Demo Data from SIGIR 2026 / reviewers in the wild / expert
Nikita Mae Harris
dblp:198/4193 · also Nikita Mae B. Tuanquin
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2018
0000-0002-0412-8103ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Health and well-being technologies · 62% Immersive interaction · 19% Haptics and multimodal interaction · 19% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
olfactory stimulation |
0.1 | 1 | 2018 | The Effects of Olfactory Stimulation and Active Participation on Food Cravings in Virtual Reality · VR 2018 |
Immersive interaction
virtual reality |
0.1 | 1 | 2018 | The Effects of Olfactory Stimulation and Active Participation on Food Cravings in Virtual Reality · VR 2018 |
Methods — techniques the papers use, named apart from their topics
olfactory display · 0.3experimental study · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | The Effects of Olfactory Stimulation and Active Participation on Food Cravings in Virtual RealityabstractPrevious work on combining Virtual Reality (VR) and visual cue-exposure therapy has shown promising results that suggest its potential as a tool to support treatments for eating disorders. Visual food cues can elicit cravings in people no matter where they get their exposure from (e.g., photograph, real world, or virtual world). However, there is little work on the influence of olfactory stimuli in VR. Consequently, we investigated the effects of olfactory stimuli and VR on food cravings. In particular, we examined the hypothesis that olfactory and interaction with food in VR can further increase food cravings. The results of this study show that VR can elicit similar effects as exposure to traditional cues when compared to a neutral baseline. Furthermore, the added olfactory cues increased food cravings and the urge to eat the presented food, which also increased when participants were allowed to interact with the virtual food. In conclusion, VR was shown to have considerable potential to be a valid alternative to traditional food-exposure interventions. Nikita Mae Harris, Simon Hoermann, Carl James Petersen, Robert W. Lindeman |
VR | 1 |
| 2017 | Immersive virtual eating and conditioned food responsesabstractThe objective of this research is to explore the use of Virtual Reality (VR) on food cravings and to introduce a new technique for eliciting eating behavioral changes with the use of VR. The research is comprised of two user studies: one exploring the effects of olfactory cues and active participation in VR on food cravings, and the implementation of the proposed “Redirected Eating” (RE) technique. RE is a method of superimposing virtual visual and olfactory properties onto tracked physical food in VR. These virtual properties can be manipulated to make the users believe that the physical food that they are eating has different properties. These manipulations are then sought to be used to gradually change the food-related behavior of the user towards more healthy food choices. Nikita Mae Harris |
ICMI | 1 |