Demo Data from SIGIR 2026 / reviewers in the wild / expert
Vivian Gómez
dblp:291/9797
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0002-1713-9311ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 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
2 papers |
Immersive interaction · 57% Design research and methods · 26% Learning and educational technologies · 9% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality training
VR training simulator |
1.6 | 2 | 2025 | OPVSim: Applying a Graph-Based Methodology for VR Training in Guided Learning of Emergency Procedures in a Ship's Engineering Room · IEEE Trans. Vis. Comput. Graph. 2025 ProtoColVR: Requirements Gathering and Collaborative Rapid Prototyping of VR Training Simulators for Multidisciplinary Teams · IEEE Trans. Vis. Comput. Graph. 2024 |
Design research and methods
requirements elicitation |
0.8 | 1 | 2024 | ProtoColVR: Requirements Gathering and Collaborative Rapid Prototyping of VR Training Simulators for Multidisciplinary Teams · IEEE Trans. Vis. Comput. Graph. 2024 |
User interface design and tools › prototyping
rapid prototyping |
0.2 | 1 | 2024 | ProtoColVR: Requirements Gathering and Collaborative Rapid Prototyping of VR Training Simulators for Multidisciplinary Teams · IEEE Trans. Vis. Comput. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
graph-based instruction · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | OPVSim: Applying a Graph-Based Methodology for VR Training in Guided Learning of Emergency Procedures in a Ship's Engineering RoomabstractVirtual Reality (VR) can support effective and scalable training for procedures presented as step-by-step processes in machinery use, such as in an engineering room. Currently, many procedures are trained in closed experiences that do not allow for human errors or interaction with real subjects or machinery. Our goal is to address this gap by using VR training tools for guided procedural learning. To achieve this, we applied an existing methodology for designing such systems, called ProtoColVR, to develop a VR training simulation prototype for emergency procedures within an engineering room on a ship. The simulator, called OPVSim, employs end-to-end instruction, including a VR controls tutorial, step-by-step guided training based on graphs, offering different paths to the same goal, with feedback on correct and incorrect actions. We conducted a study with two groups of participants-cadets in training and experienced officers-to assess the effectiveness of the system developed using the described methodology. The study results reveal positive trends, including increased knowledge scores after using the simulator, and favorable outcomes for the prototype in terms of usability, presence, and workload. We discuss our findings, limitations, and the implications for designing VR training systems for guided procedural learning. Vivian Gómez, Pablo A. Figueroa, Aldo Lovo |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | ProtoColVR: Requirements Gathering and Collaborative Rapid Prototyping of VR Training Simulators for Multidisciplinary TeamsabstractWe present ProtoColVR, a methodology and a plugin designed for gathering requirements and collaborative rapid prototyping of virtual reality training simulators. Our methodology outlines the utilization of current technologies, the involvement of stakeholders during design and development, and the implementation of simulator creation through multiple iterations. We incorporate open-source tools and freely available environments like Twine and Unity to establish a reference implementation for requirements gathering and rapid prototyping. ProtoColVR is the outcome of our collaboration with a hospital and our Navy, and it has undergone testing in a development Jam. From these tests, we have gained valuable insights, including the ability to create functional prototypes within multidisciplinary teams, enhance communication among different roles, and streamline requirements gathering while improving our understanding of the virtualized environment. Vivian Gómez, Pablo A. Figueroa |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Lessons Learned from Requirements Gathering for Virtual Reality SimulatorsabstractThis paper shows how current collaborative virtual environments (VEs) such as Mozilla Hubs and AltspaceVR can aid in the task of requirements gathering in VR for simulation and training. We performed a qualitative study on our use of these technologies in the requirements gathering of two projects. Our results show that requirements gathering in virtual reality has an impact on the process of requirements identification. We report advantages and shortcomings that will be of interest to future practitioners. For example, we found that VR sessions for requirements gathering in current VEs could benefit from better pointers and better sound quality. Current VEs are useful for the requirements gathering task in the development of VR simulators and VR training environments. Vivian Gómez, Kelly Peñaranda, Pablo A. Figueroa |
Virtual Real. Intell. Hardw. | 1 |