Demo Data from SIGIR 2026 / reviewers in the wild / expert
Brian F. Goldiez
dblp:67/5872
· DBLP profile ↗
6ranked-venue papers
2as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Graphics, 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
2 papers |
Usability and user experience research · 73% Immersive interaction · 27% | |
| Artificial intelligence
1 paper |
Legged, aerial and field robots · 100% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Usability and user experience research › evaluation methodology
presence measurement |
0.1 | 1 | 2010 | Virtual Experience Test: A virtual environment evaluation questionnaire · VR 2010 |
Usability and user experience research › evaluation methodology
questionnaire design |
0.1 | 1 | 2010 | Virtual Experience Test: A virtual environment evaluation questionnaire · VR 2010 |
Usability and user experience research
testbed |
0.1 | 1 | 2010 | Virtual Experience Test: A virtual environment evaluation questionnaire · VR 2010 |
Immersive interaction › virtual reality
presence |
0.1 | 1 | 2009 | Predicting presence: Constructing the Tendency toward Presence Inventory · Int. J. Hum. Comput. Stud. 2009 |
Robotics › Legged, aerial and field robots
field robotics |
0.1 | 1 | 2007 | A Survey of Commercial & Open Source Unmanned Vehicle Simulators · ICRA 2007 |
Robotics › Legged, aerial and field robots › aerial robots
unmanned aerial vehicle |
0.1 | 1 | 2007 | A Survey of Commercial & Open Source Unmanned Vehicle Simulators · ICRA 2007 |
Robotics › Legged, aerial and field robots
unmanned ground vehicle |
0.1 | 1 | 2007 | A Survey of Commercial & Open Source Unmanned Vehicle Simulators · ICRA 2007 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2010 | Virtual Experience Test: A virtual environment evaluation questionnaire · VR 2010 |
Immersive interaction
virtual reality |
0.0 | 1 | 2009 | Predicting presence: Constructing the Tendency toward Presence Inventory · Int. J. Hum. Comput. Stud. 2009 |
Methods — techniques the papers use, named apart from their topics
survey · 0.2principal component analysis · 0.2physics engine · 0.1game engine · 0.1OpenGL · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Virtual Experience Test: A virtual environment evaluation questionnaireabstractWe present the development and evaluation of the Virtual Experience Test (VET). The VET is a survey instrument used to measure holistic virtual environment experiences based upon the five dimensions of experiential design: sensory, cognitive, affective, active, and relational. Experiential Design (ED) is a holistic approach to enhance presence in virtual environments that goes beyond existing presence theory (i.e. a focus on the sensory aspects of VE experiences) to include affective and cognitive factors. To evaluate the VET, 62 participants played the commercial video game Mirror's Edge. After gameplay both the VET and the ITC-Sense of Presence Inventory (ITC-SOPI) were administered. A principal component analysis was performed on the VET and it was determined that the actual question clustering coincided with the proposed dimensions of experiential design. Furthermore, scores from the VET were shown to have a significant relationship with presence scores on the ITC-SOPI. The results of this research produced a validated measure of holistic experience that could be used to evaluate virtual environments. Furthermore, our experiment indicates that virtual environments utilizing holistic designs can result in significantly higher presence. Dustin B. Chertoff, Brian F. Goldiez, Joseph J. LaViola Jr. |
VR | 2 |
| 2009 | Predicting presence: Constructing the Tendency toward Presence Inventory
Carol A. Thornson, Brian F. Goldiez |
Int. J. Hum. Comput. Stud. | 2 |
| 2007 | A Survey of Commercial & Open Source Unmanned Vehicle SimulatorsabstractThis report presents a survey of computer based simulators for unmanned vehicles. The simulators examined cover a wide spectrum of vehicles including unmanned aerial vehicles, both full scale and micro size; unmanned surface and subsurface vehicles; and unmanned ground vehicles. The majority of simulators use simple numerical simulation and simplistic visualization using custom OpenGL code. An emerging trend is to used modified commercial game engines for physical simulation and visualization. The game engines that are commercially available today are capable of physical simulations providing basic physical properties and interactions between objects. Newer and/or specialized engines such as the flight simulator X-Plane or Ageia PhysX and Havok physics engines, are capable of simulating more complex physical interactions between objects. Researchers in need of a simulator have a choice of using game engines or available open source and commercially available simulators, allowing resources to be focused on research instead of building a new simulator. We conclude that it is no longer necessary to build a new simulator from scratch. Jeff Craighead, Robin R. Murphy, Jennifer L. Burke, Brian F. Goldiez |
