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Vibhor Sehgal

dblp:170/4835 · DBLP profile ↗
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5ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0003-4139-458XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

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
3 papers
Collaborative and social computing · 30% Usability and user experience research · 29% Immersive interaction · 22%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research › visual perception
vergence-accommodation conflict
0.712023
The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design · ACM Trans. Graph. 2023
Immersive interaction
virtual reality
0.712023
The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design · ACM Trans. Graph. 2023
Collaborative and social computing
crowdsourcing
0.522017
Crowd Guilds: Worker-led Reputation and Feedback on Crowdsourcing Platforms · CSCW 2017
Boomerang: Rebounding the Consequences of Reputation Feedback on Crowdsourcing Platforms · UIST 2016
Learning and educational technologies › educational assessment
peer assessment
0.312017
Crowd Guilds: Worker-led Reputation and Feedback on Crowdsourcing Platforms · CSCW 2017
Ubiquitous computing and smart environments
incentive mechanism
0.212016
Boomerang: Rebounding the Consequences of Reputation Feedback on Crowdsourcing Platforms · UIST 2016
Collaborative and social computing › socio-technical systems
reputation systems
0.212016
Boomerang: Rebounding the Consequences of Reputation Feedback on Crowdsourcing Platforms · UIST 2016
Usability and user experience research › user perception
user comfort
0.212023
The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design · ACM Trans. Graph. 2023
Collaborative and social computing › crowdsourcing
crowd work
0.112017
Crowd Guilds: Worker-led Reputation and Feedback on Crowdsourcing Platforms · CSCW 2017
Algorithmic game theory and mechanism design › mechanism design
incentive compatibility
0.112016
Boomerang: Rebounding the Consequences of Reputation Feedback on Crowdsourcing Platforms · UIST 2016

