Demo Data from SIGIR 2026 / reviewers in the wild / expert
Brian Gault
dblp:81/691
· DBLP profile ↗
4ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3Software engineering, systems software and programming languages · 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 |
Immersive interaction · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.1 | 1 | 2005 | Presence, memory and interaction in virtual environments · Int. J. Hum. Comput. Stud. 2005 |
Immersive interaction
virtual prototyping |
0.0 | 1 | 2006 | Investigating interaction in CAVE virtual environments · ACM Trans. Comput. Hum. Interact. 2006 |
Immersive interaction › virtual reality
presence |
0.0 | 1 | 2005 | Presence, memory and interaction in virtual environments · Int. J. Hum. Comput. Stud. 2005 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1experimental comparison · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2006 | Investigating interaction in CAVE virtual environmentsabstractAn experimental comparison of interaction in the real world and a CAVE virtual environment was carried out, varying interaction with and without virtual hands and comparing two manipulation tasks. The double-handed task was possible in the real world but nearly impossible in the VE, leading to changed behavior. The single-handed task showed more errors in the VE but few behavioral differences. Users encountered more errors in the CAVE condition without the virtual hand than with it, and few errors in the real world. Visual feedback caused many usability problems in both tasks. The implications for VE usability and virtual prototyping are discussed. Alistair G. Sutcliffe, Brian Gault, Terrence Fernando, Kevin Tan |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2005 | Presence, memory and interaction in virtual environments
Alistair G. Sutcliffe, Brian Gault, Jae Eun Shin |
Int. J. Hum. Comput. Stud. | 2 |
| 2005 | ISRE: immersive scenario-based requirements engineering with virtual prototypes
Alistair G. Sutcliffe, Brian Gault, Neil A. M. Maiden |
Requir. Eng. | 2 |
| 2004 | Heuristic evaluation of virtual reality applicationsabstractThis paper presents a heuristic method for evaluating virtual environment (VE) user interfaces. The method is based on Nielsen's [Usability Inspection Methods, 1994] usability heuristics, extended by VE-specific principles proposed by Sutcliffe and Kaur [Behaviour and Information Technology 19 (2000) 415–426]. Twelve heuristics are presented which address usability and presence issues. An inspection-based evaluation method is described and illustrated with three usability case study assessments, the last of which rates the applicability and validity of the heuristics by several evaluators. Use of the method uncovered several usability problems and trapped the most serious errors. Finally, VE applications integrating measures of usability and presence are discussed. Alistair G. Sutcliffe, Brian Gault |
Interact. Comput. | 2 |