Demo Data from SIGIR 2026 / reviewers in the wild / expert
Rongkai Guo
dblp:55/11181
· DBLP profile ↗
9ranked-venue papers
5as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-authorHuman-computer interaction and ubiquitous computing · 6 · 3 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
6 papers |
Immersive interaction · 28% Haptics and multimodal interaction · 20% Accessibility and assistive technology · 18% | |
| Computer graphics and multimedia
6 papers |
Virtual and augmented reality · 100% |
Topics — the 15 heaviest of 19, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.9 | 3 | 2019 | Escape Room in Mixed Reality: 10th Annual 3DUI Contest · VR 2019 Towards usable underwater virtual reality systems · VR 2017 A unique way to increase presence of mobility impaired users - Increasing confidence in balance · VR 2014 |
Virtual and augmented reality › immersive interaction
3d user interfaces |
0.4 | 1 | 2019 | Escape Room in Mixed Reality: 10th Annual 3DUI Contest · VR 2019 |
Haptics and multimodal interaction › haptic feedback
passive haptic feedback |
0.4 | 1 | 2019 | Escape Room in Mixed Reality: 10th Annual 3DUI Contest · VR 2019 |
Accessibility and assistive technology › motor impairments
mobility impairment |
0.4 | 2 | 2014 | A unique way to increase presence of mobility impaired users - Increasing confidence in balance · VR 2014 Latency and avatars in virtual environments and the effects on gait for persons with mobility impairments · VR 2013 |
Immersive interaction
3d user interface |
0.3 | 1 | 2018 | 3DUI-League: 9th Annual 3DUI Contest · VR 2018 |
Virtual and augmented reality
presence |
0.2 | 1 | 2014 | A unique way to increase presence of mobility impaired users - Increasing confidence in balance · VR 2014 |
Interaction techniques and input › post-WIMP interaction › embodied interaction
full-body interaction |
0.1 | 1 | 2012 | Exercise-based interaction techniques for a virtual reality car racing game · VR 2012 |
Wearable and physiological sensing › motion sensing
motion tracking |
0.1 | 1 | 2012 | Exercise-based interaction techniques for a virtual reality car racing game · VR 2012 |
Games and playful interaction › extended reality games
mixed reality games |
0.1 | 1 | 2019 | Escape Room in Mixed Reality: 10th Annual 3DUI Contest · VR 2019 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.1 | 1 | 2018 | 3DUI-League: 9th Annual 3DUI Contest · VR 2018 |
Virtual and augmented reality
tracking |
0.1 | 1 | 2017 | Towards usable underwater virtual reality systems · VR 2017 |
Health and well-being technologies › rehabilitation
virtual reality rehabilitation |
0.1 | 1 | 2016 | Head Tracking Latency in Virtual Environments Revisited: Do Users with Multiple Sclerosis Notice Latency Less? · IEEE Trans. Vis. Comput. Graph. 2016 |
Immersive interaction
avatar |
0.1 | 1 | 2014 | A unique way to increase presence of mobility impaired users - Increasing confidence in balance · VR 2014 |
Virtual and augmented reality › avatar
avatar representation |
0.0 | 1 | 2013 | Latency and avatars in virtual environments and the effects on gait for persons with mobility impairments · VR 2013 |
Health and well-being technologies › physical activity
exercise |
0.0 | 1 | 2012 | Exercise-based interaction techniques for a virtual reality car racing game · VR 2012 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8contest · 0.8virtual pit experiment · 0.4gait analysis · 0.3optical tracking · 0.3magnetic tracking · 0.3inertial measurement unit · 0.3within-subjects user study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Escape Room in Mixed Reality: 10th Annual 3DUI ContestabstractThe 10th annual IEEE 3DUI Contest focuses on the development of 3D User Interfaces (3DUIs) using passive haptic feedback in Mixed Reality Environments. Material properties of real objects are enhanced with virtual behaviors while used for interaction in a mixed reality scenario. The contest was open to anyone interested in 3DUIs, from researchers to students, enthusiasts, and professionals. The purpose of the contest is to stimulate innovative and creative solutions to challenging 3DUI problems. Pablo A. Figueroa, Rongkai Guo, Kazuki Takashima, Benjamin Weyers |
VR | 2 |
| 2018 | 3DUI-League: 9th Annual 3DUI ContestabstractThe 9th annual IEEE 3DUI Contest focuses on the development of 3D User Interfaces (3DUIs) for three different tasks in fully immersive Virtual Environments (VEs): (1) Ladder Climbing, (2) First-Person View Flying, and (3) Tower Stacking. The 3DUI Contest is part of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces held in Reutlingen, Germany. The contest is open to anyone interested in 3DUIs, from researchers to students, enthusiasts, and professionals. The purpose of the contest is to stimulate innovative and creative solutions to challenging 3DUI problems. Rongkai Guo, Ryan P. McMahan, Benjamin Weyers |
VR | 1 |
| 2017 | Towards usable underwater virtual reality systemsabstractThe objective of this research is to compare the effectiveness of different tracking devices underwater. There have been few works in aquatic virtual reality (VR) - i.e., VR systems that can be used in a real underwater environment. Moreover, the works that have been done have noted limitations on tracking accuracy. Our initial test results suggest that inertial measurement units work well underwater for orientation tracking but a different approach is needed for position tracking. Towards this goal, we have waterproofed and evaluated several consumer tracking systems intended for gaming to determine the most effective approaches. First, we informally tested infrared systems and fiducial marker based systems, which demonstrated significant limitations of optical approaches. Next, we quantitatively compared inertial measurement units (IMU) and a magnetic tracking system both above water (as a baseline) and underwater. By comparing the devices rotation data, we have discovered that the magnetic tracking system implemented by the Razer Hydra is more accurate underwater as compared to a phone-based IMU. This suggests that magnetic tracking systems should be further explored for underwater VR applications. Raphael Costa, Rongkai Guo, John Quarles |
VR | 2 |
