Demo Data from SIGIR 2026 / reviewers in the wild / expert
Brian T. Sullivan
dblp:60/5900
· DBLP profile ↗
5ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0002-4729-7991ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 2Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging 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 |
Immersive interaction · 33% Interaction techniques and input · 33% Haptics and multimodal interaction · 33% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › sketch-based interaction
3d sketching |
0.8 | 1 | 2024 | An Artists' Perspectives on Natural Interactions for Virtual Reality 3D Sketching · CHI 2024 |
Haptics and multimodal interaction
multimodal interaction |
0.8 | 1 | 2024 | An Artists' Perspectives on Natural Interactions for Virtual Reality 3D Sketching · CHI 2024 |
Immersive interaction
virtual reality interaction |
0.8 | 1 | 2024 | An Artists' Perspectives on Natural Interactions for Virtual Reality 3D Sketching · CHI 2024 |
Virtual and augmented reality › virtual reality
VR content creation |
0.2 | 1 | 2024 | An Artists' Perspectives on Natural Interactions for Virtual Reality 3D Sketching · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
artist study · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | An Artists' Perspectives on Natural Interactions for Virtual Reality 3D SketchingabstractVirtual Reality (VR) applications like OpenBrush offer artists access to 3D sketching tools within the digital 3D virtual space. These 3D sketching tools allow users to “paint” using virtual digital strokes that emulate real-world mark-making. Yet, users paint these strokes through (unimodal) VR controllers. Given that sketching in VR is a relatively nascent field, this paper investigates ways to expand our understanding of sketching in virtual space, taking full advantage of what an immersive digital canvas offers. Through a study conducted with the participation of artists, we identify potential methods for natural multimodal and unimodal interaction techniques in 3D sketching. These methods demonstrate ways to incrementally improve existing interaction techniques and incorporate artistic feedback into the design. Richard Rodriguez, Brian T. Sullivan, Mayra Donaji Barrera Machuca, Anil Ufuk Batmaz, Cyane Tornatzky, Francisco R. Ortega 0001 |
CHI | 2 |
| 2013 | A soft barrier model for predicting human visuomotor behavior in a driving task
Leif Johnson, Brian T. Sullivan, Mary M. Hayhoe, Dana H. Ballard |
CogSci | 2 |
| 2011 | Novelty detection using Growing Neural Gas for visuo-spatial memoryabstractDetecting visual changes in environments is an important computation with many applications in robotics and computer vision. Security cameras, remotely operated vehicles, and sentry robots could all benefit from robust change detection capability. We conjecture that if one has a mobile camera system the number of visual scenes that are experienced is limited (compared to the space of all possible scenes) and that the scenes do not frequently undergo major changes between observations. These assumptions can be exploited to ease the task of change detection and reduce the computational complexity of processing visual information by utilizing memory to store previous computations. We demonstrate a method to learn the distribution of visual features in an environment via a self-organizing map. Additionally, the spatial distribution of these features can be learned if a positional signal is available. Our method uses a low dimensional representation of visual features to rapidly detect changes in current visual inputs. The model encodes spatially-distributed color histograms of real world visual scenes captured by a camera moved through an environment. The distribution of the color histograms is learned using a self-organizing map with location (when available) and color data. We present tests of the model on detecting changes in an indoor environment. Dmitry Kit, Brian T. Sullivan, Dana H. Ballard |
IROS | 2 |
| 2002 | Vision in natural and virtual environmentsabstractOur knowledge of the way that the visual system operates in everyday behavior has, until recently, been very limited. This information is critical not only for understanding visual function, but also for understanding the consequences of various kinds of visual impairment, and for the development of interfaces between human and artificial systems. The development of eye trackers that can be mounted on the head now allows monitoring of gaze without restricting the observer's movements. Observations of natural behavior have demonstrated the highly task-specific and directed nature of fixation patterns, and reveal considerable regularity between observers. Eye, head, and hand coordination also reveals much greater flexibility and task-specificity than previously supposed. Experimental examination of the issues raised by observations of natural behavior requires the development of complex virtual environments that can be manipulated by the experimenter at critical points during task performance. Experiments where we monitored gaze in a simulated driving environment demonstrate that visibility of task relevant information depends critically on active search initiated by the observer according to an internally generated schedule, and this schedule depends on learnt regularities in the environment. In another virtual environment where observers copied toy models we showed that regularities in the spatial structure are used by observers to control eye movement targeting. Other experiments in a virtual environment with haptic feedback show that even simple visual properties like size are not continuously available or processed automatically by the visual system, but are dynamically acquired and discarded according to the momentary task demands. Mary M. Hayhoe, Dana H. Ballard, Jochen Triesch, Hiroyuki Shinoda 0002, Pilar Aivar, Brian T. Sullivan |
ETRA | 6 |
| 2002 | Saccade contingent updating in virtual realityabstractWe are interested in saccade contingent scene updates where the visual information presented in a display is altered while a saccadic eye movement of an unconstrained, freely moving observer is in progress. Since saccades typically last only several tens of milliseconds depending on their size, this poses dif cult constraints on the latency of detection. We have integrated two complementary eye trackers in a virtual reality helmet to simultaneously 1) detect saccade onsets with very low latency and 2) track the gaze with high precision albeit higher latency. In a series of experiments we demonstrate the system s capability of detecting saccade onsets with suf ciently low latency to make scene changes while a saccade is still progressing. While the method was developed to facilitate studies of human visual perception and attention, it may nd interesting applications in human-computer interaction and computer graphics. Jochen Triesch, Brian T. Sullivan, Mary M. Hayhoe, Dana H. Ballard |
ETRA | 2 |