Demo Data from VLDB 2026 / reviewers in the wild / expert
Daniel Rupp
dblp:135/4255
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2026
0009-0000-6689-7330ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
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
3 papers |
Virtual and augmented reality · 88% Visualization and visual analytics · 12% | |
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
locomotion |
2.0 | 2 | 2026 | How Far is Too Far? The Trade-Off Between Selection Distance and Accuracy During Teleportation in Immersive Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 SATOR: Seamless 3D Teleportation to Both Ground and Mid-Air Targets · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › locomotion
teleportation |
2.0 | 2 | 2026 | How Far is Too Far? The Trade-Off Between Selection Distance and Accuracy During Teleportation in Immersive Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 SATOR: Seamless 3D Teleportation to Both Ground and Mid-Air Targets · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
immersive interaction |
0.7 | 1 | 2023 | TENETvr: Comprehensible Temporal Teleportation in Time-Varying Virtual Environments · ISMAR 2023 |
Visualization and visual analytics
interaction techniques |
0.7 | 1 | 2023 | TENETvr: Comprehensible Temporal Teleportation in Time-Varying Virtual Environments · ISMAR 2023 |
Virtual and augmented reality
virtual reality |
0.2 | 1 | 2023 | TENETvr: Comprehensible Temporal Teleportation in Time-Varying Virtual Environments · ISMAR 2023 |
Methods — techniques the papers use, named apart from their topics
user study · 4.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SATOR: Seamless 3D Teleportation to Both Ground and Mid-Air TargetsabstractTraditional target-selection-based teleportation depends on the intersection of a (curved) ray with the scene's geometry, which limits navigation to points on the ground, restricting users' navigational freedom. While previous techniques exist that permit mid-air target selection, they are not optimal for transitioning between air and ground navigation, leading to inaccurate or lengthy interaction sequences. In this paper, we introduce SATOR, a new 3D teleportation technique designed to enable efficient and accurate navigation to both ground and mid-air targets by combining and enhancing previous approaches. Informed by the literature, we implemented four different parametrizations of our technique and compared them to a previously published technique that also enables both ground and mid-air target selection. Our user study with 30 participants indicates that SATOR is more efficient, accurate, and easier to use than the baseline. As a result, SATOR effectively helps users get an overview of the environment, observe features at different heights, or maneuver quickly around larger obstacles. Daniel Rupp, Matthias Wölwer, Torsten W. Kuhlen, Daniel Zielasko, Tim Weißker |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2026 | How Far is Too Far? The Trade-Off Between Selection Distance and Accuracy During Teleportation in Immersive Virtual RealityabstractTarget-selection-based teleportation is one of the most widely used and researched travel techniques in immersive virtual environments, requiring the user to specify a target location with a selection ray before being transported there. This work explores the influence of the maximum reach of the parabolic selection ray, modeled by different emission velocities of the projectile motion equation, and compares the resulting teleportation performance to a straight ray as the baseline. In a user study with 60 participants, we asked participants to teleport as far as possible while still remaining within accuracy constraints to understand how the theoretical implications of the projectile motion equation apply to a realistic VR use case. We found that a projectile emission velocity of $14 \frac{m}{s}$14ms (resulting in a maximal reach of $\text{21.52 m}$21.52m) offered the best trade-off between selection distance and accuracy, with an inferior performance of the straight ray. Our results demonstrate the necessity to carefully set and report the projectile emission velocity in future work, as it was shown to directly influence user-selected distance, selection errors, and controller height during selection. Daniel Rupp, Tim Weißker, Matthias Wölwer, Torsten W. Kuhlen, Daniel Zielasko |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | TENETvr: Comprehensible Temporal Teleportation in Time-Varying Virtual EnvironmentsabstractThe iterative design process of virtual environments commonly generates a history of revisions that each represent the state of the scene at a different point in time. Browsing through these discrete time points by common temporal navigation interfaces like time sliders, however, can be inaccurate and lead to an uncomfortably high number of visual changes in a short time. In this paper, we therefore present a novel technique called TENETvr (Temporal Exploration and Navigation in virtual Environments via Teleportation) that allows for efficient teleportation-based travel to time points in which a particular object of interest changed. Unlike previous systems, we suggest that changes affecting other objects in the same time span should also be mediated before the teleport to improve predictability. We therefore propose visualizations for nine different types of additions, property changes, and deletions. In a formal user study with 20 participants, we confirmed that this addition leads to significantly more efficient change detection, lower task loads, and higher usability ratings, therefore reducing temporal disorientation. Daniel Rupp, Torsten W. Kuhlen, Tim Weißker |
ISMAR | 1 |