Mario Gutierrez

dblp:150/5012 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 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
2 papers
Immersive interaction · 50% Interaction techniques and input · 37% Wearable and physiological sensing · 13%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
teleportation
1.012026
StylusPort: Investigating Teleportation using Stylus in VR · CHI 2026
Interaction techniques and input
text entry
0.612022
Creating and Augmenting Keyboards for Extended Reality with the Keyboard Augmentation Toolkit · ACM Trans. Comput. Hum. Interact. 2022
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.312026
StylusPort: Investigating Teleportation using Stylus in VR · CHI 2026
Interaction techniques and input
pen input
0.312026
StylusPort: Investigating Teleportation using Stylus in VR · CHI 2026
Immersive interaction
mixed reality
0.212022
Creating and Augmenting Keyboards for Extended Reality with the Keyboard Augmentation Toolkit · ACM Trans. Comput. Hum. Interact. 2022

Methods — techniques the papers use, named apart from their topics

user study · 1.6evaluation-by-demonstration · 0.6design toolkit · 0.6
YearPublicationVenuePosition
2026 StylusPort: Investigating Teleportation using Stylus in VR
abstract
With a stylus, users can both sweep sketches across models and pinpoint locations with precision. Building on this dual capability, we explore how teleportation can be integrated into stylus interaction without disrupting the flow of common stylus usage. We introduce two key ideas: flipping the stylus as an intuitive mode switch between drawing and teleportation, and using gaze to set orientation while the stylus handles positioning. In a user study that features a teleport-and-orient task, we evaluate six teleportation techniques, covering two mode-switching methods (Button and Flip) and three orientation approaches (StylusRoll, StylusPoint, and GazePoint). The results offer new insights into the relative merits and limitations of each technique. Our work contributes to knowledge about teleportation in VR and fills the gap in seamlessly integrating teleportation with stylus use in 3D.
Yang Liu 0453, Qiushi Zhou, Mathias N. Lystbæk, Aidan Kehoe, Mario Gutierrez, Hans-Werner Gellersen, Ken Pfeuffer
CHI5
2022 Creating and Augmenting Keyboards for Extended Reality with the Keyboard Augmentation Toolkit
abstract
This article discusses the Keyboard Augmentation Toolkit (KAT), which supports the creation of virtual keyboards that can be used both for standalone input (e.g., for mid-air text entry) and to augment physically tracked keyboards/surfaces in mixed reality. In a user study, we firstly examine the impact and pitfalls of visualising shortcuts on a tracked physical keyboard, exploring the utility of virtual per-keycap displays. Supported by this and other recent developments in XR keyboard research, we then describe the design, development, and evaluation-by-demonstration of KAT. KAT simplifies the creation of virtual keyboards (optionally bound to a tracked physical keyboard) that support enhanced display —2D/3D per-key content that conforms to the virtual key bounds; enhanced interactivity —supporting extensible per-key states such as tap, dwell, touch, swipe; flexible keyboard mappings that can encapsulate groups of interaction and display elements, e.g., enabling application-dependent interactions; and flexible layouts —allowing the virtual keyboard to merge with and augment a physical keyboard, or switch to an alternate layout (e.g., mid-air) based on need. Through these features, KAT will assist researchers in the prototyping, creation and replication of XR keyboard experiences, fundamentally altering the keyboard’s form and function.
Mark McGill, Stephen A. Brewster, Daniel Medeiros 0001, Sidney Bovet, Mario Gutierrez, Aidan Kehoe
ACM Trans. Comput. Hum. Interact.5
2020 The influence of red blood cell deformability on hematocrit profiles and platelet margination
abstract
The influence of red blood cell (RBC) deformability in whole blood on platelet margination is investigated using confocal microscopy measurements of flowing human blood and cell resolved blood flow simulations. Fluorescent platelet concentrations at the wall of a glass chamber are measured using confocal microscopy with flowing human blood containing varying healthy-to-stiff RBC fractions. A decrease is observed in the fluorescent platelet signal at the wall due to the increase of stiffened RBCs in flow, suggesting a decrease of platelet margination due to an increased fraction of stiffened RBCs present in the flow. In order to resolve the influence of stiffened RBCs on platelet concentration at the channel wall, cell-pair and bulk flow simulations are performed. For homogeneous collisions between RBC pairs, a decrease in final displacement after a collision with increasing membrane stiffness is observed. In heterogeneous collisions between healthy and stiff RBC pairs, it is found that the stiffened RBC is displaced most. The influence of RBC deformability on collisions between RBCs and platelets was found to be negligible due to their size and mass difference. For a straight vessel geometry with varying healthy-to-stiff RBC ratios, a decrease was observed in the red blood cell-free layer and platelet margination due to an increase in stiffened RBCs present in flow.
Benjamin Czaja, Mario Gutierrez, Gábor Závodszky, David de Kanter, Alfons G. Hoekstra, Omolola Eniola-Adefeso
PLoS Comput. Biol.2