Demo Data from SIGIR 2026 / reviewers in the wild / expert
Eric D. Haqant
dblp:225/8427
· DBLP profile ↗
1ranked-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 · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.3 | 1 | 2018 | Redirected Scene Rotation for Immersive Movie Experiences · VR 2018 |
Virtual and augmented reality › immersive video
immersive movies |
0.3 | 1 | 2018 | Redirected Scene Rotation for Immersive Movie Experiences · VR 2018 |
Virtual and augmented reality › locomotion
redirected walking |
0.3 | 1 | 2018 | Redirected Scene Rotation for Immersive Movie Experiences · VR 2018 |
Usability and user experience research › user perception
user comfort |
0.1 | 1 | 2018 | Redirected Scene Rotation for Immersive Movie Experiences · VR 2018 |
Methods — techniques the papers use, named apart from their topics
usability evaluation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Redirected Scene Rotation for Immersive Movie ExperiencesabstractVirtual reality (VR) allows for immersive and natural viewing experiences; however, these often expect users to be standing and able to physically turn and move easily. Seated VR applications, specifically immersive 360 degree movies, must be appropriately designed to facilitate user comfort and prevent sickness. Our research explores a scene rotation-based method for redirecting a viewer's gaze and its effectiveness given three parameter adjustments: rotation delay, rotation speed, and angle threshold. The technique may be useful in the development of future immersive movie or VR experiences. From the research, we expect to discover which parameters prove most effective at redirecting a viewer's gaze in an immersive movie experience. We present preliminary developments and an informal usability evaluation to collect participant feedback about preference, comfort, and sickness. Travis Stebbins, Eric D. Haqant |
VR | 2 |