Demo Data from EDBT 2026 / reviewers in the wild / expert
Shaghayegh Esmaeili
dblp:234/4531
· DBLP profile ↗
7ranked-venue papers
2as first author
2since 2021 · last 2023
0000-0002-1547-2700ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 2 since 2021
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
4 papers |
Visualization and visual analytics · 75% Virtual and augmented reality · 14% Multimedia systems and quality of experience · 11% | |
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 46% Immersive interaction · 23% Usability and user experience research · 23% |
Topics — the 11 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
collaborative data analysis |
0.7 | 1 | 2023 | The Influence of Visual Provenance Representations on Strategies in a Collaborative Hand-off Data Analysis Scenario · IEEE Trans. Vis. Comput. Graph. 2023 |
Visualization and visual analytics
graphical perception |
0.7 | 1 | 2023 | Evaluating Graphical Perception of Visual Motion for Quantitative Data Encoding · IEEE Trans. Vis. Comput. Graph. 2023 |
Visualization and visual analytics
information visualization |
0.7 | 1 | 2023 | Evaluating Graphical Perception of Visual Motion for Quantitative Data Encoding · IEEE Trans. Vis. Comput. Graph. 2023 |
Visualization and visual analytics › information visualization › metadata visualization
provenance visualization |
0.7 | 1 | 2023 | The Influence of Visual Provenance Representations on Strategies in a Collaborative Hand-off Data Analysis Scenario · IEEE Trans. Vis. Comput. Graph. 2023 |
Multimedia systems and quality of experience › user interaction
interaction techniques and input |
0.4 | 1 | 2020 | Determining Detection Thresholds for Fixed Positional Offsets for Virtual Hand Remapping in Virtual Reality · ISMAR 2020 |
Virtual and augmented reality › immersive interaction › virtual object manipulation
virtual hand interaction |
0.4 | 1 | 2020 | Determining Detection Thresholds for Fixed Positional Offsets for Virtual Hand Remapping in Virtual Reality · ISMAR 2020 |
Interaction techniques and input
gesture elicitation |
0.4 | 1 | 2020 | Adults' and Children's Mental Models for Gestural Interactions with Interactive Spherical Displays · CHI 2020 |
Interaction techniques and input
hand-based interaction |
0.4 | 1 | 2020 | Detection of Scaled Hand Interactions in Virtual Reality: The Effects of Motion Direction and Task Complexity · VR 2020 |
Immersive interaction
interaction fidelity |
0.4 | 1 | 2020 | Detection of Scaled Hand Interactions in Virtual Reality: The Effects of Motion Direction and Task Complexity · VR 2020 |
Visualization and visual analytics
sensemaking |
0.2 | 1 | 2023 | The Influence of Visual Provenance Representations on Strategies in a Collaborative Hand-off Data Analysis Scenario · IEEE Trans. Vis. Comput. Graph. 2023 |
Visualization and visual analytics › perception › visual perception
detection thresholds |
0.1 | 1 | 2020 | Determining Detection Thresholds for Fixed Positional Offsets for Virtual Hand Remapping in Virtual Reality · ISMAR 2020 |
Methods — techniques the papers use, named apart from their topics
user study · 0.92AFC · 0.9statistical analysis · 0.7qualitative study · 0.7interaction history analysis · 0.7controlled user study · 0.7think-aloud · 0.4gesture elicitation study · 0.4controlled experiment · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | The Influence of Visual Provenance Representations on Strategies in a Collaborative Hand-off Data Analysis ScenarioabstractConducting data analysis tasks rarely occur in isolation. Especially in intelligence analysis scenarios where different experts contribute knowledge to a shared understanding, members must communicate how insights develop to establish common ground among collaborators. The use of provenance to communicate analytic sensemaking carries promise by describing the interactions and summarizing the steps taken to reach insights. Yet, no universal guidelines exist for communicating provenance in different settings. Our work focuses on the presentation of provenance information and the resulting conclusions reached and strategies used by new analysts. In an open-ended, 30-minute, textual exploration scenario, we qualitatively compare how adding different types of provenance information (specifically data coverage and interaction history) affects analysts' confidence in conclusions developed, propensity to repeat work, filtering of data, identification of relevant information, and typical investigation strategies. We see that data coverage (i.e., what was interacted with) provides provenance information without limiting individual investigation freedom. On the other hand, while interaction history (i.e., when something was interacted with) does not significantly encourage more mimicry, it does take more time to comfortably understand, as represented by less confident conclusions and less relevant information-gathering behaviors. Our results contribute empirical data towards understanding how provenance summarizations can influence analysis behaviors. Jeremy E. Block, Shaghayegh Esmaeili, Eric D. Ragan, John R. Goodall, G. David Richardson |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Evaluating Graphical Perception of Visual Motion for Quantitative Data EncodingabstractInformation visualization uses various types of representations to encode data into graphical formats. Prior work on visualization techniques has evaluated the accuracy of perceived numerical data values from visual data encodings such as graphical position, length, orientation, size, and color. Our work aims to extend the research of graphical perception to the use of motion as data encodings for quantitative values. We present two experiments implementing multiple fundamental aspects of motion such as type, speed, and synchronicity that can be used for numerical value encoding as well as comparing motion to static visual encodings in terms of user perception and accuracy. We studied how well users can assess the differences between several types of motion and static visual encodings and present an updated ranking of accuracy for quantitative judgments. Our results indicate that non-synchronized motion can be interpreted more quickly and more accurately than synchronized motion. Moreover, our ranking of static and motion visual representations shows that motion, especially expansion and translational types, has great potential as a data encoding technique for quantitative value. Finally, we discuss the implications for the use of animation and motion for numerical representations in data visualization. Shaghayegh Esmaeili, Samia Kabir, Anthony M. Colas, Rhema Linder, Eric D. Ragan |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Adults' and Children's Mental Models for Gestural Interactions with Interactive Spherical DisplaysabstractInteractive spherical displays offer numerous opportunities for engagement and education in public settings. Prior work established that users' touch-gesture patterns on spherical displays differ from those on flatscreen tabletops, and speculated that these differences stem from dissimilarity in how users conceptualize interactions with these two form factors. We analyzed think-aloud data collected during a gesture elicitation study to understand adults' and children's (ages 7 to 11) conceptual models of interaction with spherical displays and compared them to conceptual models of interaction with tabletop displays from prior work. Our findings confirm that the form factor strongly influenced users' mental models of interaction with the sphere. For example, participants conceptualized that the spherical display would respond to gestures in a similar way as real-world spherical objects like physical globes. Our work contributes new understanding of how users draw upon the perceived affordances of the sphere as well as prior touchscreen experience during their interactions. Nikita Soni 0001, Schuyler Gleaves, Hannah Neff, Sarah Morrison-Smith, Shaghayegh Esmaeili, Ian Mayne, Sayli Bapat, Carrie Schuman, Kathryn A. Stofer, Lisa Anthony |
CHI | 5 |
| 2020 | MMGatorAuth: A Novel Multimodal Dataset for Authentication Interactions in Gesture and VoiceabstractThe future of smart environments is likely to involve both passive and active interactions on the part of users. Depending on what sensors are available in the space, users may make use of multimodal interaction modalities such as hand gestures or voice commands. There is a shortage of robust yet controlled multimodal interaction datasets for smart environment applications. One application domain of interest based on current state-of-the-art is authentication for sensitive or private tasks, such as banking and email. We present a novel, large multimodal dataset for authentication interactions in both gesture and voice, collected from 106 volunteers who each performed 10 examples of each of a set of hand gesture and spoken voice commands chosen from prior literature (10,600 gesture samples and 13,780 voice samples). We present the data collection method, raw data and common features extracted, and a case study illustrating how this dataset could be useful to researchers. Our goal is to provide a benchmark dataset for testing future multimodal authentication solutions, enabling comparison across approaches. Sarah Morrison-Smith, Aishat Aloba, Hangwei Lu, Brett Benda, Shaghayegh Esmaeili, Gianne Flores, Jesse Smith, Nikita Soni 0001, Isaac Wang, Rejin Joy, Damon L. Woodard, Jaime Ruiz 0002, Lisa Anthony |
