EDBT 2026 Demo / reviewers in the wild / expert
Evan G. Center
dblp:313/2497
· DBLP profile ↗
4ranked-venue papers
0as first author
4since 2021 · last 2025
0009-0008-4541-713XORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 57% Human-robot interaction · 28% Usability and user experience research · 8% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › telepresence
immersive telepresence |
0.9 | 1 | 2025 | Unwinding Rotations Reduces VR Sickness in Nonsimulated Immersive Telepresence · ISMAR 2025 |
Human-robot interaction
telepresence robot |
0.9 | 1 | 2025 | Unwinding Rotations Reduces VR Sickness in Nonsimulated Immersive Telepresence · ISMAR 2025 |
Immersive interaction › virtual reality › cybersickness
VR sickness |
0.9 | 1 | 2025 | Unwinding Rotations Reduces VR Sickness in Nonsimulated Immersive Telepresence · ISMAR 2025 |
Virtual and augmented reality
cybersickness |
0.7 | 1 | 2023 | Virtual Reality Sickness Reduces Attention During Immersive Experiences · IEEE Trans. Vis. Comput. Graph. 2023 |
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 |
Wearable and physiological sensing
electroencephalography |
0.2 | 1 | 2023 | Virtual Reality Sickness Reduces Attention During Immersive Experiences · IEEE Trans. Vis. Comput. Graph. 2023 |
Virtual and augmented reality
presence |
0.2 | 1 | 2022 | Augmenting Immersive Telepresence Experience with a Virtual Body · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
event-related potentials · 1.3dual-task paradigm · 1.3EEG · 1.3user study · 0.9pilot study · 0.6head-mounted display · 0.6confirmatory study · 0.6360-degree camera · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Unwinding Rotations Reduces VR Sickness in Nonsimulated Immersive TelepresenceabstractImmersive telepresence, when a user views the video stream of a 360° camera in a remote environment using a Head Mounted Display (HMD), has great potential to improve the sense of being in a remote environment. In most cases of immersive robotic telepresence, the camera is mounted on a mobile robot which increases the portion of the environment that the remote user can explore. However, robot motions can induce unpleasant symptoms associated with Virtual Reality (VR) sickness, degrading the overall user experience. Previous research has shown that unwinding the rotations of the robot, that is, decoupling the rotations that the camera undergoes due to robot motions from what is seen by the user, can increase user comfort and reduce VR sickness. However, that work considered a virtual environment and a simulated robot. In this work, to test whether the same hypotheses hold when the video stream from a real camera is used, we carried out a user study ($n=36$) in which the unwinding rotations method was compared against coupled rotations in a task completed through a panoramic camera mounted on a robotic arm. Furthermore, within an inspection task which involved translations and rotations in three dimensions, we tested whether unwinding the robot rotations impacted the performance of users. The results show that the users found the unwinding rotations method to be more comfortable and preferable, and that a reduced level of VR sickness can be achieved without a significant impact on task performance. Filip Kulisiewicz, Basak Sakçak, Evan G. Center, Juho Kalliokoski, Katherine J. Mimnaugh, Steven M. LaValle, Timo Ojala |
ISMAR | 3 |
| 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. | 3 |
| 2023 | Virtual Reality Sickness Reduces Attention During Immersive ExperiencesabstractIn this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a dual-task paradigm. We hypothesized that sickness symptoms such as nausea, eyestrain, and fatigue would reduce the users' capacity to pay attention to tasks completed in a virtual environment, and that this reduction in attention would be dynamically reflected in a decrease of the P3b amplitude while VR sickness was experienced. In a user study, participants were taken on a tour through a museum in VR along paths with varying amounts of rotation, shown previously to cause different levels of VR sickness. While paying attention to the virtual museum (the primary task), participants were asked to silently count tones of a different frequency (the secondary task). Control measurements for comparison against the VR sickness conditions were taken when the users were not wearing the Head-Mounted Display (HMD) and while they were immersed in VR but not moving through the environment. This exploratory study shows, across multiple analyses, that the effect mean amplitude of the P3b collected during the task is associated with both sickness severity measured after the task with a questionnaire (SSQ) and with the number of counting errors on the secondary task. Thus, VR sickness may impair attention and task performance, and these changes in attention can be tracked with ERP measures as they happen, without asking participants to assess their sickness symptoms in the moment. Katherine J. Mimnaugh, Evan G. Center, Markku Suomalainen, Israel Becerra, Eliezer Lozano, Rafael Murrieta-Cid, Timo Ojala, Steven M. LaValle, Kara D. Federmeier |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 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. | 4 |