Bogdan-Florin Gheran

dblp:216/7369 · DBLP profile ↗
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4ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0002-8241-1641ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 2 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.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 87% Human-robot interaction · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture elicitation
0.912025
Intermanual Deictics: Uncovering Users' Gesture Preferences for Opposite-Arm Referential Input, from Fingers to Shoulder · CHI 2025
Human-robot interaction › nonverbal communication
deictic gesture
0.312025
Intermanual Deictics: Uncovering Users' Gesture Preferences for Opposite-Arm Referential Input, from Fingers to Shoulder · CHI 2025
YearPublicationVenuePosition
2025 Intermanual Deictics: Uncovering Users' Gesture Preferences for Opposite-Arm Referential Input, from Fingers to Shoulder
Radu-Daniel Vatavu, Bogdan-Florin Gheran
CHI2
2022 RepliGES and GEStory: Visual Tools for Systematizing and Consolidating Knowledge on User-Defined Gestures
abstract
The body of knowledge accumulated by gesture elicitation studies (GES), although useful, large, and extensive, is also heterogeneous, scattered in the scientific literature across different venues and fields of research, and difficult to generalize to other contexts of use represented by different gesture types, sensing devices, applications, and user categories. To address such aspects, we introduce RepliGES, a conceptual space that supports (1) replications of gesture elicitation studies to confirm, extend, and complete previous findings, (2) reuse of previously elicited gesture sets to enable new discoveries, and (3) extension and generalization of previous findings with new methods of analysis and for new user populations towards consolidated knowledge of user-defined gestures. Based on RepliGES, we introduce GEStory, an interactive design space and visual tool, to structure, visualize and identify user-defined gestures from a number of 216 published gesture elicitation studies.
Bogdan-Florin Gheran, Santiago Villarreal, Radu-Daniel Vatavu, Jean Vanderdonckt
AVI1
2020 Addressing Inattentional Blindness with Smart Eyewear and Vibrotactile Feedback on the Finger, Wrist, and Forearm
abstract
We present a concept, hardware prototype, and wearable system designed to deliver vibrotactile feedback at finger, wrist, and forearm level for everyday situations of inattentional blindness. Objects and phenomena automatically detected from the video stream acquired by a pair of glasses with embedded video camera are matched against a list of concepts of interest and converted into vibrotactile patterns delivered to the user on their finger, wrist, or forearm according to the location of the wearable device. Our demonstrations employ an off-the-shelf smart ring (Ring Zero) and armband (Myo) and a custom bracelet that we designed for this work.
Adrian Aiordachioae, David Gherasim, Alexandru-Ilie Maciuc, Bogdan-Florin Gheran, Radu-Daniel Vatavu
MUM4
2018 Gestures for Smart Rings: Empirical Results, Insights, and Design Implications
abstract
We present empirical results about users' gesture preferences for smart rings by analyzing 672 gestures from 24 participants. We report an overall low consensus (mean .112, maximum .225 on the unit scale) between participants' gesture proposals, and we point to the challenges of designing highly-generalizable ring gestures across users. We also contribute to the practice of gesture elicitation studies by discussing how a priori conditions (e.g., participants' traits, such as creativity and motor skills), commitment and behavior during the experiment (e.g., their thinking times), but also a posteriori aspects (the experimenter's choice of criteria to group gestures into categories) affect agreement. We offer design guidelines for ring gestures informed by our empirical observations, and present a collection of gestures reflective of our participants' mental models for effecting commands using smart rings.
Bogdan-Florin Gheran, Jean Vanderdonckt, Radu-Daniel Vatavu
Conference on Designing Interactive Systems1