Demo Data from EDBT 2026 / reviewers in the wild / expert
Cha Lee
dblp:55/4217
· DBLP profile ↗
9ranked-venue papers
6as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-authorHuman-computer interaction and ubiquitous computing · 6 · 3 first-author
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.
| Computer graphics and multimedia
4 papers |
Virtual and augmented reality · 76% Computational photography and imaging · 12% Rendering · 9% | |
| Human-computer interaction and pervasive computing
5 papers |
Immersive interaction · 50% Usability and user experience research · 18% Interaction techniques and input · 18% |
Topics — the 10 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.2 | 1 | 2013 | The Effects of Visual Realism on Search Tasks in Mixed Reality Simulation · IEEE Trans. Vis. Comput. Graph. 2013 |
Virtual and augmented reality › mixed reality
mixed reality simulation |
0.2 | 1 | 2013 | The Effects of Visual Realism on Search Tasks in Mixed Reality Simulation · IEEE Trans. Vis. Comput. Graph. 2013 |
Virtual and augmented reality
visual realism |
0.2 | 1 | 2013 | The Effects of Visual Realism on Search Tasks in Mixed Reality Simulation · IEEE Trans. Vis. Comput. Graph. 2013 |
Virtual and augmented reality › augmented reality
augmented reality interaction |
0.1 | 1 | 2012 | A hand-held AR magic lens with user-perspective rendering · ISMAR 2012 |
Virtual and augmented reality › immersive rendering
user-perspective rendering |
0.1 | 1 | 2012 | A hand-held AR magic lens with user-perspective rendering · ISMAR 2012 |
Interaction techniques and input › input sensing › tracking
augmented reality tracking |
0.1 | 1 | 2011 | Evaluating the impact of recovery density on augmented reality tracking · ISMAR 2011 |
Immersive interaction › augmented reality
augmented reality simulation |
0.1 | 1 | 2010 | The role of latency in the validity of AR simulation · VR 2010 |
Usability and user experience research
user study |
0.0 | 1 | 2013 | The Effects of Visual Realism on Search Tasks in Mixed Reality Simulation · IEEE Trans. Vis. Comput. Graph. 2013 |
Multimedia systems and quality of experience › user interaction
interaction techniques and input |
0.0 | 1 | 2012 | A hand-held AR magic lens with user-perspective rendering · ISMAR 2012 |
Virtual and augmented reality
3d display |
0.0 | 1 | 2009 | Depth-Fused 3D Imagery on an Immaterial Display · IEEE Trans. Vis. Comput. Graph. 2009 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7user experiment · 0.3model-based localization · 0.2keyframe-based localization · 0.2simulation · 0.1replication · 0.1replication study · 0.1display simulator · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | The Effects of Visual Realism on Search Tasks in Mixed Reality SimulationabstractIn this paper, we investigate the validity of Mixed Reality (MR) Simulation by conducting an experiment studying the effects of the visual realism of the simulated environment on various search tasks in Augmented Reality (AR). MR Simulation is a practical approach to conducting controlled and repeatable user experiments in MR, including AR. This approach uses a high-fidelity Virtual Reality (VR) display system to simulate a wide range of equal or lower fidelity displays from the MR continuum, for the express purpose of conducting user experiments. For the experiment, we created three virtual models of a real-world location, each with a different perceived level of visual realism. We designed and executed an AR experiment using the real-world location and repeated the experiment within VR using the three virtual models we created. The experiment looked into how fast users could search for both physical and virtual information that was present in the scene. Our experiment demonstrates the usefulness of MR Simulation and provides early evidence for the validity of MR Simulation with respect to AR search tasks performed in immersive VR. Cha Lee, Gustavo A. Rincon, Greg Meyer, Tobias Höllerer, Doug A. Bowman |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | A hand-held AR magic lens with user-perspective renderingabstractIn this paper we present a user study evaluating the benefits of geometrically correct user-perspective rendering using an Augmented Reality (AR) magic lens. In simulation we compared a user-perspective magic lens against the common device-perspective magic lens on both phone-sized and tablet-sized displays. Our results indicate that a tablet-sized display allows for significantly faster performance of a selection task and that a user-perspective lens has benefits over a device-perspective lens for a selection task. Based on these promising results, we created a proof-of-concept prototype, engineered with current off-the-shelf devices and software. To our knowledge, this is the first geometrically correct user-perspective magic lens. Domagoj Baricevic, Cha Lee, Matthew Turk 0001, Tobias Höllerer, Doug A. Bowman |
ISMAR | 2 |
| 2012 | Integrating the physical environment into mobile remote collaborationabstractWe describe a framework and prototype implementation for unobtrusive mobile remote collaboration on tasks that involve the physical environment. Our system uses the Augmented Reality paradigm and model-free, markerless visual tracking to facilitate decoupled, live updated views of the environment and world-stabilized annotations while supporting a moving camera and unknown, unprepared environments. In order to evaluate our concept and prototype, we conducted a user study with 48 participants in which a remote expert instructed a local user to operate a mock-up airplane cockpit. Users performed significantly better with our prototype (40.8 tasks completed on average) as well as with static annotations (37.3) than without annotations (28.9). 79% of the users preferred our prototype despite noticeably imperfect tracking. Steffen Gauglitz, Cha Lee, Matthew Turk 0001, Tobias Höllerer |
Mobile HCI | 2 |
