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Ethan Harnner

dblp:225/8319 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-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
1 paper
Virtual and augmented reality · 61% Multimedia systems and quality of experience · 30% Visualization and visual analytics · 9%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.312018
Interacting with Distant Objects in Augmented Reality · VR 2018
Multimedia systems and quality of experience › user interaction
interaction techniques and input
0.312018
Interacting with Distant Objects in Augmented Reality · VR 2018
Virtual and augmented reality › immersive interaction
multimodal interaction
0.312018
Interacting with Distant Objects in Augmented Reality · VR 2018
Visualization and visual analytics › interaction design
user interface design and tools
0.112018
Interacting with Distant Objects in Augmented Reality · VR 2018

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

empirical user study · 0.3
YearPublicationVenuePosition
2018 Interacting with Distant Objects in Augmented Reality
abstract
Augmented reality (AR) applications can leverage the full space of an environment to create immersive experiences. However, most empirical studies of interaction in AR focus on interactions with objects close to the user, generally within arms reach. As objects move farther away, the efficacy and usability of different interaction modalities may change. This work explores AR interactions at a distance, measuring how applications may support fluid, efficient, and intuitive interactive experiences in room-scale augmented reality. We conducted an empirical study (N = 20) to measure trade-offs between three interaction modalities-multimodal voice, embodied freehand gesture, and handhelds devices-for selecting, rotating, and translating objects at distances ranging from 8 to 16 feet (2.4m-4.9m). Though participants performed comparably with embodied freehand gestures and handheld remotes, they perceived embodied gestures as significantly more efficient and usable than device-mediated interactions. Our findings offer considerations for designing efficient and intuitive interactions in room-scale AR applications.
Matt Whitlock, Ethan Harnner, Jed R. Brubaker, Shaun K. Kane, Danielle Albers Szafir
VR2