- Virtual Reality Applications and Impacts
- Human-Automation Interaction and Safety
- Augmented Reality Applications
- Tactile and Sensory Interactions
- Interactive and Immersive Displays
- Gaze Tracking and Assistive Technology
- Teleoperation and Haptic Systems
- Traffic and Road Safety
- Advanced Optical Imaging Technologies
- Visual perception and processing mechanisms
- Spatial Cognition and Navigation
- Simulation Techniques and Applications
- Safety Warnings and Signage
- Marine and Coastal Research
- Digital Games and Media
- Infrared Thermography in Medicine
- Visual and Cognitive Learning Processes
- Photoacoustic and Ultrasonic Imaging
- Team Dynamics and Performance
- Diverse Topics in Contemporary Research
- Consumer Perception and Purchasing Behavior
- Flexible and Reconfigurable Manufacturing Systems
- Olfactory and Sensory Function Studies
- Usability and User Interface Design
- Knowledge Management and Sharing
Lancaster University
2023-2024
Technische Universität Ilmenau
2017-2023
TU Dresden
2017
Up to now, most driving simulators use either small monitors or large immersive projection setups like 2D/3D screens a CAVE. The recent improvements of VR-HMDs led an increased application in simulation. However, the influence and comparability various VR non-VR displays has been hardly investigated. We present results user study investigating different (2D, stereoscopic 3D) (HMD) on physiological responses, simulation sickness, performance within single simulator. In study, 94 participants...
Integrating taste in AR/VR applications has various promising use cases - from social eating to the treatment of disorders. Despite many successful that alter beverages and food, relationship between olfaction, gustation, vision during process multisensory integration (MSI) not been fully explored yet. Thus, we present results a study which participants were confronted with congruent incongruent visual olfactory stimuli while tasteless food product VR. We interested (1) if integrate bi-modal...
The combination of smartphone Augmented Reality (AR) and Virtual (VR) makes it possible for on-site remote users to simultaneously explore a physical space its digital twin through an asymmetric Collaborative Environment (CVE). In this paper, we investigate two spatial awareness visualizations enable joint exploration dyads consisting AR user head-mounted display VR user. Our study revealed that both, mini-map-based method egocentric compass with path visualization, enabled the visitors...
Augmented reality (AR) presents vivid opportunities for interpersonal communication. With the growing diversity of social AR users, understanding their unique needs and perceptions becomes crucial. This study delves into how younger, middle-aged, older adults perceive avatars with different aging attributes degrees realism, focusing on anticipated user experience within a system. We conducted an online within-subjects experiment involving $N = 2086$ age-diverse participants from Germany who...
Recently released consumer head-mounted displays (HMD), such as the Oculus Rift, HTC Vive, or Sony PlayStation VR, hyped up market of virtual reality, particularly affecting gaming industry. Although technology is now publicly accessible, it not yet mature enough to guarantee its users an absolutely pleasant experience. Side effects environments, i.e. cybersickness, pose a threat safe use devices. Symptoms cybersickness may worsen if safety instructions are neglected. It unlikely that home...
In recent years, stereoscopic 3D (S3D) displays have shown promising results on user experience, for navigation, and critical warnings when applied in cars. However, previous studies only investigated these non-interactive use-cases. So far, interacting with content cars has not been studied. Hence, we how people interact large S3D dashboards automated vehicles (SAE level 4). a user-elicitation study (N=23), asked participants to propose interaction techniques 24 referents while sitting...
The appearance of virtual humans (avatars and agents) has been widely explored in immersive environments. However, humans' movements associated sounds real-world interactions, particularly Augmented Reality (AR), are yet to be explored. In this paper, we investigate the influence three distinct movement patterns (circle, side-to-side, standing), two rendering styles (realistic cartoon), types audio (spatial non-spatial audio) on emotional responses, social presence, behavior plausibility,...
Head-mounted displays let users explore virtual environments through a viewport that is coupled with head movement. In this work, we investigate gaze as an alternative modality for control, enabling exploration of worlds less We designed three techniques leverage based on different eye movements: Dwell Snap rotation in discrete steps, Gaze Gain amplified angle, and Pursuit central alignment targets. All enable 360-degree control naturally coordinated evaluated the comparison controller snap...
Multimodal medical image fusion combines information of one or more images in order to improve the diagnostic value. While previous applications mainly focus on merging from computed tomography, magnetic resonance imaging (MRI), ultrasonic and single-photon emission we propose a novel approach for registration preoperative 3D MRI with intraoperative 2D infrared thermography. Image-guided neurosurgeries are based neuronavigation systems, which further allow us track position orientation...
Previous studies have explored the perception of various types embodied avatars in immersive environments. However, impact eye and face tracking with personalized is yet to be explored. In this paper, we investigate on embodiment, enfacement, uncanny valley four using a VR-based mirroring task. We conducted study (N=12) created self-avatars two rendering styles: cartoon avatar (created an generator picture user's face) photorealistic scanned 3D scanner), each without respective adaptation...
