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Logan Lane

dblp:347/3364 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0009-4385-160XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 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
3 papers
Interaction techniques and input · 28% Usability and user experience research · 24% Collaborative and social computing · 16%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › target selection › pointing
distal pointing
0.912025
Revisiting Performance Models of Distal Pointing Tasks in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Collaborative and social computing
collaborative virtual environments
0.712023
Gestures vs. Emojis: Comparing Non-Verbal Reaction Visualizations for Immersive Collaboration · IEEE Trans. Vis. Comput. Graph. 2023
Human-robot interaction
nonverbal communication
0.712023
Gestures vs. Emojis: Comparing Non-Verbal Reaction Visualizations for Immersive Collaboration · IEEE Trans. Vis. Comput. Graph. 2023
Immersive interaction
virtual reality interaction
0.712023
Gestures vs. Emojis: Comparing Non-Verbal Reaction Visualizations for Immersive Collaboration · IEEE Trans. Vis. Comput. Graph. 2023
Interaction techniques and input › spatial interaction
3d interaction
0.312026
Evaluating the Viability of Additive Models to Predict Task Completion Time for 3D Interactions in Augmented Reality · VR 2026
Virtual and augmented reality › immersive interaction
VR interaction
0.312025
Revisiting Performance Models of Distal Pointing Tasks in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025

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

regression modeling · 1.7psychophysical experiment · 1.7keystroke-level model · 1.0user study · 0.7
YearPublicationVenuePosition
2026 Evaluating the Viability of Additive Models to Predict Task Completion Time for 3D Interactions in Augmented Reality
abstract
Additive models of interaction performance, such as the Keystroke-Level Model (KLM), are tools that allow designers to compare and optimize the performance of user interfaces by summing the predicted times for the atomic components of a specific interaction to predict the total time it would take to complete that interaction. There has been extensive work in creating such additive models for 2D interfaces, but this approach has rarely been explored for 3D user interfaces. We propose a KLM-style additive model, based on existing atomic task models in the literature, to predict task completion time for 3D interaction tasks. We performed two studies to evaluate the feasibility of this approach across multiple input modalities, with one study using a simple menu selection task and the other a more complex manipulation task. We found that several of the models from the literature predicted actual task performance with less than 20% error in both the menu selection and manipulation study. Overall, we found that additive models can predict both absolute and relative performance of input modalities with reasonable accuracy.
Logan Lane, Ibrahim Asadullah Tahmid, Feiyu Lu 0001, Doug A. Bowman
VR1
2025 Revisiting Performance Models of Distal Pointing Tasks in Virtual Reality
abstract
Performance models of interaction, such as Fitts' law, are important tools for predicting and explaining human motor performance and for designing high-performance user interfaces. Extensive prior work has proposed such models for the 3D interaction task of distal pointing, in which the user points their hand or a device at a distant target in order to select it. However, there is no consensus on how to compute the index of difficulty for distal pointing tasks. We present a preliminary study suggesting that existing models may not be sufficient to model distal pointing performance with current virtual reality technologies. Based on these results, we hypothesized that both the form of the model and the standard method for collecting empirical data for pointing tasks might need to change in order to achieve a more accurate and valid distal pointing model. In our main study, we used a new methodology to collect distal pointing data and evaluated traditional models, purely ballistic models, and two-part models. Ultimately, we found that the best model used a simple Fitts'-law-style index of difficulty with angular measures of amplitude and width.
Logan Lane, Feiyu Lu 0001, Shakiba Davari, Robert J. Teather, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.1
2023 Gestures vs. Emojis: Comparing Non-Verbal Reaction Visualizations for Immersive Collaboration
abstract
Collaborative virtual environments afford new capabilities in telepresence applications, allowing participants to co-inhabit an environment to interact while being embodied via avatars. However, shared content within these environments often takes away the attention of collaborators from observing the non-verbal cues conveyed by their peers, resulting in less effective communication. Exaggerated gestures, abstract visuals, as well as a combination of the two, have the potential to improve the effectiveness of communication within these environments in comparison to familiar, natural non-verbal visualizations. We designed and conducted a user study where we evaluated the impact of these different non-verbal visualizations on users' identification time, understanding, and perception. We found that exaggerated gestures generally perform better than non-exaggerated gestures, abstract visuals are an effective means to convey intentional reactions, and the combination of gestures with abstract visuals provides some benefits compared to their standalone counterparts.
Alexander Giovannelli, Jerald Thomas, Logan Lane, Francielly Rodrigues, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.3