Demo Data from EDBT 2026 / reviewers in the wild / expert
Rosella P. Galindo Esparza
dblp:224/7052
· DBLP profile ↗
3ranked-venue papers
2as first author
2since 2021 · last 2026
0000-0003-2552-0224ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
3 papers |
Accessibility and assistive technology · 63% Human-AI interaction · 20% Health and well-being technologies · 8% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 6 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology › accessible interaction
accessible virtual reality |
1.0 | 1 | 2026 | EnVisionVR: A Scene Interpretation Tool for Visual Accessibility in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Human-AI interaction
vision language model |
1.0 | 1 | 2026 | EnVisionVR: A Scene Interpretation Tool for Visual Accessibility in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Accessibility and assistive technology
visual accessibility |
1.0 | 1 | 2026 | EnVisionVR: A Scene Interpretation Tool for Visual Accessibility in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Design research and methods
participatory design |
0.4 | 1 | 2019 | Embodied Imagination: An Approach to Stroke Recovery Combining Participatory Performance and Interactive Technology · CHI 2019 |
Virtual and augmented reality
immersive interaction |
0.3 | 1 | 2026 | EnVisionVR: A Scene Interpretation Tool for Visual Accessibility in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Accessibility and assistive technology
accessibility evaluation |
0.3 | 1 | 2025 | Exclusion Rates among Disabled and Older Users of Virtual and Augmented Reality · CHI 2025 |
Methods — techniques the papers use, named apart from their topics
voice input · 2.0vision-language model · 2.0multimodal feedback · 2.0population statistics estimation · 0.9lab-based usability study · 0.9qualitative evaluation · 0.4performance workshop · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | EnVisionVR: A Scene Interpretation Tool for Visual Accessibility in Virtual RealityabstractEffective visual accessibility in Virtual Reality (VR) is crucial for Blind and Low Vision (BLV) users. However, designing visual accessibility systems is challenging due to the complexity of 3D VR environments and the need for techniques that can be easily retrofitted into existing applications. While prior work has studied how to enhance or translate visual information, the advancement of Vision Language Models (VLMs) provides an exciting opportunity to advance the scene interpretation capability of current systems. This paper presents EnVisionVR, an accessibility tool for VR scene interpretation. Through a formative study of usability barriers, we confirmed the lack of visual accessibility features as a key barrier for BLV users of VR content and applications. In response, we used our findings from the formative study to inform the design and development of EnVisionVR, a novel visual accessibility system leveraging a VLM, voice input and multimodal feedback for scene interpretation and virtual object interaction in VR. An evaluation with 12 BLV users demonstrated that EnVisionVR significantly improved their ability to locate virtual objects, effectively supporting scene understanding and object interaction. Rosella P. Galindo Esparza, Vanja Garaj, Per Ola Kristensson, John J. Dudley |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Exclusion Rates among Disabled and Older Users of Virtual and Augmented RealityabstractThis paper examines the levels of exclusion encountered by disabled and older users of consumer-level VR and AR technology and identifies methods formed by people with diverse access needs to circumvent encountered barriers to use. First, we estimate exclusion rates for a selection of nine immersive experiences of VR and AR, computed using population statistics data for the United Kingdom (UK). We then present an empirical lab-based study evaluating the usability of the same VR and AR experiences. The study involved 60 UK-based participants with varying access needs and the study results were used to calculate the empirical exclusion rates. Both the estimated and empirical exclusion rates display high levels of exclusion, which for the more complex experiences in the study reached 100 %. However, multiple participants overcame usability barriers and completed experiences through provided assistance and self-initiated adaptations, suggesting that future VR and AR can become more inclusive if designed to counter these barriers. Rosella P. Galindo Esparza, John J. Dudley, Vanja Garaj, Per Ola Kristensson |
CHI | 1 |
| 2019 | Embodied Imagination: An Approach to Stroke Recovery Combining Participatory Performance and Interactive TechnologyabstractParticipatory performance provides methods for exploring social identities and situations in ways that can help people to imagine new ways of being. Digital technologies provide tools that can help people envision these possibilities. We explore this combination through a performance workshop process designed to help stroke survivors imagine new physical and social possibilities by enacting fantasies of "things they always wanted to do". This process uses performance methods combined with specially designed real-time movement visualisations to progressively build fantasy narratives that are enacted with and for other workshop participants. Qualitative evaluations suggest this process successfully stimulates participant's embodied imagination and generates a diverse range of fantasies. The interactive and communal aspects of the workshop process appear to be especially important in achieving these effects. This work highlights how the combination of performance methods and interactive tools can bring a rich, prospective and political understanding of people's lived experience to design. Rosella P. Galindo Esparza, Patrick G. T. Healey, Lois Weaver, Matthew Delbridge |
CHI | 1 |