Demo Data from EDBT 2026 / reviewers in the wild / expert
Ayshwarya Saktheeswaran
dblp:164/4163
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 60% Visualization and visual analytics · 40% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
graph visualization |
0.4 | 1 | 2020 | Touch? Speech? or Touch and Speech? Investigating Multimodal Interaction for Visual Network Exploration and Analysis · IEEE Trans. Vis. Comput. Graph. 2020 |
Interaction techniques and input › input modality
multimodal input |
0.4 | 1 | 2020 | Touch? Speech? or Touch and Speech? Investigating Multimodal Interaction for Visual Network Exploration and Analysis · IEEE Trans. Vis. Comput. Graph. 2020 |
Virtual and augmented reality
immersive interaction |
0.2 | 1 | 2015 | Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality · VR 2015 |
Virtual and augmented reality › immersive interaction
interaction fidelity |
0.2 | 1 | 2015 | Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality · VR 2015 |
Virtual and augmented reality
locomotion techniques |
0.2 | 1 | 2015 | Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality · VR 2015 |
Methods — techniques the papers use, named apart from their topics
qualitative user study · 0.9user study · 0.2experiment · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Touch? Speech? or Touch and Speech? Investigating Multimodal Interaction for Visual Network Exploration and AnalysisabstractInteraction plays a vital role during visual network exploration as users need to engage with both elements in the view (e.g., nodes, links) and interface controls (e.g., sliders, dropdown menus). Particularly as the size and complexity of a network grow, interactive displays supporting multimodal input (e.g., touch, speech, pen, gaze) exhibit the potential to facilitate fluid interaction during visual network exploration and analysis. While multimodal interaction with network visualization seems like a promising idea, many open questions remain. For instance, do users actually prefer multimodal input over unimodal input, and if so, why? Does it enable them to interact more naturally, or does having multiple modes of input confuse users? To answer such questions, we conducted a qualitative user study in the context of a network visualization tool, comparing speech- and touch-based unimodal interfaces to a multimodal interface combining the two. Our results confirm that participants strongly prefer multimodal input over unimodal input attributing their preference to: 1) the freedom of expression, 2) the complementary nature of speech and touch, and 3) integrated interactions afforded by the combination of the two modalities. We also describe the interaction patterns participants employed to perform common network visualization operations and highlight themes for future multimodal network visualization systems to consider. Ayshwarya Saktheeswaran, Arjun Srinivasan, John T. Stasko |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual realityabstractOne of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform an analysis of the fidelity of the three locomotion techniques to support this argument. Mahdi Nabiyouni, Ayshwarya Saktheeswaran, Doug A. Bowman, Ambika Karanth |
VR | 2 |