Demo Data from SIGIR 2026 / reviewers in the wild / expert
Cagan Arslan
dblp:213/9175
· DBLP profile ↗
3ranked-venue papers
3as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
User interface design and tools · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
3d user interfaces |
0.9 | 1 | 2025 | Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality
augmented reality |
0.9 | 1 | 2025 | Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality
performing arts |
0.9 | 1 | 2025 | Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025 |
User interface design and tools › user interface design
3d user interface design |
0.3 | 1 | 2025 | Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025 |
User interface design and tools
interaction design |
0.3 | 1 | 2025 | Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
reflexive thematic analysis · 1.7design case study · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case StudyabstractWhile 3D user interfaces are often designed with efficiency and accuracy in mind, artistic performances have their own very specific constraints and criteria for a successful interaction in mixed or virtual reality, which have yet to be fully understood. In this paper, we study the design of 3D interactions for a Spatial Augmented-Reality display in the context of a cyber-opera. We perform an analysis of design decisions taken during the multiple residencies and lab sessions, and we conduct a reflexive thematic analysis of interviews with the director and actors, which highlight how they integrated the story, the actors' performance, the audience experience and the technology. We identify four main criteria for designing 3D interactions in performing arts, namely their efficiency, expressiveness, contextualisation and legibility, and we derive guidelines for future research and creation. Cagan Arslan, Florent Berthaut |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | E-Pad: Large Display Pointing in a Continuous Interaction Space around a Mobile DeviceabstractRelative pointing through using tactile mobile device (such as tablets of phones) on a large display is a viable interaction technique (that we call Pad in this paper) which permits accurate pointing. However, limited device size has consequences on interaction. Such systems are known to often require clutching, which degrades performances. We present E-Pad, an indirect relative pointing interaction technique which takes benefit of the mobile tactile surface combined with its surrounding space. A user can perform continuous relative pointing starting on the pad then continuing in the free space around the pad, within arm's reach. As a first step toward E-Pad, we first introduce extended continuous relative pointing gestures and conduct a preliminary study to determine how people move their hand around the mobile device. We then conduct an experiment that compares the performance of E-Pad and Pad. Our findings indicate that E-Pad is faster than Pad and decreases the number of clutches without compromising accuracy. Our findings also suggest an overwhelming preference for E-Pad. Cagan Arslan, Yosra Rekik, Laurent Grisoni |
Conference on Designing Interactive Systems | 1 |
| 2018 | Dynamic Index Finger Gesture Video Dataset for Mobile InteractionabstractThis paper introduces an original video dataset containing dynamic index finger gestures in a mobile context. The dataset consists of 746 video sequences of 6 index finger gestures: left, right, up, down, tap, circle. The video sequences are obtained from a mobile phone's rear camera equipped with a wide angle lens, thus the dataset features particular challenges due to background motion and the distorted field of view. We present a baseline method that uses optical flow features in the form of a histogram to represent the motion information in the video sequences. Cagan Arslan, Ioan Marius Bilasco, Jean Martinet |
CBMI | 1 |