Demo Data from SIGIR 2026 / reviewers in the wild / expert
Arne Reepen
dblp:209/8833
· DBLP profile ↗
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.
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
mixed reality |
0.3 | 1 | 2017 | Mixed Voxel Reality: Presence and Embodiment in Low Fidelity, Visually Coherent, Mixed Reality Environments · ISMAR 2017 |
Immersive interaction
presence and embodiment |
0.3 | 1 | 2017 | Mixed Voxel Reality: Presence and Embodiment in Low Fidelity, Visually Coherent, Mixed Reality Environments · ISMAR 2017 |
Geometric modeling and processing › shape representation
voxelization |
0.1 | 1 | 2017 | Mixed Voxel Reality: Presence and Embodiment in Low Fidelity, Visually Coherent, Mixed Reality Environments · ISMAR 2017 |
Methods — techniques the papers use, named apart from their topics
empirical evaluation · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Mixed Voxel Reality: Presence and Embodiment in Low Fidelity, Visually Coherent, Mixed Reality EnvironmentsabstractMixed Reality aims at combining virtual reality with the user's surrounding real environment in a way that they form one, coherent reality. A coherent visual quality is of utmost importance, expressed in measures of e.g. resolution, framerate, and latency for both the real and the virtual domains. For years, researchers have focused on maximizing the quality of the virtual visualization mimicking the real world to get closer to visual coherence. This however, makes Mixed Reality systems overly complex and requires high computational power. In this paper, we propose a different approach by decreasing the realism of one or both visual realms, real and virtual, to achieve visual coherence. Our system coarsely voxelizes the real and virtual environments, objects, and people to provide a believable, coherent mixed voxel reality. In this paper we present the general idea, the current implementation and demonstrate the effectiveness of our approach by technical and empirical evaluations. Our mixed voxel reality system serves as a platform for low-cost presence research and studies on human perception and cognition, a host of diagnostic and therapeutic applications, and for a variety of Mixed Reality applications where users' embodiment is important. Our findings challenge some commonplace assumptions on more is better approaches in mixed reality research and practice-sometimes less can be more. Holger Regenbrecht, Katrin Meng, Arne Reepen, Tobias Langlotz |
ISMAR | 3 |