Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ahaan Agrawal
dblp:436/7096
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0008-5139-3592ORCID · reported
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 |
Immersive interaction · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
collaborative virtual reality |
1.0 | 1 | 2026 | TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
virtual reality interaction |
0.3 | 1 | 2026 | TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
planar ground modeling · 2.0avatar anchoring · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and CollaborationabstractThis paper presents an approach for extending 360 VR to support viewpoint translation and collaboration, without increasing the acquisition cost. The approach models the ground under the 360° image acquisition viewpoint with a planar patch, on which the user stands and walks. The planar patch is connected to the background with visual continuity. The approach anchors the user's avatar to the ground patch, and supports collaboration, with multiple avatars standing on the patch. The approach only requires defining two trivial parameters: the approximate acquisition height, and the size of the patch. Therefore, the approach improves the immersive exploration of a real-world scene captured with a 360° image, without increasing the cost of the acquisition of the virtual environment. The approach was evaluated in a controlled user study (N = 30) with five user t asks. The results show that the approach has an advantage over conventional 360 VR in terms of anchoring the user to the ground, of user viewpoint translation, of collaboration, and of accurate integration of stationary and dynamic virtual objects into the 3D scene. Fengze Zhang, Ahaan Agrawal, Voicu Popescu |
IEEE Trans. Vis. Comput. Graph. | 2 |