Demo Data from SIGIR 2026 / reviewers in the wild / expert
Max Hattenbach
dblp:318/2474
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none
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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › cybersickness
cybersickness mitigation |
0.6 | 1 | 2022 | Omnidirectional Galvanic Vestibular Stimulation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Haptics and multimodal interaction › vestibular stimulation
galvanic vestibular stimulation |
0.6 | 1 | 2022 | Omnidirectional Galvanic Vestibular Stimulation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
galvanic vestibular stimulation · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Omnidirectional Galvanic Vestibular Stimulation in Virtual RealityabstractIn this paper we propose omnidirectional galvanic vestibular stimulation (GVS) to mitigate cybersickness in virtual reality applications. One of the most accepted theories indicates that Cybersickness is caused by the visually induced impression of ego motion while physically remaining at rest. As a result of this sensory mismatch, people associate negative symptoms with VR and sometimes avoid the technology altogether. To reconcile the two contradicting sensory perceptions, we investigate GVS to stimulate the vestibular canals behind our ears with low-current electrical signals that are specifically attuned to the visually displayed camera motion. We describe how to calibrate and generate the appropriate GVS signals in real-time for pre-recorded omnidirectional videos exhibiting ego-motion in all three spatial directions. For validation, we conduct an experiment presenting real-world 360° videos shot from a moving first-person perspective in a VR head-mounted display. Our findings indicate that GVS is able to significantly reduce discomfort for cybersickness-susceptible VR users, creating a deeper and more enjoyable immersive experience for many people. Colin Groth, Jan-Philipp Tauscher, Nikkel Heesen, Max Hattenbach, Susana Castillo 0001, Marcus A. Magnor |
IEEE Trans. Vis. Comput. Graph. | 4 |