VLDB 2026 Research / reviewers in the wild / expert
Zachary McKendrick
dblp:292/6050
· DBLP profile ↗
7ranked-venue papers
1as first author
7since 2021 · last 2026
0000-0002-2606-3785ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Stories for I, They and You: Exploring In-situ Virtual Camera Setups for Live Streaming in Virtual RealityabstractVirtual reality live streaming (VR streaming) is becoming increasingly popular as an entertainment medium, but its unique aspects of virtual camera usage remain underexplored. This paper presents a two-phase study investigating how VR streamers currently use virtual cameras to create engaging content for viewers on 2D displays. We first analyzed 8 popular Twitch streamers’ videos totaling 2625 minutes to identify common virtual camera usage. Then, we interviewed 10 media experts all with about 10+ years of professional experience to derive design considerations for VR streamers and design implications for future developers. We also proposed the Immersion Triangle, a conceptual framework to analyze and explore the concept of immersion within VR streaming context. Our findings highlight VR streaming as a novel mass media format that can offer new perspectives on both VR and live streaming. This study also suggests opportunities for future research to enhance interactions between streamers and their viewers. Liwei Wu 0002, Zachary McKendrick, Jian Zhao 0010 |
CHI | 2 |
| 2025 | Playing with Robots: Performing Arts Techniques for Designing and Understanding Robot Group Movement
Philippa Madill, Matthew James Newton, Huanjun Zhao, Yichen Lian, Zachary McKendrick, Patrick Finn, Aditya Shekhar Nittala, Ehud Sharlin |
CHI | 5 |
| 2025 | A Bibliometric Analysis of Human-Robot Interaction Behaviour ResearchabstractIn Human-Robot Interaction (HRI) research, "behaviour" refers to one way robots express themselves and convey information. With the increased interest in robots in industrial, research, and domestic settings, understanding how robots behave and are perceived has become a top priority in the HRI community. Using the Web of Science Core Collection (WoSCC), we conducted a bibliometric analysis on 2,464 articles and proceedings about robot behaviour published from 2005 to 2025. Our analysis reveals a rapid development with a clear shift in HRI research on robot behaviour, moving from early theoretical and conceptual foundations toward more application-oriented studies, such as task analysis and navigation. Behavioural science and collaborative robotics have emerged as central research themes within this evolving landscape, with current research no longer limited to interaction methodologies but increasingly integrating other learning-based approaches to enhance user interaction experiences. Our analysis highlights that the field is characterized by strong cross-regional and institutional collaboration, with the United States serving as an international research center, and suggests future studies may include exploration into the interplay between behavioural science, human-robot collaboration, artificial intelligence, and robotic behaviours. Yichen Lian, Zachary McKendrick, Ori Fartook, Ehud Sharlin |
HAI | 2 |
| 2025 | PantographHaptics: A Technique for Large-Surface Passive Haptic Interactions using Pantograph MechanismsabstractIn Virtual Reality (VR), existing hand-scale passive interaction techniques are unsuitable for continuous large-scale renders: room-scale proxies lack portability, and wearable robotic arms are energy-intensive and induce friction. This paper presents a technique for providing wall haptics in VR which supports portable, passive, and large-scale user interactions. We propose a potential solution, PantographHaptics, a technique which uses the scaling properties of a pantograph to passively render two-degree-of-freedom body-scale surfaces to overcome the limitations present in existing methods. We demonstrate PantographHaptics through two prototypes: HapticLever, a grounded system, and Feedbackpack, a wearable device. We evaluate these prototypes with technical and user evaluations. Our 9-participant first study compares HapticLever against traditional haptic modalities, while our 7-participant second study verifies Feedbackpack's usability and interaction fidelity. Marcus Friedel, Zachary McKendrick, Ehud Sharlin, Ryo Suzuki 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Virtual Rehearsal Suite: An Environment and Framework for Virtual Performance PracticeabstractContemporary performance artists use Virtual Reality (VR) tools to create immersive narratives and extend the boundaries of traditional performance mediums. As the medium evolves, performance practice is changing with it. Our work explores ways to leverage VR to support the creative process by introducing the Virtual Rehearsal Suite (VRS) that provides users with the experience of a large-scale rehearsal or performance environment while occupying limited physical space and minimal real-world obstructions. In this paper, we discuss findings from scene study experiments conducted within the VRS. In addition, we contribute our thresholding protocols a framework designed to support user transitions into and out of VR experiences. Our integrated approach to digital performance practice and creative collaboration combines traditional and contemporary acting techniques with HCI research to harness the innovative capabilities of virtual reality technologies creating accessible, immersive experiences for actors while facilitating user presence through state change protocols. Zachary McKendrick, Lior Somin, Patrick Finn, Ehud Sharlin |
IMX | 1 |
| 2021 | Homecoming: Exploring Returns to Long-Term Single Player GamesabstractWe present an autobiographical design journey exploring the experience of returning to long-term single player games. Continuing progress from a previously saved game, particularly when substantial time has passed, is an understudied area in games research. To begin our exploration in this domain, we investigated what the return experience is like first-hand. By returning to four long-term single player games played extensively in the past, we revealed a phenomenon we call The Pivot Point, a ‘eureka’ moment in return gameplay. The pivot point anchors our design explorations, where we created prototypes to leverage the pivot point in reconnecting with the experience. These return experiences and subsequent prototyping iterations inform our understanding of how to design better returns to gameplay, which can benefit both producers and consumers of long-term single player games. Noor Hammad, Owen Brierley, Zachary McKendrick, Sowmya Somanath, Patrick Finn, Jessica Hammer, Ehud Sharlin |
CHI | 3 |
| 2021 | BreachMob: Detecting Vulnerabilities in Physical Environments Using Virtual RealityabstractBreachMob is a virtual reality (VR) tool that applies open design principles from information security to physical buildings and structures. BreachMob uses a detailed 3D digital model of a property owner's building. The model is then published as a virtual environment (VE), complete with all applicable security measures and released to the public to test the building's security and find any potential vulnerabilities by completing specified objectives. Our paper contributes a new method of applying VR to crowd source detection of physical environment vulnerabilities. We detail the technical realization of two BreachMob prototypes (a home and an airport) reflecting on static and dynamic vulnerabilities. Our design critique suggests that BreachMob promotes user immersion by allowing participants the freedom to behave in ways that align with the experience of breaching physical security protocols. Lior Somin, Zachary McKendrick, Patrick Finn, Ehud Sharlin |
VRST | 2 |