Methods — techniques the papers use, named apart from their topics

field experiment · 0.8eye movement statistics · 0.7binocular disparity analysis · 0.7game theory · 0.5double-blind peer assessment · 0.3
YearPublicationVenuePosition
2026 Measuring and Evaluating the Performance of Generative Ai Models for Scam Detection
abstract
Online scams continue to cause substantial financial and personal harm. As a result, detection systems based on Large Language Models (LLMs) have been integrated into security products ranging from email gateways and browser extensions to fraud-monitoring dashboards. As this adoption accelerates, a common belief has taken hold: that these models are broadly suitable for scam detection. In this work, we investigate whether LLMs, with their strong capabilities in understanding intent, context, and reasoning, can effectively detect scams across diverse scenarios without task-specific fine-tuning. We curate and release a unique benchmark dataset of real-world scams spanning multiple formats and topics. We evaluate nine LLMs of varying sizes and architectures, examining their performance under different prompting strategies and comparing them to a fine-tuned BERT-based classifier. Our results show that while larger LLMs generally outperform smaller ones, effective prompting substantially boosts the performance of smaller models. Moreover, LLMs are better at generalizing to unseen scams compared to fine-tuned models, suggesting that pre-trained knowledge contributes meaningfully to scam detection. We release our dataset and evaluation framework to facilitate future research in robust scam detection using language models.
Cem Topcuoglu, Seyed Ali Akhavani, Harel Berger, Sadia Afroz 0001, Michalis Pachilakis, Vibhor Sehgal, Leyla Bilge, Engin Kirda
COMPSAC6
2023 The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design
abstract
The human visual system evolved in environments with statistical regularities. Binocular vision is adapted to these such that depth perception and eye movements are more precise, faster, and performed comfortably in environments consistent with the regularities. We measured the statistics of eye movements and binocular disparities in virtual-reality (VR) - gaming environments and found that they are quite different from those in the natural environment. Fixation distance and direction are more restricted in VR, and fixation distance is farther. The pattern of disparity across the visual field is less regular in VR and does not conform to a prominent property of naturally occurring disparities. From this we predict that double vision is more likely in VR than in the natural environment. We also determined the optimal screen distance to minimize discomfort due to the vergence-accommodation conflict, and the optimal nasal-temporal positioning of head-mounted display (HMD) screens to maximize binocular field of view. Finally, in a user study we investigated how VR content affects comfort and performance. Content that is more consistent with the statistics of the natural world yields less discomfort than content that is not. Furthermore, consistent content yields slightly better performance than inconsistent content.
Avi M. Aizenman, George Alex Koulieris, Agostino Gibaldi, Vibhor Sehgal, Dennis M. Levi, Martin S. Banks
ACM Trans. Graph.4
2019 ScaffoMapping: Assisting Concept Mapping for Video Learners
Shan Zhang 0006, Xiaojun Meng, Can Liu 0003, Shengdong Zhao 0001, Vibhor Sehgal, Morten Fjeld
INTERACT (2)5
2017 Crowd Guilds: Worker-led Reputation and Feedback on Crowdsourcing Platforms
abstract
Crowd workers are distributed and decentralized. While decentralization is designed to utilize independent judgment to promote high-quality results, it paradoxically undercuts behaviors and institutions that are critical to high-quality work. Reputation is one central example: crowdsourcing systems depend on reputation scores from decentralized workers and requesters, but these scores are notoriously inflated and uninformative. In this paper, we draw inspiration from historical worker guilds (e.g., in the silk trade) to design and implement crowd guilds: centralized groups of crowd workers who collectively certify each other's quality through double-blind peer assessment. A two-week field experiment compared crowd guilds to a traditional decentralized crowd work model. Crowd guilds produced reputation signals more strongly correlated with ground-truth worker quality than signals available on current crowd working platforms, and more accurate than in the traditional model.
Mark E. Whiting, Dilrukshi Gamage, Snehalkumar (Neil) S. Gaikwad, Aaron Gilbee, Shirish Goyal, Alipta Ballav, Dinesh Majeti, Nalin Chhibber, Angela Richmond-Fuller, Freddie Vargus, Tejas Sarma, Varshine Chandrakanthan, Teógenes Moura, Mohamed Hashim Salih, Gabriel B. T. Kalejaiye, Adam Ginzberg, Catherine A. Mullings, Yoni Dayan, Kristy Milland, Henrique Orefice, Jeff Regino, Sayna Parsi, Kunz Mainali, Vibhor Sehgal, Sekandar Matin, Akshansh Sinha, Rajan Vaish, Michael S. Bernstein
CSCW24
2016 Boomerang: Rebounding the Consequences of Reputation Feedback on Crowdsourcing Platforms
abstract
Paid crowdsourcing platforms suffer from low-quality work and unfair rejections, but paradoxically, most workers and requesters have high reputation scores. These inflated scores, which make high-quality work and workers difficult to find, stem from social pressure to avoid giving negative feedback. We introduce Boomerang, a reputation system for crowdsourcing platforms that elicits more accurate feedback by rebounding the consequences of feedback directly back onto the person who gave it. With Boomerang, requesters find that their highly-rated workers gain earliest access to their future tasks, and workers find tasks from their highly-rated requesters at the top of their task feed. Field experiments verify that Boomerang causes both workers and requesters to provide feedback that is more closely aligned with their private opinions. Inspired by a game-theoretic notion of incentive-compatibility, Boomerang opens opportunities for interaction design to incentivize honest reporting over strategic dishonesty.
Snehalkumar (Neil) S. Gaikwad, Durim Morina, Adam Ginzberg, Catherine A. Mullings, Shirish Goyal, Dilrukshi Gamage, Christopher Diemert, Mathias Burton, Sharon Zhou, Mark E. Whiting, Karolina R. Ziulkoski, Alipta Ballav, Aaron Gilbee, Senadhipathige S. Niranga, Vibhor Sehgal, Jasmine Lin, Leonardy Kristianto, Angela Richmond-Fuller, Jeff Regino, Nalin Chhibber, Dinesh Majeti, Kamila Mananova, Dinesh Dhakal, William Dai, Victoria Purynova, Samarth Sandeep, Varshine Chandrakanthan, Tejas Sarma, Sekandar Matin, Ahmed Nasser, Rohit Nistala, Alexander Stolzoff, Kristy Milland, Vinayak Mathur, Rajan Vaish, Michael S. Bernstein
UIST15