EDBT 2026 Demo / reviewers in the wild / expert
Ryan Servera
dblp:325/4649
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
—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.
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 54% Rendering · 23% Virtual and augmented reality · 23% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
graph visualization |
0.8 | 1 | 2024 | Path Tracing in 2D, 3D, and Physicalized Networks · IEEE Trans. Vis. Comput. Graph. 2024 |
Visualization and visual analytics › visual analytics
immersive analytics |
0.8 | 1 | 2024 | Path Tracing in 2D, 3D, and Physicalized Networks · IEEE Trans. Vis. Comput. Graph. 2024 |
Rendering › ray tracing
path tracing |
0.8 | 1 | 2024 | Path Tracing in 2D, 3D, and Physicalized Networks · IEEE Trans. Vis. Comput. Graph. 2024 |
Virtual and augmented reality › immersive visualization
virtual reality visualization |
0.8 | 1 | 2024 | Path Tracing in 2D, 3D, and Physicalized Networks · IEEE Trans. Vis. Comput. Graph. 2024 |
Visualization and visual analytics › information visualization
data physicalization |
0.2 | 1 | 2024 | Path Tracing in 2D, 3D, and Physicalized Networks · IEEE Trans. Vis. Comput. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8pre-registration · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Path Tracing in 2D, 3D, and Physicalized NetworksabstractIt is common to advise against using 3D to visualize abstract data such as networks, however Ware and Mitchell's 2008 study showed that path tracing in a network is less error prone in 3D than in 2D. It is unclear, however, if 3D retains its advantage when the 2D presentation of a network is improved using edge-routing, and when simple interaction techniques for exploring the network are available. We address this with two studies of path tracing under new conditions. The first study was preregistered, involved 34 users, and compared 2D and 3D layouts that the user could rotate and move in virtual reality with a handheld controller. Error rates were lower in 3D than in 2D, despite the use of edge-routing in 2D and the use of mouse-driven interactive highlighting of edges. The second study involved 12 users and investigated data physicalization, comparing 3D layouts in virtual reality versus physical 3D printouts of networks augmented with a Microsoft HoloLens headset. No difference was found in error rate, but users performed a variety of actions with their fingers in the physical condition which can inform new interaction techniques. Michael J. McGuffin, Ryan Servera, Marie Forest |
IEEE Trans. Vis. Comput. Graph. | 2 |