EDBT 2026 Demo / reviewers in the wild / expert
Beza Desta
dblp:330/5671
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0001-8169-4427ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Personal fabrication and tangible interfaces · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Environmental and earth informatics · 100% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.8 | 1 | 2024 | ThermalGrasp: Enabling Thermal Feedback even while Grasping and Walking · VR 2024 |
Virtual and augmented reality
haptics |
0.2 | 1 | 2024 | ThermalGrasp: Enabling Thermal Feedback even while Grasping and Walking · VR 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | ThermalGrasp: Enabling Thermal Feedback even while Grasping and WalkingabstractMost thermal interfaces attach Peltier elements and their required cooling systems (heatsinks and fans) directly to the palm or sole, preventing users from grasping or walking. To solve this problem, we present ThermalGrasp, an engineering approach for wearable thermal interfaces that enables users to grab and walk on real objects with minimal obstruction. Our approach moves the therma l device and cooling unit to areas not used in grasping or walking (e.g., dorsal hand/foot). We then use thin, compliant materials to conduct heat to/from the palm or sole. Unlike traditional Peltiers with heatsinks, our thin materials enable grasping and walking on real objects while enjoying thermal feedback. Using our approach, a user can, for example, grasp a passive prop (e.g., a stick that acts as a torch in VR), yet feel its thermal state (e.g., hot due to its flame). In our user studies, ThermalGrasp struck a useful balance between thermal and haptic realism. We believe that ThermalGrasp is a first step towards not forcing users to choose between either feeling thermal feedback or being able to engage with grasping/walking in interactive experiences. Alex Mazursky, Jas Brooks, Beza Desta, Pedro Lopes 0001 |
VR | 3 |
| 2023 | ecoEDA: Recycling E-waste During Electronics DesignabstractThe amount of e-waste generated by discarding devices is enormous but options for recycling remain limited. However, inside a discarded device (from consumer devices to one's own prototypes), an electronics designer could find dozens to thousands of reusable components, including microcontrollers, sensors, voltage regulators, etc. Despite this, existing electronic design tools assume users will buy all components anew. To tackle this, we propose ecoEDA, an interactive tool that enables electronics designers to explore recycling electronic components during the design process. We accomplish this via (1) creating suggestions to assist users in identifying and designing with recycled components; and (2) maintaining a library of useful data relevant to reuse (e.g., allowing users to find which devices contain which components). Through example use-cases, we demonstrate how our tool can enable various pathways to recycling e-waste. To evaluate it, we conducted a user study where participants used our tool to create an electronic schematic with components from torn-down e-waste devices. We found that participants’ designs made with ecoEDA featured an average of 66% of recycled components. Last, we reflect on challenges and opportunities for building software that promotes e-waste reuse. Jasmine Lu, Beza Desta, K. D. Wu, Romain Nith, Joyce E. Passananti, Pedro Lopes 0001 |
UIST | 2 |
| 2022 | Parental Responses to Aggressive Child Behavior towards Robots, Smart Speakers, and TabletsabstractThe increasing growth of robots and other technological devices in homes makes it critical to understand child- device interactions within the home, especially given the real possibility of child aggression towards these devices. To explore factors that currently and will, in the future, shape child-robot interaction in the home related to children’s aggressive behavior, we conducted a 2 x 3 x 3 between-subjects crowdsourced study (N = 332) that examined how parents would respond and perceive their child interacting with different technological devices. Participants were shown a video clip of a person interacting with a technological device (robot, smart speaker, or tablet), exhibiting either aggressive or neutral behavior, and interacting with the device in one of three interaction modalities (audio, physical, or audio+physical). Imagining that the person in the video was their child, parents who observed aggressive behavior compared with neutral behavior indicated greater concern, a higher likelihood to intervene, distinct intervention methods, a higher perception of device mistreatment, and greater sympathy for the device. Despite hypothesizing that the robot would be seen as the most anthropomorphic, animate and, warm device, participant ratings of the robot were no different than the smart speaker, however, both devices were rated more highly on those dimensions than the tablet. Keziah Naggita, Elsa Athiley, Beza Desta, Sarah Sebo |
RO-MAN | 3 |