| 2016 | Head Tracking Latency in Virtual Environments Revisited: Do Users with Multiple Sclerosis Notice Latency Less?abstractLatency (i.e., time delay) in a virtual environment is known to disrupt user performance, presence and induce simulator sickness. Thus, with emerging use of virtual rehabilitation, the target populations' latency perception thresholds need to be considered to fully understand and possibly control the implications of latency in a Virtual Rehabilitation environment. We present a study that quantifies the latency discrimination thresholds of a yet untested population-a specific subset of mobility impaired participants where participants suffer from Multiple Sclerosis-and compare the results to a control group of healthy participants. The study was modeled after previous latency discrimination research and shows significant differences in latency perception between the two populations with MS participants showing lower sensitivity to latency than healthy participants. Gayani Samaraweera, Rongkai Guo, John Quarles |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | Mobility impaired users respond differently than healthy users in virtual environmentsabstractAbstract Virtual environments (VEs) have been shown to be beneficial in physical rehabilitation, increasing motivation and the range of exercises that can be safely performed. However, little is known about how disabilities may impact a user's responses to a VE, which could affect rehabilitation motivation. Thus, the primary objective of this research is to understand how VEs affect users with mobility impairments (MI). Specifically, we investigate the influence of full body avatars that have canes. To begin investigating this, we designed a VE that included a range of multimodal feedback to induce a strong sense of presence and was novel to the participants. Using this VE, we conducted a study with two different populations: eight persons with MI and eight healthy persons as a control. The healthy participants were of similar demographics (e.g., age, weight, height, and previous VE experience) to the participants with MI who walked with a cane (i.e., on the basis of strict selection criteria to maintain homogeneity). This is one of the first studies to investigate how a VE can affect the gait of the users with MI, physiological response, presence, behavior, and the influence of avatars. Results of the study suggest generalizable guidelines for the design of VEs for users with MI. Copyright © 2014 John Wiley & Sons, Ltd. Rongkai Guo, Gayani Samaraweera, John Quarles |
Comput. Animat. Virtual Worlds | 1 |
| 2014 | A unique way to increase presence of mobility impaired users - Increasing confidence in balanceabstractPrevious research on healthy subjects showed that a higher sense of presence can be elicited through full body avatars versus no avatar. However, minimal avatar research has been conducted with persons with mobility impairments. For these users, Virtual Environments (VEs) and avatars are becoming more common as tools for rehabilitation. If we can maximize presence in these VEs, users may be more effectively distracted from the pain and repetitiveness of rehabilitation, thereby increasing users' motivation. To investigate this we replicated the classic virtual pit experiment and included a responsive full body avatar (or lack thereof) as a 3D user interface. We recruited from two different populations: mobility impaired persons and healthy persons as a control. Results give insight into many other differences between healthy and mobility impaired users' experience of presence in VEs. Rongkai Guo, Gayani Samaraweera, John Quarles |
VR | 1 |
| 2013 | Latency and avatars in virtual environments and the effects on gait for persons with mobility impairmentsabstractLatency and avatars in Virtual Environments have been extensively studied over the years. However, there has been minimal research conducted on the effects of latency and avatars for mobility impaired users. To address this, we have conducted a study involving both healthy and mobility impaired participants with the simple task of walking across a simulated room under various latency and avatar conditions. We investigated the impact of latency and avatars on perceived latency and gait parameters. The results suggest that mobility impaired persons react to latency and the presence of an avatar differently than healthy users. Gayani Samaraweera, Rongkai Guo, John Quarles |
VR | 2 |
| 2013 | The effects of VEs on mobility impaired users: presence, gait, and physiological responseabstractWe are investigating if/how Mobility Impaired (MI) persons and healthy persons respond differently to Virtual Environments (VE). Previous research on healthy users has investigated a VE's effects on presence, gait (i.e., walking patterns), and physiological responses (e.g., heart rate). However, almost all of the previous research studies have been conducted only with healthy persons. Thus, it very little is known about how MI persons respond to a VE physiologically, how a VE will affect their gait (i.e., walking patterns), or how their sense of presence may differ from healthy persons. To begin investigating this, we designed a VE that included a range of multimodal feedback to induce a strong sense of presence and was novel to the participants. Using this VE, we conducted a study with two different populations: 8 MI persons and 8 healthy persons. The healthy participants were of similar demographics (e.g., age, weight, height) to the MI participants. The MI population was symptomatically homogeneous (e.g., they all walked with canes) and no participants had cognitive impairment. This is one of the first studies to investigate how a VE can affect MI users' gait, physiological response, and presence. Rongkai Guo, Gayani Samaraweera, John Quarles |
VRST | 1 |
| 2012 | Exercise-based interaction techniques for a virtual reality car racing gameabstractUsing Microsoft Kinect as a whole body motion tracking system and 3D user interface, we developed two exercise-based 3D interaction techniques for a car racing game - a genre of game traditionally unrelated to physical exercise. Interaction (i.e., control of car acceleration) is enabled through the use of two real exercises 1) a half crouching exercise, and 2) a crouching and rising exercise. In two within subjects user studies, with 27 participants in half crouching and another 30 participants in crouching and rising respectively, we compared exercises in-game to the same exercises without the game, focusing on the physiological and motivational impact of mapping exercises as interfaces to games. Rongkai Guo, John Quarles |
VR | 1 |