Demo Data from EDBT 2026 / reviewers in the wild / expert
Alexis Chambers
dblp:284/8811 · also Alexis P. Chambers
· DBLP profile ↗
5ranked-venue papers
0as first author
5since 2021 · last 2024
0000-0002-2027-4960ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 88% Human-robot interaction · 12% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › telepresence
immersive telepresence |
0.6 | 1 | 2022 | Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality › embodiment
virtual body representation |
0.6 | 1 | 2022 | Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022 |
Immersive interaction › telepresence
immersive telepresence |
0.6 | 1 | 2022 | Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots · HRI 2022 |
Immersive interaction › locomotion › locomotion interface
leaning-based interface |
0.6 | 1 | 2022 | Leaning-Based Control of an Immersive-Telepresence Robot · ISMAR 2022 |
Virtual and augmented reality
cybersickness |
0.2 | 1 | 2022 | Leaning-Based Control of an Immersive-Telepresence Robot · ISMAR 2022 |
Virtual and augmented reality
presence |
0.2 | 1 | 2022 | Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
virtual reality |
0.2 | 1 | 2022 | Leaning-Based Control of an Immersive-Telepresence Robot · ISMAR 2022 |
Human-robot interaction
telepresence robot |
0.2 | 1 | 2022 | Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots · HRI 2022 |
Immersive interaction › virtual reality › cybersickness
VR sickness |
0.2 | 1 | 2022 | Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots · HRI 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 1.7balance board · 1.1pilot study · 0.6head-mounted display · 0.6confirmatory study · 0.6360-degree camera · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Adaptation to Simulated Hypergravity in a Virtual Reality Throwing TaskabstractAccording to previous research, humans are generally poor at adapting to earth-discrepant gravity, especially in Virtual Reality (VR), which cannot simulate the effects of gravity on the physical body. Most of the previous VR research on gravity adaptation has used perceptual or interception tasks, although adaptation to these tasks seems to be especially challenging compared to tasks with a more pronounced motor component. This article describes the results of two between-subjects studies ( n = 60 and n = 42) that investigated adaptation to increased gravity simulated by an interactive VR experience. The experimental procedure was identical in both studies: In the adaptation phase, one group was trained to throw a ball at a target using Valve Index motion controllers in gravity that was simulated at five times of earth’s gravity (hypergravity group), whereas another group threw at a longer-distance target under normal gravity (normal gravity group) so both groups had to exert the same amount of force when throwing (approximated manually in Study 1 and mathematically in Study 2). Then, in the measurement phase, both groups repeatedly threw a virtual ball at targets in normal gravity. In this phase, the trajectory of the ball was hidden at the moment of release so that the participants had to rely on their internal model of gravity to hit the targets rather than on visual feedback. Target distances were placed within the same range for both groups in the measurement phase. According to our preregistered hypotheses, we predicted that the hypergravity group would display worse overall throwing accuracy and would specifically overshoot the target more often than the normal gravity group. Our experimental data supported both hypotheses in both studies. The findings indicate that training an interactive task in higher simulated gravity led participants in both studies to update their internal gravity models, and therefore, some adaptation to higher gravity did indeed occur. However, our exploratory analysis also indicates that the participants in the hypergravity group began to gradually regain their throwing accuracy throughout the course of the measurement phase. Matti Pouke, Elmeri Uotila, Evan G. Center, Kalle G. Timperi, Alexis Chambers, Timo Ojala, Steven M. LaValle |
ACM Trans. Appl. Percept. | 5 |
| 2022 | Unwinding Rotations Improves User Comfort with Immersive Telepresence RobotsabstractWe propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360° camera on top of a mobile robot is streaming video and audio into a head-mounted display worn by a remote user possibly far away. Thus, it enables the user to be present at the robot's location, look around by turning the head and communicate with people near the robot. By unwinding the rotations of the camera frame, the user's viewpoint is not changed when the robot rotates. The user can change her viewpoint only by physically rotating in her local setting; as visual rotation without the corresponding vestibular stimulation is a major source of VR sickness, physical rotation by the user is expected to reduce VR sickness. We implemented unwinding the rotations for a simulated robot traversing a virtual environment and ran a user study (N=34) comparing unwinding rotations to user's viewpoint turning when the robot turns. Our results show that the users found unwound rotations more preferable and comfortable and that it reduced their level of VR sickness. We also present further results about the users' path integration capabilities, viewing directions, and subjective observations of the robot's speed and distances to simulated people and objects. Markku Suomalainen, Basak Sakçak, Adhi Widagdo, Juho Kalliokoski, Katherine J. Mimnaugh, Alexis Chambers, Timo Ojala, Steven M. LaValle |
