Demo Data from EDBT 2026 / reviewers in the wild / expert
Jia Wang 0005
dblp:58/6299-5
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 2015
0000-0002-1453-2636ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
3d interaction |
0.2 | 1 | 2015 | Object impersonation: Towards effective interaction in tablet- and HMD-based hybrid virtual environments · VR 2015 |
Virtual and augmented reality
immersive interaction |
0.2 | 1 | 2015 | Object impersonation: Towards effective interaction in tablet- and HMD-based hybrid virtual environments · VR 2015 |
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation |
0.1 | 1 | 2015 | Object impersonation: Towards effective interaction in tablet- and HMD-based hybrid virtual environments · VR 2015 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Object impersonation: Towards effective interaction in tablet- and HMD-based hybrid virtual environmentsabstractIn virtual reality, hybrid virtual environment (HVE) systems provide the immersed user with multiple interactive representations of the virtual world, and can be effectively used for 3D interaction tasks with highly diverse requirements. We present a new HVE metaphor called Object Impersonation that allows the user to not only manipulate a virtual object from outside, but also become the object, and maneuver from inside. This approach blurs the line between travel and object manipulation, leading to efficient cross-task interaction in various task scenarios. Using a tablet- and HMD-based HVE system, two different designs of Object Impersonation were implemented, and compared to a traditional, non-hybrid 3D interface for three different object manipulation tasks. Results indicate improved task performance and enhanced user experience with the added orientation control from the object's point of view. However, they also revealed higher cognitive overhead to attend to both interaction contexts, especially without sufficient reference cues in the virtual environment. Jia Wang 0005, Robert W. Lindeman |
VR | 1 |
| 2015 | Coordinated hybrid virtual environments: Seamless interaction contexts for effective virtual reality
Jia Wang 0005, Robert W. Lindeman |
Comput. Graph. | 1 |
| 2012 | Leaning-based travel interfaces revisited: frontal versus sidewise stances for flying in 3D virtual spacesabstractIn this paper we revisit the design of leaning-based travel interfaces and propose a design space to categorize existing implementations. Within the design space, frontal and sidewise stances when using a flying surfboard interface were compared through a user study. The interfaces were adapted and improved from our previous designs using a body-mounted, multi-touch touchpad. Two different experiments were designed and conducted that focus on user performance and virtual world cognition, respectively. The results suggest better user performance and user experience when using the frontal stance, although no better spatial orientation or virtual world cognition was identified. Further, user interviews revealed that despite the realistic simulation of skateboarding/snowboarding, the sidewise stance suffers from poor usability due to inefficient and inaccurate turning control and confusion between the viewing and movement directions. Based on these results, several guidelines are proposed to aid the design of leaning-based travel interfaces for immersive virtual reality applications. Jia Wang 0005, Robert W. Lindeman |
VRST | 1 |