EDBT 2026 Demo / reviewers in the wild / expert
Jacqui Fashimpaur
dblp:246/4677
· DBLP profile ↗
4ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0001-8083-7692ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 3 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
3 papers |
Interaction techniques and input · 40% Haptics and multimodal interaction · 29% Immersive interaction · 18% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality interaction |
0.9 | 1 | 2025 | Squiggle: Multimodal Lasso Selection in the Real World · UIST 2025 |
Interaction techniques and input › selection techniques
lasso selection |
0.9 | 1 | 2025 | Squiggle: Multimodal Lasso Selection in the Real World · UIST 2025 |
Haptics and multimodal interaction
multimodal feedback |
0.9 | 1 | 2025 | Persistent Assistant: Seamless Everyday AI Interactions via Intent Grounding and Multimodal Feedback · CHI 2025 |
Haptics and multimodal interaction › multimodal interaction
multimodal selection |
0.9 | 1 | 2025 | Squiggle: Multimodal Lasso Selection in the Real World · UIST 2025 |
Interaction techniques and input
selection techniques |
0.9 | 1 | 2025 | Squiggle: Multimodal Lasso Selection in the Real World · UIST 2025 |
Interaction techniques and input › interaction techniques
scrolling technique |
0.7 | 1 | 2023 | Investigating Wrist Deflection Scrolling Techniques for Extended Reality · CHI 2023 |
Immersive interaction › extended reality
extended reality interaction |
0.2 | 1 | 2023 | Investigating Wrist Deflection Scrolling Techniques for Extended Reality · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
ergonomic analysis · 0.7empirical study · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Persistent Assistant: Seamless Everyday AI Interactions via Intent Grounding and Multimodal Feedback
Hyunsung Cho, Jacqui Fashimpaur, Naveen Sendhilnathan, Jonathan Browder, David Lindlbauer, Tanya R. Jonker, Kashyap Todi |
CHI | 2 |
| 2025 | Squiggle: Multimodal Lasso Selection in the Real World
Jacqui Fashimpaur, Tovi Grossman, Benjamin J. Lafreniere, Naveen Sendhilnathan, Kashyap Todi, Tianyi Wang 0004, Ting Zhang 0013, Tanya R. Jonker |
UIST | 1 |
| 2023 | Investigating Wrist Deflection Scrolling Techniques for Extended RealityabstractScrolling in extended reality (XR) is currently performed using handheld controllers or vision-based arm-in-front gestures, which have the limitations of encumbering the user’s hands or requiring a specific arm posture, respectively. To address these limitations, we investigate freehand, posture-independent scrolling driven by wrist deflection. We propose two novel techniques: Wrist Joystick, which uses rate control, and Wrist Drag, which uses position control. In an empirical study of a rapid item acquisition task and a casual browsing task, both Wrist Drag and Wrist Joystick performed on par with a comparable state-of-the-art technique on one of the two tasks. Further, using a relaxed arm-at-side posture, participants retained their arm-in-front performance for both wrist techniques. Finally, we analyze behavioral and ergonomic data to provide design insights for wrist deflection scrolling. Our results demonstrate that wrist deflection provides a promising method for performant scrolling controls while offering additional benefits over existing XR interaction techniques. Jacqui Fashimpaur, Amy Karlson, Tanya R. Jonker, Hrvoje Benko, Aakar Gupta |
CHI | 1 |
| 2020 | Exploring Hybrid Virtual-Physical HomesabstractThere has been a great deal of research regarding the ways that people conceptualize and interact with places they call "home." This work has been extended to virtual reality primarily in the context of design tools. Here, we explore the idea of a hybrid virtual-physical home that uses virtual space to supplement an existing physical home. We identify variation in the spatial context of place attachment to homes. A user study (N = 25) revealed the expectations and needs these groups have for virtual home spaces, including security, familiarity, and community. We prototyped and playtested three virtual rooms, and identified design features that supported feelings of home. Finally, we present challenges to designing home-like VR environments that can shape future research in this area. As virtual reality grows increasingly accessible, these findings will inform the design of virtual spaces. Lauren Herckis, Jessica Cao, Jacqui Fashimpaur, Anna Henson, Rachel Rodgers, Thomas W. Corbett, Jessica Hammer |
Conference on Designing Interactive Systems | 3 |