Demo Data from VLDB 2026 / reviewers in the wild / expert
Pekka Kallionierni
dblp:247/3875
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 56% Visualization and visual analytics · 44% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2019 | The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos · VR 2019 |
Visualization and visual analytics
usability and user experience research |
0.4 | 1 | 2019 | The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos · VR 2019 |
Virtual and augmented reality › immersive display
head-mounted display |
0.1 | 1 | 2019 | The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos · VR 2019 |
Methods — techniques the papers use, named apart from their topics
user study · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videosabstract360° videos can be viewed in an immersive manner with a head-mounted display (HMD). However, it is unclear how the viewing experience is affected by basic properties of 360° videos, such as how high they are recorded from, and whether there are people close to the camera. We conducted a 24-participant user study where we explored whether the viewing experience is affected by A) camera height, B) the proximity and actions of people appearing in the videos, and C) viewer position (standing/sitting). The results, surprisingly, suggest that the viewer's own height has little to no effect on the preferred camera height and the experience. The most optimal camera height situates at around 150 centimeters, which hits the comfortable height range for both sitting and standing viewers. Moreover, in some cases, people being close to the camera, or the camera being very low, has a negative effect on the experience. Our work contributes to understanding and designing immersive 360° experiences. Tuuli Keskinen, Ville Mäkelä, Pekka Kallionierni, Jaakko Hakulinen, Jussi Karhu, Kimmo Ronkainen, John Mäkelä, Markku Turunen |
VR | 3 |