Demo Data from SIGIR 2026 / reviewers in the wild / expert
Loren Olson
dblp:27/6400
· DBLP profile ↗
9ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 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
5 papers |
Health and well-being technologies · 21% Haptics and multimodal interaction · 19% Immersive interaction · 16% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 65% Visualization and visual analytics · 22% Multimedia systems and quality of experience · 13% |
Topics — the 11 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
rehabilitation technology |
0.1 | 2 | 2006 | A real-time, multimodal biofeedback system for stroke patient rehabilitation · ACM Multimedia 2006 The design of a real-time, multimodal biofeedback system for stroke patient rehabilitation · ACM Multimedia 2006 |
Interaction techniques and input › post-WIMP interaction › embodied interaction
movement-based interaction |
0.1 | 1 | 2010 | Thrii · ACM Multimedia 2010 |
Haptics and multimodal interaction
multimodal interaction |
0.1 | 1 | 2010 | Thrii · ACM Multimedia 2010 |
Virtual and augmented reality
mixed reality |
0.1 | 1 | 2009 | SMALLab: a mixed-reality environment for embodied and mediated learning · ACM Multimedia 2009 |
Learning and educational technologies
embodied learning |
0.1 | 1 | 2009 | SMALLab: a mixed-reality environment for embodied and mediated learning · ACM Multimedia 2009 |
Immersive interaction
interactive multimodal environment |
0.1 | 2 | 2006 | A real-time, multimodal biofeedback system for stroke patient rehabilitation · ACM Multimedia 2006 The design of a real-time, multimodal biofeedback system for stroke patient rehabilitation · ACM Multimedia 2006 |
Wearable and physiological sensing › physiological computing
biofeedback |
0.1 | 1 | 2006 | The design of a real-time, multimodal biofeedback system for stroke patient rehabilitation · ACM Multimedia 2006 |
Haptics and multimodal interaction
multimodal feedback |
0.1 | 1 | 2006 | The design of a real-time, multimodal biofeedback system for stroke patient rehabilitation · ACM Multimedia 2006 |
Health and well-being technologies › rehabilitation
stroke rehabilitation |
0.1 | 1 | 2006 | The design of a real-time, multimodal biofeedback system for stroke patient rehabilitation · ACM Multimedia 2006 |
Visualization and visual analytics
interactive visualization |
0.0 | 1 | 2010 | Thrii · ACM Multimedia 2010 |
Collaborative and social computing
collaborative learning |
0.0 | 1 | 2009 | SMALLab: a mixed-reality environment for embodied and mediated learning · ACM Multimedia 2009 |
Methods — techniques the papers use, named apart from their topics
similarity computation · 0.2accelerometer tracking · 0.2visual feedback · 0.1auditory feedback · 0.1motion capture · 0.1correlation analysis · 0.1audiovisual feedback · 0.1audio-visual feedback · 0.1real-time biofeedback · 0.1feature identification · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Digital culture creative classrooms (DC3): teaching 21st century proficiencies in high schools by engaging students in creative digital projectsabstractChildren and young adults are immersed in digital culture, but most are not familiar with the computational thinking behind the latest tools and technologies. There are few opportunities in secondary school curricula for students to learn such practices, but we believe that skills such as computational thinking, creative coding, collaboration, innovation, and information literacy can be taught in a highly effective manner by using aesthetic challenges as a motivation. In other words, by engaging students in creative digital arts projects they are naturally driven to acquire the many new skills to effectively use and understand the computational tools and techniques involved in creating digital and interactive projects. In this paper, we outline a project-based digital arts curriculum through which novice middle/high school students are intrinsically motivated to learn and apply science, technology, engineering and mathematics (STEM) skills and computational thinking. David Tinapple, John Sadauskas, Loren Olson |
IDC | 3 |
| 2013 | The digital culture degree: A competency-based interdisciplinary program spanning engineering and the artsabstractThis paper describes the Digital Culture BA degree: an engineering-arts undergraduate curriculum that combines competency-based education (CBE) and knowledge-oriented education (KOE) structures and related Pull-Push approaches. The degree has been offered for three years at Arizona State University, has 200 enrolled students and is continuing to grow. The degree embeds nine knowledge-oriented concentrations, each offered by a relevant participating department, within an interdisciplinary CBE context. The CBE part of the degree provides customized access to 40 interdisciplinary digital culture courses from 12 different academic units by connecting these courses through a set of core competencies. Access to courses is not determined by fixed prerequisites but rather by having one of several possible combinations of lower level competencies. This flexible curriculum is attractive to students, promotes integrative collaborative learning that inspires innovation, and prepares the type of engineering-arts experts and complex problem solvers that are currently needed in creative industries. This type of degree also presents several important challenges for educators and administrators. To address these challenges we developed project based assessment approaches, custom web-based software for advising a very diverse student body, as well as online tools for facilitating peer critique and feedback in large creative classrooms. Thanassis Rikakis, David Tinapple, Loren Olson |
FIE | 3 |
| 2010 | ThriiabstractThrii is a multimodal interactive installation that explores levels of movement similarity among its participants. Each of the three participants manipulates a large spherical object whose movement is tracked via an embedded accelerometer. An analysis engine computes the similarity of movement for each possible pair of objects, as well as self-similarity (e.g., repetition of movement over time) for each object. The extent of similarity among the movements of each object is communicated by a visualization projected on a three-sided pyramid, a non-directional audio environment, and lighting produced by the spherical objects. The installation's focus is intended to examine notions of collaboration between participants. We have found that participants engage with Thrii through exploration of collaborative gestures. Nicole Lehrer, David Tinapple, Tatyana Koziupa, Assegid Kidané, Stjepan Rajko, Richard Isaac Wallis, Michael Baran, David Lorig, Diana Siwiak, Loren Olson |
