Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sebastian Pick
dblp:55/9399
· DBLP profile ↗
7ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-authorHuman-computer interaction and ubiquitous computing · 4 · 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
5 papers |
Interaction techniques and input · 32% User interface design and tools · 29% Immersive interaction · 22% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 54% Visualization and visual analytics · 41% Audio and music processing · 5% |
Topics — the 9 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality interaction |
0.4 | 2 | 2016 | Design and Evaluation of Data Annotation Workflows for CAVE-like Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2016 Extended Pie Menus for Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2013 |
Interaction techniques and input
voice interaction |
0.3 | 1 | 2017 | Comparison of a speech-based and a pie-menu-based interaction metaphor for application control · VR 2017 |
Interaction techniques and input › selection techniques › command selection › menu interaction
pie menus |
0.3 | 2 | 2017 | Extended Pie Menus for Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2013 Comparison of a speech-based and a pie-menu-based interaction metaphor for application control · VR 2017 |
Collaborative and social computing › crowdsourcing
data annotation |
0.2 | 1 | 2016 | Design and Evaluation of Data Annotation Workflows for CAVE-like Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2016 |
User interface design and tools
interaction design |
0.2 | 1 | 2016 | Design and Evaluation of Data Annotation Workflows for CAVE-like Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2016 |
Visualization and visual analytics
decision support |
0.2 | 1 | 2015 | flapAssist: How the integration of VR and visualization tools fosters the factory planning process · VR 2015 |
Virtual and augmented reality
immersive visualization |
0.2 | 1 | 2015 | flapAssist: How the integration of VR and visualization tools fosters the factory planning process · VR 2015 |
Virtual and augmented reality
virtual reality |
0.2 | 1 | 2015 | flapAssist: How the integration of VR and visualization tools fosters the factory planning process · VR 2015 |
Usability and user experience research
user study |
0.1 | 1 | 2016 | Design and Evaluation of Data Annotation Workflows for CAVE-like Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.5virtual walkthrough · 0.4android intent system · 0.4CAVE visualization · 0.4real-time auralization · 0.2iterative design · 0.2interaction techniques · 0.2expert review · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Comparison of a speech-based and a pie-menu-based interaction metaphor for application controlabstractChoosing an adequate system control technique is crucial to support complex interaction scenarios in virtual reality applications. In this work, we compare an existing hierarchical pie-menu-based approach with a speech-recognition-based one in terms of task performance and user experience in a formal user study. As testbed, we use a factory planning application featuring a large set of system control options. Sebastian Pick, Andrew S. Puika, Torsten W. Kuhlen |
VR | 1 |
| 2016 | Vista widgets: a framework for designing 3D user interfaces from reusable interaction building blocksabstractVirtual Reality (VR) has been an active field of research for several decades, with 3D interaction and 3D User Interfaces (UIs) as important sub-disciplines. However, the development of 3D interaction techniques and in particular combining several of them to construct complex and usable 3D UIs remains challenging, especially in a VR context. In addition, there is currently only limited reusable software for implementing such techniques in comparison to traditional 2D UIs. To overcome this issue, we present ViSTA Widgets, a software framework for creating 3D UIs for immersive virtual environments. It extends the ViSTA VR framework by providing functionality to create multi-device, multi-focus-strategy interaction building blocks and means to easily combine them into complex 3D UIs. This is realized by introducing a device abstraction layer along sophisticated focus management and functionality to create novel 3D interaction techniques and 3D widgets. We present the framework and illustrate its effectiveness with code and application examples accompanied by performance evaluations. Sascha Gebhardt, Till Petersen-Krau, Sebastian Pick, Dominik Rausch, Christian Nowke, Thomas Knott, Patric Schmitz, Daniel Zielasko, Bernd Hentschel 0001, Torsten W. Kuhlen |
VRST | 3 |
