VLDB 2026 Research / reviewers in the wild / expert
Katherine Fennedy
dblp:243/2464
· DBLP profile ↗
6ranked-venue papers
3as first author
5since 2021 · last 2025
0000-0002-9643-2072ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical InsightsabstractLive drills are the gold standard for mass casualty incident (MCI) training but are often too resource-intensive for widespread implementation. Immersive technologies offer a promising alternative, but can they deliver comparable fidelity and effectiveness? Working with a local disaster response academy, this paper investigated the potential of Augmented Virtuality (AV) in MCI training through two phases. First, we conducted a landscape analysis of 126 papers across the virtuality continuum, revealing trends in population, training focus, and evaluation metrics. Second, we empirically evaluated an AV system for mass casualty triage training against traditional role-playing and Virtual Reality (VR) approaches, involving 60 trainees in an operational curriculum. Results indicated that both AV and VR surpassed traditional simulations, with AV’s tactile integration significantly enhancing physical engagement, satisfaction, and triage accuracy. Through the lens of triage, we discussed the broader practical implications of integrating immersive technologies like AV into real-world MCI education. Yang Chen 0054, Katherine Fennedy, Jiayi Zhang 0013, Yong Jie Sim, Clement Zheng, Ching Chiuan Yen |
CHI | 2 |
| 2023 | Not All Spacings are Created Equal: The Effect of Text Spacings in On-the-go Reading Using Optical See-Through Head-Mounted DisplaysabstractThe emergent Optical Head-Mounted Display (OHMD) platform has made mobile reading possible by superimposing digital text onto users’ view of the environment. However, mobile reading through OHMD needs to be effectively balanced with the user’s environmental awareness. Hence, a series of studies were conducted to explore how text spacing strategies facilitate such balance. Through these studies, it was found that increasing spacing within the text can significantly enhance mobile reading on OHMDs in both simple and complex navigation scenarios and that such benefits mainly come from increasing the inter-line spacing, but not inter-word spacing. Compared with existing positioning strategies, increasing inter-line spacing improves mobile OHMD information reading in terms of reading speed (11.9% faster), walking speed (3.7% faster), and switching between reading and navigation (106.8% more accurate and 33% faster). Katherine Fennedy, Felicia Fang-Yi Tan, Shengdong Zhao 0001, Yurui Shao |
CHI | 2 |
| 2022 | Towards a Unified and Efficient Command Selection Mechanism for Touch-Based Devices Using Soft Keyboard HotkeysabstractWe advocate for the usage of hotkeys on touch-based devices by capitalising on soft keyboards through four studies. First, we evaluated visual designs and recommended icons with command names for novices while letters with command names for experts. Second, we investigated the discoverability by asking crowdworkers to use our prototype, with some tasks only doable upon successfully discovering the technique. Discovery rates were high regardless of conditions that vary the familiarity and saliency of modifier keys. However, familiarity with desktop hotkeys boosted discoverability. Our third study focused on how prior knowledge of hotkeys could be leveraged and resulted in a 5% selection time improvement and identified the role of spatial memory in retention. Finally, we compared our soft keyboard layout with a grid layout similar to FastTap. The latter offered a 12–16% gain on selection speed, but at a high cost in terms of screen estate and low spatial stability. Katherine Fennedy, Angad Srivastava, Sylvain Malacria, Simon T. Perrault |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2021 | Understanding User Strategies When Touching Arbitrary Shaped ObjectsabstractWe investigate how users touch arbitrary shapes. First, we performed semi-structured interviews with a fifteen-shape set as prop to identify touch strategies. Results reveal four main potential touch strategies, from which we devised nine mathematical candidate models. We investigate the ability of these models to predict human behaviour in a controlled experiment. We found that the center of a shape’s bounding box best approximates a user’s target location when touching arbitrary shapes. Our findings not only invite designers to use a larger variety of shapes, but can also be used to design touch interaction adapted to user behaviour using our model. As an example, they are likely to be valuable for the creation of applications exposing shapes of various complexities, like drawing applications. Quentin Roy, Simon T. Perrault, Katherine Fennedy, Thomas Pietrzak, Anne Roudaut |
MobileHCI | 3 |
| 2021 | OctoPocus in VR: Using a Dynamic Guide for 3D Mid-Air Gestures in Virtual RealityabstractBau and Mackays OctoPocus dynamic guide helps novices learn, execute, and remember 2D surface gestures. We adapt OctoPocus to 3D mid-air gestures in Virtual Reality (VR) using an optimization-based recognizer, and by introducing an optional exploration mode to help visualize the spatial complexity of guides in a 3D gesture set. A replication of the original experiment protocol is used to compare OctoPocus in VR with a VR implementation of a crib-sheet. Results show that despite requiring 0.9s more reaction time than crib-sheet, OctoPocus enables participants to execute gestures 1.8s faster with 13.8 percent more accuracy during training, while remembering a comparable number of gestures. Subjective ratings support these results, 75 percent of participants found OctoPocus easier to learn and 83 percent found it more accurate. We contribute an implementation and empirical evidence demonstrating that an adaptation of the OctoPocus guide to VR is feasible and beneficial. Katherine Fennedy, Jeremy Hartmann, Quentin Roy, Simon T. Perrault, Daniel Vogel 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Investigating Performance and Usage of Input Methods for Soft Keyboard HotkeysabstractTouch-based devices, despite their mainstream availability, do not support a unified and efficient command selection mechanism, available on every platform and application. We advocate that hotkeys, conventionally used as a shortcut mechanism on desktop computers, could be generalized as a command selection mechanism for touch-based devices, even for keyboard-less applications. In this paper, we investigate the performance and usage of soft keyboard shortcuts or hotkeys (abbreviated SoftCuts) through two studies comparing different input methods across sitting, standing and walking conditions. Our results suggest that SoftCuts not only are appreciated by participants but also support rapid command selection with different devices and hand configurations. We also did not find evidence that walking deters their performance when using the Once input method. Katherine Fennedy, Sylvain Malacria, Hyowon Lee 0001, Simon T. Perrault |
MobileHCI | 1 |