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Mari Tatsuko Lehtikari

dblp:374/8331 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0001-1373-9635ORCID · reported

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

Human-computer interaction and ubiquitous 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.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 56% Immersive interaction · 44%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
teleportation
0.812024
Behind the Scenes: Adapting Cinematography and Editing Concepts to Navigation in Virtual Reality · CHI 2024
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.812024
Behind the Scenes: Adapting Cinematography and Editing Concepts to Navigation in Virtual Reality · CHI 2024

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

user study · 1.5
YearPublicationVenuePosition
2024 Behind the Scenes: Adapting Cinematography and Editing Concepts to Navigation in Virtual Reality
abstract
Teleportation is a popular method of navigation in virtual reality (VR) because it does not induce symptoms of VR sickness, such as nausea and disorientation. However, teleportation may reduce spatial awareness, causing users to miss important aspects of their surroundings. We present ACTIVE, a novel approach to teleportation that uses techniques from cinematography to enhance the user experience of navigation in VR. ACTIVE adapts heuristics from continuity editing to dynamically reposition and reorient the camera after teleportation. This approach aims to improve the aesthetic quality of entities and environmental features while respecting users’ intended trajectory through the virtual environment. In a user study, we found that even though ACTIVE did not improve users’ recall of which entities were present in the environment, it increased engagement by significantly improving aesthetic appeal. Lastly, despite removing some agency from users, ACTIVE had no impact on presence or VR sickness compared to teleportation.
Alan Medlar, Mari Tatsuko Lehtikari, Dorota Glowacka
CHI2