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Gideon Raeburn

dblp:301/7221 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2022
—ORCID · none

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 2021Human-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 75% Visualization and visual analytics · 25%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › mixed reality
augmented virtuality
0.512021
Varying user agency and interaction opportunities in a home mobile augmented virtuality story · ISMAR 2021
Virtual and augmented reality › embodiment
embodied interaction
0.512021
Varying user agency and interaction opportunities in a home mobile augmented virtuality story · ISMAR 2021
Virtual and augmented reality › interactive storytelling
immersive storytelling
0.512021
Varying user agency and interaction opportunities in a home mobile augmented virtuality story · ISMAR 2021
Visualization and visual analytics
interaction techniques
0.512021
Varying user agency and interaction opportunities in a home mobile augmented virtuality story · ISMAR 2021

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

mixed-methods study · 0.5
YearPublicationVenuePosition
2022 Comparing actual and virtual movement in a play anywhere mobile AR location-based story
Gideon Raeburn, Laurissa Tokarchuk, Martin Welton
DiGRA1
2021 Varying user agency and interaction opportunities in a home mobile augmented virtuality story
abstract
New opportunities for immersive storytelling experiences have arrived through the technology in mobile phones, including the ability to overlay or register digital content on a user’s real world surroundings, to greater immerse the user in the world of the story. This raises questions around the methods and freedom to interact with the digital elements, that will lead to a more immersive and engaging experience. To investigate these areas the Augmented Virtuality (AV) mobile phone application Home Story was developed for iOS devices. It allows a user to move and interact with objects in a virtual environment displayed on their phone, by physically moving in the real world, completing particular actions to progress a story. A mixed methods study with Home Story either guided participants to the next interaction, or offered them increased agency to choose what object to interact with next. Virtual objects could also be interacted with in one of three ways; imagining the interaction, an embodied interaction using the user’s free hand, or a virtual interaction performed on the phone’s touchscreen. Similar levels of immersion were recorded across both study conditions suggesting both can be effective, though highlighting different issues in each case. The embodied free hand interactions proved particularly memorable, though further work is required to improve their implementation, arising from their novelty and lack of familiarity.
Gideon Raeburn, Laurissa Tokarchuk
ISMAR1