Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sebastian Herscher
dblp:227/7998
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Collaborative and social computing · 55% Immersive interaction · 39% Ubiquitous computing and smart environments · 6% | |
| Computer graphics and multimedia
1 paper |
Visual content generation and editing · 100% |
Topics — the 6 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing
collaborative editing |
0.3 | 1 | 2018 | Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual Reality · UIST 2018 |
Collaborative and social computing › social interaction
multi-user interaction |
0.3 | 1 | 2018 | Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual Reality · UIST 2018 |
Collaborative and social computing › collaborative virtual environments › social virtual reality
virtual reality collaboration |
0.3 | 1 | 2018 | Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual Reality · UIST 2018 |
Immersive interaction
virtual reality interaction |
0.3 | 1 | 2018 | Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual Reality · UIST 2018 |
Ubiquitous computing and smart environments › public displays › public display interaction
audience interaction |
0.1 | 1 | 2019 | CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus Experience · UIST 2019 |
Visual content generation and editing › scene authoring
scene editing |
0.1 | 1 | 2018 | Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual Reality · UIST 2018 |
Methods — techniques the papers use, named apart from their topics
user evaluation · 0.7interaction design · 0.7mixed methodology study · 0.4design hypotheses · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus ExperienceabstractThe virtual reality ecosystem has gained momentum in the gaming, entertainment, and enterprise markets, but is hampered by limitations in concurrent user count, throughput, and accessibility to mass audiences. Based on our analysis of the current state of the virtual reality ecosystem and relevant aspects of traditional media, we propose a set of design hypotheses for practical and effective seated virtual reality experiences of scale. Said hypotheses manifest in the Collective Audience Virtual Reality Nexus (CAVRN), a framework and management system for large-scale (30+ user) virtual reality deployment in a theater-like physical setting. A mixed methodology study of CAVE, an experience implemented using CAVRN, generated rich insights into the proposed hypotheses. We discuss the implications of our findings on content design, audience representation, and audience interaction. Sebastian Herscher, Connor DeFanti, Nicholas Gregory Vitovitch, Corinne Brenner, Haijun Xia, Kris Layng, Ken Perlin |
UIST | 1 |
| 2018 | Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual RealityabstractVirtual Reality enables users to explore content whose physics are only limited by our creativity. Such limitless environments provide us with many opportunities to explore innovative ways to support productivity and collaboration. We present Spacetime, a scene editing tool built from the ground up to explore the novel interaction techniques that empower single user interaction while maintaining fluid multi-user collaboration in immersive virtual environment. We achieve this by introducing three novel interaction concepts: the Container, a new interaction primitive that supports a rich set of object manipulation and environmental navigation techniques, Parallel Objects, which enables parallel manipulation of objects to resolve interaction conflicts and support design workflows, and Avatar Objects, which supports interaction among multiple users while maintaining an individual users' agency. Evaluated by professional Virtual Reality designers, Spacetime supports powerful individual and fluid collaborative workflows. Haijun Xia, Sebastian Herscher, Ken Perlin, Daniel J. Wigdor |
UIST | 2 |