Demo Data from SIGIR 2026 / reviewers in the wild / expert
Clément Quere
dblp:373/4775
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0002-2416-9711ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 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 · 77% Interaction techniques and input · 12% Ubiquitous computing and smart environments · 12% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality |
0.8 | 1 | 2024 | HandyNotes: using the hands to create semantic representations of contextually aware real-world objects · VR 2024 |
Immersive interaction
mixed reality |
0.8 | 1 | 2024 | HandyNotes: using the hands to create semantic representations of contextually aware real-world objects · VR 2024 |
Interaction techniques and input › touch interaction
finger interaction |
0.2 | 1 | 2024 | HandyNotes: using the hands to create semantic representations of contextually aware real-world objects · VR 2024 |
Methods — techniques the papers use, named apart from their topics
hololens 2 · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | WristNotes: Detachable Menu for Annotations in Immersive Environments
Clément Quere, Aline Menin, Eliezer E. Bernart, Carla M. D. S. Freitas, Luciana Porcher Nedel, Paulo Moura, Hui-Yin Wu, Marco Winckler |
INTERACT (3) | 1 |
| 2025 | What about thematic information? An analysis of the multidimensional visualization of individual mobilityabstractThis paper reviews the literature on the visualization of individual mobility data, with a focus on thematic integration. It emphasizes the importance of visualization in understanding mobility patterns within a population and how it helps mobility experts to address domain-specific questions. We analyze 38 papers published between 2010 and 2024 in GIS and VIS venues that describe visualizations of multidimensional data related to individual movements in urban environments, concentrating on individual mobility rather than traffic data. Our primary aim is to report advances in interactive visualization for individual mobility analysis, particularly regarding the representation of thematic information about people’s motivations for mobility. Our findings indicate that the thematic dimension is only partially represented in the literature, despite its critical significance in transportation. This gap often stems from the challenge of identifying data sources that inherently provide this information, necessitating visualization designers and developers to navigate multiple, heterogeneous data sources. We identify the strengths and limitations of existing visualizations and suggest potential research directions for the field. • Analysis of 38 visual analytics solutions designed to aid the exploration of individual mobility data across spatial, temporal, and thematic dimensions. • An analysis of how visualization tools incorporate the theme dimension and which thematic properties are addressed. • Analysis of how the subject is approached within GIS and VIS communities. Aline Menin, Clément Quere, Jorge A. Wagner Filho, Sonia Chardonnel, Paule-Annick Davoine, Wolfgang Stuerzlinger, Carla M. D. S. Freitas, Luciana Porcher Nedel, Marco Winckler |
Vis. Informatics | 2 |
| 2024 | HandyNotes: using the hands to create semantic representations of contextually aware real-world objectsabstractThis paper uses Mixed Reality (MR) technologies to provide a seamless integration of digital information in physical environments through human-made annotations. Creating digital annotations of physical objects evokes many challenges for performing (simple) tasks such as adding digital notes and connecting them to real-world objects. For that, we have developed an MR system using the Microsoft HoloLens2 to create semantic representations of contextually-aware real-world objects while interacting with holographic virtual objects. User interaction is enhanced with use of fingers as placeholders for menu items. We demonstrate our approach through two real-world scenarios. We also discuss the challenges for using MR technologies. Clément Quere, Aline Menin, Raphaël Julien, Hui-Yin Wu, Marco Winckler |
VR | 1 |