Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Ana Rita Rebelo

dblp:321/9911 · DBLP profile ↗
← Back
4ranked-venue papers
4as first author
4since 2021 · last 2026
0000-0001-5049-4086ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 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
3 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Usability and user experience research · 50%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.012026
Portals in Impossible VR Spaces: A Taxonomy and Effects on Spatial Memory · VR 2026
Virtual and augmented reality › spatial cognition
spatial memory
1.012026
Portals in Impossible VR Spaces: A Taxonomy and Effects on Spatial Memory · VR 2026
Virtual and augmented reality › locomotion techniques
impossible spaces
0.912025
Techniques for Multiple Room Connection in Virtual Reality: Walking Within Small Physical Spaces · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
locomotion
0.912025
Techniques for Multiple Room Connection in Virtual Reality: Walking Within Small Physical Spaces · IEEE Trans. Vis. Comput. Graph. 2025
Usability and user experience research › quality of experience
motion sickness and presence
0.912025
Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces · ACM Multimedia 2025
Immersive interaction
virtual reality locomotion
0.912025
Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces · ACM Multimedia 2025
Virtual and augmented reality › navigation
virtual environment navigation
0.312025
Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces · ACM Multimedia 2025

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

user study · 3.6taxonomy · 1.0
YearPublicationVenuePosition
2026 Portals in Impossible VR Spaces: A Taxonomy and Effects on Spatial Memory
abstract
In virtual reality (VR), portals serve as a common metaphor for relocation, allowing users to navigate large virtual environments. However, portal design is often ad hoc, leaving developers without clear principles for their intentional design and placement to support specific experiential or performance goals. We present a taxonomy for VR portals, deconstructing them into three main dimensions: World-related, Portal-related, and User-related. Based on the suggested taxonomy, we implemented eight unique portals varying across three categories: World Integration (Integrated vs. Non-Integrated), Nature Definition (Obvious vs. Subtle/Hidden), and Destination Visibility (Preview vs. Occluded). We assess the impact of these factors, focusing on spatial memory, presence, and experience in a user study with 32 participants. Our results show that World-Integrated portals improve spatial memory and realism, while the exposure of portal’s unusual Nature mainly affects perceived realism. Visibility of the portal’s Destination positively affected user comfort, acceptance, and presence. We discuss the insights for the intentional design of a portal-based relocation techniques that support comfortable and intuitive navigation. Such techniques are particularly suitable for small physical spaces, where portals enable space-efficient, self-overlapping virtual architectures.
Ana Rita Rebelo, Khrystyna Vasylevska, Hannes Kaufmann, Rui Nóbrega
VR1
2025 Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces
abstract
Teleportation dominates Virtual Reality (VR) locomotion, known for its efficiency and ease of use, particularly in small physical spaces where users have limited room to move. However, is efficiency the only metric that matters? In this study, we challenge this well-established technique by comparing teleportation with an alternative approach for navigating constrained spaces: Walking-with-Portals. We conducted a user study (N = 24) comparing both techniques, collecting data on orientation, cybersickness, presence, and immersion. Our results reveal a distinct trade-off: Teleportation proved significantly faster, more efficient for pathfinding, and induced less cybersickness. Conversely, Walking-with-Portals significantly enhanced users' sense of spatial presence and perceived control over their movement. While a majority preferred Teleportation for the task's efficiency, 91.7% of participants identified Walking-with-Portals as the more immersive technique. Additionally, we establish key design guidelines for intuitive portal placement that allow a large virtual environment to fit within the small play areas (about 2.5 × 2.5 meters) common to home VR users. Our findings suggest that while teleportation remains the default solution in VR locomotion, Walking-with-Portals provides unique benefits that should not be overlooked. This work invites a reflection on locomotion in VR, arguing that the future of VR navigation may go beyond teleport.
Ana Rita Rebelo, Pedro Ferreira 0003, André Tomás Ribeiro, Rui Nóbrega
ACM Multimedia1
2025 Techniques for Multiple Room Connection in Virtual Reality: Walking Within Small Physical Spaces
abstract
In Virtual Reality (VR), navigating small physical spaces often relies on handheld controllers, such as teleportation and joystick movements, due to the limited space for natural walking. However, walking-based techniques can enhance immersion by enabling more natural movement. This paper presents three room-connection techniques - portals, corridors, and central hubs - that can be used in virtual environments (VEs) to create "impossible spaces". These spaces use overlapping areas to maximize available physical space, promising for walking even in constrained spaces. We conducted a user study with 33 participants to assess the effectiveness of these techniques within a small physical area (2.5 x 2.5 m). The results show that all three techniques are viable for connecting rooms in VR, each offering distinct characteristics. Each method positively impacts presence, cybersickness, spatial awareness, orientation, and overall user experience. Specifically, portals offer a flexible and straightforward solution, corridors provide a seamless and natural transition between spaces, and central hubs simplify navigation. The primary contribution of this work is demonstrating how these room-connection techniques can be applied to dynamically adapt VEs to fit small, uncluttered physical spaces, such as those commonly available to VR users at home. Applications such as virtual museum tours, training simulations, and emergency preparedness exercises can greatly benefit from these methods, providing users with a more natural and engaging experience, even within the limited space typical in home settings.
Ana Rita Rebelo, Pedro Ferreira 0003, Rui Nóbrega
IEEE Trans. Vis. Comput. Graph.1
2022 Tangible VR Lab: Studying User Interactionin Space and Time Morphing Scenarios
abstract
Virtual Reality (VR) offers an interesting interface for exploring changes in space and time that otherwise could be difficult to simulate in the real world. It becomes possible to distort the virtual world by increasing or diminishing distances, as well as to play with time delays. In this way, it is possible to create different spatiotemporal conditions to study different interaction techniques to analyse which ones are more suitable for each task.
Ana Rita Rebelo, Rui Nóbrega, Fernando Pedro Birra
AVI1