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Brighten Jelke

dblp:225/8364 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 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.

Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 35% Immersive interaction · 33% Collaborative and social computing · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative virtual environments
0.412020
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality · CHI 2020
Immersive interaction
virtual reality
0.412020
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality · CHI 2020
Interaction techniques and input › spatial interaction › 3d interaction
3d selection
0.312018
Yea Big, Yea High: A 3D User Interface for Surface Selection by Progressive Refinement in Virtual Environments · VR 2018
Interaction techniques and input
gesture input
0.112020
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality · CHI 2020

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

progressive refinement · 0.7gesture input · 0.7user study · 0.4arm rotation model · 0.4
YearPublicationVenuePosition
2020 Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
abstract
Collaborative Virtual Environments (CVEs) offer unique opportunities for human communication. Humans can interact with each other over a distance in any environment and visual embodiment they want. Although deictic gestures are especially important as they can guide other humans' attention, humans make systematic errors when using and interpreting them. Recent work suggests that the interpretation of vertical deictic gestures can be significantly improved by warping the pointing arm. In this paper, we extend previous work by showing that models enable to also improve the interpretation of deictic gestures at targets all around the user. Through a study with 28 participants in a CVE, we analyzed the errors users make when interpreting deictic gestures. We derived a model that rotates the arm of a pointing user's avatar to improve the observing users' accuracy. A second study with 24 participants shows that we can improve observers' accuracy by 22.9%. As our approach is not noticeable for users, it improves their accuracy without requiring them to learn a new interaction technique or distracting from the experience.
Sven Mayer, Jens Reinhardt 0001, Robin Schweigert, Brighten Jelke, Valentin Schwind, Katrin Wolf 0001, Niels Henze
CHI4
2018 Yea Big, Yea High: A 3D User Interface for Surface Selection by Progressive Refinement in Virtual Environments
abstract
We present Yea Big, Yea High - a 3D user interface for surface selection in virtual environments. The interface extends previous selection interfaces that support exploratory visualization and 3D modeling. While these systems primarily focus on selecting single objects, Yea Big, Yea High allows users to select part of a surface mesh, a common task for data analysis, model editing, or annotation. The selection can be progressively refined by physically indicating a region of interest between a user's hands. We describe the design of the interface and key challenges we encountered. We present findings from a case study exploring design choices and use of the system.
Bret Jackson, Brighten Jelke, Gabriel Brown
VR2