VLDB 2026 Research / reviewers in the wild / expert
Gregorio Palmas
dblp:128/9401
· DBLP profile ↗
6ranked-venue papers
2as first author
0since 2021 · last 2017
0000-0002-8217-1676ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3
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
5 papers |
Interaction techniques and input · 47% Immersive interaction · 19% Wearable and physiological sensing · 16% | |
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 62% Image and video coding · 38% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video coding
perceptual quality optimization |
0.3 | 1 | 2017 | Towards Perceptual Optimization of the Visual Design of Scatterplots · IEEE Trans. Vis. Comput. Graph. 2017 |
Visualization and visual analytics › scatterplot
scatterplot design |
0.3 | 1 | 2017 | Towards Perceptual Optimization of the Visual Design of Scatterplots · IEEE Trans. Vis. Comput. Graph. 2017 |
Interaction techniques and input
biomechanical simulation |
0.3 | 2 | 2015 | Is motion capture-based biomechanical simulation valid for HCI studies?: study and implications · CHI 2014 Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical Simulation · CHI 2015 |
Immersive interaction › 3d user interface
3d pointing |
0.2 | 1 | 2015 | Informing the Design of Novel Input Methods with Muscle Coactivation Clustering · ACM Trans. Comput. Hum. Interact. 2015 |
Visualization and visual analytics
visual analytics |
0.2 | 1 | 2014 | MovExp: A Versatile Visualization Tool for Human-Computer Interaction Studies with 3D Performance and Biomechanical Data · IEEE Trans. Vis. Comput. Graph. 2014 |
Wearable and physiological sensing
motion capture |
0.2 | 1 | 2014 | Is motion capture-based biomechanical simulation valid for HCI studies?: study and implications · CHI 2014 |
Interaction techniques and input › target selection › pointing
pointing tasks |
0.1 | 1 | 2015 | Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical Simulation · CHI 2015 |
Methods — techniques the papers use, named apart from their topics
biomechanical simulation · 0.8quality metrics · 0.6perceptual model · 0.6optimization · 0.6optical motion capture · 0.4motion capture · 0.2force recordings · 0.2clustering · 0.2validation study · 0.2surface EMG · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Towards Perceptual Optimization of the Visual Design of ScatterplotsabstractDesigning a good scatterplot can be difficult for non-experts in visualization, because they need to decide on many parameters, such as marker size and opacity, aspect ratio, color, and rendering order. This paper contributes to research exploring the use of perceptual models and quality metrics to set such parameters automatically for enhanced visual quality of a scatterplot. A key consideration in this paper is the construction of a cost function to capture several relevant aspects of the human visual system, examining a scatterplot design for some data analysis task. We show how the cost function can be used in an optimizer to search for the optimal visual design for a user's dataset and task objectives (e.g., "reliable linear correlation estimation is more important than class separation"). The approach is extensible to different analysis tasks. To test its performance in a realistic setting, we pre-calibrated it for correlation estimation, class separation, and outlier detection. The optimizer was able to produce designs that achieved a level of speed and success comparable to that of those using human-designed presets (e.g., in R or MATLAB). Case studies demonstrate that the approach can adapt a design to the data, to reveal patterns without user intervention. Luana Micallef, Gregorio Palmas, Antti Oulasvirta, Tino Weinkauf |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical SimulationabstractAlthough different types of touch surfaces have gained extensive attention in HCI, this is the first work to directly compare them for two critical factors: performance and ergonomics. Our data come from a pointing task (N=40) carried out on five common touch surface types: public display (large, vertical, standing), tabletop (large, horizontal, seated), laptop (medium, adjustably tilted, seated), tablet (seated, in hand), and smartphone (single- and two-handed input). Ergonomics indices were calculated from biomechanical simulations of motion capture data combined with recordings of external forces. We provide an extensive dataset for researchers and report the first analyses of similarities and differences that are attributable to the different postures and movement ranges. Myroslav Bachynskyi, Gregorio Palmas, Antti Oulasvirta, Jürgen Steimle, Tino Weinkauf |
CHI | 2 |