HRI | 6 |
| 2022 | HI-DWA: Human-Influenced Dynamic Window Approach for Shared Control of a Telepresence RobotabstractThis paper considers the problem of enabling the user to modify the path of a telepresence robot. The robot is capable of autonomously navigating to a goal predefined by the user, but the user might still want to modify the path, for example, to go further away from other people, or to go closer to landmarks she wants to see on the way. We propose Human-Influenced Dynamic Window Approach (HI-DWA), a shared control method aimed for telepresence robots based on Dynamic Window Approach (DWA) that allows the user to influence the control input given to the robot. To verify the proposed method, we performed a user study (N=32) in Virtual Reality (VR) to compare HI-DWA with switching between autonomous navigation and manual control for controlling a simulated telepresence robot moving in a virtual environment. Results showed that users reached their goal faster using HI-DWA controller and found it easier to use. Preference between the two methods was split equally. Qualitative analysis revealed that a major reason for the participants that preferred switching between two modes was the feeling of control. We also analyzed the effect of different input methods, joystick and gesture, on the preference and perceived workload. Juho Kalliokoski, Basak Sakçak, Markku Suomalainen, Katherine J. Mimnaugh, Alexis Chambers, Timo Ojala, Steven M. LaValle |
IROS | 5 |
| 2022 | Leaning-Based Control of an Immersive-Telepresence RobotabstractIn this paper, we present an implementation of a leaning-based control of a differential drive telepresence robot and a user study in simulation, with the goal of bringing the same functionality to a real telepresence robot. The participants used a balance board to control the robot and viewed the virtual environment through a head-mounted display. The main motivation for using a balance board as the control device stems from Virtual Reality (VR) sickness; even small movements of your own body matching the motions seen on the screen decrease the sensory conflict between vision and vestibular organs, which lies at the heart of most theories regarding the onset of VR sickness. To test the hypothesis that the balance board as a control method would be less sickening than using joysticks, we designed a user study (N=32, 15 women) in which the participants drove a simulated differential drive robot in a virtual environment with either a Nintendo Wii Balance Board or joysticks. However, our pre-registered main hypotheses were not supported; the joystick did not cause any more VR sickness on the participants than the balance board, and the board proved to be statistically significantly more difficult to use, both subjectively and objectively. Analyzing the open-ended questions revealed these results to be likely connected, meaning that the difficulty of use seemed to affect sickness; even unlimited training time before the test did not make the use as easy as the familiar joystick. Thus, making the board easier to use is a key to enable its potential; we present a few possibilities towards this goal. Joona Halkola, Markku Suomalainen, Basak Sakçak, Katherine J. Mimnaugh, Juho Kalliokoski, Alexis Chambers, Timo Ojala, Steven M. LaValle |
ISMAR | 6 |
| 2022 | Augmenting Immersive Telepresence Experience with a Virtual BodyabstractWe propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a virtual body in simulated environments; however, research on whether seeing one's own virtual arms increases presence or preference for the user in an immersive telepresence setup is limited. We conducted a study where a host introduced a research lab while participants wore a head-mounted display which allowed them to be telepresent at the host's physical location via a 360-degree camera, either with or without a virtual body. We first conducted a pilot study of 20 participants, followed by a pre-registered 62 participant confirmatory study. Whereas the pilot study showed greater presence and preference when the virtual body was present, the confirmatory study failed to replicate these results, with only behavioral measures suggesting an increase in presence. After analyzing the qualitative data and modeling interactions, we suspect that the quality and style of the virtual arms, and the contrast between animation and video, led to individual differences in reactions to the virtual body which subsequently moderated feelings of presence. Nikunj Arora, Markku Suomalainen, Matti Pouke, Evan G. Center, Katherine J. Mimnaugh, Alexis Chambers, Sakaria Pouke, Steven M. LaValle |
IEEE Trans. Vis. Comput. Graph. | 6 |