EDBT 2026 Demo / reviewers in the wild / expert
Lisa Marie Prinz
dblp:248/7127
· DBLP profile ↗
2ranked-venue papers
2as first author
2since 2021 · last 2026
0000-0002-0704-7771ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 85% User interface design and tools · 15% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality locomotion |
1.7 | 2 | 2026 | Toward More Intuitive VR Locomotion Techniques: How Locomotion Metaphors Shape Users' Mental Models · IEEE Trans. Vis. Comput. Graph. 2026 A Systematic Literature Review of Virtual Reality Locomotion Taxonomies · IEEE Trans. Vis. Comput. Graph. 2023 |
User interface design and tools › user interface design
interface metaphor |
0.3 | 1 | 2026 | Toward More Intuitive VR Locomotion Techniques: How Locomotion Metaphors Shape Users' Mental Models · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
qualitative online study · 1.0mental model analysis · 1.0systematic literature review · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Toward More Intuitive VR Locomotion Techniques: How Locomotion Metaphors Shape Users' Mental ModelsabstractInterface metaphors are thought to enable an intuitive and effective interaction with a user interface by allowing users to draw on existing knowledge and reducing the need for instructions. This makes metaphors a promising candidate to drive the development of locomotion interfaces for virtual reality (VR). Since creating metaphoric interfaces can be difficult, it is important to analyze how typical locomotion metaphors can support an intuitive interaction. We performed a qualitative online study to observe the effect of typical metaphors (Walking, Steering, Flying, and Teleportation) and the influence of perceived affordances and user background. Our analysis shows that users adapt the interface expectations induced by metaphors to fit the perceived affordances instead of changing them. Several interests, the age, education, and gender influenced the expectations regarding the VR locomotion interface. Our findings contribute to a better understanding of users' mental models of VR locomotion metaphors, which seem necessary for designing more intuitive locomotion. Lisa Marie Prinz, Tintu Mathew, Benjamin Weyers |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | A Systematic Literature Review of Virtual Reality Locomotion TaxonomiesabstractThe change of the user's viewpoint in an immersive virtual environment, called locomotion, is one of the key components in a virtual reality interface. Effects of locomotion, such as simulator sickness or disorientation, depend on the specific design of the locomotion method and can influence the task performance as well as the overall acceptance of the virtual reality system. Thus, it is important that a locomotion method achieves the intended effects. The complexity of this task has increased with the growing number of locomotion methods and design choices in recent years. Locomotion taxonomies are classification schemes that group multiple locomotion methods and can aid in the design and selection of locomotion methods. Like locomotion methods themselves, there exist multiple locomotion taxonomies, each with a different focus and, consequently, a different possible outcome. However, there is little research that focuses on locomotion taxonomies. We performed a systematic literature review to provide an overview of possible locomotion taxonomies and analysis of possible decision criteria such as impact, common elements, and use cases for locomotion taxonomies. We aim to support future research on the design, choice, and evaluation of locomotion taxonomies and thereby support future research on virtual reality locomotion. Lisa Marie Prinz, Tintu Mathew, Benjamin Weyers |
IEEE Trans. Vis. Comput. Graph. | 1 |