| 2015 | Informing the Design of Novel Input Methods with Muscle Coactivation ClusteringabstractThis article presents a novel summarization of biomechanical and performance data for user interface designers. Previously, there was no simple way for designers to predict how the location, direction, velocity, precision, or amplitude of users’ movement affects performance and fatigue. We cluster muscle coactivation data from a 3D pointing task covering the whole reachable space of the arm. We identify 11 clusters of pointing movements with distinct muscular, spatio-temporal, and performance properties. We discuss their use as heuristics when designing for 3D pointing. Myroslav Bachynskyi, Gregorio Palmas, Antti Oulasvirta, Tino Weinkauf |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2014 | An Edge-Bundling Layout for Interactive Parallel CoordinatesabstractParallel Coordinates is an often used visualization method for multidimensional data sets. Its main challenges for large data sets are visual clutter and over plotting which hamper the recognition of patterns in the data. We present an edge-bundling method using density-based clustering for each dimension. This reduces clutter and provides a faster overview of clusters and trends. Moreover, it allows rendering the clustered lines using polygons, decreasing rendering time remarkably. In addition, we design interactions to support multidimensional clustering with this method. A user study shows improvements over the classic parallel coordinates plot in two user tasks: correlation estimation and subset tracing. Gregorio Palmas, Myroslav Bachynskyi, Antti Oulasvirta, Hans-Peter Seidel, Tino Weinkauf |
PacificVis | 1 |
| 2014 | Is motion capture-based biomechanical simulation valid for HCI studies?: study and implicationsabstractMotion-capture-based biomechanical simulation is a non-invasive analysis method that yields a rich description of posture, joint, and muscle activity in human movement. The method is presently gaining ground in sports, medicine, and industrial ergonomics, but it also bears great potential for studies in HCI where the physical ergonomics of a design is important. To make the method more broadly accessible, we study its predictive validity for movements and users typical to studies in HCI. We discuss the sources of error in biomechanical simulation and present results from two validation studies conducted with a state-of-the-art system. Study I tested aimed movements ranging from multitouch gestures to dancing, finding out that the critical limiting factor is the size of movement. Study II compared muscle activation predictions to surface-EMG recordings in a 3D pointing task. The data shows medium-to-high validity that is, however, constrained by some characteristics of the movement and the user. We draw concrete recommendations to practitioners and discuss challenges to developing the method further. Myroslav Bachynskyi, Antti Oulasvirta, Gregorio Palmas, Tino Weinkauf |
CHI | 3 |
| 2014 | MovExp: A Versatile Visualization Tool for Human-Computer Interaction Studies with 3D Performance and Biomechanical DataabstractIn Human-Computer Interaction (HCI), experts seek to evaluate and compare the performance and ergonomics of user interfaces. Recently, a novel cost-efficient method for estimating physical ergonomics and performance has been introduced to HCI. It is based on optical motion capture and biomechanical simulation. It provides a rich source for analyzing human movements summarized in a multidimensional data set. Existing visualization tools do not sufficiently support the HCI experts in analyzing this data. We identified two shortcomings. First, appropriate visual encodings are missing particularly for the biomechanical aspects of the data. Second, the physical setup of the user interface cannot be incorporated explicitly into existing tools. We present MovExp, a versatile visualization tool that supports the evaluation of user interfaces. In particular, it can be easily adapted by the HCI experts to include the physical setup that is being evaluated, and visualize the data on top of it. Furthermore, it provides a variety of visual encodings to communicate muscular loads, movement directions, and other specifics of HCI studies that employ motion capture and biomechanical simulation. In this design study, we follow a problem-driven research approach. Based on a formalization of the visualization needs and the data structure, we formulate technical requirements for the visualization tool and present novel solutions to the analysis needs of the HCI experts. We show the utility of our tool with four case studies from the daily work of our HCI experts. Gregorio Palmas, Myroslav Bachynskyi, Antti Oulasvirta, Hans-Peter Seidel, Tino Weinkauf |
IEEE Trans. Vis. Comput. Graph. | 1 |