EDBT 2026 Demo / reviewers in the wild / expert
Bridger Herman
dblp:245/9805
· DBLP profile ↗
3ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0002-8862-7523ORCID · reported
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 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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.
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 80% Rendering · 20% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › information visualization
data physicalization |
0.9 | 1 | 2025 | Touching the Ground: Evaluating the Effectiveness of Data Physicalizations for Spatial Data Analysis Tasks · IEEE Trans. Vis. Comput. Graph. 2025 |
Rendering
non-photorealistic rendering |
0.4 | 1 | 2020 | Artifact-Based Rendering: Harnessing Natural and Traditional Visual Media for More Expressive and Engaging 3D Visualizations · IEEE Trans. Vis. Comput. Graph. 2020 |
Visualization and visual analytics
scientific visualization |
0.4 | 1 | 2020 | Artifact-Based Rendering: Harnessing Natural and Traditional Visual Media for More Expressive and Engaging 3D Visualizations · IEEE Trans. Vis. Comput. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
empirical user study · 0.9texture synthesis · 0.4design study · 0.43d mesh optimization · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Touching the Ground: Evaluating the Effectiveness of Data Physicalizations for Spatial Data Analysis TasksabstractInspired by recent advances in digital fabrication, artists and scientists have demonstrated that physical data encodings (i.e., data physicalizations) can increase engagement with data, foster collaboration, and in some cases, improve data legibility and analysis relative to digital alternatives. However, prior empirical studies have only investigated abstract data encoded in physical form (e.g., laser cut bar charts) and not continuously sampled spatial data fields relevant to climate and medical science (e.g., heights, temperatures, densities, and velocities sampled on a spatial grid). This paper presents the design and results of the first study to characterize human performance in 3D spatial data analysis tasks across analogous physical and digital visualizations. Participants analyzed continuous spatial elevation data with three visualization modalities: (1) 2D digital visualization; (2) perspective-tracked, stereoscopic "fishtank" virtual reality; and (3) 3D printed data physicalization. Their tasks included tracing paths downhill, looking up spatial locations and comparing their relative heights, and identifying and reporting the minimum and maximum heights within certain spatial regions. As hypothesized, in most cases, participants performed the tasks just as well or better in the physical modality (based on time and error metrics). Additional results include an analysis of open-ended feedback from participants and discussion of implications for further research on the value of data physicalization. All data and supplemental materials are available at https://osf.io/7xdq4/. Bridger Herman, Cullen D. Jackson, Daniel F. Keefe |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Multi-Touch Querying on Data Physicalizations in Immersive ARabstractData physicalizations (3D printed terrain models, anatomical scans, or even abstract data) can naturally engage both the visual and haptic senses in ways that are difficult or impossible to do with traditional planar touch screens and even immersive digital displays. Yet, the rigid 3D physicalizations produced with today's most common 3D printers are fundamentally limited for data exploration and querying tasks that require dynamic input (e.g., touch sensing) and output (e.g., animation), functions that are easily handled with digital displays. We introduce a novel style of hybrid virtual + physical visualization designed specifically to support interactive data exploration tasks. Working toward a "best of both worlds" solution, our approach fuses immersive AR, physical 3D data printouts, and touch sensing through the physicalization. We demonstrate that this solution can support three of the most common spatial data querying interactions used in scientific visualization (streamline seeding, dynamic cutting places, and world-in-miniature visualization). Finally, we present quantitative performance data and describe a first application to exploratory visualization of an actively studied supercomputer climate simulation data with feedback from domain scientists. Bridger Herman, Maxwell Omdal, Stephanie Zeller, Clara A. Richter, Francesca Samsel, Greg Abram, Daniel F. Keefe |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2020 | Artifact-Based Rendering: Harnessing Natural and Traditional Visual Media for More Expressive and Engaging 3D VisualizationsabstractWe introduce Artifact-Based Rendering (ABR), a framework of tools, algorithms, and processes that makes it possible to produce real, data-driven 3D scientific visualizations with a visual language derived entirely from colors, lines, textures, and forms created using traditional physical media or found in nature. A theory and process for ABR is presented to address three current needs: (i) designing better visualizations by making it possible for non-programmers to rapidly design and critique many alternative data-to-visual mappings; (ii) expanding the visual vocabulary used in scientific visualizations to depict increasingly complex multivariate data; (iii) bringing a more engaging, natural, and human-relatable handcrafted aesthetic to data visualization. New tools and algorithms to support ABR include front-end applets for constructing artifact-based colormaps, optimizing 3D scanned meshes for use in data visualization, and synthesizing textures from artifacts. These are complemented by an interactive rendering engine with custom algorithms and interfaces that demonstrate multiple new visual styles for depicting point, line, surface, and volume data. A within-the-research-team design study provides early evidence of the shift in visualization design processes that ABR is believed to enable when compared to traditional scientific visualization systems. Qualitative user feedback on applications to climate science and brain imaging support the utility of ABR for scientific discovery and public communication. Seth Johnson, Francesca Samsel, Greg Abram, Daniel Olson, Andrew J. Solis, Bridger Herman, Phillip J. Wolfram, Christophe Lenglet, Daniel F. Keefe |
IEEE Trans. Vis. Comput. Graph. | 6 |