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Cagan Arslan

dblp:213/9175 · DBLP profile ↗
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3ranked-venue papers
3as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 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%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
3d user interfaces
0.912025
Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
augmented reality
0.912025
Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
performing arts
0.912025
Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025
User interface design and tools › user interface design
3d user interface design
0.312025
Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025
User interface design and tools
interaction design
0.312025
Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study · IEEE Trans. Vis. Comput. Graph. 2025

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

reflexive thematic analysis · 1.7design case study · 1.7
YearPublicationVenuePosition
2025 Examining the Design Process for 3D Interactions in Performing Arts: A Spatial Augmented Reality Cyber-Opera Case Study
abstract
While 3D user interfaces are often designed with efficiency and accuracy in mind, artistic performances have their own very specific constraints and criteria for a successful interaction in mixed or virtual reality, which have yet to be fully understood. In this paper, we study the design of 3D interactions for a Spatial Augmented-Reality display in the context of a cyber-opera. We perform an analysis of design decisions taken during the multiple residencies and lab sessions, and we conduct a reflexive thematic analysis of interviews with the director and actors, which highlight how they integrated the story, the actors' performance, the audience experience and the technology. We identify four main criteria for designing 3D interactions in performing arts, namely their efficiency, expressiveness, contextualisation and legibility, and we derive guidelines for future research and creation.
Cagan Arslan, Florent Berthaut
IEEE Trans. Vis. Comput. Graph.1
2019 E-Pad: Large Display Pointing in a Continuous Interaction Space around a Mobile Device
abstract
Relative pointing through using tactile mobile device (such as tablets of phones) on a large display is a viable interaction technique (that we call Pad in this paper) which permits accurate pointing. However, limited device size has consequences on interaction. Such systems are known to often require clutching, which degrades performances. We present E-Pad, an indirect relative pointing interaction technique which takes benefit of the mobile tactile surface combined with its surrounding space. A user can perform continuous relative pointing starting on the pad then continuing in the free space around the pad, within arm's reach. As a first step toward E-Pad, we first introduce extended continuous relative pointing gestures and conduct a preliminary study to determine how people move their hand around the mobile device. We then conduct an experiment that compares the performance of E-Pad and Pad. Our findings indicate that E-Pad is faster than Pad and decreases the number of clutches without compromising accuracy. Our findings also suggest an overwhelming preference for E-Pad.
Cagan Arslan, Yosra Rekik, Laurent Grisoni
Conference on Designing Interactive Systems1
2018 Dynamic Index Finger Gesture Video Dataset for Mobile Interaction
abstract
This paper introduces an original video dataset containing dynamic index finger gestures in a mobile context. The dataset consists of 746 video sequences of 6 index finger gestures: left, right, up, down, tap, circle. The video sequences are obtained from a mobile phone's rear camera equipped with a wide angle lens, thus the dataset features particular challenges due to background motion and the distorted field of view. We present a baseline method that uses optical flow features in the form of a histogram to represent the motion information in the video sequences.
Cagan Arslan, Ioan Marius Bilasco, Jean Martinet
CBMI1