Demo Data from VLDB 2026 / reviewers in the wild / expert
Alexandra Adkins
dblp:247/4050 · also Alex Adkins
· DBLP profile ↗
4ranked-venue papers
3as first author
3since 2021 · last 2024
0000-0001-8759-8698ORCID · 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-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-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
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Human-AI interaction · 77% Immersive interaction · 23% |
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 › avatar
avatar animation |
0.7 | 1 | 2023 | How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades? · ACM Trans. Graph. 2023 |
Human-AI interaction › virtual agents › virtual human
virtual character perception |
0.7 | 1 | 2023 | How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades? · ACM Trans. Graph. 2023 |
Virtual and augmented reality
avatar |
0.4 | 1 | 2019 | The Effect of Hand Size and Interaction Modality on the Virtual Hand Illusion · VR 2019 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.4 | 1 | 2019 | The Effect of Hand Size and Interaction Modality on the Virtual Hand Illusion · VR 2019 |
Immersive interaction › virtual reality › presence
social presence in VR |
0.2 | 1 | 2023 | How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades? · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
perceptual experiment · 1.3motion capture · 1.3hand motion synthesis · 1.3within-subjects study · 0.8user experience survey · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Hands or Controllers? How Input Devices and Audio Impact Collaborative Virtual RealityabstractAdvancing virtual reality technologies are enabling real-time virtual-face to virtual-face communication. Hand tracking systems that are integrated into Head-Mounted Displays (HMD) enable users to directly interact with their environments and with each other using their hands as opposed to using controllers. Due to the novelties of these technologies our understanding of how they impact our interactions is limited. In this paper, we investigate the consequences of using different interaction control systems, hand tracking or controllers, when interacting with others in a virtual environment. We design and implement NASA’s Survival on the Moon teamwork evaluation exercise in virtual reality (VR) and test for effects with and without allowing verbal communication. We evaluate social presence, perceived comprehension, team cohesion, group synergy, task workload, as well as task performance and duration. Our findings reveal that audio communication significantly enhances social presence, perceived comprehension, and team cohesion, but it also increases effort workload and negatively impacts group synergy. The choice of interaction control systems has limited impact on various aspects of virtual collaboration in this scenario, although participants using hand tracking reported lower effort workload, while participants using controllers reported lower mental workload in the absence of audio. Alexandra Adkins, Ryan Canales, Sophie Jörg |
VRST | 1 |
| 2023 | How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades?abstractDetailed hand motions play an important role in face-to-face communication to emphasize points, describe objects, clarify concepts, or replace words altogether. While shared virtual reality (VR) spaces are becoming more popular, these spaces do not, in most cases, capture and display accurate hand motions. In this article, we investigate the consequences of such errors in hand and finger motions on comprehension, character perception, social presence, and user comfort. We conduct three perceptual experiments where participants guess words and movie titles based on motion captured movements. We introduce errors and alterations to the hand movements and apply techniques to synthesize or correct hand motions. We collect data from more than 1000 Amazon Mechanical Turk participants in two large experiments, and conduct a third experiment in VR. As results might differ depending on the virtual character used, we investigate all effects on two virtual characters of different levels of realism. We furthermore investigate the effects of clip length in our experiments. Amongst other results, we show that the absence of finger motion significantly reduces comprehension and negatively affects people’s perception of a virtual character and their social presence. Adding some hand motions, even random ones, does attenuate some of these effects when it comes to the perception of the virtual character or social presence, but it does not necessarily improve comprehension. Slightly inaccurate or erroneous hand motions are sufficient to achieve the same level of comprehension as with accurate hand motions. They might however still affect the viewers’ impression of a character. Finally, jittering hand motions should be avoided as they significantly decrease user comfort. Alexandra Adkins, Aline Normoyle, Lorraine Lin, Yu Sun 0044, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
ACM Trans. Graph. | 1 |
| 2021 | Evaluating Grasping Visualizations and Control Modes in a VR GameabstractA primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience. Alexandra Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, Sophie Jörg |
ACM Trans. Appl. Percept. | 1 |
| 2019 | The Effect of Hand Size and Interaction Modality on the Virtual Hand IllusionabstractMost commercial virtual reality applications with self avatars provide users with a “one-size fits all” avatar. While the height of this body may be scaled to the user's height, other body proportions, such as limb length and hand size, are rarely customized to fit an individual user. Prior research has shown that mismatches between users' avatars and their actual bodies can affect size perception and feelings of body ownership. In this paper, we consider how concepts related to the virtual hand illusion, user experience, and task efficiency are influenced by variations between the size of a user's actual hand and their avatar's hand. We also consider how using a tracked controller or tracked gestures affect these concepts. We conducted a 2×3 within-subjects study (n=20), with two levels of input modality: using tracked finger motion vs. a hand-held controller (Glove vs. Controller), and three levels of hand scaling (Small, Fit, and Large). Participants completed 2 block-assembly trials for each condition (for a total of 12 trials). Time, mistakes, and a user experience survey were recorded for each trial. Participants experienced stronger feelings of ownership and realism in the Glove condition. Efficiency was higher in the Controller condition and supported by play data of more time spent, blocks grabbed, and blocks dropped in the Glove condition. We did not find enough evidence for a change in agency and the intensity of the virtual hand illusion depending on hand size. Over half of the participants indicated preferring the Glove condition over the Controller condition, mentioning fun and efficiency as factors in their choices. Preferences on hand scaling were mixed but often attributed to efficiency. Participants liked the appearance of their virtual hand more while using the Fit instead of Large hands. Several interaction effects were observed between input modality and hand scaling, for example, for smaller hands, tracked hands evoked stronger feelings of ownership compared to using a controller. Our results show that the virtual hand illusion is stronger when participants are able to control a hand directly rather than with a hand-held device, and that the virtual reality task must first be considered to determine which modality and hand size are the most applicable. Lorraine Lin, Aline Normoyle, Alexandra Adkins, Yu Sun 0044, Andrew C. Robb, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
VR | 3 |