Demo Data from EDBT 2026 / reviewers in the wild / expert
Felipe Bacim
dblp:89/8313
· DBLP profile ↗
5ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 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.
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 52% Immersive interaction · 39% Human-robot interaction · 9% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › spatial interaction › 3d interaction
viewpoint control |
0.3 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Immersive interaction
virtual reality |
0.3 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Interaction techniques and input › spatial interaction › 3d interaction
3d selection |
0.2 | 1 | 2013 | Design and evaluation of 3D selection techniques based on progressive refinement · Int. J. Hum. Comput. Stud. 2013 |
Immersive interaction › virtual reality
cybersickness |
0.1 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation |
0.1 | 1 | 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation · IEEE Trans. Vis. Comput. Graph. 2017 |
Interaction techniques and input › spatial interaction
3d interaction |
0.0 | 1 | 2013 | Design and evaluation of 3D selection techniques based on progressive refinement · Int. J. Hum. Comput. Stud. 2013 |
Methods — techniques the papers use, named apart from their topics
controlled experiment · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Preserving Contextual Awareness during Selection of Moving Targets in Animated Stream VisualizationsabstractIn many types of dynamic interactive visualizations, it is often desired to interact with moving objects. Stopping moving objects can make selection easier, but pausing animated content can disrupt perception and understanding of the visualization. To address such problems, we explore selection techniques that only pause a subset of all moving targets in the visualization. We present various designs for controlling pause regions based on cursor trajectory or cursor position. We then report a dual-task experiment that evaluates how different techniques affect both target selection performance and contextual awareness of the visualization. Our findings indicate that all pause techniques significantly improved selection performance as compared to the baseline method without pause, but the results also show that pausing the entire visualization can interfere with contextual awareness. However, the problem with reduced contextual awareness was not observed with our new techniques that only pause a limited region of the visualization. Thus, our research provides evidence that region-limited pause techniques can retain the advantages of selection in dynamic visualizations without imposing a negative effect on contextual awareness. Eric D. Ragan, Andrew Pachuilo, John R. Goodall, Felipe Bacim |
AVI | 4 |
| 2017 | Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial OrientationabstractMany types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation. Eric D. Ragan, Siroberto Scerbo, Felipe Bacim, Doug A. Bowman |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2013 | The effects of display fidelity, visual complexity, and task scope on spatial understanding of 3D graphs
Felipe Bacim, Eric D. Ragan, Siroberto Scerbo, Nicholas F. Polys, Mehdi Setareh, Brett D. Jones |
Graphics Interface | 1 |
| 2013 | Understanding touch selection accuracy on flat and hemispherical deformable surfaces
Felipe Bacim, Mike Sinclair, Hrvoje Benko |
Graphics Interface | 1 |
| 2013 | Design and evaluation of 3D selection techniques based on progressive refinement
Felipe Bacim, Regis Kopper, Doug A. Bowman |
Int. J. Hum. Comput. Stud. | 1 |