EDBT 2026 Demo / reviewers in the wild / expert
Aaron Kotranza
dblp:24/4996
· DBLP profile ↗
9ranked-venue papers
6as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-authorHuman-computer interaction and ubiquitous computing · 6 · 3 first-author
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
8 papers |
Collaborative and social computing · 23% Learning and educational technologies · 20% Human-AI interaction · 20% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 43% Computational photography and imaging · 28% Geometric modeling and processing · 28% |
Topics — the 12 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › mixed reality
mixed reality training |
0.1 | 1 | 2012 | Real-Time Evaluation and Visualization of Learner Performance in a Mixed-Reality Environment for Clinical Breast Examination · IEEE Trans. Vis. Comput. Graph. 2012 |
Collaborative and social computing › social interaction
virtual human interaction |
0.1 | 1 | 2011 | An initial exploration of conversational errors as a novel method for evaluating virtual human experiences · VR 2011 |
Personal fabrication and tangible interfaces
tangible interaction |
0.1 | 2 | 2008 | Virtual Human + Tangible Interface = Mixed Reality Human An Initial Exploration with a Virtual Breast Exam Patient · VR 2008 A Pipeline for Rapidly Incorporating Real Objects into a Mixed Environment · ISMAR 2005 |
Human-AI interaction › conversational agents
embodied conversational agents |
0.1 | 1 | 2009 | Mixed Reality Humans: Evaluating Behavior, Usability, and Acceptability · IEEE Trans. Vis. Comput. Graph. 2009 |
Human-AI interaction › virtual agents
virtual human |
0.1 | 1 | 2009 | Virtual Humans That Touch Back: Enhancing Nonverbal Communication with Virtual Humans through Bidirectional Touch · VR 2009 |
Virtual and augmented reality
mixed reality |
0.1 | 2 | 2009 | A Pipeline for Rapidly Incorporating Real Objects into a Mixed Environment · ISMAR 2005 Real-time in-situ visual feedback of task performance in mixed environments for learning joint psychomotor-cognitive tasks · ISMAR 2009 |
Learning and educational technologies
medical training |
0.1 | 2 | 2012 | Real-Time Evaluation and Visualization of Learner Performance in a Mixed-Reality Environment for Clinical Breast Examination · IEEE Trans. Vis. Comput. Graph. 2012 Mixed Reality Humans: Evaluating Behavior, Usability, and Acceptability · IEEE Trans. Vis. Comput. Graph. 2009 |
Computational photography and imaging
3d scanning |
0.1 | 1 | 2005 | A Pipeline for Rapidly Incorporating Real Objects into a Mixed Environment · ISMAR 2005 |
Geometric modeling and processing
laser scanning |
0.1 | 1 | 2005 | A Pipeline for Rapidly Incorporating Real Objects into a Mixed Environment · ISMAR 2005 |
Haptics and multimodal interaction
haptic feedback |
0.0 | 1 | 2009 | Virtual Humans That Touch Back: Enhancing Nonverbal Communication with Virtual Humans through Bidirectional Touch · VR 2009 |
Learning and educational technologies
medical education |
0.0 | 1 | 2009 | Virtual Experiences for Social Perspective-Taking · VR 2009 |
Health and well-being technologies
medical simulation |
0.0 | 1 | 2008 | Virtual Human + Tangible Interface = Mixed Reality Human An Initial Exploration with a Virtual Breast Exam Patient · VR 2008 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2visual feedback · 0.1real-time evaluation · 0.1presence questionnaire · 0.1maastricht assessment of simulated patients · 0.1interaction coding · 0.1virtual social perspective-taking · 0.1pseudo-haptic touch · 0.1pilot study · 0.1active-haptic touch · 0.1color-based marker tracking · 0.1articulated object manipulation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Real-Time Evaluation and Visualization of Learner Performance in a Mixed-Reality Environment for Clinical Breast ExaminationabstractWe investigate the efficacy of incorporating real-time feedback of user performance within mixed-reality environments (MREs) for training real-world tasks with tightly coupled cognitive and psychomotor components. This paper presents an approach to providing real-time evaluation and visual feedback of learner performance in an MRE for training clinical breast examination (CBE). In a user study of experienced and novice CBE practitioners (n = 69), novices receiving real-time feedback performed equivalently or better than more experienced practitioners in the completeness and correctness of the exam. A second user study (n = 8) followed novices through repeated practice of CBE in the MRE. Results indicate that skills