
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 50% Rendering · 50% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality |
0.2 | 1 | 2013 | General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013 |
Immersive interaction
telepresence |
0.2 | 1 | 2013 | General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013 |
Virtual and augmented reality › augmented reality display
optical see-through display |
0.0 | 1 | 2013 | General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013 |
Rendering › illumination
projector-based illumination |
0.0 | 1 | 2013 | General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013 |
Methods — techniques the papers use, named apart from their topics
head tracking · 0.33d acquisition · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | General-purpose telepresence with head-worn optical see-through displays and projector-based lightingabstractIn this paper we propose a general-purpose telepresence system design that can be adapted to a wide range of scenarios and present a framework for a proof-of-concept prototype. The prototype system allows users to see remote participants and their surroundings merged into the local environment through the use of an optical see-through head-worn display. Real-time 3D acquisition and head tracking allows the remote imagery to be seen from the correct point of view and with proper occlusion. A projector-based lighting control system permits the remote imagery to appear bright and opaque even in a lit room. Immersion can be adjusted across the VR continuum. Our approach relies only on commodity hardware; we also experiment with wider field of view custom displays. Andrew Maimone, Xubo Yang, Nate Dierk, Andrei State, Mingsong Dou, Henry Fuchs |
VR | 3 |