ICRA | 4 |
| 2007 | Effects of Augmented Reality Display Settings on Human Wayfinding PerformanceabstractAugmented reality (AR) entails overlaying the real world with information from computer-generated displays. Current AR technologies support limited mobility, although this is expected to change in the future. This paper presents experimental results of effects of various AR display strategies on human performance in a simulation-based analog of a ldquosearch and rescuerdquo navigation task. The augmentation scheme was a spatially and temporally registered map that was overlaid onto a corresponding real-world maze. The experiment required the participants to traverse the maze, periodically answer orientation questions, obtain a target object, and exit the maze as quickly as possible. One hundred twenty participants were evaluated in six different conditions. There were two control conditions (paper map or compass prior to entering the maze), and four experimental conditions (combinations of egocentric and exocentric maps, and continuously on or on-demand map display). Performance measures consisted of duration of time to traverse the maze and percentage of maze covered. AR resulted in better performance than the control conditions in terms of accuracy by facilitating the participants' coverage of the maze. Results show that the better performance with respect to time was in the map control condition. This result may be due to the small size of the maze, which could be memorized. However, AR is expected to exhibit better performance compared to a paper map, when more complex environments are employed. These results demonstrate promising benefits in mobile AR usage in specific navigation tasks. Design guidelines were extracted to guide future AR systems continued progress in enhancing performance. Brian F. Goldiez, A. M. Ahmad, Peter A. Hancock |
IEEE Trans. Syst. Man Cybern. Part C | 1 |
| 2004 | Software infrastructure for multi-modal virtual environmentsabstractVirtual environment systems, especially those supporting multi-modal interactions require a robust and flexible software infrastructure that supports a wide range of devices, interaction techniques, and target applications. In addition to interactivity needs, a key factor of robustness of the software is the minimization of latency and more importantly, reduction of jitter (the variability of latency). This paper presents a flexible software infrastructure that has demonstrated robustness in initial prototyping. The infrastructure, based on the VESS Libraries from the University of Central Florida, simplifies the task of creating multi-modal virtual environments. Our extensions to VESS include numerous features to support new input and output devices for new sensory modalities and interaction techniques, as well as some control over latency and jitter. Brian F. Goldiez, Glenn A. Martin, Jason Daly, Donald Washburn, Todd Lazarus |
ICMI | 1 |
| 2004 | A Paradigm Shift in Interactive Computing: Deriving Multimodal Design Principles from Behavioral and Neurological FoundationsabstractAs technology advances, systems are increasingly able to provide more information than a human operator can process accurately. Thus, a challenge for designers is to create interfaces that allow operators to process the optimal amount of data. It is herein proposed that this may be accomplished by creating multimodal display systems that augment or switch modalities to maximize user information processing. Such a system would ultimately be informed by a user's neurophysiological state. As a first step toward that goal, relevant literature is reviewed and a set of preliminary design guidelines for multimodal information systems is suggested. Kay M. Stanney, Shatha Samman, Leah Reeves, Kelly S. Hale, Wendi Buff, Clint A. Bowers, Brian F. Goldiez, Denise M. Nicholson, Stephanie J. Lackey |
Int. J. Hum. Comput. Interact. | 7 |