Demo Data from SIGIR 2026 / reviewers in the wild / expert
Benjamin I. Outram
dblp:182/7206 · also Benjamin Outram
· DBLP profile ↗
4ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 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.
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
multimodal perception |
0.2 | 1 | 2016 | Extra-normal interactions in mediated virtual environments: An investigation of an audio-visual crossed-sense modality · VR 2016 |
Virtual and augmented reality
presence |
0.1 | 1 | 2016 | Extra-normal interactions in mediated virtual environments: An investigation of an audio-visual crossed-sense modality · VR 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.5frequency-to-color mapping · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Juggling in VR: Advantages of Immersive Virtual Reality in Juggling LearningabstractIn this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process. Jindrich Adolf, Peter Kán, Benjamin I. Outram, Hannes Kaufmann, Jaromir Dolezal, Lenka Lhotská |
VRST | 3 |
| 2018 | Anyorbit: orbital navigation in virtual environments with eye-trackingabstractGaze-based interactions promise to be fast, intuitive and effective in controlling virtual and augmented environments. Yet, there is still a lack of usable 3D navigation and observation techniques. In this work: 1) We introduce a highly advantageous orbital navigation technique, AnyOrbit, providing an intuitive and hands-free method of observation in virtual environments that uses eye-tracking to control the orbital center of movement; 2) The versatility of the technique is demonstrated with several control schemes and use-cases in virtual/augmented reality head-mounted-display and desktop setups, including observation of 3D astronomical data and spectator sports. Benjamin I. Outram, Yun Suen Pai, Tanner Person, Kouta Minamizawa, Kai Kunze |
ETRA | 1 |
| 2018 | Anyorbit: orbital navigation in virtual environments with eye-trackingabstractGaze-based interactions promise to be fast, intuitive and effective in controlling virtual and augmented environments. Yet, there is still a lack of usable 3D navigation and observation techniques. In this work: 1) We introduce a highly advantageous orbital navigation technique, AnyOrbit, providing an intuitive and hands-free method of observation in virtual environments that uses eye-tracking to control the orbital center of movement; 2) The versatility of the technique is demonstrated with several control schemes and use-cases in virtual/augmented reality head-mounted-display and desktop setups, including observation of 3D astronomical data and spectator sports. Benjamin I. Outram, Yun Suen Pai, Tanner Person, Kouta Minamizawa, Kai Kunze |
ETRA | 1 |
| 2016 | Extra-normal interactions in mediated virtual environments: An investigation of an audio-visual crossed-sense modalityabstractHere, we propose that the use of unusual crossed-sense-modality couplings can be exploited to engineer non-realistic but potentially beneficial VEs providing high degrees of interaction and presence, and provide new avenues for enhancing the experience and utility of single- and multi-user VE technologies. We report user's reactions to mediated environments in which the sound of their voice is represented via a frequency-to-color-mapped visualization. Users reported a sense of interaction and enjoyment, but results from a preliminary user study have yet to show a clear link with presence. We discuss the next stages of the research which will investigate how mixed-sense modalities contribute to co-presence and collaboration in multi-user environments. Benjamin I. Outram, Masashi Nakatani, Kouta Minamizawa |
VR | 1 |