EDBT 2026 Demo / reviewers in the wild / expert
Oana A. Dogaru
dblp:230/8285
· DBLP profile ↗
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
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.
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
tool interaction |
0.4 | 1 | 2020 | Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual Reality · CHI 2020 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2020 | Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual Reality · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
user study · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual RealityabstractWhen physical props serve as proxies for virtual tools used to manipulate the virtual environment, it is challenging to provide appropriate haptic feedback. Redirected tool-mediated manipulation addresses this challenge by distorting the mapping between physical and virtual tools to provide a sensation of manipulating the virtual environment, when the physical tool comes into contact with another physical prop. For example, a virtual hammer's position can be offset to ensure that physical impacts accompany each strike of a virtual nail. We demonstrate the idea by showing that it can be used to create sensations of impact and resistance when driving a virtual nail into a surface, when tightening a virtual screw, and when sawing through a virtual plank. The results of a user study indicate that the proposed approach is perceived as more realistic than interaction with a single physical prop or controller and no notable detriments to precision were observed. Patrick L. Strandholt, Oana A. Dogaru, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin |
CHI | 2 |
| 2018 | Step aside: an initial exploration of gestural input for lateral movement during walking-in-place locomotionabstractWalking-in-place (WIP) techniques provide users with a relatively natural way of walking in virtual reality. However, previous research has primarily focused on WIP during forward movement and tasks involving turning. Thus, little is known about what gestures to use in combination with WIP in order to enable sidestepping. This paper presents two user studies comparing three different types of gestures based on movement of the hip, leaning of the torso, and actual sidesteps. The first study focuses on purely lateral movement while the second involves both forward and lateral movement. The results of both studies suggest that leaning yielded significantly more natural walking experiences and this gesture also produced significantly less positional drift. Congzhi Wang, Oana A. Dogaru, Patrick L. Strandholt, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin |
VRST | 2 |