Demo Data from SIGIR 2026 / reviewers in the wild / expert
Mikkel Nielsen
dblp:182/7342
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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 |
Immersive interaction · 93% Games and playful interaction · 7% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
locomotion |
0.2 | 1 | 2016 | Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016 |
Immersive interaction › virtual reality
presence |
0.2 | 1 | 2016 | Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016 |
Immersive interaction
virtual reality |
0.2 | 1 | 2016 | Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016 |
Immersive interaction › virtual reality locomotion
walking-in-place |
0.2 | 1 | 2016 | Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016 |
Games and playful interaction › extended reality games
virtual reality games |
0.1 | 1 | 2016 | Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016 |
Methods — techniques the papers use, named apart from their topics
sliding · 0.2marching · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Evaluating two alternative walking in place interfaces for virtual reality gamingabstractThis study investigates sliding as a walking-in-place (WIP) method for virtual reality navigation using the Wizdish. The Wizdish is a novel WIP device built for home usage. Two WIP methods, sliding and marching, were compared for naturalness, presence, and surface difference. The sliding technique used on the Wizdish was found to be significantly more disruptive during the experience compared to marching. This could be due to the size of the Wizdish, restricting the users stride, or due to a longer acclimatization time. Mikkel Nielsen, Christian Toft, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin |
VR | 1 |