EDBT 2026 Demo / reviewers in the wild / expert
Pascal Pothmann
dblp:247/3961
· DBLP profile ↗
1ranked-venue papers
0as 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 · 1Human-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 |
Immersive interaction · 44% Interaction techniques and input · 44% Wearable and physiological sensing · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
cinematic virtual reality |
0.4 | 1 | 2019 | Interaction Techniques for Cinematic Virtual Reality · VR 2019 |
Interaction techniques and input
interaction techniques |
0.4 | 1 | 2019 | Interaction Techniques for Cinematic Virtual Reality · VR 2019 |
Wearable and physiological sensing › eye tracking
gaze-based interaction |
0.1 | 1 | 2019 | Interaction Techniques for Cinematic Virtual Reality · VR 2019 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Interaction Techniques for Cinematic Virtual RealityabstractFor watching omnidirectional movies via HMD, turning the head is the most relevant and natural input technique to choose the visible part of the movie. However, there is a need for additional interactivity in cinematic virtual reality (CVR), e.g. for navigating the movie, for nonlinear story lines or for communication with other viewers watching a movie together. The input device should not disturb the viewing experience and the viewer should not be primarily aware of it. We present a design space based on numerous methods in literature and our own experiences. As a result of the design space we describe interaction techniques which meet the challenges of cinematic virtual reality. For doing this, various dimensions of the design space will be combined. The most promising method, eye-based head gestures, is described in more detail and was implemented for CVR. The conducted user study will be analyzed in future work. Sylvia Rothe, Pascal Pothmann, Heiko Drewes, Heinrich Hußmann |
VR | 2 |