| 2016 | Design and Evaluation of Data Annotation Workflows for CAVE-like Virtual EnvironmentsabstractData annotation finds increasing use in Virtual Reality applications with the goal to support the data analysis process, such as architectural reviews. In this context, a variety of different annotation systems for application to immersive virtual environments have been presented. While many interesting interaction designs for the data annotation workflow have emerged from them, important details and evaluations are often omitted. In particular, we observe that the process of handling metadata to interactively create and manage complex annotations is often not covered in detail. In this paper, we strive to improve this situation by focusing on the design of data annotation workflows and their evaluation. We propose a workflow design that facilitates the most important annotation operations, i.e., annotation creation, review, and modification. Our workflow design is easily extensible in terms of supported annotation and metadata types as well as interaction techniques, which makes it suitable for a variety of application scenarios. To evaluate it, we have conducted a user study in a CAVE-like virtual environment in which we compared our design to two alternatives in terms of a realistic annotation creation task. Our design obtained good results in terms of task performance and user experience. Sebastian Pick, Benjamin Weyers, Bernd Hentschel 0001, Torsten W. Kuhlen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | flapAssist: How the integration of VR and visualization tools fosters the factory planning processabstractVirtual Reality (VR) systems are of growing importance to aid decision support in the context of the digital factory, especially factory layout planning. While current solutions either focus on virtual walkthroughs or the visualization of more abstract information, a solution that provides both, does currently not exist. To close this gap, we present a holistic VR application, called Factory Layout Planning Assistant (flapAssist). It is meant to serve as a platform for planning the layout of factories, while also providing a wide range of analysis features. By being scalable from desktops to CAVEs and providing a link to a central integration platform, flapAssist integrates well in established factory planning workflows. Sascha Gebhardt, Sebastian Pick, Hanno Voet, Julian Utsch, Toufik Al Khawli, Urs Eppelt, Rudolf Reinhard, Christian Buescher, Bernd Hentschel 0001, Torsten W. Kuhlen |
VR | 2 |
| 2015 | Scalable metadata in- and output for multi-platform data annotation applicationsabstractMetadata in- and output are important steps within the data annotation process. However, selecting techniques that effectively facilitate these steps is non-trivial, especially for applications that have to run on multiple virtual reality platforms. Not all techniques are applicable to or available on every system, requiring to adapt workflows on a per-system basis. Here, we describe a metadata handling system based on Android's Intent system that automatically adapts workflows and thereby makes manual adaption needless. Sebastian Pick, Sascha Gebhardt, Bernd Hentschel 0001, Torsten W. Kuhlen |
VR | 1 |
| 2013 | Virtual air traffic system simulation - Aiding the communication of air traffic effectsabstractA key aspect of air traffic infrastructure projects is the communication between stakeholders during the approval process regarding their environmental impact. Yet, established means of communication have been found to be rather incomprehensible. In this paper we present an application that addresses these communication issues by enabling the exploration of airplane noise emissions in the vicinity of airports in a virtual environment (VE). The VE is composed of a model of the airport area and flight movement data. We combine a real-time 3D auralization approach with visualization techniques to allow for an intuitive access to noise emissions. Specifically designed interaction techniques help users to easily explore and compare air traffic scenarios. Sebastian Pick, Frank Wefers, Bernd Hentschel 0001, Torsten W. Kuhlen |
VR | 1 |
| 2013 | Extended Pie Menus for Immersive Virtual EnvironmentsabstractPie menus are a well-known technique for interacting with 2D environments and so far a large body of research documents their usage and optimizations. Yet, comparatively little research has been done on the usability of pie menus in immersive virtual environments (IVEs). In this paper we reduce this gap by presenting an implementation and evaluation of an extended hierarchical pie menu system for IVEs that can be operated with a six-degrees-of-freedom input device. Following an iterative development process, we first developed and evaluated a basic hierarchical pie menu system. To better understand how pie menus should be operated in IVEs, we tested this system in a pilot user study with 24 participants and focus on item selection. Regarding the results of the study, the system was tweaked and elements like check boxes, sliders, and color map editors were added to provide extended functionality. An expert review with five experts was performed with the extended pie menus being integrated into an existing VR application to identify potential design issues. Overall results indicated high performance and efficient design. Sascha Gebhardt, Sebastian Pick, Franziska Leithold, Bernd Hentschel 0001, Torsten W. Kuhlen |
IEEE Trans. Vis. Comput. Graph. | 2 |