Demo Data from SIGIR 2026 / reviewers in the wild / expert
Kristin Ullmann
dblp:290/7171
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2023
0000-0003-4084-8543ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
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 |
Haptics and multimodal interaction · 62% Wearable and physiological sensing · 25% Immersive interaction · 13% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing › eye tracking
gaze-based interaction |
0.7 | 1 | 2023 | Induce a Blink of the Eye: Evaluating Techniques for Triggering Eye Blinks in Virtual Reality · CHI 2023 |
Haptics and multimodal interaction › haptic feedback › passive haptic feedback
dynamic passive haptic feedback |
0.5 | 1 | 2021 | Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021 |
Haptics and multimodal interaction › visuo-haptic illusion
haptic retargeting |
0.5 | 1 | 2021 | Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021 |
Haptics and multimodal interaction › haptic feedback
passive haptic feedback |
0.5 | 1 | 2021 | Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021 |
Immersive interaction › locomotion
redirection in virtual reality |
0.2 | 1 | 2023 | Induce a Blink of the Eye: Evaluating Techniques for Triggering Eye Blinks in Virtual Reality · CHI 2023 |
Immersive interaction
virtual reality |
0.1 | 1 | 2021 | Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021 |
Haptics and multimodal interaction › haptic perception
weight perception |
0.1 | 1 | 2021 | Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7reflex-based blink triggering · 0.7psychophysical experiment · 0.5hand redirection · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Induce a Blink of the Eye: Evaluating Techniques for Triggering Eye Blinks in Virtual RealityabstractAs more and more virtual reality (VR) headsets support eye tracking, recent techniques started to use eye blinks to induce unnoticeable manipulations to the virtual environment, e.g., to redirect users’ actions. However, to exploit their full potential, more control over users’ blinking behavior in VR is required. To this end, we propose a set of reflex-based blink triggers that are suited specifically for VR. In accordance with blink-based techniques for redirection, we formulate (i) effectiveness, (ii) efficiency, (iii) reliability, and (iv) unobtrusiveness as central requirements for successful triggers. We implement the soft- and hardware-based methods and compare the four most promising approaches in a user study. Our results highlight the pros and cons of the tested triggers, and show those based on the menace, corneal, and dazzle reflexes to perform best. From these results, we derive recommendations that help choosing suitable blink triggers for VR applications. André Zenner, Kristin Ullmann, Oscar Ariza, Frank Steinicke, Antonio Krüger |
CHI | 2 |
| 2023 | The Staircase Procedure Toolkit: Psychophysical Detection Threshold Experiments Made EasyabstractWe propose a novel open-source software toolkit to support researchers in the domains of human-computer interaction (HCI) and virtual reality (VR) in conducting psychophysical experiments. Our toolkit is designed to work with the widely-used Unity engine and is implemented in C# and Python. With the toolkit, researchers can easily set up, run, and analyze experiments to find perceptual detection thresholds using the adaptive weighted up/down method, also known as the staircase procedure. Besides being straightforward to integrate in Unity projects, the toolkit automatically stores experiment results, features a live plotter that visualizes answers in real time, and offers scripts that help researchers analyze the gathered data using statistical tests. André Zenner, Kristin Ullmann, Chiara Karr, Oscar Ariza, Antonio Krüger |
VRST | 2 |
| 2021 | Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual RealityabstractTo provide immersive haptic experiences, proxy-based haptic feedback systems for virtual reality (VR) face two central challenges: (1) similarity, and (2) colocation. While to solve challenge (1), physical proxy objects need to be sufficiently similar to their virtual counterparts in terms of haptic properties, for challenge (2), proxies and virtual counterparts need to be sufficiently colocated to allow for seamless interactions. To solve these challenges, past research introduced, among others, two successful techniques: (a) Dynamic Passive Haptic Feedback (DPHF), a hardware-based technique that leverages actuated props adapting their physical state during the VR experience, and (b) Haptic Retargeting, a software-based technique leveraging hand redirection to bridge spatial offsets between real and virtual objects. Both concepts have, up to now, not ever been studied in combination. This paper proposes to combine both techniques and reports on the results of a perceptual and a psychophysical experiment situated in a proof-of-concept scenario focused on the perception of virtual weight distribution. We show that users in VR overestimate weight shifts and that, when DPHF and HR are combined, significantly greater shifts can be rendered, compared to using only a weight-shifting prop or unnoticeable hand redirection. Moreover, we find the combination of DPHF and HR to let significantly larger spatial dislocations of proxy and virtual counterpart go unnoticed by users. Our investigation is the first to show the value of combining DPHF and HR in practice, validating that their combination can better solve the challenges of similarity and colocation than the individual techniques can do alone. André Zenner, Kristin Ullmann, Antonio Krüger |
IEEE Trans. Vis. Comput. Graph. | 2 |