Demo Data from EDBT 2026 / reviewers in the wild / expert
Wei Wei 0069
dblp:24/4105-69
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0003-0780-1276ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 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
2 papers |
Visualization and visual analytics · 61% Multimedia analysis and retrieval · 39% | |
| Human-computer interaction and pervasive computing
2 papers |
User interface design and tools · 77% Interaction techniques and input · 23% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia analysis and retrieval
visual search |
1.0 | 1 | 2026 | Locatability and Locatability Robustness of Visual Variables in Single Target Localization · IEEE Trans. Vis. Comput. Graph. 2026 |
Visualization and visual analytics › visual encoding
visual variables |
1.0 | 1 | 2026 | Locatability and Locatability Robustness of Visual Variables in Single Target Localization · IEEE Trans. Vis. Comput. Graph. 2026 |
Visualization and visual analytics › information visualization
data physicalization |
0.6 | 1 | 2022 | Touch and Beyond: Comparing Physical and Virtual Reality Visualizations · IEEE Trans. Vis. Comput. Graph. 2022 |
User interface design and tools › visualization
virtual reality visualization |
0.6 | 1 | 2022 | Touch and Beyond: Comparing Physical and Virtual Reality Visualizations · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
visual search paradigm · 2.0empirical study · 2.0user study · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Locatability and Locatability Robustness of Visual Variables in Single Target LocalizationabstractFinding a particular object in a display is important for viewers in many visualizations, for example, when reacting to brushing or to a highlighted object. This can be enabled by making the target object different in one of the visual variables that determine the object's appearance; for example, by changing its color or size. Certain interpretations of the visual search literature have promoted the view that using visual variables such as hue-often labeled as preattentive-would make the target object automatically "popout," implying that an object can be located almost instantly, regardless of the number of objects in the display. In this paper we present a study that serves as a bridge between the extensive visual search literature and visualization, establishing empirical base measurements for the localization task. By testing displays with up to hundreds of objects, we are able to show that none of the common visual variables is immune to the increase in the number of objects. We also provide the first empirically informed comparisons between visual variables for this task in the context of visualization, and show how different visual variables have varying robustness with respect to two additional dimensions: the location of the target and the overall visual arrangement (layout). A free copy of this paper and all supplemental materials are available on our online repository: https://osf.io/z68ak/overview. Wei Wei 0069, Miguel A. Nacenta, Michelle F. Miranda, Charles Perin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Touch and Beyond: Comparing Physical and Virtual Reality VisualizationsabstractWe compare physical and virtual reality (VR) versions of simple data visualizations and explore how the addition of virtual annotation and filtering tools affects how viewers solve basic data analysis tasks. We report on two studies, inspired by previous examinations of data physicalizations. The first study examines differences in how viewers interact with physical hand-scale, virtual hand-scale, and virtual table-scale visualizations and the impact that the different forms had on viewer's problem solving behavior. A second study examines how interactive annotation and filtering tools might support new modes of use that transcend the limitations of physical representations. Our results highlight challenges associated with virtual reality representations and hint at the potential of interactive annotation and filtering tools in VR visualizations. Kurtis Thorvald Danyluk, Teoman Ulusoy, Wei Wei 0069, Wesley Willett |
IEEE Trans. Vis. Comput. Graph. | 3 |