Demo Data from EDBT 2026 / reviewers in the wild / expert
Sophie Stellmach
dblp:99/5161
· DBLP profile ↗
9ranked-venue papers
6as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Wearable and physiological sensing · 77% Interaction techniques and input · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing › eye tracking › gaze-based interaction
gaze-assisted interaction |
0.3 | 2 | 2013 | Still looking: investigating seamless gaze-supported selection, positioning, and manipulation of distant targets · CHI 2013 Look & touch: gaze-supported target acquisition · CHI 2012 |
Interaction techniques and input › large display interaction
distant display interaction |
0.1 | 2 | 2013 | Still looking: investigating seamless gaze-supported selection, positioning, and manipulation of distant targets · CHI 2013 Look & touch: gaze-supported target acquisition · CHI 2012 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3eye tracking · 0.3head tracking · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Look & Pedal: Hands-free Navigation in Zoomable Information Spaces through Gaze-supported Foot InputabstractFor a desktop computer, we investigate how to enhance conventional mouse and keyboard interaction by combining the input modalities gaze and foot. This multimodal approach offers the potential for fluently performing both manual input (e.g., for precise object selection) and gaze-supported foot input (for pan and zoom) in zoomable information spaces in quick succession or even in parallel. For this, we take advantage of fast gaze input to implicitly indicate where to navigate to and additional explicit foot input for speed control while leaving the hands free for further manual input. This allows for taking advantage of gaze input in a subtle and unobtrusive way. We have carefully elaborated and investigated three variants of foot controls incorporating one-, two- and multidirectional foot pedals in combination with gaze. These were evaluated and compared to mouse-only input in a user study using Google Earth as a geographic information system. The results suggest that gaze-supported foot input is feasible for convenient, user-friendly navigation and comparable to mouse input and encourage further investigations of gaze-supported foot controls. Konstantin Klamka, Andreas Siegel, Stefan Vogt, Fabian Göbel, Sophie Stellmach, Raimund Dachselt |
ICMI | 5 |
| 2015 | The Costs and Benefits of Combining Gaze and Hand Gestures for Remote Interaction
Sophie Stellmach, Abigail Sellen, Andrew Blake 0001 |
INTERACT (3) | 2 |
| 2014 | Proxemics play: understanding proxemics for designing digital play experiencesabstractDigital games are increasingly profiting from sensing technologies. However, their focus is mostly on sensing limb movements. We propose that sensing capabilities could also be used to engage players with proxemics: the interpersonal distance between players. We further add that wireless networks offer complementary distance zones for designers, offering novel design resources for digital play. We use our own as well as other games to articulate a set of strategies on how designers can utilize both proxemics and the new wireless proxemics to facilitate novel play experiences. Ultimately, with our work, we aim to expand the range of digital play. Florian 'Floyd' Mueller, Sophie Stellmach, Saul Greenberg, Andreas Dippon, Susanne Boll, Jayden Garner, Rohit Ashok Khot, Amani Naseem, David Altimira |
Conference on Designing Interactive Systems | 2 |
| 2013 | Still looking: investigating seamless gaze-supported selection, positioning, and manipulation of distant targetsabstractWe investigate how to seamlessly bridge the gap between users and distant displays for basic interaction tasks, such as object selection and manipulation. For this, we take advantage of very fast and implicit, yet imprecise gaze- and head-directed input in combination with ubiquitous smartphones for additional manual touch control. We have carefully elaborated two novel and consistent sets of gaze-supported interaction techniques based on touch-enhanced gaze pointers and local magnification lenses. These conflict-free sets allow for fluently selecting and positioning distant targets. Both sets were evaluated in a user study with 16 participants. Overall, users were fastest with a touch-enhanced gaze pointer for selecting and positioning an object after some training. While the positive user feedback for both sets suggests that our proposed gaze- and head-directed interaction techniques are suitable for a convenient and fluent selection and manipulation of distant targets, further improvements are necessary for more precise cursor control. Sophie Stellmach, Raimund Dachselt |
