Demo Data from SIGIR 2026 / reviewers in the wild / expert
Mathew Kress
dblp:247/4032
· DBLP profile ↗
3ranked-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 · 3Human-computer interaction and ubiquitous computing · 3
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
3 papers |
Interaction techniques and input · 64% Learning and educational technologies · 16% Immersive interaction · 14% |
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 |
0.8 | 2 | 2019 | Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual Reality · VR 2019 Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual Reality · VR 2019 |
Interaction techniques and input › gesture input
whole-body gesture |
0.8 | 2 | 2019 | Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual Reality · VR 2019 Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual Reality · VR 2019 |
Immersive interaction
virtual reality interaction |
0.2 | 2 | 2019 | Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual Reality · VR 2019 Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual Reality · VR 2019 |
Immersive interaction
virtual reality |
0.1 | 1 | 2019 | CubeVR: Digital Affordances for Architecture Undergraduate Education using Virtual Reality · VR 2019 |
Methods — techniques the papers use, named apart from their topics
gesture elicitation study · 0.8prototype · 0.4informal evaluation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual RealityabstractWe present a whole-body gesture elicitation study using Head Mounted Displays, including a legacy bias reduction technique. The motivation for this study was to understand the type of gesture agreement rates for selection and manipulation interactions and to improve the user experience for whole-body interactions. We found that regardless of the production technique used to remove legacy bias, legacy bias was still found in some of the produced gestures. Francisco R. Ortega 0001, Katherine Tarre, Armando Barreto, Mathew Kress, Naphtali Rishe, Adam S. Williams |
VR | 4 |
| 2019 | Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual RealityabstractWe present a whole-body gesture elicitation study using Head Mounted Displays, including a legacy bias reduction. The motivation for this study was to understand the type of gesture agreement rates for selection and manipulation interactions and to improve the user experience for whole-body interactions. We looked at 23 participants and 20 distinct referents (with multiple gestures per referent). We found that regardless of the production technique used to remove legacy bias, legacy bias was still found in some of the produced gestures. In some instances, gestures were derived from previous interactions but were still appropriate for the environment presented. This study provides a rich set of information and useful recommendations for future designers and/or developers. Francisco R. Ortega 0001, Katherine Tarre, Mathew Kress, Adam S. Williams, Armando Barreto, Naphtali Rishe |
VR | 3 |
| 2019 | CubeVR: Digital Affordances for Architecture Undergraduate Education using Virtual RealityabstractCubeVR incorporates the traditional studio-based learning in architecture with virtual reality (VR) and in doing so it enables features that are not available or difficult to achieve in the real-world. CubeVR allows students and instructors to move from the existing studio to a virtual environment, allowing for a more impactful learning experience. This paper presents our current state of the CubeVR prototype, informal impressions of users, and the use of different affordances in the virtual world. Aditya Raikwar, Newton D'Souza, Ciana Rogers, Mathew Kress, Adam S. Williams, Naphtali Rishe, Francisco R. Ortega 0001 |
VR | 4 |