Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Markku Reunanen

dblp:53/5085 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2004
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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
Immersive interaction · 62% Interaction techniques and input · 19% Usability and user experience research · 19%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › gesture input
bare-hand interaction
0.012004
Possibilities and limitations of immersive free-hand expression: a case study with professional artists · ACM Multimedia 2004
Usability and user experience research › usability evaluation
usability study
0.012004
Possibilities and limitations of immersive free-hand expression: a case study with professional artists · ACM Multimedia 2004
YearPublicationVenuePosition
2004 Possibilities and limitations of immersive free-hand expression: a case study with professional artists
abstract
We have studied the usability and artistic potential of an immersive 3D painting system in its early state. The system allows one to draw lines, meshes and particle clouds using a one-hand wand in a virtual room with stereoscopic display. In its more mature state the software will allow for two-handed interaction with new interaction devices. Ten professional artists participated for two days each in a test, performing both given tasks and free artistic sketching. Their experiences were collected through observation and interviews. At this stage, we found that common technical limitations of virtual environments, such as latency and tracking inaccuracy as well as clumsiness of the hardware devices, may considerably hinder handicraft work. On the other hand, every single participant felt that immersion offers new potential for artistic expression and was definitely willing to continue in the second phase of the test later this year.
Wille Mäkelä, Markku Reunanen, Tapio Takala
ACM Multimedia2