Demo Data from SIGIR 2026 / reviewers in the wild / expert
Evan D. Graham
dblp:45/1289
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 1999
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
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 |
Interaction techniques and input · 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 |
|---|---|---|---|---|
Interaction techniques and input › target selection
pointing |
0.0 | 1 | 1996 | Physical versus Virtual Pointing · CHI 1996 |
Immersive interaction › virtual reality interaction
virtual reality pointing |
0.0 | 1 | 1996 | Physical versus Virtual Pointing · CHI 1996 |
Methods — techniques the papers use, named apart from their topics
empirical study · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1999 | Calibration for augmented reality experimental testbedsabstractThe Virtual Hand Lab (VHL) is an an augmented reality envimnment for conducting experiments in human perception and motor performance that involve grasping, manipulation, and other 3D tasks that people perform with their hands.The hardware and software testbed supports both physical and virtual objects, and object behaviors that cm be specified in advance by experimenters.A testbed for conducting experiments must provide visual stimuli that depend on the configuration of the experimental apparatus, on the specific tasks that are being studied, and on the individual characteristics of each subject.Calibration is an important concern and is the subject of this paper.A proper design leads to independent calibration steps that modularize the subsystems that require calibration and explicitly recognize and order the dependencies among them.We describe how the architecture for the VHL was designed to support independent apparatus-specific, experiment-specific, and subject-specific calibrations.The architecture offers benefits for any augmented reality environment by reducing m-calibration times and identifying appropriate modularization in the software that can result in a more robust and efficient implementation. Valerie A. Summers, Kellogg S. Booth, Thomas W. Calvert, Evan D. Graham, Christine L. MacKenzie |
SI3D | 4 |
| 1996 | Physical versus Virtual PointingabstractArticle Free Access Share on Physical versus virtual pointing Authors: Evan D. Graham School of Kinesiology, Simon Fraser University, Burnaby, BC, Canada V5A 1S6 School of Kinesiology, Simon Fraser University, Burnaby, BC, Canada V5A 1S6View Profile , Christine L. MacKenzie School of Kinesiology, Simon Fraser University, Burnaby, BC, Canada V5A 1S6 School of Kinesiology, Simon Fraser University, Burnaby, BC, Canada V5A 1S6View Profile Authors Info & Claims CHI '96: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsApril 1996 Pages 292–299https://doi.org/10.1145/238386.238532Published:13 April 1996Publication History 41citation1,159DownloadsMetricsTotal Citations41Total Downloads1,159Last 12 Months51Last 6 weeks7 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteView all FormatsPDF Evan D. Graham, Christine L. MacKenzie |
CHI | 1 |
| 1996 | Virtual Pointing on a Computer Display: Non-Linear Control-Display Mappings
Evan D. Graham |
Graphics Interface | 1 |