Demo Data from SIGIR 2026 / reviewers in the wild / expert
Omar Janeh
dblp:197/3080
· DBLP profile ↗
5ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0002-3887-0517ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorArtificial intelligence and machine learning · 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
3 papers |
Immersive interaction · 77% Haptics and multimodal interaction · 10% Health and well-being technologies · 7% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality locomotion |
0.8 | 2 | 2020 | Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality Experiences · CHI 2020 Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality
immersive interaction |
0.3 | 1 | 2018 | Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality › locomotion
virtual walking |
0.3 | 1 | 2018 | Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Immersive interaction › locomotion
locomotion interface |
0.3 | 1 | 2017 | Biomechanical analysis of (non-)isometric virtual walking of older adults · VR 2017 |
Haptics and multimodal interaction › multimodal feedback
audio-haptic feedback |
0.1 | 1 | 2020 | Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality Experiences · CHI 2020 |
Health and well-being technologies
rehabilitation |
0.1 | 1 | 2018 | Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Accessibility and assistive technology
older adults |
0.1 | 1 | 2017 | Biomechanical analysis of (non-)isometric virtual walking of older adults · VR 2017 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1gait analysis · 0.9biomechanical analysis · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality ExperiencesabstractWe introduce VR Strider, a novel locomotion user interface (LUI) for seated virtual reality (VR) experiences, which maps cycling biomechanics of the user's legs to virtual walking movements. The core idea is to translate the motion of pedaling on a mini exercise bike to a corresponding walking animation of a virtual avatar while providing audio-based tactile feedback on virtual ground contacts. We conducted an experiment to evaluate the LUI and our novel anchor-turning rotation control method regarding task performance, spatial cognition, VR sickness, sense of presence, usability and comfort in a path-integration task. The results show that VR Strider has a significant positive effect on the participants' angular and distance estimation, sense of presence and feeling of comfort compared to other established locomotion techniques, such as teleportation and joystick-based navigation. A confirmatory study further indicates the necessity of synchronized avatar animations for virtual vehicles that rely on pedalling. Jann Freiwald, Oscar Ariza, Omar Janeh, Frank Steinicke |
CHI | 3 |
| 2019 | Infinity Walk in VR: Effects of Cognitive Load on Velocity during Continuous Long-Distance WalkingabstractBipedal walking is generally considered to be the most natural and common locomotion technique in the physical world, for humans, and the most presence-enhancing form of locomotion in virtual reality (VR). However, there are significant differences in the way people walk in VR compared to their walking behaviour in the real world. For instance, previous studies have shown a significant decrease of gait parameters, in particular, velocity and step length in the virtual environment (VE). However, those studies have only considered short periods of walking. In contrast, many VR applications involve extended exposures to the VE and often include additional cognitive tasks such as way-finding. Hence, it remains an open question whether velocity during VR walking will further slowdown over time or if users of VR will eventually speed-up and adapt their velocity to the VE and move with the same speed as in the real world. Omar Janeh, Nicholas Katzakis, Jonathan Tong, Frank Steinicke |
SAP | 1 |
| 2018 | Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual WalkingabstractUnderstanding real walking in virtual environments (VEs) is important for immersive experiences, allowing users to move through VEs in the most natural way. Previous studies have shown that basic implementations of real walking in virtual spaces, in which head-tracked movements are mapped isometrically to a VE, are not estimated as entirely natural. Instead, users estimate a virtual walking velocity as more natural when it is slightly increased compared to the user's physical locomotion. However, these findings have been reported in most cases only for young persons, e.g., students, whereas older adults are clearly underrepresented in such studies. Recently, virtual reality (VR) has received significant public and media attention. Therefore, it appears reasonable to assume that people at different ages will have access to VR, and might use this technology more and more in application scenarios such as rehabilitation or training. To better understand how people at different ages walk and perceive locomotion in VR, we have performed a study to investigate the effects of (non-)isometric mappings between physical movements and virtual motions in the VE on the walking biomechanics across generations, i.e., younger and older adults. Three primary domains (pace, base of support and phase) of spatio-temporal parameters were identified to evaluate gait performance. The results show that the older adults walked very similar in the real and VE in the pace and phasic domains, which differs from results found in younger adults. In contrast, the results indicate differences in terms of base of support domain parameters for both groups while walking within a VE and the real world. For non-isometric mappings, we found in both younger and older adults an increased divergence of gait parameters in all domains correlating with the up- or down-scaled velocity of visual self-motion feedback. The results provide important insights into the design of future VR applications for older adults in domains ranging from medicine and psychology to rehabilitation. Omar Janeh, Gerd Bruder, Frank Steinicke, Alessandro Gulberti, Monika Poetter-Nerger |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Biomechanical analysis of (non-)isometric virtual walking of older adultsabstractOur study investigates the effects of (non-)isometric mappings between physical movements and virtual motions in the virtual environment (VE) on walking biomechanics of older adults. Three primary domains (pace, base of support and phase) of spatio-temporal and temporo-phasic parameters were used to evaluate gait performance. Our results show similar results in pace and phasic domains when older adults walk in the VE in the isometric mapping condition compared to the corresponding parameters in the real world. We found significant differences in base of support for our user group between walking in the VE and real world. For non-isometric mappings we found an increased divergence of gait parameters in all domains correlating with the up-or down-scaled velocity of visual self-motion feedback. Omar Janeh, Eike Langbehn, Frank Steinicke, Gerd Bruder, Alessandro Gulberti, Monika Poetter-Nerger |
VR | 1 |
| 2017 | Walking in Virtual Reality: Effects of Manipulated Visual Self-Motion on Walking BiomechanicsabstractWalking constitutes the predominant form of self-propelled movement from one geographic location to another in our real world. Likewise, walking in virtual environments (VEs) is an essential part of a users experience in many application domains requiring a high degree of interactivity. However, researchers and practitioners often observe that basic implementations of virtual walking, in which head-tracked movements are mapped isometrically to a VE are not estimated as entirely natural. Instead, users estimate a virtual walking velocity as more natural when it is slightly increased compared to the users physical body movement. In this article, we investigate the effects of such nonisometric mappings between physical movements and virtual motions in the VE on walking velocity and biomechanics of the gait cycle. Therefore, we performed an experiment in which we measured and analyzed parameters of the biomechanics of walking under conditions with isometric as well as nonisometric mappings. Our results show significant differences in most gait parameters when walking in the VE in the isometric mapping condition compared to the corresponding parameters in the real world. For nonisometric mappings we found an increased divergence of gait parameters depending on the velocity of visual self-motion feedback. The results revealed a symmetrical effect of gait detriments for up- or down-scaled virtual velocities, which we discuss in the scope of the previous findings. Omar Janeh, Eike Langbehn, Frank Steinicke, Gerd Bruder, Alessandro Gulberti, Monika Poetter-Nerger |
ACM Trans. Appl. Percept. | 1 |