Demo Data from EDBT 2026 / reviewers in the wild / expert
Xavier Benavides
dblp:144/5722
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2Graphics, 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
1 paper |
Immersive interaction · 38% Interaction techniques and input · 38% Learning and educational technologies · 12% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › post-WIMP interaction › embodied interaction
physical object interaction |
0.2 | 1 | 2016 | TactileVR: Integrating Physical Toys into Learn and Play Virtual Reality Experiences · ISMAR 2016 |
Immersive interaction
virtual reality interaction |
0.2 | 1 | 2016 | TactileVR: Integrating Physical Toys into Learn and Play Virtual Reality Experiences · ISMAR 2016 |
Collaborative and social computing › collaborative virtual environments
collaborative virtual reality |
0.1 | 1 | 2016 | TactileVR: Integrating Physical Toys into Learn and Play Virtual Reality Experiences · ISMAR 2016 |
Learning and educational technologies › immersive learning
virtual reality learning |
0.1 | 1 | 2016 | TactileVR: Integrating Physical Toys into Learn and Play Virtual Reality Experiences · ISMAR 2016 |
Methods — techniques the papers use, named apart from their topics
motion tracking · 0.2gesture inference · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | TactileVR: Integrating Physical Toys into Learn and Play Virtual Reality ExperiencesabstractWe present TactileVR, a proof-of-concept virtual reality system in which a user is free to move around and interact with physical objects and toys, which are represented in the virtual world. By integrating tracking information from the head, hands and feet of the user, as well as the objects, we infer complex gestures and interactions such as shaking a toy, rotating a steering wheel, or clapping your hands. We create educational and recreational experiences for kids, which promote exploration and discovery, while feeling intuitive and safe. In each experience objects have a unique appearance and behavior e.g. in an electric circuits lab toy blocks serve as switches, batteries and light bulbs.We conducted a user study with children ages 5–11, who experienced TactileVR and interacted with virtual proxies of physical objects. Children took instantly to the TactileVR environment, intuitively discovered a variety of interactions, and completed tasks faster than with non-tactile virtual objects. Moreover, the presence of physical toys created the opportunity for collaborative play, even when only some of the kids were using a VR headset. Lior Shapira, Judith Amores, Xavier Benavides |
ISMAR | 3 |
| 2015 | clayodor: Retrieving Scents through the Manipulation of Malleable Materialabstractclayodor (\klei-o-dor\) is a clay-like malleable material that changes smell based on user manipulation of its shape. This work explores the tangibility of shape changing materials to capture smell, an ephemeral and intangible sensory input. We present the design of a proof-of-concept prototype, and discussions on the challenges of navigating smell though form. Hsin-Liu Cindy Kao, Ermal Dreshaj, Judith Amores, Sang-won Leigh, Xavier Benavides, Pattie Maes, Ken Perlin, Hiroshi Ishii 0001 |
TEI | 5 |