Demo Data from SIGIR 2026 / reviewers in the wild / expert
Mindy Hoover
dblp:247/3944
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—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.
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 44% Games and playful interaction · 44% Haptics and multimodal interaction · 13% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › collaborative virtual environments
collaborative virtual reality |
0.4 | 1 | 2019 | A Collaborative Virtual Reality Escape Room with Passive Haptics · VR 2019 |
Games and playful interaction › game genre
escape room |
0.4 | 1 | 2019 | A Collaborative Virtual Reality Escape Room with Passive Haptics · VR 2019 |
Haptics and multimodal interaction › haptic feedback
passive haptic feedback |
0.1 | 1 | 2019 | A Collaborative Virtual Reality Escape Room with Passive Haptics · VR 2019 |
Methods — techniques the papers use, named apart from their topics
networked VR · 0.4leap motion · 0.4HTC Vive · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | A Collaborative Virtual Reality Escape Room with Passive HapticsabstractEscape rooms have recently become a popular way to socialize and problem solve in an immersive environment. However, it can be difficult and expensive to create elaborate escape rooms with realistic props. Virtual reality (VR) technology allows developers to create and customize escape rooms more easily. However, to truly make the VR escape room immersive, physical and cooperative interactions are necessary. In this paper, the authors propose and demonstrate a two-player VR escape room developed for the HTC Vive. Physical interactions were made possible by using passive haptics in the form of simple props tracked using HTC Vive trackers and controllers. Additionally, the HTC Vives were networked, and players hands were tracked using the Leap Motion to provide head and hand position cues to teammates. Austin Hanus, Mindy Hoover, Alex Lim, Jack Miller |
VR | 2 |