When operating a conditionally automated vehicle, humans occasionally have to take over control. If the driver is out-of-the-loop, certain amount of time necessary gain situation awareness. This work evaluates potential smart stereoscopic 3D (S3D) dashboard visualizations support assessment and by that, take-over performance. In driving simulator study with 4×2 between-within design, we presented take-over-requests (TOR) showing current traffic on various locations in 2D S3D 52 participants...
Abstract When operating a conditionally automated vehicle, humans occasionally have to take over control. If the driver is out of loop, certain amount time necessary gain situation awareness. This work evaluates potential stereoscopic 3D (S3D) dashboards for presenting smart S3D take-over-requests (TORs) support assessment. In driving simulator study with 4 × 2 between-within design, we presented 3 TORs showing current traffic and baseline TOR in 2D 52 participants doing n-back task. We...
Although visual attention cues are of particular importance for driving simulation tasks, research on the relationship and simulator sickness is scarce. This exploratory study aimed at investigating this relation with a laboratory in fixed-based (N = 36). No correlation between was shown, but direction shows negative tendency.
Recent developments in augmented reality for TV productions encouraged broadcasters to enhance interaction with virtual content moderators. However, traditional methods are considered distracting and not intuitive. To overcome these issues, we performed a gesture elicitation study follow-up evaluation. For this, moderators as primary users of the gestures well viewers recipients. The elicited set consists five two types camera shots (long shot close shot). Findings evaluation indicate that...
Smartphone Augmented Reality (AR) has already provided us with a plethora of social applications such as Pokemon Go or Harry Potter Wizards Unite. However, to enable smartphone AR for similar VRChat AltspaceVR, proper user tracking is necessary accurately animate the avatars. In Virtual (VR), avatar rather easy due availability hand-tracking, controllers, and HMD whereas only back-(and front) camera IMUs available this task. paper we propose ARIKA, solution avatars in AR. ARIKA uses...
The amount of available information and functionality in cars is increasing rapidly. Academia industry are working tirelessly on technologies to integrate both automotive user experience while providing high usability safety. A large stereoscopic 3D dashboard could offer binocular disparity as a depth cue by this, support these efforts allowing novel techniques for adaptive situation-aware in-car interfaces. However, humans capability perceive depends several factors, among them the zone...
This paper addresses the user requirements of implementing augmented reality smart glasses in paragliding training process aiming to enhance learning outcomes and safety pilots. Focusing on improving thermalling skills pilots, we developed a prototype application using Microsoft HoloLens conducted field test with six instructors ten pilots during course Lüsen, South Tyrol, Italy. The exploratory study consisted testing device at launching site semi-structured qualitative interviews. Our...
Many virtual reality (VR) applications rely on passive haptics where objects have a real counterpart that provides tactile feedback. In addition to that, many VR do not provide accurate hand representations, especially when there is high chance of occlusion as this makes vision-based tracking problematic. Hence, we investigated how simple representation affects user experience and presence interacting with haptic controls in environment. We report between-subject study N = 45 participants...
Trust in self-driving cars is considered to ensure appropriate usage of such vehicles. Representing the automation system as an anthropomorphic virtual assistant that communicates system's behavior could help build and maintain trust. To explore assistants, a prototype was designed integrated conditionally automated vehicle. In driving simulator experiment with between-group design (n = 56), participants experienced either 2D or stereoscopic 3D assistant. While driving, distrust towards...
This paper explores user behavior in virtual reality (VR) environ-ments, emphasizing the integration of idiosyncratic eye and head gaze for optimal experience. Analyzing a gaze-based view-port control study dataset, we categorize users as movers non-head movers. In study, participants were asked to align viewport VR so that target is center. We tested three techniques: Controller Snap, Dwell Gaze Pursuit, all using movement showcasing particular behavioral patterns where some prefer...
The increasing availability of Head-mounted displays (HMDs) has prompted extensive research to improve gaze interaction in Virtual Reality (VR). Selecting the most suitable HMD for and design remains a challenge, with accuracy precision playing crucial roles determining efficacy eye-tracking measurements. This paper compares accuracy, precision, tracking area across four VR headsets: Tobii Pro, Vive Pro Eye, Focus 3, Meta Quest (in both stand-alone tethered modes). All headsets exhibit...
Head pointing is widely used for hands-free input in head-mounted displays (HMDs). The primary role of head movement an HMD to control the viewport based on absolute mapping rotation 3D environment. conventionally supported by same 1:1 with a cursor fixed centre view, but this requires exaggerated and limits granularity. In work, we propose adopt dynamic gain improve ergonomics precision, introduce HeadShift technique. design grounded natural eye-head coordination manage at different speeds....