Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sergio Alapont
dblp:207/5958
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2018
—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% | |
| Human-computer interaction and pervasive computing
1 paper |
Accessibility and assistive technology · 100% |
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
immersive interaction |
0.3 | 1 | 2018 | Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique · VR 2018 |
Virtual and augmented reality
locomotion |
0.3 | 1 | 2018 | Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique · VR 2018 |
Virtual and augmented reality › immersive interaction
motion sickness |
0.3 | 1 | 2018 | Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique · VR 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion TechniqueabstractThe confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player's sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players' feelings of motion sickness as compared to continuous movement at normal walking speeds. Jacob Habgood, Sergio Alapont |
VR | 4 |