EDBT 2026 Demo / reviewers in the wild / expert
Aidan Kehoe
dblp:46/3347
· DBLP profile ↗
6ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0002-6581-3833ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2
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 |
Immersive interaction · 40% Interaction techniques and input · 30% Wearable and physiological sensing · 25% | |
| 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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality locomotion
teleportation |
1.0 | 1 | 2026 | StylusPort: Investigating Teleportation using Stylus in VR · CHI 2026 |
Wearable and physiological sensing › eye tracking
gaze-based interaction |
0.7 | 2 | 2026 | Expanding the Bounds of Seated Virtual Workspaces · ACM Trans. Comput. Hum. Interact. 2020 StylusPort: Investigating Teleportation using Stylus in VR · CHI 2026 |
Interaction techniques and input
text entry |
0.6 | 1 | 2022 | Creating and Augmenting Keyboards for Extended Reality with the Keyboard Augmentation Toolkit · ACM Trans. Comput. Hum. Interact. 2022 |
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2020 | Expanding the Bounds of Seated Virtual Workspaces · ACM Trans. Comput. Hum. Interact. 2020 |
Interaction techniques and input
pen input |
0.3 | 1 | 2026 | StylusPort: Investigating Teleportation using Stylus in VR · CHI 2026 |
Immersive interaction
mixed reality |
0.2 | 1 | 2022 | Creating and Augmenting Keyboards for Extended Reality with the Keyboard Augmentation Toolkit · ACM Trans. Comput. Hum. Interact. 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 2.4questionnaire · 0.9evaluation-by-demonstration · 0.6design toolkit · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | StylusPort: Investigating Teleportation using Stylus in VRabstractWith a stylus, users can both sweep sketches across models and pinpoint locations with precision. Building on this dual capability, we explore how teleportation can be integrated into stylus interaction without disrupting the flow of common stylus usage. We introduce two key ideas: flipping the stylus as an intuitive mode switch between drawing and teleportation, and using gaze to set orientation while the stylus handles positioning. In a user study that features a teleport-and-orient task, we evaluate six teleportation techniques, covering two mode-switching methods (Button and Flip) and three orientation approaches (StylusRoll, StylusPoint, and GazePoint). The results offer new insights into the relative merits and limitations of each technique. Our work contributes to knowledge about teleportation in VR and fills the gap in seamlessly integrating teleportation with stylus use in 3D. Yang Liu 0453, Qiushi Zhou, Mathias N. Lystbæk, Aidan Kehoe, Mario Gutierrez, Hans-Werner Gellersen, Ken Pfeuffer |
CHI | 4 |
| 2022 | Creating and Augmenting Keyboards for Extended Reality with the Keyboard Augmentation ToolkitabstractThis article discusses the Keyboard Augmentation Toolkit (KAT), which supports the creation of virtual keyboards that can be used both for standalone input (e.g., for mid-air text entry) and to augment physically tracked keyboards/surfaces in mixed reality. In a user study, we firstly examine the impact and pitfalls of visualising shortcuts on a tracked physical keyboard, exploring the utility of virtual per-keycap displays. Supported by this and other recent developments in XR keyboard research, we then describe the design, development, and evaluation-by-demonstration of KAT. KAT simplifies the creation of virtual keyboards (optionally bound to a tracked physical keyboard) that support enhanced display —2D/3D per-key content that conforms to the virtual key bounds; enhanced interactivity —supporting extensible per-key states such as tap, dwell, touch, swipe; flexible keyboard mappings that can encapsulate groups of interaction and display elements, e.g., enabling application-dependent interactions; and flexible layouts —allowing the virtual keyboard to merge with and augment a physical keyboard, or switch to an alternate layout (e.g., mid-air) based on need. Through these features, KAT will assist researchers in the prototyping, creation and replication of XR keyboard experiences, fundamentally altering the keyboard’s form and function. Mark McGill, Stephen A. Brewster, Daniel Medeiros 0001, Sidney Bovet, Mario Gutierrez, Aidan Kehoe |
ACM Trans. Comput. Hum. Interact. | 6 |
| 2020 | Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality
Alberto Cannavò, Davide Calandra 0001, Aidan Kehoe, Fabrizio Lamberti |
ArtsIT | 3 |
| 2020 | Expanding the Bounds of Seated Virtual WorkspacesabstractMixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever and wherever they are needed. However, given the physical and ergonomic limitations of neck movement, users may need assistance to view these display spaces comfortably. Through two studies, we developed new ways of minimising the physical effort and discomfort of viewing such display spaces. We first explored how the mapping between gaze angle and display position could be manipulated, helping users view wider display spaces than currently possible within an acceptable and comfortable range of neck movement. We then compared our implicit control of display position based on head orientation against explicit user control, finding significant benefits in terms of user preference, workload and comfort for implicit control. Our novel techniques create new opportunities for productive work by leveraging MR headsets to create interactive wide virtual workspaces with improved comfort and usability. These workspaces are flexible and can be used on-the-go, e.g., to improve remote working or make better use of commuter journeys. Mark McGill, Aidan Kehoe, Euan Freeman, Stephen A. Brewster |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2011 | Using eye tracking technology to identify visual and verbal learnersabstractLearner style data is increasingly being incorporated into adaptive eLearning (electronic learning) systems for the development of personalized user models. This practice currently relies heavily on the prior completion of questionnaires by system users. Whilst potentially improving learning outcomes, the completion of questionnaires can be time consuming for users. Recent research indicates that it is possible to detect a user's preference on the Global / Sequential dimension of the FSLSM (Felder-Silverman Learner Style Model) through a user's mouse movement pattern, and other biometric technology including eye tracking and accelerometer technology. In this paper we discuss the potential of eye tracking technology for inference of Visual / Verbal learners. The paper will discuss the results of a study conducted to detect individual user style data based on the Visual / Verbal dimension of the FSLSM. Tracey J. Mehigan, Mary Barry, Aidan Kehoe, Ian J. Pitt |
ICME | 3 |
| 2008 | Evaluation of pause intervals between haptic/audio cues and subsequent speech informationabstractNon-speech sounds and haptics have an important role in enabling access to user assistance material in ubiquitous computing scenarios. Non-speech sounds and haptics can be used to cue assistance material that is to be presented to users via speech. In this paper, we report on a study that examines user perception of the duration of a pause between a cue (which may be non-speech sound, haptic, or combined non-speech sound plus haptic) and the subsequent delivery of assistance material using speech. Aidan Kehoe, Flaithrí Neff, Ian J. Pitt |
Mobile HCI | 1 |