Demo Data from SIGIR 2026 / reviewers in the wild / expert
Joshua Peter Handali
dblp:220/6709 · also Joshua Handali
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0001-5569-751XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
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 · 87% Human-robot interaction · 13% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.5 | 1 | 2021 | Visual Complexity and Scene Recognition: How Low Can You Go? · VR 2021 |
Immersive interaction
visual complexity |
0.5 | 1 | 2021 | Visual Complexity and Scene Recognition: How Low Can You Go? · VR 2021 |
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation |
0.1 | 1 | 2021 | Visual Complexity and Scene Recognition: How Low Can You Go? · VR 2021 |
Methods — techniques the papers use, named apart from their topics
user study · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Visual Complexity and Scene Recognition: How Low Can You Go?abstractVisual realism in Virtual Reality (VR) increases both immersion and development costs. Consequently, it is important to understand the cost-benefit trade-off of specific aspects of visual realism. Determining the extent of visual realism often leads to decisions on the level of visual complexity of a Virtual Environment (VE). In this paper, we investigate the impact of visual complexity on a user's spatial orientation through a user study. To do so, we created a VE containing parts of a real-world place. Participants were asked to map their location within the VE to the corresponding real-world location. They were provided by a pop-up map of the entire VE, on which they were required to choose one named location out of a predefined set of locations. We manipulated the VE's visual complexity by varying the visual elements used to provide cartographic information, namely a map overlay and 3D blocks as buildings. This results in four scene types: i) landscape contour, ii) landscape contour with 3D buildings, iii) landscape contour overlaid with a map, and iv) landscape contour with both 3D buildings and the map overlay. Each participant performed our location recall task for each scene type. Our findings provide empirical evidence that addition of each of these two visual elements individually improved spatial orientation, while their combination only adds a slight improvement. Joshua Peter Handali, Johannes Schneider 0002, Michael Gau, Valentin Holzwarth, Jan vom Brocke |
VR | 1 |
| 2020 | Virtually in this together - how web-conferencing systems enabled a new virtual togetherness during the COVID-19 crisisabstractRegulations to contain the spread of COVID-19 have affected corporations, institutions, and individuals to a degree that most people have never seen before. Information systems researchers have initiated a discourse on information technology’s role in helping people manage this situation. This study informs and substantiates this discourse based on an analysis of a rich dataset: Starting in March 2020, we collected about 3 million tweets that document people’s use of web-conferencing systems (WCS) like Zoom during the COVID-19 crisis. Applying text-mining techniques to Twitter data and drawing on affordance theory, we derive five affordances of and five constraints to the use of WCS during the crisis. Based on our analysis, our argument is that WCS emerged as a social technology that led to a new virtual togetherness by facilitating access to everyday activities and contacts that were “locked away” because of COVID-19-mitigation efforts. We find that WCS facilitated encounters that could not have taken place otherwise and that WCS use led to a unique blending of various aspects of people’s lives. Using our analysis, we derive implications and directions for future research to address existing constraints and realise the potentials of this period of forced digitalisation. Janine Hacker, Jan vom Brocke, Joshua Peter Handali, Markus Otto, Johannes Schneider 0002 |
Eur. J. Inf. Syst. | 3 |
| 2017 | Multi-objective Optimization for Liner Shipping Fleet Repositioning
Kevin Tierney, Joshua Peter Handali, Christian Grimme, Heike Trautmann |
EMO | 2 |