Demo Data from VLDB 2026 / reviewers in the wild / expert
Daniel Schmitt 0005
dblp:264/7474
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0003-0308-0416ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 76% Immersive interaction · 24% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › input device
foot-based input |
0.7 | 1 | 2023 | TicTacToes: Assessing Toe Movements as an Input Modality · CHI 2023 |
Interaction techniques and input › input device
pressure-based input |
0.4 | 1 | 2020 | Podoportation: Foot-Based Locomotion in Virtual Reality · CHI 2020 |
Immersive interaction
virtual reality locomotion |
0.4 | 1 | 2020 | Podoportation: Foot-Based Locomotion in Virtual Reality · CHI 2020 |
Immersive interaction › virtual reality locomotion
teleportation |
0.1 | 1 | 2020 | Podoportation: Foot-Based Locomotion in Virtual Reality · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
controlled experiment · 1.1hardware prototyping · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | TicTacToes: Assessing Toe Movements as an Input ModalityabstractFrom carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces. Florian Müller 0003, Daniel Schmitt 0005, Andrii Matviienko, Sebastian Günther 0001, Thomas Kosch, Martin Schmitz 0001 |
CHI | 2 |
| 2020 | Walk The Line: Leveraging Lateral Shifts of the Walking Path as an Input Modality for Head-Mounted DisplaysabstractRecent technological advances have made head-mounted displays (HMDs) smaller and untethered, fostering the vision of ubiquitous interaction in a digitally augmented physical world. Consequently, a major part of the interaction with such devices will happen on the go, calling for interaction techniques that allow users to interact while walking. In this paper, we explore lateral shifts of the walking path as a hands-free input modality. The available input options are visualized as lanes on the ground parallel to the user's walking path. Users can select options by shifting the walking path sideways to the respective lane. We contribute the results of a controlled experiment with 18 participants, confirming the viability of our approach for fast, accurate, and joyful interactions. Further, based on the findings of the controlled experiment, we present three example applications. Florian Müller 0003, Martin Schmitz 0001, Daniel Schmitt 0005, Sebastian Günther 0001, Markus Funk, Max Mühlhäuser |
CHI | 3 |
| 2020 | Podoportation: Foot-Based Locomotion in Virtual RealityabstractVirtual Reality (VR) allows for infinitely large environments. However, the physical traversable space is always limited by real-world boundaries. This discrepancy between physical and virtual dimensions renders traditional locomotion methods used in real world unfeasible. To alleviate these limitations, research proposed various artificial locomotion concepts such as teleportation, treadmills, and redirected walking. However, these concepts occupy the user's hands, require complex hardware or large physical spaces. In this paper, we contribute nine VR locomotion concepts for foot-based locomotion, relying on the 3D position of the user's feet and the pressure applied to the sole as input modalities. We evaluate our concepts and compare them to state-of-the-art point & teleport technique in a controlled experiment with 20 participants. The results confirm the viability of our approaches for foot-based and engaging locomotion. Further, based on the findings, we contribute a wireless hardware prototype implementation. Julius von Willich, Martin Schmitz 0001, Florian Müller 0003, Daniel Schmitt 0005, Max Mühlhäuser |
CHI | 4 |