Demo Data from EDBT 2026 / reviewers in the wild / expert
Susu Huang
dblp:239/8233
· DBLP profile ↗
2ranked-venue papers
1as 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 · 1 · 1 first-authorHuman-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 |
Interaction techniques and input · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › selection techniques
crossing-based selection |
0.4 | 1 | 2019 | Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019 |
Interaction techniques and input › target selection › pointing
fitts' law |
0.4 | 1 | 2019 | Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019 |
Interaction techniques and input › selection techniques
object selection |
0.4 | 1 | 2019 | Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019 |
Interaction techniques and input
pointing and selection |
0.4 | 1 | 2019 | Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019 |
Interaction techniques and input › spatial interaction › 3d interaction
raycasting |
0.1 | 1 | 2019 | Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019 |
Methods — techniques the papers use, named apart from their topics
fitts' law · 0.4controlled experiment · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Crossing-Based Selection with Virtual Reality Head-Mounted DisplaysabstractThis paper presents the first investigation into using the goal-crossing paradigm for object selection with virtual reality (VR) head-mounted displays. Two experiments were carried out to evaluate ray-casting crossing tasks with target discs in 3D space and goal lines on 2D plane respectively in comparison to ray-casting pointing tasks. Five factors, i.e. task difficulty, the direction of movement constraint (collinear vs. orthogonal), the nature of the task (discrete vs. continuous), field of view of VR devices and target depth, were considered in both experiments. Our findings are: (1) crossing generally had shorter or no longer time, and higher or similar accuracy than pointing, indicating crossing can complement or substitute pointing; (2) crossing tasks can be well modelled with Fitts' Law; (3) crossing performance depended on target depth; (4) crossing target discs in 3D space differed from crossing goal lines on 2D plane in many aspects such as time and error performance, the effects of target depth and the parameters of Fitts' models. Based on these findings, we formulate a number of design recommendations for crossing-based interaction in VR. Huawei Tu, Susu Huang, Jiabin Yuan, Xiangshi Ren, Feng Tian 0001 |
CHI | 2 |
| 2019 | Review of studies on target acquisition in virtual reality based on the crossing paradigmabstractCrossing is a fundamental paradigm for target selection in human-computer interaction systems. This paradigm was first introduced to virtual reality (VR) interactions by Tu et al., who investigated its performance in comparison to pointing, and concluded that crossing is generally no less effective than pointing and has unique advantages. However, owing to the characteristics of VR interactions, there are still many factors to consider when applying crossing to a VR environment. Thus, this review summarizes the main techniques for object selection in VR and crossing-related studies. Then, factors that may affect crossing interactions are analyzed from the perspectives of the input space and visual space. The aim of this study is to provide a reference for future studies on target selection based on the crossing paradigm in virtual reality. Susu Huang, Daqing Qi, Jiabin Yuan, Huawei Tu |
Virtual Real. Intell. Hardw. | 1 |