Demo Data from EDBT 2026 / reviewers in the wild / expert
Jonas Schjerlund
dblp:217/9238
· DBLP profile ↗
4ranked-venue papers
2as first author
2since 2021 · last 2022
0000-0001-6143-1793ORCID · 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
4 papers |
Immersive interaction · 54% Interaction techniques and input · 35% Usability and user experience research · 10% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › spatial interaction
3d interaction |
1.1 | 2 | 2022 | OVRlap: Perceiving Multiple Locations Simultaneously to Improve Interaction in VR · CHI 2022 Ninja Hands: Using Many Hands to Improve Target Selection in VR · CHI 2021 |
Immersive interaction
virtual reality interaction |
1.1 | 2 | 2022 | OVRlap: Perceiving Multiple Locations Simultaneously to Improve Interaction in VR · CHI 2022 Ninja Hands: Using Many Hands to Improve Target Selection in VR · CHI 2021 |
Immersive interaction › 3d user interface
target selection in virtual reality |
0.5 | 1 | 2021 | Ninja Hands: Using Many Hands to Improve Target Selection in VR · CHI 2021 |
Interaction techniques and input › large display interaction
wall-display interaction |
0.4 | 1 | 2019 | Effects of Locomotion and Visual Overview on Spatial Memory when Interacting with Wall Displays · CHI 2019 |
Immersive interaction › virtual reality
presence |
0.3 | 1 | 2018 | The Dream is Collapsing: The Experience of Exiting VR · CHI 2018 |
Usability and user experience research › evaluation methodology
interaction technique evaluation |
0.3 | 2 | 2022 | OVRlap: Perceiving Multiple Locations Simultaneously to Improve Interaction in VR · CHI 2022 Ninja Hands: Using Many Hands to Improve Target Selection in VR · CHI 2021 |
Visualization and visual analytics › interaction techniques
information space navigation |
0.1 | 1 | 2019 | Effects of Locomotion and Visual Overview on Spatial Memory when Interacting with Wall Displays · CHI 2019 |
Usability and user experience research
simulator sickness |
0.1 | 1 | 2018 | The Dream is Collapsing: The Experience of Exiting VR · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
controlled user study · 1.8explicitation interview · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | OVRlap: Perceiving Multiple Locations Simultaneously to Improve Interaction in VRabstractWe introduce OVRlap, a VR interaction technique that lets the user perceive multiple places at the same time from a first-person perspective. OVRlap achieves this by overlapping viewpoints. At any time, only one viewpoint is active, meaning that the user may interact with objects therein. Objects seen from the active viewpoint are opaque, whereas objects seen from passive viewpoints are transparent. This allows users to perceive multiple locations at once and easily switch to the one in which they want to interact. We compare OVRlap and a single-viewpoint technique in a study where 20 participants complete object-collection and monitoring tasks. We find that in both tasks, participants are significantly faster and move their head significantly less with OVRlap. We propose how the technique might be improved through automated switching of the active viewpoint and intelligent viewpoint rendering. Jonas Schjerlund, Kasper Hornbæk, Joanna Bergström |
CHI | 1 |
| 2021 | Ninja Hands: Using Many Hands to Improve Target Selection in VRabstractSelection and manipulation in virtual reality often happen using an avatar’s hands. However, objects outside the immediate reach require effort to select. We develop a target selection technique called Ninja Hands. It maps the movement of a single real hand to many virtual hands, decreasing the distance to targets. We evaluate Ninja Hands in two studies. The first study shows that compared to a single hand, 4 and 8 hands are significantly faster for selecting targets. The second study complements this finding by using a larger target layout with many distractors. We find no decrease in selection time across 8, 27, and 64 hands, but an increase in the time spent deciding which hand to use. Thereby, net movement time still decreases significantly. In both studies, the physical motion exerted also decreases significantly with more hands. We discuss how these findings can inform future implementations of the Ninja Hands technique. Jonas Schjerlund, Kasper Hornbæk, Joanna Bergström |
CHI | 1 |
| 2019 | Effects of Locomotion and Visual Overview on Spatial Memory when Interacting with Wall DisplaysabstractWall displays support people in interacting with large information spaces in two ways: On the one hand, the physical space in front of such displays enables them to navigate information spaces physically. On the other hand, the visual overview of the information space on the display may promote the formation of spatial memory; from studies of desktop computers we know this can boost performance. However, it remains unclear how the benefits of locomotion and overviews relate and whether one is more important than the other. We study this question through a wall display adaptation of the classic Data Mountain system to separate the effects of locomotion and visual overview. Our findings suggest that overview improves recall and that the combination of overview and locomotion outperforms all other combinations of factors. Yvonne Jansen, Jonas Schjerlund, Kasper Hornbæk |
CHI | 2 |
| 2018 | The Dream is Collapsing: The Experience of Exiting VRabstractResearch on virtual reality (VR) has studied users' experience of immersion, presence, simulator sickness, and learning effects. However, the momentary experience of exiting VR and transitioning back to the real-world is not well understood. Do users become self-conscious of their actions upon exit? Are users nervous of their surroundings? Using explicitation interviews, we explore the moment of exit from VR across four applications. Analysis of the interviews reveals five components of experience: space, control, sociality, time, and sensory adaptation. Participants described spatial disorientation, for example, regardless of the complexity of the VR scene. Participants also described a window across which they exit VR, for example mentally first and then physically. We present six designs for easing or heightening the exit experience, as described by the participants. Based on these findings, we further discuss the ?moment of exit' as an opportunity for designing engaging and enhanced VR experiences. Jarrod Knibbe, Jonas Schjerlund, Mathias Petraeus, Kasper Hornbæk |
CHI | 2 |