Demo Data from SIGIR 2026 / reviewers in the wild / expert
Markku Reunanen
dblp:53/5085
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2004
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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 |
Immersive interaction · 62% Interaction techniques and input · 19% Usability and user experience research · 19% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › gesture input
bare-hand interaction |
0.0 | 1 | 2004 | Possibilities and limitations of immersive free-hand expression: a case study with professional artists · ACM Multimedia 2004 |
Usability and user experience research › usability evaluation
usability study |
0.0 | 1 | 2004 | Possibilities and limitations of immersive free-hand expression: a case study with professional artists · ACM Multimedia 2004 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2004 | Possibilities and limitations of immersive free-hand expression: a case study with professional artistsabstractWe have studied the usability and artistic potential of an immersive 3D painting system in its early state. The system allows one to draw lines, meshes and particle clouds using a one-hand wand in a virtual room with stereoscopic display. In its more mature state the software will allow for two-handed interaction with new interaction devices. Ten professional artists participated for two days each in a test, performing both given tasks and free artistic sketching. Their experiences were collected through observation and interviews. At this stage, we found that common technical limitations of virtual environments, such as latency and tracking inaccuracy as well as clumsiness of the hardware devices, may considerably hinder handicraft work. On the other hand, every single participant felt that immersion offers new potential for artistic expression and was definitely willing to continue in the second phase of the test later this year. Wille Mäkelä, Markku Reunanen, Tapio Takala |
ACM Multimedia | 2 |