Demo Data from EDBT 2026 / reviewers in the wild / expert
Rabi R. Datta
dblp:318/7519
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0002-6829-7379ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 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 |
Visualization and visual analytics · 67% Virtual and augmented reality · 33% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 55% Interaction techniques and input · 16% Learning and educational technologies · 14% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality locomotion |
0.7 | 1 | 2023 | Tell Me Where To Go: Voice-Controlled Hands-Free Locomotion for Virtual Reality Systems · VR 2023 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.6 | 1 | 2022 | Evaluating Perceptional Tasks for Medicine: A Comparative User Study Between a Virtual Reality and a Desktop Application · VR 2022 |
Visualization and visual analytics
scientific visualization |
0.6 | 1 | 2022 | Evaluating Perceptional Tasks for Medicine: A Comparative User Study Between a Virtual Reality and a Desktop Application · VR 2022 |
Visualization and visual analytics › scientific visualization › geometric visualization
surface visualization |
0.6 | 1 | 2022 | Evaluating Perceptional Tasks for Medicine: A Comparative User Study Between a Virtual Reality and a Desktop Application · VR 2022 |
Interaction techniques and input
hands-free interaction |
0.2 | 1 | 2023 | Tell Me Where To Go: Voice-Controlled Hands-Free Locomotion for Virtual Reality Systems · VR 2023 |
Learning and educational technologies
medical training |
0.2 | 1 | 2022 | Evaluating Perceptional Tasks for Medicine: A Comparative User Study Between a Virtual Reality and a Desktop Application · VR 2022 |
Health and well-being technologies › medical simulation
surgical simulation |
0.2 | 1 | 2022 | Evaluating Perceptional Tasks for Medicine: A Comparative User Study Between a Virtual Reality and a Desktop Application · VR 2022 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Tell Me Where To Go: Voice-Controlled Hands-Free Locomotion for Virtual Reality SystemsabstractAs locomotion is an important factor in improving Virtual Reality (VR) immersion and usability, research in this area has been and continues to be a crucial aspect for the success of VR applications. In recent years, a variety of techniques have been developed and evaluated, ranging from abstract control, vehicle, and teleportation techniques to more realistic techniques such as motion, gestures, and gaze. However, when it comes to hands-free scenarios, for example to increase the overall accessibility of an application or in medical scenarios under sterile conditions, most of the announced techniques cannot be applied. This is where the use of speech as an intuitive means of navigation comes in handy. As systems become more capable of understanding and producing speech, voice interfaces become a valuable alternative for input on all types of devices. This takes the quality of hands-free interaction to a new level. However, intuitive user-assisted speech interaction is difficult to realize due to semantic ambiguities in natural language utterances as well as the high real-time requirements of these systems. In this paper, we investigate steering-based locomotion and selection-based locomotion using three speech-based, hands-free methods and compare them with leaning as an established alternative. Our results show that landmark-based locomotion is a convenient, fast, and intuitive way to move between locations in a VR scene. Furthermore, we show that in scenarios where landmarks are not available, number grid-based navigation is a successful solution. Based on this, we conclude that speech is a suitable alternative in hands-free scenar-ios, and exciting ideas are emerging for future work focused on developing hands-free ad hoc navigation systems for scenes where landmarks do not exist or are difficult to articulate or recognize. Jan N. Hombeck, Henrik Voigt, Timo Heggemann, Rabi R. Datta, Kai Lawonn |
VR | 4 |
| 2022 | Evaluating Perceptional Tasks for Medicine: A Comparative User Study Between a Virtual Reality and a Desktop ApplicationabstractSince for most consumers the Virtual Reality (VR) experience exceeds that of desktop applications, an increasing number of applications is being transferred from desktop to VR. Industrial and entertainment applications primarily expect for a richer consumer experience, while others, such as surgical applications, seek for improved precision over their desktop counterparts. One way to improve the performance of precision-based VR applications is to provide suitable visualizations. Today, these "suitable" visualizations are mostly transferred from desktop to VR without considering their spatial and temporal performance might change in VR. This may not lead to an optimal solution, which can be crucial for precision-based tasks. Misinterpretation of shape or distance in a surgical or pre-operative simulation can affect the chosen treatment and thus directly impact the outcome. Therefore, we evaluate the performance differences of multiple visualizations for 3D surfaces based on their shape and distance estimation for desktop and VR applications. We conducted a quantitative user study with 56 participants evaluating seven visualizations (Phong, Toon, Fresnel, Pseudo-Chromadepth, Heatmap, Isolines, and Arrow Glyphs). Our results show that the performance of each visualization varies depending on the task, system, and surface type, with VR generally providing improved results. While Isolines are able to improve distance estimation, Phong and Heatmaps are beneficial for shape estimation. Jan N. Hombeck, Monique Meuschke, Lennert Zyla, André-Joel Heuser, Justus Toader, Felix Popp, Christiane J. Bruns, Christian Hansen 0001, Rabi R. Datta, Kai Lawonn |
VR | 9 |