Demo Data from VLDB 2026 / reviewers in the wild / expert
Ritik Vatsal
dblp:340/8357
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0002-7772-714XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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 |
Immersive interaction · 32% User interface design and tools · 26% Human-AI interaction · 20% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › extended reality games
virtual reality games |
1.0 | 1 | 2026 | Look2React: Making VR NPCs Come Alive with Dynamic Vision-Guided Reactions · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
augmented reality |
0.7 | 1 | 2023 | Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine Teaching · CHI 2023 |
User interface design and tools › interface prototyping
augmented reality prototyping |
0.7 | 1 | 2023 | Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine Teaching · CHI 2023 |
User interface design and tools › prototyping
rapid prototyping |
0.7 | 1 | 2023 | Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine Teaching · CHI 2023 |
Immersive interaction › augmented reality
tangible augmented reality |
0.7 | 1 | 2023 | Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine Teaching · CHI 2023 |
Immersive interaction
virtual reality |
0.3 | 1 | 2026 | Look2React: Making VR NPCs Come Alive with Dynamic Vision-Guided Reactions · IEEE Trans. Vis. Comput. Graph. 2026 |
Personal fabrication and tangible interfaces
tangible interaction |
0.2 | 1 | 2023 | Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine Teaching · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
vision-based reasoning model · 1.0proximity detection · 1.0gaze detection · 1.0user study · 0.7interactive machine teaching · 0.7expert interviews · 0.7computer vision · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Look2React: Making VR NPCs Come Alive with Dynamic Vision-Guided ReactionsabstractA central promise of virtual reality (VR) games is the increased control players have over their character through pose and body language. However, many non-player character (NPC) systems fail to respond convincingly to these poses, user intent, and situational context, limiting immersion. We present Look2React, an interaction system that captures what NPCs see, using a vision-based reasoning model to select pose and text responses. Look2React endows NPCs with the ability to react dynamically and appropriately to player interactions. Through a gaze and proximity-based detection system inspired by stealth games, we trigger our system intuitively and only when intended, while also reducing resource costs. We invited 20 participants to play two versions of an RPG game: one with NPCs based on contemporary games and the other with Look2React NPCs. Our results demonstrate that Look2React increases engagement, leading to more frequent and repeated interactions with NPCs. Participants reported more satisfactory play sessions, significantly increased feelings of social presence, and felt that the dynamic reactions gave the NPCs more depth and personality - ultimately making them feel more human. Ritik Vatsal, Xincheng Huang, Robert Xiao |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | An Analysis of Physiological and Psychological Responses in Virtual Reality and Flat Screen GamingabstractRecent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming. This paper introduces the first systematic comparison and analysis of emotional and physiological responses to commercially available games in VR and FS environments. To elicit these responses, we first selected four games through a pilot study of 6 participants to cover all four quadrants of the valence-arousal space. Using these games, we recorded the physiological activity, including Blood Volume Pulse and Electrodermal Activity, and self-reported emotions of 33 participants in a user study. Our data analysis revealed that VR gaming elicited more pronounced emotions, higher arousal, increased cognitive load and stress, and lower dominance than FS gaming. The Virtual Reality and Flat Screen (VRFS) dataset, containing over 15 hours of multimodal data comparing FS and VR gaming across different games, is also made publicly available for research purposes. Our analysis provides valuable insights for further investigations into the physiological and emotional effects of VR and FS gaming. Ritik Vatsal, Shrivatsa Mishra, Rushil Thareja, Mrinmoy Chakrabarty, Ojaswa Sharma, Jainendra Shukla |
IEEE Trans. Affect. Comput. | 1 |
| 2023 | Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine TeachingabstractThis paper introduces Teachable Reality, an augmented reality (AR) prototyping tool for creating interactive tangible AR applications with arbitrary everyday objects. Teachable Reality leverages vision-based interactive machine teaching (e.g., Teachable Machine), which captures real-world interactions for AR prototyping. It identifies the user-defined tangible and gestural interactions using an on-demand computer vision model. Based on this, the user can easily create functional AR prototypes without programming, enabled by a trigger-action authoring interface. Therefore, our approach allows the flexibility, customizability, and generalizability of tangible AR applications that can address the limitation of current marker-based approaches. We explore the design space and demonstrate various AR prototypes, which include tangible and deformable interfaces, context-aware assistants, and body-driven AR applications. The results of our user study and expert interviews confirm that our approach can lower the barrier to creating functional AR prototypes while also allowing flexible and general-purpose prototyping experiences. Kyzyl Monteiro, Ritik Vatsal, Neil Chulpongsatorn, Aman Parnami, Ryo Suzuki 0001 |
CHI | 2 |