EDBT 2026 Demo / reviewers in the wild / expert
Immo Schuetz
dblp:239/7980
· DBLP profile ↗
4ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0002-3273-6237ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 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.
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 77% Usability and user experience research · 12% Interaction techniques and input · 12% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing › eye tracking
gaze-based interaction |
0.4 | 1 | 2019 | An Explanation of Fitts' Law-like Performance in Gaze-Based Selection Tasks Using a Psychophysics Approach · CHI 2019 |
Wearable and physiological sensing › eye tracking › gaze-based interaction
gaze-based selection |
0.4 | 1 | 2019 | An Explanation of Fitts' Law-like Performance in Gaze-Based Selection Tasks Using a Psychophysics Approach · CHI 2019 |
Interaction techniques and input › target selection › pointing
fitts' law |
0.1 | 1 | 2019 | An Explanation of Fitts' Law-like Performance in Gaze-Based Selection Tasks Using a Psychophysics Approach · CHI 2019 |
Usability and user experience research
human performance modeling |
0.1 | 1 | 2019 | An Explanation of Fitts' Law-like Performance in Gaze-Based Selection Tasks Using a Psychophysics Approach · CHI 2019 |
Methods — techniques the papers use, named apart from their topics
psychophysics model · 0.4eye tracking · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Gaze Inputs for Targeting: The Eyes Have It, Not With a CursorabstractCan eye tracking enable VR users to target and select elements at par or better than controller or head-based targeting? We explored visual feedback methods (none, cursor, outline and resize) for gaze targeting with a button press for selection, and an ecologically valid representation of commercially available user interfaces with a body-locked, grid-based design. Forty participants interacted with a 5x5 square element grid, and elements subtended either 3-, 6- or 9-degrees of visual angle. If the participant looked out of the grid boundary, on button press, we chose to select the last targeted element, but no other algorithms to enhance performance were employed. We also assessed signal quality requirements with a fixed offset 1.5-degree accuracy degradation. Participants completed 36 blocks and in each, targeted and selected 15 successive elements. We found that gaze targeting, with appropriate feedback methods and a button press, can perform at par or better than the controller in cases intended to replicate targeting and selecting in world- or body-locked paradigms in AR/VR. We anticipate that with design improvements or algorithmic mitigations that this can improve significantly. Ajoy Savio Fernandes, Immo Schuetz, T. Scott Murdison, Michael J. Proulx |
Int. J. Hum. Comput. Interact. | 2 |
| 2024 | The Effect of Degraded Eye Tracking Accuracy on Interactions in VRabstractGaze-based user interfaces and interactions are becoming more prevalent in augmented and virtual reality (AR/VR). The effectiveness of eye tracking for interaction depends on its quality. Many studies discuss eye tracking as an input and interaction modality but do not provide details about eye tracking quality, making it difficult to compare findings. Here we implement a framework to degrade accuracy error with the user in the loop. We then approximate calibration error, with those degradations applied in each block to provide an “Effective Gaze Error.” Participants selected single targets (3° or 5° diameter) using an eye tracking sampling frequency and display rate of 120 Hz. Higher “Effective Gaze Error” on smaller targets resulted in decreased human performance and subjective evaluations. Our experiment framework and results provide a starting point for future studies assessing how gaze accuracy degradation impacts performance, beyond interactions tasks. Ajoy Savio Fernandes, T. Scott Murdison, Immo Schuetz, Oleg V. Komogortsev, Michael J. Proulx |
ETRA | 3 |
| 2020 | Dataset for Eye Tracking on a Virtual Reality PlatformabstractWe present a large scale data set of eye-images captured using a virtual-reality (VR) head mounted display mounted with two synchronized eye-facing cameras at a frame rate of 200 Hz under controlled illumination. This dataset is compiled from video capture of the eye-region collected from 152 individual participants and is divided into four subsets: (i) 12,759 images with pixel-level annotations for key eye-regions: iris, pupil and sclera (ii) 252,690 unlabeled eye-images, (iii) 91,200 frames from randomly selected video sequences of 1.5 seconds in duration, and (iv) 143 pairs of left and right point cloud data compiled from corneal topography of eye regions collected from a subset, 143 out of 152, participants in the study. A baseline experiment has been evaluated on the dataset for the task of semantic segmentation of pupil, iris, sclera and background, with the mean intersection-over-union (mIoU) of 98.3 %. We anticipate that this dataset will create opportunities to researchers in the eye tracking community and the broader machine learning and computer vision community to advance the state of eye-tracking for VR applications, which in its turn will have greater implications in Human-Computer Interaction. Stephan J. Garbin, Oleg V. Komogortsev, Robert Cavin, Gregory Hughes, Yiru Shen, Immo Schuetz, Sachin S. Talathi |
ETRA | 6 |
| 2019 | An Explanation of Fitts' Law-like Performance in Gaze-Based Selection Tasks Using a Psychophysics ApproachabstractEye gaze as an input method has been studied since the 1990s, to varied results: some studies found gaze to be more efficient than traditional input methods like a mouse, others far behind. Comparisons are often backed up by Fitts' Law without explicitly acknowledging the ballistic nature of saccadic eye movements. Using a vision science-inspired model, we here show that a Fitts'-like distribution of movement times can arise due to the execution of secondary saccades, especially when targets are small. Study participants selected circular targets using gaze. Seven different target sizes and two saccade distances were used. We then determined performance across target sizes for different sampling windows ("dwell times") and predicted an optimal dwell time range. Best performance was achieved for large targets reachable by a single saccade. Our findings highlight that Fitts' Law, while a suitable approximation in some cases, is an incomplete description of gaze interaction dynamics. Immo Schuetz, T. Scott Murdison, Kevin J. MacKenzie, Marina Zannoli |
CHI | 1 |