| 2012 | Examining the equivalence of simulated and real AR on a visual following and identification taskabstractMixed Reality (MR) simulation, in which a Virtual Reality (VR) system is used to simulate both the real and virtual components of an Augmented Reality (AR) system, has been proposed as a method for evaluating AR systems with greater levels of experimental control. However, factors such as the latency of the MR simulator may impact the validity of experimental results obtained with MR simulation. We present a study evaluating the effects of simulator latency on the equivalence of results from an MR simulator and a real AR system. We designed an AR experiment which required the participants to visually follow a virtual pipe around a small room filled with real targets and to find and identify the targets which were intersected by the pipe. We show that, with a 95% confidence interval, the results from all three simulated AR conditions fall well within one standard deviation of the real AR case. Cha Lee, Steffen Gauglitz, Tobias Höllerer, Doug A. Bowman |
VR | 1 |
| 2011 | Evaluating the impact of recovery density on augmented reality trackingabstractNatural feature tracking systems for augmented reality are highly accurate, but can suffer from lost tracking. When registration is lost, the system must be able to re-localize and recover tracking. Likewise, when a camera is new to a scene, it must be able to perform the related task of localization. Localization and re-localization can only be performed at certain points or when viewing particular objects or parts of the scene with a sufficient number and quality of recognizable features to allow for tracking recovery. We explore how the density of such recovery locations/poses influences the time it takes users to resume tracking. We focus our evaluation on two generalized techniques for localization: keyframe-based and model-based. For the keyframe-based approach we assume a constant collection rate for keyframes. We find that at practical collection rates, the task of localization to a previously acquired keyframe that is shown to the user does not become more time-consuming as the interval between keyframes increases. For a localization approach using model data, we consider a grid of points around the model at which localization is guaranteed to succeed. We find that the user interface is crucial to successful localization. Localization can occur quickly if users do not need to orient themselves to marked localization points. When users are forced to mentally register themselves with a map of the scene, localization quickly becomes impractical as the distance to the next localization point increases. We contend that our results will help future designers of localization techniques to better plan for the effects of their proposed solutions. Christopher Coffin, Cha Lee, Tobias Höllerer |
ISMAR | 2 |
| 2010 | The role of latency in the validity of AR simulationabstractIt is extremely challenging to run controlled studies comparing multiple Augmented Reality (AR) systems. We use an AR simulation approach, in which a Virtual Reality (VR) system is used to simulate multiple AR systems. To investigate the validity of this approach, in our first experiment we carefully replicated a well-known study by Ellis et al. using our simulator, obtaining comparable results. We include a discussion on general issues we encountered with replicating a prior study. In our second experiment further exploring the validity of AR simulation, we investigated the effects of simulator latency on the results from experiments conducted in an AR simulator. We found simulator latency to have a significant effect on 3D tracing, however there was no interaction between simulator latency and artificial latency. Based on the results from these two experiments, we conclude that simulator latency is not inconsequential in determining task performance. Simulating visual registration is not sufficient to simulate the overall perception of registration errors in an AR system. We also need to keep simulator latency at a minimum. We discuss the impact of these results on the use of the AR simulation approach. Cha Lee, Scott Bonebrake, Tobias Höllerer, Doug A. Bowman |
VR | 1 |
| 2009 | A replication study testing the validity of AR simulation in VR for controlled experimentsabstractIt is extremely challenging to run controlled studies comparing multiple augmented reality (AR) systems. We use an ldquoAR simulationrdquo approach, in which a virtual reality (VR) system is used to simulate multiple AR systems. In order to validate this approach, we carefully replicated a well-known study by Ellis et al. using our simulator, obtaining comparable results. Cha Lee, Scott Bonebrake, Tobias Höllerer, Doug A. Bowman |
ISMAR | 1 |
| 2009 | Depth-Fused 3D Imagery on an Immaterial DisplayabstractWe present an immaterial display that uses a generalized form of depth-fused 3D (DFD) rendering to create unencumbered 3D visuals. To accomplish this result, we demonstrate a DFD display simulator that extends the established depth-fused 3D principle by using screens in arbitrary configurations and from arbitrary viewpoints. The feasibility of the generalized DFD effect is established with a user study using the simulator. Based on these results, we developed a prototype display using one or two immaterial screens to create an unencumbered 3D visual that users can penetrate, examining the potential for direct walk-through and reach-through manipulation of the 3D scene. We evaluate the prototype system in formative and summative user studies and report the tolerance thresholds discovered for both tracking and projector errors. Cha Lee, Stephen DiVerdi, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2007 | An immaterial depth-fused 3D displayabstractWe present an immaterial display that uses a generalized form of depth-fused 3D (DFD) rendering to create unencumbered 3D visuals. To accomplish this result, we demonstrate a DFD display simulator that extends the established depth-fused 3D principle by using screens in arbitrary configurations and from arbitrary viewpoints. The performance of the generalized DFD effect is established with a user study using the simulator. Based on these results, we developed a prototype display using two immaterial screens to create an unencumbered 3D visual that users can penetrate, enabling the potential for direct walk-through and reach-through manipulation of the 3D scene. Cha Lee, Stephen DiVerdi, Tobias Höllerer |
VRST | 1 |