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

Grigori E. Evreinov

dblp:e/GrigoriEEvreinov · DBLP profile ↗
← Back
18ranked-venue papers
5as first author
0since 2021 · last 2014
0000-0001-7132-8378ORCID · verified

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

Applied, interdisciplinary, general and emerging computing · 10 · 4 first-authorHuman-computer interaction and ubiquitous computing · 7 · 1 first-authorArtificial intelligence and machine learning · 1Software engineering, systems software and programming languages · 1Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 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.

Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

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

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
affective haptics
0.112008
Emotional and behavioral responses to haptic stimulation · CHI 2008
Haptics and multimodal interaction
tactile stimulation
0.012008
Emotional and behavioral responses to haptic stimulation · CHI 2008

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

subjective rating scales · 0.1psychophysical experiment · 0.1
YearPublicationVenuePosition
2014 User experience and expectations of haptic feedback in in-car interaction
abstract
Haptic feedback based on the sense of touch and movement is a promising area of human-computer interaction in the car context. Most user studies on haptic feedback in the car have been controlled experiments of specific types of haptic stimuli. For the study presented in this paper, twelve participants tried novel haptic feedback prototypes and evaluated communication scenarios in the physical car context. Our aim was to understand user experiences and usage potential of haptic feedback in the car. The qualitative results show that haptic feedback may offer support for safety and social communication, but can be hard to interpret. We propose design considerations for in-car haptics such as simplicity, subtleness and directionality.
Kaisa Väänänen, Jani Heikkinen, Ahmed Farooq, Grigori E. Evreinov, Erno Mäkinen, Roope Raisamo
MUM4
2011 Estimating Topographic Heights with the StickGrip Haptic Device
Tatiana Evreinova, Grigori E. Evreinov, Roope Raisamo
FedCSIS2
2011 Integrating discrete events and continuous head movements for video-based interaction techniques
abstract
Human head gestures can potentially trigger different commands from the list of available options in graphical user interfaces or in virtual and smart environments. However, continuous tracking techniques are limited in generating discrete events which could be used to execute a predefined set of commands. In this article, we discuss a possibility to encode a set of discrete events by integrating continuous head movements and crossing-based interaction paradigm. A set of commands can be encoded through specific sequences of crossing points when a head-mouse cursor such as a scaled pointer interacts with a graphical object. The goal of the present experiment was testing the perceptual-motor performance of novices in target acquisition tasks using a subset of round head gestures and symbolic icons designating eight types of directional head movements. We have demonstrated that the novices can equally well execute round head gestures in clockwise and counter-clockwise directions by making two crossings for about 2 s or three crossings for about 3 s. None of the participants reported neck strain or other problems after 360 trials performed during a 40-min test in each of 5 days.
Tatiana Evreinova, Grigori E. Evreinov, Roope Raisamo
Behav. Inf. Technol.2
2010 Camera Based Target Acquisition Augmented with Phosphene Sensations
Tatiana Evreinova, Grigori E. Evreinov, Roope Raisamo
ICCHP (2)2
2008 Emotional and behavioral responses to haptic stimulation
abstract
A prototype of friction-based horizontally rotating fingertip stimulator was used to investigate emotional experiences and behavioral responses to haptic stimulation. The rotation style of 12 different stimuli was varied by burst length (i.e., 20, 50, 100 ms), continuity (i.e., continuous and discontinuous), and direction (e.g., forward and backward). Using these stimuli 528 stimulus pairs were presented to 12 subjects who were to distinguish if stimuli in each pair were the same or different. Then they rated the stimuli using four scales measuring the pleasantness, arousal, approachability, and dominance qualities of the 12 stimuli. The results showed that continuous forward-backward rotating stimuli were rated as significantly more unpleasant, arousing, avoidable, and dominating than other types of stimulations (e.g., discontinuous forward rotation). The reaction times to these stimuli were significantly faster than reaction times to discontinuous forward and backward rotating stimuli. The results clearly suggest that even simple haptic stimulation can carry emotional information. The results can be utilized when making use of haptics in human-technology interaction.
