Demo Data from SIGIR 2026 / reviewers in the wild / expert
Willy Nguyen
dblp:380/5103
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2024
0000-0002-2904-8011ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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 |
Wearable and physiological sensing · 77% Immersive interaction · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing
physiological computing |
0.8 | 1 | 2024 | Modeling the Intent to Interact With VR Using Physiological Features · IEEE Trans. Vis. Comput. Graph. 2024 |
Immersive interaction
virtual reality interaction |
0.2 | 1 | 2024 | Modeling the Intent to Interact With VR Using Physiological Features · IEEE Trans. Vis. Comput. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
linear discriminant analysis · 0.8EMG feature extraction · 0.8EEG feature extraction · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Modeling the Intent to Interact With VR Using Physiological FeaturesabstractOBJECTIVE: Mixed-Reality (XR) technologies promise a user experience (UX) that rivals the interactive experience with the real-world. The key facilitators in the design of such a natural UX are that the interaction has zero lag and that users experience no excess mental load. This is difficult to achieve due to technical constraints such as motion-to-photon latency as well as false-positives during gesture-based interaction. METHODS: In this paper, we explored the use of physiological features to model the user's intent to interact with a virtual reality (VR) environment. Accurate predictions about when users want to express an interaction intent could overcome the limitations of an interactive device that lags behind the intention of a user. We computed time-domain features from electroencephalography (EEG) and electromyography (EMG) recordings during a grab-and-drop task in VR and cross-validated a Linear Discriminant Analysis (LDA) for three different combinations of (1) EEG, (2) EMG and (3) EEG-EMG features. RESULTS & CONCLUSION: We found the classifiers to detect the presence of a pre-movement state from background idle activity reflecting the users' intent to interact with the virtual objects (EEG: 62 % ± 10 %, EMG: 72 % ± 9 %, EEG-EMG: 69 % ± 10 %) above simulated chance level. The features leveraged in our classification scheme have a low computational cost and are especially useful for fast decoding of users' mental states. Our work is a further step towards a useful classification of users' intent to interact, as a high temporal resolution and speed of detection is crucial. This facilitates natural experiences through zero-lag adaptive interfaces. Willy Nguyen, Klaus Gramann, Lukas Gehrke |
IEEE Trans. Vis. Comput. Graph. | 1 |