Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sushant Ojal
dblp:198/3842
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2019
—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 · 2
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
3 papers |
Visualization and visual analytics · 46% Virtual and augmented reality · 35% Rendering · 20% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 50% Interaction techniques and input · 38% Usability and user experience research · 12% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Medical and health informatics · 100% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › visual analytics
immersive analytics |
0.4 | 1 | 2019 | Immersive Virtual Colonoscopy · IEEE Trans. Vis. Comput. Graph. 2019 |
Virtual and augmented reality › navigation
immersive navigation |
0.4 | 1 | 2019 | Exploration of Large Omnidirectional Images in Immersive Environments · VR 2019 |
Visualization and visual analytics › medical visualization
virtual colonoscopy |
0.4 | 1 | 2019 | Immersive Virtual Colonoscopy · IEEE Trans. Vis. Comput. Graph. 2019 |
Rendering
volume rendering |
0.4 | 1 | 2019 | Immersive Virtual Colonoscopy · IEEE Trans. Vis. Comput. Graph. 2019 |
Immersive interaction › virtual reality locomotion
teleportation |
0.4 | 1 | 2019 | Exploration of Large Omnidirectional Images in Immersive Environments · VR 2019 |
Interaction techniques and input
automatic camera control |
0.3 | 1 | 2017 | Automatic speed and direction control along constrained navigation paths · VR 2017 |
Medical and health informatics
medical visualization |
0.1 | 1 | 2019 | Immersive Virtual Colonoscopy · IEEE Trans. Vis. Comput. Graph. 2019 |
Usability and user experience research
cognitive load |
0.1 | 1 | 2017 | Automatic speed and direction control along constrained navigation paths · VR 2017 |
Methods — techniques the papers use, named apart from their topics
volume raycasting · 0.8user study · 0.8stereo rendering · 0.8peek then warp · 0.8head-mounted display · 0.8auto-scaling · 0.8head tracking · 0.6automatic speed adjustment · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Exploration of Large Omnidirectional Images in Immersive EnvironmentsabstractNavigation is a major challenge in exploring data within immersive environments, especially of large omnidirectional spherical images. We propose a method of auto-scaling to allow users to navigate using teleportation within the safe boundary of their physical environment with different levels of focus. Our method combines physical navigation with virtual teleportation. We also propose a “peek then warp” behavior when using a zoom lens and evaluate our system in conjunction with different teleportation transitions, including a proposed transition for exploration of omnidirectional and 360-degree panoramic imagery, termed Envelop, wherein the destination view expands out from the zoom lens to completely envelop the user. In this work, we focus on visualizing and navigating large omnidirectional or panoramic images with application to GIS visualization as an inside-out omnidirectional image of the earth. We conducted two user studies to evaluate our techniques over a search and comparison task. Our results illustrate the advantages of our techniques for navigation and exploration of omnidirectional images in an immersive environment. Seyedkoosha Mirhosseini, Parmida Ghahremani, Sushant Ojal, Joseph Marino, Arie Kaufrnan |
VR | 3 |
| 2019 | Immersive Virtual ColonoscopyabstractVirtual colonoscopy (VC) is a non-invasive screening tool for colorectal polyps which employs volume visualization of a colon model reconstructed from a CT scan of the patient's abdomen. We present an immersive analytics system for VC which enhances and improves the traditional desktop VC through the use of VR technologies. Our system, using a head-mounted display (HMD), includes all of the standard VC features, such as the volume rendered endoluminal fly-through, measurement tool, bookmark modes, electronic biopsy, and slice views. The use of VR immersion, stereo, and wider field of view and field of regard has a positive effect on polyp search and analysis tasks in our immersive VC system, a volumetric-based immersive analytics application. Navigation includes enhanced automatic speed and direction controls, based on the user's head orientation, in conjunction with physical navigation for exploration of local proximity. In order to accommodate the resolution and frame rate requirements for HMDs, new rendering techniques have been developed, including mesh-assisted volume raycasting and a novel lighting paradigm. Feedback and further suggestions from expert radiologists show the promise of our system for immersive analysis for VC and encourage new avenues for exploring the use of VR in visualization systems for medical diagnosis. Seyedkoosha Mirhosseini, Ievgeniia Gutenko, Sushant Ojal, Joseph Marino, Arie E. Kaufman |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Automatic speed and direction control along constrained navigation pathsabstractFor many virtual reality applications, a pre-calculated fly-through path is the de facto standard navigation method. Such a path is convenient for users and ensures coverage of critical areas throughout the scene. Traditional applications use constant camera speed, allow for fully user-controlled manual speed adjustment, or use automatic speed adjustment based on heuristics from the scene. We introduce two novel methods for constrained path navigation and exploration in virtual environments which rely on the natural orientation of the user's head during scene exploration. Utilizing head tracking to obtain the user's area of focus, we perform automatic camera speed adjustment to allow for natural off-axis scene examination. We expand this to include automatic camera navigation along the pre-computed path, abrogating the need for any navigational inputs from the user. Our techniques are applicable for any scene with a pre-computed navigation path, including medical applications such as virtual colonoscopy, coronary fly-through, or virtual angioscopy, and graph navigation. We compare the traditional methods (constant speed and manual speed adjustment) and our two methods (automatic speed adjustment and automatic speed/direction control) to determine the effect of speed adjustment on system usability, mental load, performance, and user accuracy. Through this evaluation we observe the effect of automatic speed adjustment compared to traditional methods. We observed no negative impact from automatic navigation, and the users performed as well as with the manual navigation. Seyedkoosha Mirhosseini, Ievgeniia Gutenko, Sushant Ojal, Joseph Marino, Arie E. Kaufman |
VR | 3 |