CHI | 1 |
| 2012 | Look & touch: gaze-supported target acquisitionabstractWhile eye tracking has a high potential for fast selection tasks, it is often regarded as error-prone and unnatural, especially for gaze-only interaction. To improve on that, we propose gaze-supported interaction as a more natural and effective way combining a user's gaze with touch input from a handheld device. In particular, we contribute a set of novel and practical gaze-supported selection techniques for distant displays. Designed according to the principle gaze suggests, touch confirms they include an enhanced gaze-directed cursor, local zoom lenses and more elaborated techniques utilizing manual fine positioning of the cursor via touch. In a comprehensive user study with 24 participants, we investigated the potential of these techniques for different target sizes and distances. All novel techniques outperformed a simple gaze-directed cursor and showed individual advantages. In particular those techniques using touch for fine cursor adjustments (MAGIC touch) and for cycling through a list of possible close-to-gaze targets (MAGIC tab) demonstrated a high overall performance and usability. Sophie Stellmach, Raimund Dachselt |
CHI | 1 |
| 2012 | Designing gaze-based user interfaces for steering in virtual environmentsabstractSince eye gaze may serve as an efficient and natural input for steering in virtual 3D scenes, we investigate the design of eye gaze steering user interfaces (UIs) in this paper. We discuss design considerations and propose design alternatives based on two selected steering approaches differing in input condition (discrete vs. continuous) and velocity selection (constant vs. gradient-based). The proposed UIs have been iteratively advanced based on two user studies with twelve participants each. In particular, the combination of continuous and gradient-based input shows a high potential, because it allows for gradually changing the moving speed and direction depending on a user's point-of-regard. This has the advantage of reducing overshooting problems and dwell-time activations. We also investigate discrete constant input for which virtual buttons are toggled using gaze dwelling. As an alternative, we propose the Sticky Gaze Pointer as a more flexible way of discrete input. Sophie Stellmach, Raimund Dachselt |
ETRA | 1 |
| 2012 | Investigating gaze-supported multimodal pan and zoomabstractRemote pan-and-zoom control for the exploration of large information spaces is of interest for various application areas, such as browsing through medical data in sterile environments or investigating geographic information systems on a distant display. In this context, considering a user's visual attention for pan-and-zoom operations could be of interest. In this paper, we investigate the potential of gaze-supported panning in combination with different zooming modalities: (1) a mouse scroll wheel, (2) tilting a handheld device, and (3) touch gestures on a smartphone. Thereby, it is possible to zoom in at a location a user currently looks at (i.e., gaze-directed pivot zoom). These techniques have been tested with Google Earth by ten participants in a user study. While participants were fastest with the already familiar mouse-only base condition, the user feedback indicates a particularly high potential of the gaze-supported pivot zooming in combination with a scroll wheel or touch gesture. Sophie Stellmach, Raimund Dachselt |
ETRA | 1 |
| 2010 | 3D attentional maps: aggregated gaze visualizations in three-dimensional virtual environmentsabstractGaze visualizations hold the potential to facilitate usability studies of interactive systems. However, visual gaze analysis in three-dimensional virtual environments still lacks methods and techniques for aggregating attentional representations. We propose three novel gaze visualizations for the application in such environments: projected, object-based, and surface-based attentional maps. These techniques provide an overview of how visual attention is distributed across a scene, among different models, and across a model's surface. Two user studies conducted among eye tracking and visualization experts approve the high value of these techniques for the fast evaluation of eye tracking studies in virtual environments. Sophie Stellmach, Lennart E. Nacke, Raimund Dachselt |
AVI | 1 |
| 2010 | Advanced gaze visualizations for three-dimensional virtual environmentsabstractGaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for two-dimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models of interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts. Sophie Stellmach, Lennart E. Nacke, Raimund Dachselt |
ETRA | 1 |