Demo Data from SIGIR 2026 / reviewers in the wild / expert
Julien Ryard
dblp:225/8227
· DBLP profile ↗
2ranked-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 · 2Human-computer interaction and ubiquitous computing · 2
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
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 50% Haptics and multimodal interaction · 50% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
cybersickness |
0.3 | 1 | 2018 | WoaH: A Virtual Reality Work-at-Height Simulator · VR 2018 |
Virtual and augmented reality › virtual reality
VR simulator |
0.3 | 1 | 2018 | A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height Situations · VR 2018 |
Virtual and augmented reality
haptics |
0.1 | 1 | 2018 | WoaH: A Virtual Reality Work-at-Height Simulator · VR 2018 |
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy |
0.1 | 1 | 2018 | A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height Situations · VR 2018 |
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback |
0.1 | 1 | 2018 | A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height Situations · VR 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3electrodermal activity · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height SituationsabstractWe propose to demonstrate a novel immersive virtual reality simulator aimed at detecting whether potential workers at height are able to climb high up for dangerous operations. Our simulator consists in a dynamic platform that simulates the vibrations of an aerial device during elevation, a real ladder synchronized in position with a virtual one placed on top of a virtual electric pole, a harness that allows users safely climbing the ladder and a head-mounted display (HMD) for visualization. Our demonstration invites users to experience a high fidelity work-at-height situation triggering fear of heights. Jean-Rémy Chardonnet, Cédric di Loreto, Julien Ryard, Alain Housseau |
VR | 3 |
| 2018 | WoaH: A Virtual Reality Work-at-Height SimulatorabstractWe present WoaH, a virtual reality work-at-height simulator aimed at (i) testing whether future workers are able to manage their stress when high up and thus easily detect susceptibility to vertigo, and (ii) training in a typical work-at-height engineering operation. The simulator is composed of a real ladder synchronized in position with a virtual one placed 11 meters above the ground in a virtual environment. Visualization is done through a head-mounted display (HMD). We conducted a first user study evaluating our simulator in terms of cybersickness, perceived realism and anxiety, through both subjective (questionnaires) and objective (electrodermal activity) measurements, and testing whether vibratory cues could enhance the level of anxiety felt. Results indicate that WoaH generates anxiety as expected and is perceived as realistic. Adding vibrations had significant impact on the perceived realism but not on the electro-dermal activity. These first results bring insights to future developments for a deployment in companies dealing with work at height. Cédric di Loreto, Jean-Rémy Chardonnet, Julien Ryard, Alain Rousseau |
VR | 3 |