Demo Data from EDBT 2026 / reviewers in the wild / expert
Adria Quigley
dblp:401/6560
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-2404-7949ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-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 |
Immersive interaction · 50% Usability and user experience research · 50% | |
| 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 |
|---|---|---|---|---|
Usability and user experience research
user experience evaluation |
0.9 | 1 | 2025 | Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025 |
Immersive interaction
virtual reality locomotion |
0.9 | 1 | 2025 | Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.3 | 1 | 2025 | Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025 |
Virtual and augmented reality › navigation
virtual environment navigation |
0.3 | 1 | 2025 | Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural WalkingabstractIn Virtual Reality (VR), exploring a large virtual environment is still an open research area, as software-based solutions can be challenging to use or contribute to motion sickness. Past work has used omnidirectional treadmills to emulate natural walking in a small space. Yet, the impact on user performance and experience of the different walking techniques these omnidirectional treadmills utilize is still unclear. This study assessed the effects of WALK-IN-PLACE, used with devices like KAT VR mini, and SLIDING, as used by devices like Cyberith Virtualizer ELITE 2, and compared them to NATURAL WALKING. Using a within-study design methodology, eighteen participants navigated a VR maze. We found that participants completed tasks fastest with NATURAL WALKING while SLIDING provided a balanced compromise between immersion and moderate physical effort, and WALK-IN-PLACE required the highest exertion with lower usability. These findings provide practical insights into performance and user-experience differences among the three VR walking techniques, informing VR-ODT selection for applications such as rehabilitation and training. Helia Homami, Adria Quigley, Mayra Donaji Barrera Machuca |
VR | 2 |
| 2025 | Do Virtual Reality Omnidirectional Treadmills Locomotion Techniques Affect Wayfinding?abstractThis paper compares the wayfinding differences between Virtual Reality Omnidirectional Treadmills (VR-ODT) locomotion techniques. We aim to identify their effect on users’ spatial exploration while navigating VEs. Our results demonstrate that VR-ODT locomotion techniques resulted in frequent stops and reorientation efforts, particularly at critical decision points within the maze. However, we did not identify differences between the techniques analyzed. Helia Homami, Joseph Malloch, Adria Quigley, Mayra Donaji Barrera Machuca |
VRST | 3 |