Demo Data from SIGIR 2026 / reviewers in the wild / expert
Johannes Pinzek
dblp:259/2533
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0002-6822-7303ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
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 |
Immersive interaction · 50% Collaborative and social computing · 38% Usability and user experience research · 12% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › groupware
user representation |
0.6 | 1 | 2022 | Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022 |
Immersive interaction
virtual reality |
0.6 | 1 | 2022 | Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022 |
Immersive interaction
embodiment |
0.2 | 1 | 2022 | Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022 |
Usability and user experience research › user performance
motor performance |
0.2 | 1 | 2022 | Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 0.6dual-task paradigm · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Impact of Information Placement and User Representations in VR on Performance and EmbodimentabstractHuman sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a user study and further explore the impact of the user's representation during interaction. We also analyze how embodiment and motor performance are influenced by these factors. In a dual-task paradigm, participants executed a motor task, either through virtual hands, virtual controllers, or a keyboard. Simultaneously, they detected visual stimuli appearing in different locations. We found that, while actively performing a motor task in the virtual environment, performance in detecting additional visual stimuli is higher when presented near the user's body. This effect is independent of how the user is represented and only occurs when the user is also engaged in a secondary task. We further found improved motor performance and increased embodiment when interacting through virtual tools and hands in VR, compared to interacting with a keyboard. This article contributes to better understanding the detectability of visual content in VR, depending on its location in the virtual environment, as well as the impact of different user representations on information processing, embodiment, and motor performance. Sofia Seinfeld, Tiare M. Feuchtner, Johannes Pinzek, Jörg Müller 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |