VLDB 2026 Research / reviewers in the wild / expert
Uta Wagner
dblp:345/0204
· DBLP profile ↗
4ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0002-7885-5610ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Study of Multimodal Pen + Gaze Interaction Techniques for Shape Point Translation in Extended RealityabstractEye-tracking offers new ways to augment our interaction possibilities in extended reality. This paper investigates how gaze can assist pen users in translating shape points within graphical models. By leveraging gaze, we can support the usual design activities with an option where objects can be selected and repositioned through eye movements, with the pen serving as a confirmation tool. This can reduce manual effort and enhance efficiency and ergonomics. To evaluate its effectiveness, we compare four interaction techniques: two pen-based baselines (direct and ray-based) and two gaze-supported methods (gaze for selection and/or object dragging), using a probability based selection scheme. In a user study, 16 participants carried out a shape point translation task and their performance, effort, and user experience were measured. The results highlight the performance trade-offs of each technique—while the gaze-based dragging method introduced marginally more errors, it significantly reduced task time. Our findings offer comparative insights into the strength and limitations of gaze-and pen-based interaction methods, supporting the design of future multimodal 3D design tools. Uta Wagner, Zhikun Wu, Qiushi Zhou, Mario Romero, Alessandro Iop, Tiare M. Feuchtner, Ken Pfeuffer |
ISMAR | 1 |
| 2024 | Eye-Hand Movement of Objects in Near Space Extended RealityabstractHand-tracking in Extended Reality (XR) enables moving objects in near space with direct hand gestures, to pick, drag and drop objects in 3D. In this work, we investigate the use of eye-tracking to reduce the effort involved in this interaction. As the eyes naturally look ahead to the target for a drag operation, the principal idea is to map the translation of the object in the image plane to gaze, such that the hand only needs to control the depth component of the operation. We have implemented four techniques that explore two factors: the use of gaze only to move objects in X-Y vs. extra refinement by hand, and the use of hand input in the Z axis to directly move objects vs. indirectly via a transfer function. We compared all four techniques in a user study (N=24) against baselines of direct and indirect hand input. We detail user performance, effort and experience trade-offs and show that all eye-hand techniques significantly reduce physical effort over direct gestures, pointing toward effortless drag-and-drop for XR environments. Uta Wagner, Andreas Asferg Jacobsen, Tiare M. Feuchtner, Hans-Werner Gellersen, Ken Pfeuffer |
UIST | 1 |
| 2024 | Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual RealityabstractRaypointing, the status-quo pointing technique for virtual reality, is challenging with many occluded and overlapping objects. In this work, we investigate how eye-tracking input can assist the gestural ray pointing in the disambiguation of targets in densely populated scenes. We explore the concept of Gaze + Plane, where the intersection between the user's gaze and a hand-controlled plane facilitates 3D position specification. In particular, two techniques are investigated: Gaze&Wall, which employs an indirect plane positioned in depth using a hand ray, and Gaze&Racket, featuring a hand-held and rotatable plane. In a first experiment, we reveal the speed-error trade-offs between Gaze + Plane techniques. In a second study, we compared the best techniques to newly designed gesture-only techniques, finding that Gaze&Wall is less error-prone and significantly faster. Our research has relevance for spatial interaction, specifically on advanced techniques for complex 3D tasks. Uta Wagner, Matthias Albrecht, Andreas Asferg Jacobsen, Hans-Werner Gellersen, Ken Pfeuffer |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2023 | A Fitts' Law Study of Gaze-Hand Alignment for Selection in 3D User InterfacesabstractGaze-Hand Alignment has recently been proposed for multimodal selection in 3D. The technique takes advantage of gaze for target pre-selection, as it naturally precedes manual input. Selection is then completed when manual input aligns with gaze on the target, without need for an additional click method. In this work we evaluate two alignment techniques, Gaze&Finger and Gaze&Handray, combining gaze with image plane pointing versus raycasting, in comparison with hands-only baselines and Gaze&Pinch as established multimodal technique. We used Fitts’ Law study design with targets presented at different depths in the visual scene, to assess effect of parallax on performance. The alignment techniques outperformed their respective hands-only baselines. Gaze&Finger is efficient when targets are close to the image plane but less performant with increasing target depth due to parallax. Uta Wagner, Mathias N. Lystbæk, Pavel Manakhov, Jens Emil Grønbæk, Ken Pfeuffer, Hans-Werner Gellersen |
CHI | 1 |