Demo Data from EDBT 2026 / reviewers in the wild / expert
Julia Dörner
dblp:265/2266
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2020
—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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 77% Usability and user experience research · 23% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.4 | 1 | 2020 | A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020 |
Virtual and augmented reality › immersive interaction
tangible interaction |
0.4 | 1 | 2020 | A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020 |
Interaction techniques and input
object manipulation |
0.4 | 1 | 2020 | A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020 |
Usability and user experience research
user study |
0.1 | 1 | 2020 | A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020 |
Methods — techniques the papers use, named apart from their topics
tangible user interface · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | A Tangible Spherical Proxy for Object Manipulation in Augmented RealityabstractIn this paper, we explore how a familiarly shaped object can serve as a physical proxy to manipulate virtual objects in Augmented Reality (AR) environments. Using the example of a tangible, handheld sphere, we demonstrate how irregularly shaped virtual objects can be selected, transformed, and released. After a brief description of the implementation of the tangible proxy, we present a buttonless interaction technique suited to the characteristics of the sphere. In a user study (N = 30), we compare our approach with three different controller-based methods that increasingly rely on physical buttons. As a use case, we focused on an alignment task that had to be completed in mid-air as well as on a flat surface. Results show that our concept has advantages over two of the controller-based methods regarding task completion time and user ratings. Our findings inform research on integrating tangible interaction into AR experiences. David Englmeier, Julia Dörner, Andreas Butz, Tobias Höllerer |
VR | 2 |