Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ocean Hurd
dblp:247/3794
· DBLP profile ↗
2ranked-venue papers
2as 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 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper |
Games and playful interaction · 67% Health and well-being technologies · 33% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › rehabilitation technology
amblyopia treatment |
0.4 | 1 | 2019 | Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia · VR 2019 |
Games and playful interaction
serious games |
0.4 | 1 | 2019 | Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia · VR 2019 |
Games and playful interaction › serious games
therapeutic games |
0.4 | 1 | 2019 | Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia · VR 2019 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2019 | Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia · VR 2019 |
Methods — techniques the papers use, named apart from their topics
user testing · 0.8perceptual learning · 0.8bangerter foil · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Insights for More Usable VR for People with AmblyopiaabstractAmblyopia, or "lazy eye" is the world's most common neurological eye disorder. Yet, very little has been done looking into how to make virtual reality (VR) more usable for people with Amblyopia. Furthermore, a trend of using VR for Amblyopia therapy has arisen, making such a study more essential than ever. Our study asks our user base of people with Amblyopia questions through two surveys, verbal feedback, and interviews about their experience with our VR video game Amblyopia therapy. We found patterns encoded in this information, which we use to create preliminary hypotheses for making VR experiences as usable as possible for people with Amblyopia. Ocean Hurd, Sri Hastuti Kurniawan |
ASSETS | 1 |
| 2019 | Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for AmblyopiaabstractThis paper discusses a virtual reality (VR) therapeutic video game for treatment of the neurological eye disorder, Amblyopia. Amblyopia is often referred to as lazy eye, and it entails weaker vision in one eye due to a poor connection between the eye and the brain. Until recently it was thought to be untreatable in adults, but new research has proven that with consistent therapy even adults can improve their Amblyopia, especially through perceptual learning and video games. Even so, therapy compliance remains low due to the fact that conventional therapies are perceived as either invasive, dull and/or boring. Our game aims to make Amblyopia therapy more immersive, enjoyable and playful. The game was perceived by our users to be a fun and accessible alternative, as it involves adhering a Bangerter foil (an opaque sticker) on a VR headset to blur vision in an Amblyopic person's dominant eye while having them playa VR video game. To perform well in the video game, their brain must adapt to rely on seeing with their weaker eye, thereby reforging that neurological connection. While testing our game, we also studied users behavior to investigate what visual and kinetic components were more effective therapeutically. Our findings generally show positive results, showing that visual acuity in adults increases with 45 minutes of therapy. Amblyopia has many negative symptoms including poor depth perception (nec-essary for daily activities such as driving), so this therapy could be life changing for adults with Amblyopia. Ocean Hurd, Sri Hastuti Kurniawan, Mircea Teodorescu |
VR | 1 |