Demo Data from EDBT 2026 / reviewers in the wild / expert
Teoman Ulusoy
dblp:316/2096
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 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 · 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
1 paper |
User interface design and tools · 77% Interaction techniques and input · 23% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › information visualization
data physicalization |
0.6 | 1 | 2022 | Touch and Beyond: Comparing Physical and Virtual Reality Visualizations · IEEE Trans. Vis. Comput. Graph. 2022 |
User interface design and tools › visualization
virtual reality visualization |
0.6 | 1 | 2022 | Touch and Beyond: Comparing Physical and Virtual Reality Visualizations · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Touch and Beyond: Comparing Physical and Virtual Reality VisualizationsabstractWe compare physical and virtual reality (VR) versions of simple data visualizations and explore how the addition of virtual annotation and filtering tools affects how viewers solve basic data analysis tasks. We report on two studies, inspired by previous examinations of data physicalizations. The first study examines differences in how viewers interact with physical hand-scale, virtual hand-scale, and virtual table-scale visualizations and the impact that the different forms had on viewer's problem solving behavior. A second study examines how interactive annotation and filtering tools might support new modes of use that transcend the limitations of physical representations. Our results highlight challenges associated with virtual reality representations and hint at the potential of interactive annotation and filtering tools in VR visualizations. Kurtis Thorvald Danyluk, Teoman Ulusoy, Wei Wei 0069, Wesley Willett |
IEEE Trans. Vis. Comput. Graph. | 2 |