Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sevinc Eroglu
dblp:225/8301
· DBLP profile ↗
3ranked-venue papers
3as first author
2since 2021 · last 2024
0000-0001-8171-255XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 66% Visual content generation and editing · 26% Computer animation and physical simulation · 8% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% | |
| Artificial intelligence
1 paper |
Autonomous driving · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › gesture input
bare-hand interaction |
0.5 | 1 | 2021 | Design and Evaluation of a Free-Hand VR-based Authoring Environment for Automated Vehicle Testing · VR 2021 |
Visual content generation and editing
3d content creation |
0.3 | 1 | 2018 | Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018 |
Virtual and augmented reality
immersive content generation |
0.3 | 1 | 2018 | Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018 |
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2018 | Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018 |
Methods — techniques the papers use, named apart from their topics
qualitative expert study · 1.5comparative user study · 1.5particle advection · 0.3curl noise · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Choose Your Reference Frame Right: An Immersive Authoring Technique for Creating Reactive BehaviorabstractImmersive authoring enables content creation for virtual environments without a break of immersion. To enable immersive authoring of reactive behavior for a broad audience, we present modulation mapping, a simplified visual programming technique. To evaluate the applicability of our technique, we investigate the role of reference frames in which the programming elements are positioned, as this can affect the user experience. Thus, we developed two interface layouts: "surround-referenced" and "object-referenced". The former positions the programming elements relative to the physical tracking space, and the latter relative to the virtual scene objects. We compared the layouts in an empirical user study (n = 34) and found the surround-referenced layout faster, lower in task load, less cluttered, easier to learn and use, and preferred by users. Qualitative feedback, however, revealed the object-referenced layout as more intuitive, engaging, and valuable for visual debugging. Based on the results, we propose initial design implications for immersive authoring of reactive behavior by visual programming. Overall, modulation mapping was found to be an effective means for creating reactive behavior by the participants. Sevinc Eroglu, Patric Schmitz, Kilian Sinke, David Anders, Torsten W. Kuhlen, Benjamin Weyers |
VRST | 1 |
| 2021 | Design and Evaluation of a Free-Hand VR-based Authoring Environment for Automated Vehicle TestingabstractVirtual Reality is increasingly used for safe evaluation and validation of autonomous vehicles by automotive engineers. However, the design and creation of virtual testing environments is a cumbersome process. Engineers are bound to utilize desktop-based authoring tools, and a high level of expertise is necessary. By performing scene authoring entirely inside VR, faster design iterations become possible. To this end, we propose a VR authoring environment that enables engineers to design road networks and traffic scenarios for automated vehicle testing based on free-hand interaction. We present a 3D interaction technique for the efficient placement and selection of virtual objects that is employed on a 2D panel. We conducted a comparative user study in which our interaction technique outperformed existing approaches regarding precision and task completion time. Furthermore, we demonstrate the effectiveness of the system by a qualitative user study with domain experts. Sevinc Eroglu, Frederic Stefan, Alain Chevalier, Daniel Roettger, Daniel Zielasko, Torsten W. Kuhlen, Benjamin Weyers |
VR | 1 |
| 2018 | Fluid Sketching - Immersive Sketching Based on Fluid FlowabstractFluid artwork refers to works of art based on the aesthetics of fluid motion, such as smoke photography, ink injection into water, and paper marbling. Inspired by such types of art, we created Fluid Sketching as a novel medium for creating 3D fluid artwork in immersive virtual environments. It allows artists to draw 3D fluid-like sketches and manipulate them via six degrees of freedom input devices. Different brush stroke settings are available, varying the characteristics of the fluid. Because of fluids' nature, the diffusion of the drawn fluid sketch is animated, and artists have control over altering the fluid properties and stopping the diffusion process whenever they are satisfied with the current result. Furthermore, they can shape the drawn sketch by directly interacting with it, either with their hand or by blowing into the fluid. We rely on particle advection via curl-noise as a fast procedural method for animating the fluid flow. Sevinc Eroglu, Sascha Gebhardt, Patric Schmitz, Dominik Rausch, Torsten W. Kuhlen |
VR | 1 |