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Brendan J. Hogan

dblp:198/3837 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.312017
The pull · VR 2017
Virtual and augmented reality › virtual reality
VR content creation
0.112017
The pull · VR 2017

Methods — techniques the papers use, named apart from their topics

virtual reality · 0.3
YearPublicationVenuePosition
2017 The pull
abstract
In a secret science facility, gravity has been conquered. “Down” is no longer a direction, but a choice. Step into the center of modified chambers and witness the laws of nature be broken in this five-experiment series. VR has all but torn down the barriers between the imagination of the creator and the experience of the viewer. A concept like The Pull simply does not translate into traditional 2D. We can suggest concepts through TVs and monitors, but we can't truly experience them — and breaking the very laws of nature is something that can only be experienced. While flat media limits us to hinting and coaxing at an experience, by creating in VR, I can more faithfully share my vision with you, the viewer. For a few minutes — for five chambers — I can truly invite you into my world.
Quba Michalski, Brendan J. Hogan, Jamie Hunsdale
VR2