improvement in the MRE transfers to the real-world task of CBE of human patients. This initial case study demonstrates the efficacy of MREs incorporating real-time feedback for training real-world cognitive-psychomotor tasks. Aaron Kotranza, D. Scott Lind, Benjamin Lok |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2011 | An initial exploration of conversational errors as a novel method for evaluating virtual human experiencesabstractWe present a new method for evaluating user experience in interactions with virtual humans (VHs). We code the conversational errors made by the VH. These errors, in addition to the duration of the interaction and the numbers of statements made by the participant and the VH, provide objective, quantitative data about the virtual social interaction. We applied this method to a set of previously collected interactions between medical students and VH patients and present preliminary results. The error metrics do not correlate with traditional measures of the quality of a virtual experience, e.g. presence and copresence questionnaires. The error metrics were significantly correlated with scores on the Maastricht Assessment of Simulated Patients (MaSP), a scenario-appropriate measure of simulation quality, suggesting further investigation is warranted. Richard Skarbez, Aaron Kotranza, Frederick P. Brooks Jr., Benjamin Lok, Mary C. Whitton |
VR | 2 |
| 2009 | Real-time in-situ visual feedback of task performance in mixed environments for learning joint psychomotor-cognitive tasksabstractThis paper proposes an approach to mixed environment training of manual tasks requiring concurrent use of psychomotor and cognitive skills. To train concurrent use of both skill sets, the learner is provided real-time generated, in-situ presented visual feedback of her performance. This feedback provides reinforcement and correction of psychomotor skills concurrently with guidance in developing cognitive models of the task. Aaron Kotranza, D. Scott Lind, Carla M. Pugh, Benjamin Lok |
ISMAR | 1 |
| 2009 | Virtual Humans That Touch Back: Enhancing Nonverbal Communication with Virtual Humans through Bidirectional TouchabstractTouch is a powerful component of human communication, yet has been largely absent in communication between humans and virtual humans (VHs). This paper expands on recent work which allowed unidirectional touch from human to VH, by evaluating bidirectional touch as a new channel for nonverbal communication. A VH augmented with a haptic interface is able to touch her interaction partner using a pseudo-haptic touch or an active-haptic touch from a co-located mechanical arm. Within the context of a simulated doctor-patient interaction, two user studies (n = 54) investigate how touch can be used by both human and VH to communicate. Results show that human-to-VH touch is used for the same communication purposes as human-to-human touch, and that VH-to-human touch (pseudo-haptic and active-haptic) allows the VH to communicate with its human interaction partner. The enhanced nonverbal communication provided by bidirectional touch has the potential to solve difficult problems in VH research, such as disambiguating user speech, enforcing social norms, and achieving rapport with VHs. Aaron Kotranza, Benjamin Lok, Carla M. Pugh, D. Scott Lind |
VR | 1 |
| 2009 | Virtual Experiences for Social Perspective-TakingabstractThis paper proposes virtual social perspective-taking (VSP). In VSP, users are immersed in an experience of another person to aid in understanding the person's perspective. Users are immersed by 1) providing input to user senses from logs of the target person's senses, 2) instructing users to act and interact like the target, and 3) reminding users that they are playing the role of the target. These guidelines are applied to a scenario where taking the perspective of others is crucial - the medical interview. A pilot study (n = 16) using this scenario indicates VSP elicits reflection on the perspectives of others and changes behavior in future, similar social interactions. By encouraging reflection and change, VSP advances the state-of-the-art in training social interactions with virtual experiences. Andrew Raij, Aaron Kotranza, D. Scott Lind, Benjamin Lok |
VR | 2 |
