Demo Data from EDBT 2026 / reviewers in the wild / expert
Aalok Shashidhar Gokhale
dblp:343/7256
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
—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.
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 67% Immersive interaction · 33% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › selection techniques
mid-air selection |
0.7 | 1 | 2023 | Gaining the High Ground: Teleportation to Mid-Air Targets in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Immersive interaction › virtual reality locomotion
teleportation |
0.7 | 1 | 2023 | Gaining the High Ground: Teleportation to Mid-Air Targets in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation |
0.7 | 1 | 2023 | Gaining the High Ground: Teleportation to Mid-Air Targets in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Virtual and augmented reality
locomotion techniques |
0.2 | 1 | 2023 | Gaining the High Ground: Teleportation to Mid-Air Targets in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
user study · 1.3design guidelines · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Gaining the High Ground: Teleportation to Mid-Air Targets in Immersive Virtual EnvironmentsabstractMost prior teleportation techniques in virtual reality are bound to target positions in the vicinity of selectable scene objects. In this paper, we present three adaptations of the classic teleportation metaphor that enable the user to travel to mid-air targets as well. Inspired by related work on the combination of teleports with virtual rotations, our three techniques differ in the extent to which elevation changes are integrated into the conventional target selection process. Elevation can be specified either simultaneously, as a connected second step, or separately from horizontal movements. A user study with 30 participants indicated a trade-off between the simultaneous method leading to the highest accuracy and the two-step method inducing the lowest task load as well as receiving the highest usability ratings. The separate method was least suitable on its own but could serve as a complement to one of the other approaches. Based on these findings and previous research, we define initial design guidelines for mid-air navigation techniques. Tim Weißker, Pauline Bimberg, Aalok Shashidhar Gokhale, Torsten W. Kuhlen, Bernd Fröhlich 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |