Demo Data from SIGIR 2026 / reviewers in the wild / expert
Dan Neafus
dblp:75/6171
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous 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.
| 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 |
|---|---|---|---|---|
Virtual and augmented reality › haptics
force feedback |
0.1 | 1 | 2009 | Crossover Applications · VR 2009 |
Virtual and augmented reality › immersive interaction
haptics and multimodal interaction |
0.1 | 1 | 2009 | Crossover Applications · VR 2009 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2009 | Crossover Applications · VR 2009 |
Virtual and augmented reality
games and playful interaction |
0.0 | 1 | 2009 | Crossover Applications · VR 2009 |
Methods — techniques the papers use, named apart from their topics
haptic feedback · 0.1hand gesture recognition · 0.1audio feedback · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Crossover ApplicationsabstractVR applications provide an opportunity to study a variety of new applications. One of the focus areas of the media convergence, games and media integration (McGMI) program is to develop new media applications for the visually impaired population. We are particularly interested in developing applications which are at the same time interesting for the sighted population as well-hence the title-crossover applications. Bonnie Snyder, who has been working with the visually impaired population for more than twenty years, visited a group of students early in the Fall 2008 As many typical applications are geared toward sighted population, the cost of software and hardware systems tend to be a lot higher. In addition, several games, developed for primarily the sighted, provide minimal interaction for the blind. Although this issue remains a topic of discussion in both IEEE VR and ISMAR and related conferences, much more can be done. We used this as motivation and developed three applications for both the sighted and the visually impaired population (a) haptic chess program combines PHANTOM force feedback interaction with OpenAL audio; (b) Simple hand movement recognition on iPhone provides a hierarchical menu application; (c) Barnyard fun program uses interesting animal-sound feedback to facilitate spatial selection. In future, we expect to conduct testing of these applications in Denver Museum as possible. Brian Wilke, Jonathan Metzgar, Keith Johnson, Sudhanshu K. Semwal, Bonnie Snyder, KaChun Yu, Dan Neafus |
VR | 7 |