Demo Data from EDBT 2026 / reviewers in the wild / expert
Daniel Enriquez
dblp:341/1550
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0002-1903-6615ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
2 papers |
Immersive interaction · 47% Interaction techniques and input · 47% Collaborative and social computing · 6% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › spatial interaction
3d interaction |
0.8 | 1 | 2024 | Investigating Object Translation in Room-scale, Handheld Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024 |
Immersive interaction
mixed reality |
0.8 | 1 | 2024 | Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore · Int. J. Hum. Comput. Stud. 2024 |
Interaction techniques and input
object manipulation |
0.8 | 1 | 2024 | Investigating Object Translation in Room-scale, Handheld Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024 |
Immersive interaction
virtual reality interaction |
0.8 | 1 | 2024 | Investigating Object Translation in Room-scale, Handheld Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024 |
Interaction techniques and input
cross-device interaction |
0.2 | 1 | 2024 | Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore · Int. J. Hum. Comput. Stud. 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore
Hayoun Moon, Mia Saade, Daniel Enriquez, Zachary Duer, Hye Sung Moon, Sang Won Lee 0002, Myounghoon Jeon 0001 |
Int. J. Hum. Comput. Stud. | 3 |
| 2024 | Evaluating Layout Dimensionalities in PC+VR Asymmetric Collaborative Decision MakingabstractWith the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric settings have been examined in social platforms, significant questions around layout dimensionality in data-driven decision-making remain underexplored. A crucial inquiry arises: although presenting a consistent 3D virtual world on both immersive and non-immersive platforms has been a common practice in social applications, does the same guideline apply to lay out data? Or should data placement be optimized locally according to each device's display capacity? This study aims to provide empirical insights into the user experience of asymmetric collaboration in data-driven decision-making. We tested practical dimensionality combinations between PC and VR, resulting in three conditions: PC2D+VR2D, PC2D+VR3D, and PC3D+VR3D. The results revealed a preference for PC2D+VR3D, and PC2D+VR2D led to the quickest task completion. Our investigation facilitates an in-depth discussion of the trade-offs associated with different layout dimensionalities in asymmetric collaborations. Daniel Enriquez, Wai Tong, Chris North 0001, Huamin Qu, Yalong Yang 0001 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2024 | Understanding Multi-user, Handheld Mixed Reality for Group-based MR GamesabstractResearch has identified applications of handheld-based VR, which utilizes handheld displays or mobile devices, for developing systems that involve users in mixed reality (MR) without the need for head-worn displays (HWDs). Such systems can potentially accommodate large groups of users participating in MR. However, we lack an understanding of how group sizes and interaction methods affect the user experience. In this paper, we aim to advance our understanding of handheld-based MR in the context of multiplayer, co-located games. We conducted a study (N = 38) to understand how user experiences vary by group size (2, 4, and 8) and interaction method (proximity-based or pointing-based). For our experiment, we implemented a multiuser experience for up to ten users. We found that proximity-based interaction that encouraged dynamic movement positively affected social presence and physical/temporal workload. In bigger group settings, participants felt less challenged and less positive. Individuals had varying preferences for group size and interaction type. The findings of the study will advance our understanding of the design space for handheld-based MR in terms of group sizes and interaction schemes. To make our contributions explicit, we conclude our paper with design implications that can inform user experience design in handheld-based mixed reality contexts. Carlos Augusto Bautista Isaza, Daniel Enriquez, Hayoun Moon, Myounghoon Jeon 0001, Sang Won Lee 0002 |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Investigating Object Translation in Room-scale, Handheld Virtual RealityabstractHandheld devices have become an inclusive alternative to head-mounted displays in virtual reality (VR) environments, enhancing accessibility and allowing cross-device collaboration. Object manipulation techniques in 3D space with handheld devices, such as those in handheld augmented reality (AR), have been typically evaluated in table-top scale and we currently lack an understanding of how these techniques perform in larger scale environments. We conducted two studies, each with 30 participants, to investigate how different techniques impact usability and performance for room-scale handheld VR object translations. We compared three translation techniques that are similar to commonly studied techniques in handheld AR: 3DSlide, VirtualGrasp, and Joystick. We also examined the effects of target size, target distance, and user mobility conditions (stationary vs. moving). Results indicated that the Joystick technique, which allowed translation in relation to the user's perspective, was the fastest and most preferred, without difference in precision. Our findings provide insights for designing room-scale handheld VR systems, with potential implications for mixed reality systems involving handheld devices. Daniel Enriquez, Hayoun Moon, Doug A. Bowman, Myounghoon Jeon 0001, Sang Won Lee 0002 |
IEEE Trans. Vis. Comput. Graph. | 1 |