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Derek Nankivil

dblp:198/3939 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0001-8588-923XORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
1 paper
Personal fabrication and tangible interfaces · 67% Interaction techniques and input · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › spatial interaction › 3d interaction
6-DOF manipulation
0.312017
6 Degrees-of-freedom manipulation with a transparent, tangible object in world-fixed virtual reality displays · VR 2017
Personal fabrication and tangible interfaces
tangible interaction
0.312017
6 Degrees-of-freedom manipulation with a transparent, tangible object in world-fixed virtual reality displays · VR 2017
Personal fabrication and tangible interfaces › tangible interaction
tangible manipulation
0.312017
6 Degrees-of-freedom manipulation with a transparent, tangible object in world-fixed virtual reality displays · VR 2017

Methods — techniques the papers use, named apart from their topics

user study · 0.3
YearPublicationVenuePosition
2017 6 Degrees-of-freedom manipulation with a transparent, tangible object in world-fixed virtual reality displays
abstract
We propose Specimen Box, an interaction technique that allows world-fixed display (such as CAVEs) users to naturally hold a plausible physical object while manipulating virtual content inside it. This virtual content is rendered based on the tracked position of the box. Specimen Box provides the weight and tactile feel of an actual object and does not occlude rendered objects in the scene. The end result is that the user sees the virtual content as if it exists inside the clear physical box. We conducted a user study which involved a cognitively loaded inspection task requiring extensive manipulation of the box. We compared Specimen Box to Grab-and-Twirl, a naturalistic bimanual manipulation technique that closely mimics the mechanics of our proposed technique. Results show that performance was significantly faster with Specimen Box. Further, performance of the control technique was positively affected by experience with Specimen Box.
David J. Zielinski, Derek Nankivil, Regis Kopper
VR2