Demo Data from SIGIR 2026 / reviewers in the wild / expert
Graham McGregor
dblp:96/7459
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-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.
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 44% Immersive interaction · 44% Games and playful interaction · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality interaction |
0.1 | 1 | 2011 | Out of reach? - A novel AR interface approach for motor rehabilitation · ISMAR 2011 |
Health and well-being technologies › rehabilitation
motor rehabilitation |
0.1 | 1 | 2011 | Out of reach? - A novel AR interface approach for motor rehabilitation · ISMAR 2011 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Visual manipulations for motor rehabilitation
Holger Regenbrecht, Simon Hoermann, Graham McGregor, Brian Dixon, Elizabeth Franz, Claudia Ott, Leigh Hale, Thomas Schubert 0001, Julia Hoermann |
Comput. Graph. | 3 |
| 2011 | Out of reach? - A novel AR interface approach for motor rehabilitationabstractMixed reality rehabilitation systems and games are demonstrating potential as innovative adjunctive therapies for health professionals in their treatment of various hand and upper limb motor impairments. Unilateral motor deficits of the arm, for example, are commonly experienced post stroke. Our TheraMem system provides an augmented reality game environment that contributes to this increasingly rich area of research. We present a prototype system which “fools the brain” by visually amplifying users' hand movements — small actual hand movements lead to perceived larger movements. We validate the usability of our system in an empirical study with forty-five non-clinical participants. In addition, we present early qualitative evidence for the utility of our approach and system for stroke recovery and motor rehabilitation. Future uses of the system are considered by way of conclusion. Holger Regenbrecht, Graham McGregor, Claudia Ott, Simon Hoermann, Thomas Schubert 0001, Leigh Hale, Julia Hoermann, Brian Dixon, Elizabeth Franz |
ISMAR | 2 |