Demo Data from VLDB 2026 / reviewers in the wild / expert
Gabriella N. Ramirez
dblp:347/3179 · also G. Nikki Ramirez, G. Nikki Ramirez-Saffy
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0001-6563-3149ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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.
| Network and information security
1 paper |
Privacy and data protection · 100% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 63% Visualization and visual analytics · 37% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 44% Ubiquitous computing and smart environments · 44% Collaborative and social computing · 13% |
Topics — the 7 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Privacy and data protection › biometric privacy
eye-tracking data privacy |
0.9 | 1 | 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Privacy and data protection › privacy perceptions
privacy awareness |
0.9 | 1 | 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Privacy and data protection › privacy policy
privacy notice |
0.9 | 1 | 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Visualization and visual analytics › interaction design
user interface design and tools |
0.8 | 1 | 2024 | Visceral Interfaces for Privacy Awareness of Eye Tracking in VR · ISMAR 2024 |
Virtual and augmented reality
augmented reality |
0.3 | 1 | 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality
eye tracking |
0.3 | 1 | 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Privacy and data protection
privacy perceptions |
0.3 | 1 | 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
weighted smoothing · 1.7gaussian noise · 1.7user study · 1.6interviews · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented RealityabstractHead-worn augmented reality (AR) continues to evolve through critical advancements in power optimizations, AI capabilities, and naturalistic user interactions. Eye-tracking sensors play a key role in these advancements. At the same time, eye-tracking data is not well understood by users and can reveal sensitive information. Our work contributes visualizations based on visceral notice to increase privacy awareness of eye-tracking data in AR. We also evaluated user perceptions towards privacy noise mechanisms applied to gaze data visualized through these visceral interfaces. While privacy mechanisms have been evaluated against privacy attacks, we are the first to evaluate them subjectively and understand their influence on data-sharing attitudes. Despite our participants being highly concerned with eye-tracking privacy risks, we found 47% of our participants still felt comfortable sharing raw data. When applying privacy noise, 70% to 76% felt comfortable sharing their gaze data for the Weighted Smoothing and Gaussian Noise privacy mechanisms, respectively. This implies that participants are still willing to share raw gaze data even though overall data-sharing sentiments decreased after experiencing the visceral interfaces and privacy mechanisms. Our work implies that increased access and understanding of privacy mechanisms are critical for gaze-based AR applications; further research is needed to develop visualizations and experiences that relay additional information about how raw gaze data can be used for sensitive inferences, such as age, gender, and ethnicity. We intend to open-source our codebase to provide AR developers and platforms with the ability to better inform users about privacy concerns and provide access to privacy mechanisms. A pre-print of this paper and all supplemental materials are available at https://bmdj-vt.github.io/project_pages/privacy_notice. Nissi Otoo, Kailon Blue, Gabriella N. Ramirez, Evan Selinger, Shaun Foster, Brendan David-John |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Working in Extended Reality in the Wild: Worker and Bystander Experiences of XR Virtual Displays in Public Real-World SettingsabstractAlthough access to sufficient screen space is crucial to knowledge work, workers often find themselves with limited access to display infrastructure in remote or public settings. While virtual displays can be used to extend the available screen space through extended reality (XR) head-worn displays (HWD), we must better understand the implications of working with them in public settings from both users' and bystanders' viewpoints. To this end, we conducted two user studies. We first explored the usage of a hybrid AR display across real-world settings and tasks. We focused on how users take advantage of virtual displays and what social and environmental factors impact their usage of the system. A second study investigated the differences between working with a laptop, an AR system, or a VR system in public. We focused on a single location and participants performed a predefined task to enable direct comparisons between the conditions while also gathering data from bystanders. The combined results suggest a positive acceptance of XR technology in public settings and show that virtual displays can be used to accompany existing devices. We highlighted some environmental and social factors. We saw that previous XR experience and personality can influence how people perceive the use of XR in public. In addition, we confirmed that using XR in public still makes users stand out and that bystanders are curious about the devices, yet have no clear understanding of how they can be used. Leonardo Pavanatto, Verena Biener, Jennifer Chandran, Snehanjali Kalamkar, Feiyu Lu 0001, John J. Dudley, Jinghui Hu, Gabriella N. Ramirez, Per Ola Kristensson, Alexander Giovannelli, Luke Schlueter, Jörg Müller 0001, Jens Grubert, Doug A. Bowman |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2024 | Visceral Interfaces for Privacy Awareness of Eye Tracking in VRabstractEye tracking is increasingly being integrated into virtual reality (VR) devices to support a wide range of applications. It is used as a method of interaction, to support performance optimizations, and to create adaptive trainingor narrative experiences. However, providing access to eye-tracking data also introduces the ability to monitor user activity, detect and classify a user’s biometric identity, or otherwise reveal sensitive information such as medical conditions. As this technology continues to evolve, users should be made aware of the amount of information they are sharing about themselves to developers and how it can be used. While traditional terms of service may relay this type of information, previous work indicates they are not accessibly conveying privacy-related information to users. Considering this problem, we suggest the application of visceral interfaces that are designed to inform users about eye-tracking data within the VR experience. To this end, we designed and conducted a user study on three visceral interfaces to educate users about their eye-tracking data. Our results suggest that while certain visualizations can be distracting, participants ultimately found them informative and supported the development and availability of such interfaces even if they are not enabled by default or always enabled. Our research contributes to developing informative interfaces specific to eye tracking that promote transparency and privacy awareness in data collection for VR. Gabriella N. Ramirez, Pratheep Kumar Chelladurai, Alances Vargas, Ibrahim Bukhari, Evan Selinger, Shaun Foster, Brittan Heller, Brendan David-John |
ISMAR | 1 |