VLDB 2026 Research / reviewers in the wild / expert
Damien Brun
dblp:194/9883
· DBLP profile ↗
7ranked-venue papers
6as first author
4since 2021 · last 2025
0000-0002-9597-2763ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 4 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Sci-Fi-Inspired Interaction and Evaluation of the Memory OrbabstractThe memory orb is a cylindrical input device for virtual reality, inspired by a science-fiction artifact. This paper extends previous work by presenting a use case, interactions, and a user study directly grounded in a movie scene, guiding the design of hovering, selecting, translating, rotating, and scaling 3D objects. Results show performance comparable to traditional virtual reality controllers and positive user reception, supporting further exploration of this novel, fiction-inspired interface. Damien Brun, Philipp Jordan, Jonna Häkkilä |
VRST | 1 |
| 2025 | Design and evaluation of a versatile text input device for virtual and immersive workspacesabstractWhile headsets dedicated to mixed reality are increasingly considered to virtualize workspaces in the office, the keyboard remains mostly unchanged and nevertheless is still envisioned as an interface for common professional activities heavily demanding in text entry. However, unlike headsets, a keyboard is intrinsically limited to immobile context during its use, due to the need for physical support. In this article, we investigate a radical change in the structural shape of the keyboard, switching from the plane to a cube, allowing users to fully benefit from their whole environment by entering text in a much wider variety of contexts. We designed a cubic layout based on the QWERTY and results from two user studies to define the best holding position as well as fingers preferences and reachability to the cubic shape. Then, we conducted two subsequent user studies and one longitudinal case study to compare and evaluate typing skill transfer from the keyboard, learning curve, fingers usage, usability, and workload in various contexts. The cubic-shaped text entry device finally showed its versatility with users having similar performances while standing with a mixed-reality headset or sitting in front of a laptop, and an input speed from an expert reaching 55.1 wpm. Damien Brun, Charles Gouin-Vallerand, Sébastien George |
Hum. Comput. Interact. | 1 |
| 2021 | Discreet Interactive Wallpaper Concepts Study
Damien Brun, Saara Lehtinen, Jonna Häkkilä |
INTERACT (5) | 1 |
| 2021 | Demonstrating a Memory Orb - Cylindrical Device Inspired by Science FictionabstractWe present the design and prototype of a memory orb, a cylindrical device inspired from an artifact depicted in the science fiction movie Blade Runner 2049. The memory orb is a handheld input device, which allows users to control and manipulate three-dimensional, virtual content by combining pushing, pulling and rotating motor actions, facilitating muscle memory and eyes-free interaction. Our prototype integrates a large number of electronic components while maintaining a small form factor to allow ease of control and simple handling. The described implementation of this prototype aims to showcase the application potential of this cylindrical device in mixed, or virtual reality systems. Damien Brun, Philipp Jordan, Jonna Häkkilä |
MUM | 1 |
| 2019 | Designing a Navigation System for Older Adults: A Case Study Under Real Road ConditionabstractRecent research allows envisioning what kind of sensory devices could be used for drivers’ navigation in the future, particularly for older adults. Population all around the world is aging, older adults will be more on the road. In this paper, we present a contact-less navigation system dedicated to this category of people based on a mobile head-up display. The aim of this system is to preserve their mobility in order to promote their autonomy and daily social activities. To do so, we interviewed older drivers to design a driving assistance system and we assessed the system under real road conditions (N = 34) with measurement of older drivers’ mental workload and the adequacy of users’ expectations. We emphasize the need to combine both measures of mental workload. The contribution aims at providing a richer understanding of how older people experience navigation technologies and to discuss the design recommendations of digital devices for older people. Perrine Ruer, Damien Brun, Charles Gouin-Vallerand, Evelyne F. Vallières |
ICOST | 2 |
| 2018 | Multimodal and Context-Aware Interaction in Augmented Reality for Active AssistanceabstractAugmented reality eyewear devices (e.g. glasses, headsets) are poised to become ubiquitous in a similar way than smartphones, by providing a quicker and more convenient access to information. There is theoretically no limit to their applicative area and use cases and many of them are already explored such as medical, education, industry, entertainment, military? Some interactions to these eyewear devices are becoming a standard such as mid-air hand gestures and voice command. Paradoxically, nowadays, in many use cases where these kinds of eyewear devices are currently implemented, the users cannot perform these available interactions without constraints: e.g. when the users are already using their hands, when they are in a noisy environment or the opposite where silence is required and the vocal command could not be used properly, or even in a social context where both mid-air hand gestures and vocal command could be seen as weird or undesired for the users. Thus, this thesis project aims to extend interactivity of augmented reality eyewear devices: 1) by providing more discrete interaction such as head gesture based on cognitive image schemas theory, metaphorical extension and natural user interfaces based on the smart watch finger touch gesture, 2) by using the context of the user to provide the more convenient interface and feedback in the right space and time. The underlying objective of this project is to facilitate the acceptance and usage of augmented reality eyewear devices. Damien Brun |
ICMI | 1 |
| 2016 | CARTON Project: Do-It-Yourself Approach to Turn a Smartphone into a Smart Eyewear
Damien Brun, Susan M. Ferreira, Charles Gouin-Vallerand, Sébastien George |
MoMM | 1 |