Demo Data from SIGIR 2026 / reviewers in the wild / expert
Luke Franzen
dblp:182/7366
· DBLP profile ↗
4ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3Artificial intelligence and machine learning · 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
2 papers |
Ubiquitous computing and smart environments · 56% Human-robot interaction · 28% Usability and user experience research · 8% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Computer networks
1 paper |
Vehicular, aerial and satellite networks · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.2 | 1 | 2016 | Acting together: Joint pedestrian road crossing in an immersive virtual environment · VR 2016 |
Ubiquitous computing and smart environments › urban computing
intelligent transportation |
0.2 | 1 | 2016 | Using a virtual environment to study the impact of sending traffic alerts to texting pedestrians · VR 2016 |
Human-robot interaction › human-robot collaboration
joint action |
0.2 | 1 | 2016 | Acting together: Joint pedestrian road crossing in an immersive virtual environment · VR 2016 |
Ubiquitous computing and smart environments
pedestrian safety |
0.2 | 1 | 2016 | Using a virtual environment to study the impact of sending traffic alerts to texting pedestrians · VR 2016 |
Immersive interaction › virtual reality
immersive virtual environment |
0.1 | 1 | 2016 | Using a virtual environment to study the impact of sending traffic alerts to texting pedestrians · VR 2016 |
Vehicular, aerial and satellite networks › connected vehicles
vehicle-to-pedestrian communication |
0.1 | 1 | 2016 | Using a virtual environment to study the impact of sending traffic alerts to texting pedestrians · VR 2016 |
Methods — techniques the papers use, named apart from their topics
cell phone app · 0.5controlled experiments · 0.2controlled experiment · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Acting Together: Joint Pedestrian Road Crossing in an Immersive Virtual EnvironmentabstractWe investigated how two people jointly coordinate their decisions and actions in a co-occupied, large-screen virtual environment. The task for participants was to physically cross a virtual road with continuous traffic without getting hit by a car. Participants performed this task either alone or with another person (see Figure 1). Two separate streams of non-stereo images were generated based on the dynamic locations of the two viewers’ eye-points. Stereo shutter glasses were programmed to display a single image stream to each viewer so that they saw perspectively correct non-stereo images for their eyepoint. We found that participant pairs often crossed the same gap together and closely synchronized their movements when crossing. Pairs also chose larger gaps than individuals, presumably to accommodate the extra time needed to cross through gaps together. These results demonstrate how two people interact and coordinate their behaviors in performing whole-body, joint motions in a co-occupied virtual environment. This study also provides a foundation for future studies examining joint actions in shared VEs where participants are represented by graphic avatars. Elizabeth E. O'Neal, Junghum Paul Yon, Luke Franzen, Pooya Rahimian, Jodie M. Plumert, Joe K. Kearney |
ACM Trans. Appl. Percept. | 4 |
| 2017 | The influence of stereoscopic image display on pedestrian road crossing in a large-screen virtual environmentabstractThis paper investigates the influence of stereoscopic vs. non-stereoscopic display in large-screen virtual environments on an everyday perception-action task - crossing traffic-filled roadways as a pedestrian. The task for participants was to physically cross a virtual road with continuous traffic without getting hit by a car in a CAVE-like virtual environment. Half of the participants performed the task with stereoscopic display and half performed the task with non-stereoscopic display. We found that stereoscopic display had little impact on the size of the gaps participants crossed or the timing of their crossing motion relative to the gap with the exception of a small difference in crossing speed. The results are important for validating the use of non-stereoscopic image displays in ground vehicle simulation and supporting the use of non-stereoscopic displays for multi-viewpoint rendering in co-occupied virtual environments. Elizabeth E. O'Neal, Luke Franzen, Junghum Paul Yon, Jodie M. Plumert, Joe K. Kearney |
SAP | 3 |
| 2016 | Acting together: Joint pedestrian road crossing in an immersive virtual environmentabstractWe investigated how two people jointly coordinate their decisions and actions in a co-occupied, large-screen virtual environment. The task for participants was to physically cross a virtual road with continuous traffic without getting hit by a car. Participants performed this task either alone or with another person (see Fig.1). We found that pairs often crossed the same gap together and closely synchronized their movements when crossing. Pairs also chose larger gaps than individuals to accommodate the extra time needed to cross through gaps together. These results reveal how two people interact and coordinate their behaviors in performing whole-body, joint motions. This study also provides a foundation for future studies examining joint actions in shared VEs where participants are represented by graphic avatars. Pooya Rahimian, Elizabeth E. O'Neal, Jodie M. Plumert, Junghum Paul Yon, Joe K. Kearney, Luke Franzen |
VR | 7 |
| 2016 | Using a virtual environment to study the impact of sending traffic alerts to texting pedestriansabstractThis paper presents an experiment conducted in a large-screen immersive virtual environment to evaluate how texting pedestrians respond to permissive traffic alerts delivered via their cell phone. We developed a cell phone app that delivered information to texting pedestrians about when traffic conditions permit safe crossing. We compared gap selection and movement timing in three groups of pedestrians: texting, texting with alerts, and no texting (control). Participants in the control and alert groups chose larger gaps and were more discriminating in their gap choices than participants in the texting group. Both the control and alert groups had more time to spare than the texting group when they exited the roadway even though the alert group timed their entry relative to the lead car less tightly than the control and texting groups. By choosing larger gaps, participants in the alert group were able to compensate for their poorer timing of entry, resulting in a margin of safety that did not differ from those who were not texting. However, they also relied heavily on the alert system and paid less attention to the roadway. The discussion focuses on the potential of assistive technologies based on Vehicle-to-Pedestrian (V2P) communications technology for mitigating pedestrian-motor vehicle crashes. Pooya Rahimian, Elizabeth E. O'Neal, Junghum Paul Yon, Luke Franzen, Jodie M. Plumert, Joe K. Kearney |
VR | 4 |