ICMI | 5 |
| 2020 | Determining Detection Thresholds for Fixed Positional Offsets for Virtual Hand Remapping in Virtual RealityabstractVirtual reality commonly makes use of tracked hand interactions for user input. Interaction techniques sometimes alter the mapping between the real and virtual coordinate systems to modify interaction possibilities. This paper studies fixed positional offsets applied to the location of the virtual hand. We present a controlled experiment in which users' hands were subject to fixed positional offsets of varying magnitudes while completing target-touching tasks. The study provides estimations for detection thresholds for positional hand offsets in six directions relative to the real-world location of the hand and provides evidence performance using offset virtual hands can vary based on offset parameters. Significant differences in offset detection were identified based on offset direction, indicating that positional adjustments made to virtual hands should consider directionality when limiting techniques rather than just a constant value. Hand offsets kept within the threshold value resulted in comparable performance to unmodified hand registration, while offsets beyond the threshold resulted in larger completion times. Brett Benda, Shaghayegh Esmaeili, Eric D. Ragan |
ISMAR | 2 |
| 2020 | Detection of Scaled Hand Interactions in Virtual Reality: The Effects of Motion Direction and Task ComplexityabstractIn virtual reality (VR), natural physical hand interaction allows users to interact with virtual content using physical gestures. While the most straightforward use of tracked hand motion maintains a one-to-one mapping between the physical and virtual world, some cases might benefit from changing this mapping through scaled or redirected interactions that modify the mapping between user’s physical movements and the magnitude of corresponding virtual movements. However, large deviations in interaction fidelity may potentially provide distractions or a loss of perceived realism. Therefore, it is important to know the extent to which remapping techniques can be applied to scaled interactions in VR without users detecting the difference. In this paper, we extend prior research on redirected hand techniques by investigating user perception of scaled hand movements and estimating detection thresholds for different types of hand motion in VR. We conducted two experiments with a two-alternative forced-choice (2AFC) design to estimate the detection thresholds of remapped interaction. The first experiment tested the perception of motion scaling for simple hand movements, and the second experiment involved more complex reaching motions in a cognitively demanding game scenario. We present estimated detection thresholds for scale values that can be applied to virtual hand movements without users noticing the difference. Our findings show that detection thresholds differ significantly based on the type of hand movement (horizontal, vertical, and depth). Shaghayegh Esmaeili, Brett Benda, Eric D. Ragan |
VR | 1 |
| 2018 | Investigating Separation of Territories and Activity Roles in Children's Collaboration around TabletopsabstractPrior work has shown that children exhibit negative collaborative behaviors, such as blocking others' access to objects, when collaborating on interactive tabletop computers. We implemented previous design recommendations, namely separate physical territories and activity roles, which had been recommended to decrease these negative collaborative behaviors. We developed a multi-touch "I-Spy" picture searching application with separate territory partitions and activity roles. We conducted a deep qualitative analysis of how six pairs of children, ages 6 to 10, interacted with the application. Our analysis revealed that the collaboration styles differed for each pair, both in regards to the interaction with the task and with each other. Several pairs exhibited negative physical and verbal collaborative behaviors, such as nudging each other out of the way. Based on our analysis, we suggest that it is important for a collaborative task to offer equal opportunities for interaction, but it may not be necessary to strive for complete equity of collaboration. We examine the applicability of prior design guidelines and suggest open questions for future research to inform the design of tabletop applications to support collaboration for children. Julia Woodward, Shaghayegh Esmaeili, Ayushi Jain, John Bell, Jaime Ruiz 0002, Lisa Anthony |
Proc. ACM Hum. Comput. Interact. | 2 |