Demo Data from SIGIR 2026 / reviewers in the wild / expert
Catharina Nieuwenhuizen
dblp:49/1667
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1
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 · 61% Immersive interaction · 30% Usability and user experience research · 9% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input
goal-directed movement |
0.1 | 1 | 2009 | Comparing Aimed Movements in the Real World and in Virtual Reality · VR 2009 |
Interaction techniques and input › target selection
pointing |
0.1 | 1 | 2009 | Comparing Aimed Movements in the Real World and in Virtual Reality · VR 2009 |
Immersive interaction
virtual reality |
0.1 | 1 | 2009 | Comparing Aimed Movements in the Real World and in Virtual Reality · VR 2009 |
Methods — techniques the papers use, named apart from their topics
woodworth's two-component model · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Comparing Aimed Movements in the Real World and in Virtual RealityabstractThe study of aimed movements has a long history, starting at least as far back as 1899 when Wood-worth proposed a two-component model in which aimed movements are broken into an initial ballistic phase and an additional control phase. In this paper, we use Wood-worth's model for experimentally comparing aimed movements in the real world with those in a virtual environment. Trajectories from real world movements have been collected and compared to trajectories of movements taken from a virtual environment. From this, we show that significant temporal differences arise in both the ballistic and control phases, but the difference is much larger in the control phase; users' improvement is relatively greater in the virtual world than in the real world. They progress more in ballistic phase in the real world, but more in correction phase in the virtual world. These results allow us to better understand the pointing tasks in virtual environments. Robert van Liere, Catharina Nieuwenhuizen, Jean-Bernard Martens |
VR | 3 |