Katri Salminen, Veikko Surakka, Jani Lylykangas, Jukka Raisamo, Rami Saarinen, Roope Raisamo, Jussi Rantala, Grigori E. Evreinov
CHI8
2008 Skills vs. Abilities
Grigori E. Evreinov
ICCHP1
2008 Non-visual Gameplay: Making Board Games Easy and Fun
Tatiana Evreinova, Grigori E. Evreinov, Roope Raisamo
ICCHP2
2008 Non-visual game design and training in gameplay skill acquisition - A puzzle game case study
abstract
This paper reports the results of a study on the design and evaluation of the game and techniques which allow puzzles to be played in the absence of visual feedback. We have demonstrated that a camera-mouse can be used successfully for blind navigation and target location acquisition within a game field. To gradually teach the players the sequential learning method was applied. Blind exploration of the gamespace was augmented with sticky labels and overview sound cues, verbal and non-verbal, which can significantly reduce the cognitive load and facilitate mental matching and integration. The full-sticky labels technique does not require fine motor skills and allows a user to gain control over the game with a minimum level of skills. With the vertical sticky labels technique training was focused on the development of accurate head movements only on a horizontal plane. With practice, the players can use the non-sticky labels technique. After 240 trials (3–4 h), the cumulative experience of the blindfolded players was increased 22.5–27 times compared to the initial 10 trials.
Tatiana Evreinova, Grigori E. Evreinov, Roope Raisamo
Interact. Comput.2
2007 User performance with trackball-mice
abstract
Trackball-mice are devices that include both a trackball and a mouse. In this paper we discuss our experiences in building and testing trackball-mouse prototypes. We report four experiments on user performance with the prototypes used as trackball-mice, conventional mice, and in two-handed configuration with a separate trackball for the non-dominant hand. The results show that user performance with the two-handed configuration was better than in one-handed operation of a trackball-mouse and in one-handed operation of a mouse. Trackball-mouse use and conventional mouse use were more evenly matched. However, Trackball-mouse operation involves a skill that most users do not have whereas mouse operation is familiar to most. Therefore, widespread introduction of trackball-mice does not appear to be justified on performance grounds alone. However, trackball-mice can be used as regular mice by ignoring the ball. This makes them compatible with traditional graphical user interfaces while offering two extra degrees of freedom in tasks where they are beneficial.
Poika Isokoski, Roope Raisamo, Benoît Martin, Grigori E. Evreinov
Interact. Comput.4
2007 Exploration of directional-predictive sounds for nonvisual interaction with graphs
Tatiana Evreinova, Leena K. Vesterinen, Grigori E. Evreinov, Roope Raisamo
Knowl. Inf. Syst.3
2006 Blind and Visually Impaired People: Human Computer Interface
Grigori E. Evreinov
ICCHP1
2006 Evaluating the Length of Virtual Horizontal Bar Chart Columns Augmented with Wrench and Sound Feedback
Tatiana Evreinova, Grigori E. Evreinov, Roope Raisamo
ICCHP2
2006 The Amodal Communication System Through an Extended Directional Input
Georgios Yfantidis, Grigori E. Evreinov
ICCHP2
2004 Java-Powered Braille Slate Talker
András Arató, Zoltan Juhasz, Paul Blenkhorn, D. Gareth Evans, Grigori E. Evreinov
ICCHP5
2004 Optimizing Menu Selection Process for Single-Switch Manipulation
Grigori E. Evreinov, Roope Raisamo
ICCHP1
2004 Mobile Games for Training Tactile Perception
Grigori E. Evreinov, Tatiana Evreinova, Roope Raisamo
ICEC1
2003 Symbol Creator: An Alternative Eye-based Text Entry Technique with Low Demand for Screen Space
Darius Miniotas, Oleg Spakov, Grigori E. Evreinov
INTERACT3
2002 Cyclic Input of Characters through a Single Button Manipulation
Grigori E. Evreinov, Roope Raisamo
ICCHP1