Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Brendan Kelley

dblp:252/9425 · DBLP profile ↗
← Back
3ranked-venue papers
1as first author
3since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 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
2 papers
Interaction techniques and input · 40% Human-AI interaction · 25% Immersive interaction · 25%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
gesture interaction
1.012026
Recall This Gesture? Investigating Gesture Memorability in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input
gesture elicitation
1.012026
Recall This Gesture? Investigating Gesture Memorability in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
augmented reality
0.812024
Beyond the Wizard of Oz: Negative Effects of Imperfect Machine Learning to Examine the Impact of Reliability of Augmented Reality Cues on Visual Search Performance · IEEE Trans. Vis. Comput. Graph. 2024
Human-AI interaction › reliance on AI
automation bias
0.812024
Beyond the Wizard of Oz: Negative Effects of Imperfect Machine Learning to Examine the Impact of Reliability of Augmented Reality Cues on Visual Search Performance · IEEE Trans. Vis. Comput. Graph. 2024
Usability and user experience research
user study
0.312026
Recall This Gesture? Investigating Gesture Memorability in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input
visual search
0.212024
Beyond the Wizard of Oz: Negative Effects of Imperfect Machine Learning to Examine the Impact of Reliability of Augmented Reality Cues on Visual Search Performance · IEEE Trans. Vis. Comput. Graph. 2024

Methods — techniques the papers use, named apart from their topics

recall study · 2.0controlled experiment · 0.8YOLOv5s · 0.8
YearPublicationVenuePosition
2026 Recall This Gesture? Investigating Gesture Memorability in Extended Reality
abstract
Gesture interaction is standard in modern extended reality head-mounted displays, e.g., Microsoft HoloLens 2 and Apple Vision Pro. These gestures come from multiple sources, such as elicitation studies, the application designer, or an expert. However, it is unclear if the source of the gesture affects the memorability of gestures (i.e., level of recall). In a user study, 35 participants used the HoloLens 2 to test three gestures set from different sources: 1) expert-defined, whereby we asked four experts to define gestures; 2) user-defined, whereby each participant defined their gestures; and 3) elicitation-defined, whereby we used gestures proposed by previous work. Our results showed that expert-defined gestures (72.73% recall) were more likely to be remembered than elicitation-defined (59.87% recall) gestures. Further, user-defined gestures (88.75% recall) were the most memorable. These data suggest that the source of gestures has a substantial impact on their memorability.
Zahra Borhani, Ethan Holen, Adam S. Williams, Mayra Donaji Barrera Machuca, Anil Ufuk Batmaz, Brendan Kelley, Matthew G. Rhodes, Francisco R. Ortega 0001
IEEE Trans. Vis. Comput. Graph.6
2025 The Importance of Cueing While Visually Searching a 360 Degree Environment for Multiple Targets in the Presence of Distractors
abstract
Visually searching for objects is an everyday task. In many contexts, people must visually search for multiple objects at the same time while avoiding distractor objects, such as triage during a mass casualty incident. While many prior augmented reality (AR) and virtual reality (VR) studies have investigated cues to aid in visual search tasks, few have investigated cues in contexts involving multiple targets and distractors with a full 360° effective field of regard (EFOR). Individually, multiple targets, distractors, and a full 360° EFOR each add complexity to visual search; when combined, they compound the difficulty even further. In this paper, we present such a study that compares three common types of visual cues (2D Wedge, 3D Arrow, and Gaze Line) to a baseline condition with no cueing for a 360° visual search task. Our results reinforce the importance of providing some type of cue, with the Gaze Line design being particularly beneficial. We discuss the potential implications of these findings for designing cues specifically for such complex visual search tasks.
Brendan Kelley, Ryan P. McMahan, Christopher D. Wickens, Benjamin A. Clegg, Francisco R. Ortega 0001
VRST1
2024 Beyond the Wizard of Oz: Negative Effects of Imperfect Machine Learning to Examine the Impact of Reliability of Augmented Reality Cues on Visual Search Performance
abstract
Despite knowing exactly what an object looks like, searching for it in a person's visual field is a time-consuming and error-prone experience. In Augmented Reality systems, new algorithms are proposed to speed up search time and reduce human errors. However, these algorithms might not always provide 100% accurate visual cues, which might affect users' perceived reliability of the algorithm and, thus, search performance. Here, we examined the detrimental effects of automation bias caused by imperfect cues presented in the Augmented Reality head-mounted display using the YOLOv5 machine learning model. 53 participants in the two groups received either 100% accurate visual cues or 88.9% accurate visual cues. Their performance was compared with the control condition, which did not include any additional cues. The results show how cueing may increase performance and shorten search times. The results also showed that performance with imperfect automation was much worse than perfect automation and that, consistent with automation bias, participants were frequently enticed by incorrect cues.
Aditya Raikwar, Domenick M. Mifsud, Christopher D. Wickens, Anil Ufuk Batmaz, Amelia C. Warden, Brendan Kelley, Benjamin A. Clegg, Francisco R. Ortega 0001
IEEE Trans. Vis. Comput. Graph.6