EDBT 2026 Demo / reviewers in the wild / expert
Ethan Harnner
dblp:225/8319
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.3 | 1 | 2018 | Interacting with Distant Objects in Augmented Reality · VR 2018 |
Multimedia systems and quality of experience › user interaction
interaction techniques and input |
0.3 | 1 | 2018 | Interacting with Distant Objects in Augmented Reality · VR 2018 |
Virtual and augmented reality › immersive interaction
multimodal interaction |
0.3 | 1 | 2018 | Interacting with Distant Objects in Augmented Reality · VR 2018 |
Visualization and visual analytics › interaction design
user interface design and tools |
0.1 | 1 | 2018 | Interacting with Distant Objects in Augmented Reality · VR 2018 |
Methods — techniques the papers use, named apart from their topics
empirical user study · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Interacting with Distant Objects in Augmented RealityabstractAugmented 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 |
VR | 2 |