Demo Data from SIGIR 2026 / reviewers in the wild / expert
Karan Pratap Singh
dblp:186/0380
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 50% Design research and methods · 50% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › locomotion techniques
impossible spaces |
0.3 | 1 | 2017 | Designing intentional impossible spaces in virtual reality narratives: A case study · VR 2017 |
Virtual and augmented reality
virtual reality |
0.3 | 1 | 2017 | Designing intentional impossible spaces in virtual reality narratives: A case study · VR 2017 |
Immersive interaction
virtual reality locomotion |
0.1 | 1 | 2017 | Designing intentional impossible spaces in virtual reality narratives: A case study · VR 2017 |
Methods — techniques the papers use, named apart from their topics
user study · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Designing intentional impossible spaces in virtual reality narratives: A case studyabstractNatural movement and locomotion in Virtual Environments (VE) is constrained by the user's immediate physical space. To overcome this obstacle, researchers have established the use of impossible spaces. This work illustrates how impossible spaces can be utilized to enhance the aesthetics of, and presence within, an interactive narrative. This is done by creating impossible spaces with a narrative intent. First, locomotion and impossible spaces in VR are surveyed; second, the benefits of using intentional impossible spaces from a narrative design perspective is presented; third, a VR narrative called Ares is put forth as a prototype; and fourth, a user study is explored. Impossible spaces with a narrative intent intertwines narratology with the world's aesthetics to enhance dramatic agency. Joshua A. Fisher, Karan Pratap Singh, Wesley Wang |
VR | 3 |