ACM Multimedia | 11 |
| 2009 | SMALLab: a mixed-reality environment for embodied and mediated learningabstractIn this video presentation, we introduce the Situated Multimedia Arts Learning Lab [SMALLab], a mixed-reality learning environment that supports interactive engagement through full body 3D movements and gestures within a collaborative, computationally mediated space. The video begins by describing the holistic approach to embodied and mediated learning developed by our transdisciplinary research team, grounded in understandings derived from research in the learning sciences, digital media and human computer interaction. We then outline the three core tenets of effective learning exemplified by our research -- embodiment, multimodality and collaboration. The video next demonstrates the design and functionality of the physical and digital components of SMALLab. We conclude by illustrating our partner collaborations with K12 teachers and students with four scenarios depicting Geography, Physics, Language Arts and Chemistry learning modules. Aisling Kelliher, David Birchfield, Ellen Campana, Sarah Hatton, Mina Johnson-Glenberg, Christopher Martinez, Loren Olson, Philippos Savvides, Lisa M. Tolentino, Kelly Phillips, Sibel Uysal |
ACM Multimedia | 7 |
| 2006 | The design of a real-time, multimodal biofeedback system for stroke patient rehabilitationabstractThis paper presents a novel real-time, multi-modal biofeedback system for stroke patient therapy. The problem is important as traditional mechanisms of rehabilitation are monotonous, and do not incorporate detailed quantitative assessment of recovery in addition to traditional clinical schemes. We have been working on developing an experiential media system that integrates task dependent physical therapy and cognitive stimuli within an interactive, multimodal environment. The environment provides a purposeful, engaging, visual and auditory scene in which patients can practice functional therapeutic reaching tasks, while receiving different types of simultaneous feedback indicating measures of both performance and results. There are three contributions of this paper - (a) identification of features and goals for the functional task (b) The development of sophisticated feedback (auditory and visual) mechanisms that match the semantics of action of the task. We additionally develop novel action-feedback coupling mechanisms. (c) New metrics to validate the ability of the system to promote learnability, stylization and engagement. We have validated the system for nine subjects with excellent results. Yinpeng Chen, He Huang 0002, Richard Isaac Wallis, Hari Sundaram, Thanassis Rikakis, Todd Ingalls, Loren Olson, Jiping He |
ACM Multimedia | 8 |
| 2006 | A real-time, multimodal biofeedback system for stroke patient rehabilitationabstractThis paper presents a novel real-time, multi-modal biofeedback system for stoke patient therapy. The problem is important as traditional mechanisms of rehabilitation are monotonous, and do not incorporate detailed quantitative assessment of recovery in addition to traditional clinical schemes. We have been working on developing an experiential media system that integrates task dependent physical therapy and cognitive stimuli within an interactive, multimodal environment. The environment provides a purposeful, engaging, visual and auditory scene in which patients can practice functional therapeutic reaching tasks, while receiving different types of simultaneous feedback indicating measures of both performance and results. There are two contributions of this paper - (a) identification of features and goals for the functional task, (b) the development of sophisticated feedback (auditory and visual) mechanisms that match the semantics of action of the task. Yinpeng Chen, Richard Isaac Wallis, Hari Sundaram, Thanassis Rikakis, Todd Ingalls, Loren Olson, Jiping He |
ACM Multimedia | 7 |
| 2006 | Movement-based interactive dance performanceabstractMovement-based interactive dance has recently attracted great interest in the performing arts. While utilizing motion capture technology, the goal of this project was to design the necessary real-time motion analysis engine, staging, and communication systems for the completion of a movement-based interactive multimedia dance performance. The movement analysis engine measured the correlation of dance movement between three people wearing similar sets of retro-reflective markers in a motion capture volume. This analysis provided the framework for the creation of an interactive dance piece, Lucidity, which will be described in detail. Staging such a work also presented additional challenges. These challenges and our proposed solutions will be discussed. We conclude with a description of the final work and a summary of our future research objectives. Jodi James, Todd Ingalls, Gang Qian, Loren Olson, Daniel Whiteley, Siew Wong, Thanassis Rikakis |
ACM Multimedia | 4 |
| 2005 | Movement Analysis for Interactive Dance Using Motion Capture Data Part I: Real-Time Tracking of Multiple People from Unlabelled Markers
Daniel Whiteley, Gang Qian, Thanassis Rikakis, Jodi James, Todd Ingalls, Siew Wong, Loren Olson |
BMVC | 7 |
| 2004 | A gesture-driven multimodal interactive dance systemabstractIn this paper, we report a real-time gesture driven interactive system with multimodal feedback for performing arts, especially dance. The system consists of two major parts., a gesture recognition engine and a multimodal feedback engine. The gesture recognition engine provides real-time recognition of the performer's gesture based on the 3D marker coordinates from a marker-based motion capture system. According to the recognition results, the multimodal feedback engine produces associated visual and audio feedback to the performer. This interactive system is simple to implement and robust to errors in 3D marker data. Satisfactory interactive dance performances have been successfully created and presented using the reported system Gang Qian, Feng Guo 0001, Todd Ingalls, Loren Olson, Jodi James, Thanassis Rikakis |
ICME | 4 |