EDBT 2026 Demo / reviewers in the wild / expert
Rorik Henrikson
dblp:08/10201
· DBLP profile ↗
6ranked-venue papers
3as first author
2since 2021 · last 2025
0009-0009-0378-7666ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
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
5 papers |
Immersive interaction · 51% Interaction techniques and input · 43% Design research and methods · 6% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 82% Visualization and visual analytics · 18% |
Topics — the 8 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › 3d user interface
target selection in virtual reality |
0.9 | 1 | 2025 | An Investigation of Multimodal Kinematic Template Matching for Ray Pointing Prediction for Target Selection in VR · ACM Trans. Comput. Hum. Interact. 2025 |
Virtual and augmented reality › immersive video
cinematic VR |
0.7 | 1 | 2023 | RadarVR: Exploring Spatiotemporal Visual Guidance in Cinematic VR · UIST 2023 |
Interaction techniques and input
pointing and selection |
0.4 | 1 | 2020 | Head-Coupled Kinematic Template Matching: A Prediction Model for Ray Pointing in VR · CHI 2020 |
Immersive interaction
virtual reality interaction |
0.4 | 1 | 2020 | Head-Coupled Kinematic Template Matching: A Prediction Model for Ray Pointing in VR · CHI 2020 |
Interaction techniques and input › input modality
multimodal input |
0.3 | 1 | 2025 | An Investigation of Multimodal Kinematic Template Matching for Ray Pointing Prediction for Target Selection in VR · ACM Trans. Comput. Hum. Interact. 2025 |
Virtual and augmented reality › interactive storytelling
immersive storytelling |
0.2 | 1 | 2016 | Multi-Device Storyboards for Cinematic Narratives in VR · UIST 2016 |
Visualization and visual analytics › visual storytelling
storyboard generation |
0.2 | 1 | 2016 | Multi-Device Storyboards for Cinematic Narratives in VR · UIST 2016 |
Interaction techniques and input
cross-device interaction |
0.1 | 1 | 2016 | Multi-Device Storyboards for Cinematic Narratives in VR · UIST 2016 |
Methods — techniques the papers use, named apart from their topics
widget design · 1.3spatiotemporal feedback · 1.3kinematic template matching · 1.3head tracking · 0.9gaze tracking · 0.9interviews · 0.5deployment · 0.5user study · 0.4fieldwork · 0.2field work · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | An Investigation of Multimodal Kinematic Template Matching for Ray Pointing Prediction for Target Selection in VRabstractWe explore the use of multimodal input to predict the landing position of a ray pointer while selecting targets in a virtual reality (VR) environment. We first extend a prior 2D Kinematic Template Matching technique to include head movements. This new technique, Head-Coupled Kinematic Template Matching, was found to improve upon the existing 2D approach, with an angular error of 10.0° when a user was 40% of the way through their movement. We then investigate two additional models that incorporated eye gaze, which were both found to further improve the predicted landing positions. The first model, Gaze-Coupled Kinematic Template Matching resulted in angular error of 6.8° for reciprocal target layouts and 9.1° for random target layouts, when a user was 40% of the way through their movement. The second model, Hybrid Kinematic Template Matching, resulted in angular error of 5.2° for reciprocal target layouts and 7.2° for random target layouts when a user was 40% of the way through their movement. We also found that using just the current gaze location resulted in sufficient predictions in many conditions. We reflect on our results by discussing the broader implications of utilizing multimodal input to inform selection predictions in VR. Marcello Giordano, Tovi Grossman, Aakar Gupta, Rorik Henrikson, Sean Trowbridge, Stephanie Santosa, Michael Glueck, Tanya R. Jonker, Hrvoje Benko, Daniel J. Wigdor |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2023 | RadarVR: Exploring Spatiotemporal Visual Guidance in Cinematic VRabstractIn cinematic VR, viewers can only see a limited portion of the scene at any time. As a result, they may miss important events outside their field of view. While there are many techniques which offer spatial guidance (where to look), there has been little work on temporal guidance (when to look). Temporal guidance offers viewers a look-ahead time and allows viewers to plan their head motion for important events. This paper introduces spatiotemporal visual guidance and presents a new widget, RadarVR, which shows both spatial and temporal information of regions of interest (ROIs) in a video. Using RadarVR, we conducted a study to investigate the impact of temporal guidance and explore trade-offs between spatiotemporal and spatial-only visual guidance. Results show spatiotemporal feedback allows users to see a greater percentage of ROIs, with 81% more seen from their initial onset. We discuss design implications for future work in this space. Sean J. Liu, Rorik Henrikson, Tovi Grossman, Michael Glueck, Mark Parent |
UIST | 2 |
| 2020 | Head-Coupled Kinematic Template Matching: A Prediction Model for Ray Pointing in VRabstractThis paper presents a new technique to predict the ray pointer landing position for selection movements in virtual reality (VR) environments. The technique adapts and extends a prior 2D kinematic template matching method to VR environments where ray pointers are used for selection. It builds on the insight that the kinematics of a controller and Head-Mounted Display (HMD) can be used to predict the ray's final landing position and angle. An initial study provides evidence that the motion of the head is a key input channel for improving prediction models. A second study validates this technique across a continuous range of distances, angles, and target sizes. On average, the technique's predictions were within 7.3° of the true landing position when 50% of the way through the movement and within 3.4° when 90%. Furthermore, compared to a direct extension of Kinematic Template Matching, which only uses controller movement, this head-coupled approach increases prediction accuracy by a factor of 1.8x when 40% of the way through the movement. Rorik Henrikson, Tovi Grossman, Sean Trowbridge, Daniel J. Wigdor, Hrvoje Benko |
CHI | 1 |
| 2016 | Storeoboard: Sketching Stereoscopic StoryboardsabstractWe present Storeoboard, a system for stereo-cinematic conceptualization, via storyboard sketching directly in stereo. The resurgence of stereoscopic media has motivated filmmakers to evolve a new stereo-cinematic vocabulary, as many principles for stereo 3D film are unique. Concepts like plane separation, parallax position, and depth budgets are missing from early planning due to the 2D nature of existing storyboards. Storeoboard is the first of its kind, allowing filmmakers to explore, experiment and conceptualize ideas in stereo early in the film pipeline, develop new stereo-cinematic constructs and foresee potential difficulties. Storeoboard is the design outcome of interviews and field work with directors, stereographers, and storyboard artists. We present our design guidelines and implementation of a tool combining stereo-sketching, depth manipulations and storyboard features into a coherent and novel workflow. We report on feedback from storyboard artists, industry professionals and the director of a live action, feature film on which Storeoboard was deployed. Rorik Henrikson, Bruno Rodrigues De Araújo, Fanny Chevalier, Karan Singh 0004, Ravin Balakrishnan |
CHI | 1 |
| 2016 | Multi-Device Storyboards for Cinematic Narratives in VRabstractVirtual Reality (VR) narratives have the unprecedented potential to connect with an audience through presence, placing viewers within the narrative. The onset of consumer VR has resulted in an explosion of interest in immersive storytelling. Planning narratives for VR, however, is a grand challenge due to its unique affordances, its evolving cinematic vocabulary, and most importantly the lack of supporting tools to explore the creative process in VR. Rorik Henrikson, Bruno Rodrigues De Araújo, Fanny Chevalier, Karan Singh 0004, Ravin Balakrishnan |
UIST | 1 |
| 2010 | Automatic camera control using unobtrusive vision and audio tracking
Rorik Henrikson, Jeremy P. Birnholtz, Ravin Balakrishnan, Dana Lee |
Graphics Interface | 2 |