| 2009 | Mixed Reality Humans: Evaluating Behavior, Usability, and AcceptabilityabstractThis paper presents Mixed Reality Humans (MRHs), a new type of embodied agent enabling touch-driven communication. Affording touch between human and agent allows MRHs to simulate interpersonal scenarios in which touch is crucial. Two studies provide initial evaluation of user behavior with a MRH patient and the usability and acceptability of a MRH patient for practice and evaluation of medical students' clinical skills. In Study I (n=8) it was observed that students treated MRHs as social actors more than students in prior interactions with virtual human patients (n=27), and used interpersonal touch to comfort and reassure the MRH patient similarly to prior interactions with human patients (n=76). In the within-subjects Study II (n=11), medical students performed a clinical breast exam on each of a MRH and human patient. Participants performed equivalent exams with the MRH and human patients, demonstrating the usability of MRHs to evaluate students' exam skills. The acceptability of the MRH patient for practicing exam skills was high as students rated the experience as believable and educationally beneficial. Acceptability was improved from Study I to Study II due to an increase in the MRH's visual realism, demonstrating that visual realism is critical for simulation of specific interpersonal scenarios. Aaron Kotranza, Benjamin Lok, Adeline Deladisma, Carla M. Pugh, D. Scott Lind |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2008 | Virtual Human + Tangible Interface = Mixed Reality Human An Initial Exploration with a Virtual Breast Exam PatientabstractVirtual human (VH) experiences are receiving increased attention for training real-world interpersonal scenarios. Communication in interpersonal scenarios consists of not only speech and gestures, but also relies heavily on haptic interaction–interpersonal touch. By adding haptic interaction to VH experiences, the bandwidth of human-VH communication can be increased to approach that of human-human communication. To afford haptic interaction, a new species of embodied agent is proposed–mixed reality humans (MRHs). A MRH is a virtual human embodied by a tangible interface that shares the same registered space. The tangible interface affords the haptic interaction that is critical to effective simulation of interpersonal scenarios. We applied MRHs to simulate a virtual patient requiring a breast cancer screening (medical interview and physical exam). The design of the MRH patient is presented. This paper also presents the results of a pilot study in which eight (n = 8) physician-assistant students performed a clinical breast exam on the MRH patient. Results show that when afforded haptic interaction with a MRH patient, users demonstrated interpersonal touch and social engagement similarly to interacting with a human patient. Aaron Kotranza, Benjamin Lok |
VR | 1 |
| 2006 | Mixed reality: are two hands better than one?abstractFor simulating hands-on tasks, the ease of enabling two-handed interaction with virtual objects gives Mixed Reality (MR) an expected advantage over Virtual Reality (VR). A user study examined whether two-handed interaction is critical for simulating hands-on tasks in MR. The study explored the effect of one- and two-handed interaction on task performance in a MR assembly task. When presented with a MR system, most users chose to interact with two hands. This choice was not affected by a user's past VR experience or the quantity and complexity of the real objects with which users interacted. Although two-handed interaction did not yield a significant performance improvement, two hands allowed subjects to perform the virtual assembly task similarly to the real-world task. Subjects using only one hand performed the task fundamentally differently, showing that affording two-handed interaction is critical for training systems. Aaron Kotranza, John Quarles, Benjamin Lok |
VRST | 1 |
| 2005 | A Pipeline for Rapidly Incorporating Real Objects into a Mixed EnvironmentabstractA method is presented to rapidly incorporate real objects into virtual environments using laser scanned 3D models with color-based marker tracking. Both the real objects and their geometric models are put into a mixed environment (ME). In the ME, users can manipulate the scanned, articulated real objects, such as tools, parts, and physical correlates to complex computer-aided design (CAD) models. Our aim is to allow engineering teams to effectively conduct hands-on assembly design verification. This task would be simulated at a high degree of fidelity, and would benefit from the natural interaction afforded by a ME with many specific real objects. Xiyong Wang, Aaron Kotranza, John Quarles, Benjamin Lok, Danette Allen |
ISMAR | 2 |