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Katherine Tarre

dblp:198/3981 · DBLP profile ↗
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5ranked-venue papers
1as 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 · 4Graphics, computer vision, multimedia, augmented reality and games · 3 · 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.

Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 87% Immersive interaction · 13%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.822019
Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual Reality · VR 2019
Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual Reality · VR 2019
Interaction techniques and input › gesture input
whole-body gesture
0.822019
Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual Reality · VR 2019
Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual Reality · VR 2019
Immersive interaction
virtual reality interaction
0.222019
Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual Reality · VR 2019
Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual Reality · VR 2019

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

gesture elicitation study · 0.8
YearPublicationVenuePosition
2020 3D Travel Comparison Study between Multi-Touch and GamePad
abstract
This study explored interactions between users and a 3D virtual world using a multi-touch display and sought to identify the advantages of this form of interaction. An experiment was conducted with 28 subjects, who were classified into two groups: experienced gamers and casual gamers. The experiment involved a pseudo-universe, where users were required to find five objects using the multi-touch display, and five objects using a game controller (GamePad). Overall, multi-touch was slightly faster than the GamePad in the search for objects. Experienced users performed significantly better when using the GamePad, compared to casual gamers. When casual gamers were analyzed separately, their performance was better (at a statistically significant level) with the multi-touch display, compared to the GamePad. Finally, users had a significantly higher error rate when switching from the GamePad to the keyboard, than when switching from the multi-touch to the keyboard.
Francisco R. Ortega 0001, Adam S. Williams, Katherine Tarre, Armando Barreto, Naphtali Rishe
Int. J. Hum. Comput. Interact.3
2019 Selection and Manipulation Whole-Body Gesture Elicitation Study in Virtual Reality
abstract
We present a whole-body gesture elicitation study using Head Mounted Displays, including a legacy bias reduction technique. The motivation for this study was to understand the type of gesture agreement rates for selection and manipulation interactions and to improve the user experience for whole-body interactions. We found that regardless of the production technique used to remove legacy bias, legacy bias was still found in some of the produced gestures.
Francisco R. Ortega 0001, Katherine Tarre, Armando Barreto, Mathew Kress, Naphtali Rishe, Adam S. Williams
VR2
2019 Selection and Manipulation Whole-Body Gesture Elicitation Study In Virtual Reality
abstract
We present a whole-body gesture elicitation study using Head Mounted Displays, including a legacy bias reduction. The motivation for this study was to understand the type of gesture agreement rates for selection and manipulation interactions and to improve the user experience for whole-body interactions. We looked at 23 participants and 20 distinct referents (with multiple gestures per referent). We found that regardless of the production technique used to remove legacy bias, legacy bias was still found in some of the produced gestures. In some instances, gestures were derived from previous interactions but were still appropriate for the environment presented. This study provides a rich set of information and useful recommendations for future designers and/or developers.
Francisco R. Ortega 0001, Katherine Tarre, Mathew Kress, Adam S. Williams, Armando Barreto, Naphtali Rishe
VR2
2018 Towards first person gamer modeling and the problem with game classification in user studies
abstract
Understanding gaming expertise is important in user studies. We present a study comprised of 60 participants playing a First Person Shooter Game (Counter-Strike: Global Offensive). This study provides results related to a keyboard model used to determine an objective measurement of gamers' skill. We also show that there is no correlation between frequency questionnaires and user skill.
Katherine Tarre, Adam S. Williams, Lukas Borges, Naphtali Rishe, Armando Barreto, Francisco R. Ortega 0001
VRST1
2017 CircGR: Interactive Multi-Touch Gesture Recognition using Circular Measurements
abstract
CircGR is a multi-touch non-symbolic gesture recognition algorithm, which utilizes circular statistic measures to implement linearithmic (O(n log n)) template-based matching. CircGR provides a solution to gesture designers, which allows for building complex multi-touch gestures with high-confidence accuracy. We demonstrated the algorithm and described a user study with 60 subjects and over 12,000 gestures collected for an original gesture set of 36. The accuracy is over 99% with the Matthews correlation coefficient of 0.95. In addition, early gesture detection was successful in CircGR as well.
Ruben Balcazar, Francisco R. Ortega 0001, Katherine Tarre, Armando Barreto, Mark Allen Weiss, Naphtali Rishe
ISS3