EDBT 2026 Demo / reviewers in the wild / expert
Luis Gustavo Freire da Costa
dblp:225/8352
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2
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
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Personal fabrication and tangible interfaces · 54% Interaction techniques and input · 46% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.7 | 2 | 2019 | Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019 Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018 |
Virtual and augmented reality › mixed reality
augmented virtuality |
0.4 | 1 | 2019 | Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019 |
Personal fabrication and tangible interfaces
tangible interaction |
0.4 | 1 | 2019 | Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019 |
Virtual and augmented reality › immersive interaction
3d interaction |
0.3 | 1 | 2018 | Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018 |
Virtual and augmented reality
presence |
0.1 | 1 | 2019 | Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019 |
Virtual and augmented reality › virtual reality
consumer-oriented virtual reality |
0.1 | 1 | 2018 | Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018 |
Methods — techniques the papers use, named apart from their topics
wireless tracking · 0.8low-cost sensors · 0.8leap motion · 0.8virtual hand metaphor · 0.7hypernatural UIs · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost SensorsabstractWe present an augmented virtuality system using low-cost or outdated devices as sensors, attached to tangible objects. Five interactions were implemented, featuring rotation, pressing, pulling, pushing and insertion movements, including passive mechanical resistance. Interactions were tied together by a puzzling narrative. Concerning storytelling, in contrast to AR, pure virtual reality offers unlimited visual possibilities and higher flexibility. Augmenting VR with physical objects allows ignoring most details of the physical environment and exploring ‘magical’ interactions. Precise registration was accomplished using wireless tracking system. The main challenge was the absent physical counterparts of the scenario, which was tackled by limiting user's reach to available interactions. Despite Leap Motion's erratic hand tracking, mouse and tablet sensors were precise enough and the augmented environment allowed a high sense of presence. Andre Montes, Mario Nagamura, Luis Gustavo Freire da Costa, Rodrigo Rodrigues Gesuatto Faria, Pier Luigi Nakai Ricchetti, Eric Nozomi Tatsuta, Roseli de Deus Lopes, Marcelo Knörich Zuffo |
VR | 3 |
| 2018 | Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR SetupsabstractIn this work, we present a hand-based natural interaction that allows performing fundamental actions such as moving or controlling objects and climbing ladders. The setup was restricted to available consumer VR technology, aiming to advance towards a practical unified framework for 3D interaction. The strategy was syncing the closest natural movement allowed by the device with primary task actions, either directly or indirectly, creating hypernatural UIs. The prototype allowed successful completion of the three challenges proposed by the 2018 3DUI Contest, as validated by a preliminary user study with participants from the target audience and also from the general public. Andre Montes, Mario Nagamura, Luis Gustavo Freire da Costa, Marcelo Knörich Zuffo |
VR | 3 |