Demo Data from SIGIR 2026 / reviewers in the wild / expert
Malte Nogalski
dblp:159/4919
· DBLP profile ↗
2ranked-venue papers
2as 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 · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 83% Audio and music processing · 17% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › locomotion › redirected walking
curvature gains |
0.3 | 1 | 2017 | Curvature gains in redirected walking: A closer look · VR 2017 |
Virtual and augmented reality › locomotion
redirected walking |
0.3 | 1 | 2017 | Curvature gains in redirected walking: A closer look · VR 2017 |
Immersive interaction › virtual reality locomotion
redirected walking |
0.2 | 1 | 2016 | Acoustic redirected walking with auditory cues by means of wave field synthesis · VR 2016 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2017 | Curvature gains in redirected walking: A closer look · VR 2017 |
Virtual and augmented reality
locomotion |
0.1 | 1 | 2017 | Curvature gains in redirected walking: A closer look · VR 2017 |
Audio and music processing
spatial audio |
0.1 | 1 | 2016 | Acoustic redirected walking with auditory cues by means of wave field synthesis · VR 2016 |
Audio and music processing › spatial audio › sound field reproduction
wave field synthesis |
0.1 | 1 | 2016 | Acoustic redirected walking with auditory cues by means of wave field synthesis · VR 2016 |
Methods — techniques the papers use, named apart from their topics
psychophysical experiment · 0.5detection threshold estimation · 0.5wave field synthesis · 0.3head-mounted display tracking · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Curvature gains in redirected walking: A closer lookabstractThis paper summarizes the detailed paths of participants in redirected walking (RDW) curvature gain experiments. The experiments were carried out in a wave field synthesis (WFS) system of 5×6 meters. Some users were blindfolded and had to control their walking by acoustical cues only, others wore an Oculus Rift DK2 which presented them a virtual scenery in addition. A marker at the participant's head allowed us to record the paths with our high-precision tracking system. The naive assumption of RDW with curvature gains would be that the test persons walk on the circumference of a circle, but the observed walking patterns were much more complex. Test persons showed very individual walking patterns while exploring the virtual environment. Many of these patterns may be explained as a sequence: 1. walk a few steps toward the assumed target position, 2. check for deviations, 3. adjust path to new assumed target position, which results in different patterns of various path curvature. The consequences for the application of RDW techniques are: Curvature gain tries to guide the users on a circular arc: the “ideal path”, whereas the real paths are mostly outside of the circle of the ideal path. The deviations in the audio-only case are much larger than in the audio-visual case. The measured curvature gain thresholds systematically under-estimate the required walking space, as they do not account for the required extra space for walking outside the circular path. Malte Nogalski, Wolfgang Fohl |
VR | 1 |
| 2016 | Acoustic redirected walking with auditory cues by means of wave field synthesisabstractWe present an experiment to identify detection thresholds for acoustic redirected walking by means of wave field synthesis. The most natural way to navigate an avatar through an immersive virtual environment (IVE) is by copying the tracked physical movements of a user. Redirected walking offers an approach to tackle the discrepancy between the potentially infinite IVE and the generally limited available physical space or tracking area, by applying manipulations, such as rotations or translations, to the IVE in form of gains to the users movements. 39 blindfolded test subjects performed a total of 2777 constant stimulus trials with various amounts of rotation and curvature gains. The test subjects were divided into four groups with different knowledge of the experiment, and one group performed two-alternative-forced-choice tasks, while the others could give feedback freely. The detection thresholds were greatly dependent on the groups i.e., the knowledge of the experiment. The 25% detection threshold was reached by the most relevant test group at gains that up-scaled rotations by 5%, down-scaled them by 37.5%, and bend a straight path into a circle with a radius of 5.71 meters. Almost no signs of simulator sickness could be observed. Malte Nogalski, Wolfgang Fohl |
VR | 1 |