Sebastian Günther

ORCID: 0000-0003-1281-2180
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Islamic Studies and History
  • Tactile and Sensory Interactions
  • Advanced Software Engineering Methodologies
  • Virtual Reality Applications and Impacts
  • Education and Islamic Studies
  • Historical and Linguistic Studies
  • Augmented Reality Applications
  • Gaze Tracking and Assistive Technology
  • Health disparities and outcomes
  • Model-Driven Software Engineering Techniques
  • Archaeology and Historical Studies
  • Service-Oriented Architecture and Web Services
  • Health and Medical Studies
  • Context-Aware Activity Recognition Systems
  • Employment and Welfare Studies
  • Personal Information Management and User Behavior
  • Logic, programming, and type systems
  • Health, psychology, and well-being
  • Software System Performance and Reliability
  • Topic Modeling
  • Software Engineering Research
  • Usability and User Interface Design
  • Natural Language Processing Techniques
  • Formal Methods in Verification

Technical University of Darmstadt
2015-2024

Software (Germany)
2024

Martin Luther University Halle-Wittenberg
2014-2022

University of Edinburgh
2021

University of Toronto
2007-2020

Statistisches Bundesamt
2020

University of Göttingen
2020

Friedrich Schiller University Jena
2020

Hesse (Germany)
2018

Vrije Universiteit Brussel
2011-2014

Cycling has become increasingly popular as a means of transportation. However, cyclists remain highly vulnerable group road users. According to accident reports, one the most dangerous situations for are uncontrolled intersections, where cars approach from both directions. To address this issue and assist in crossing decision-making at we designed two visualizations that: (1) highlight occluded through an X-ray vision (2) depict remaining time intersection is safe cross via Countdown....

10.1145/3491102.3517560 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

Room-scale Virtual Reality (VR) systems have arrived in users' homes where tracked environments are set up limited physical spaces. As most Environments (VEs) larger than the space, locomotion techniques used to navigate VEs. Currently, recent VR games, point & teleport is popular technique. However, it only allows users select position of teleportation and not orientation that user facing after teleport. This results having manually correct their teleporting possibly getting entangled by...

10.1145/3290605.3300377 article EN 2019-04-29

Recent advances have made Virtual Reality (VR) more realistic than ever before. This improved realism is attributed to today's ability increasingly appeal human sensations, such as visual, auditory or tactile. While research also examines temperature sensation an important aspect, the interdependency of visual and thermal perception in VR still underexplored. In this paper, we propose Therminator, a display concept that provides warm cold on-body feedback through heat conduction flowing...

10.1145/3313831.3376195 article EN 2020-04-21

Recent research has emphasised that the challenge in researching socioeconomic differences adolescent health cross-nationally lies providing valid and comparable measures of position (SEP) across regions. This study aims to examine occupational status derived from International Standard Classification Occupations (ISCO), alongside commonly used affluence association with self-rated (SRH).Data were 2005/2006 'Health Behaviour School-aged Children study' (HBSC); 27 649 individuals aged 11, 13...

10.1136/jech-2014-204529 article EN Journal of Epidemiology & Community Health 2014-10-15

From voice commands and air taps to touch gestures on frames: Various techniques for interacting with head-mounted displays (HMDs) have been proposed. While these both benefits drawbacks dependent the current situation of user, research HMDs has not concluded yet. In this paper, we add body by exploring foot-tapping as an input modality. Through two controlled experiments a total 36 participants, first explore direct interaction interfaces that are displayed floor require user look down...

10.1145/3290605.3300707 article EN 2019-04-29

With the recent advance in computing technology, more and environments are becoming interactive. For interacting with these environments, traditionally 2D input output elements being used. However, recently interaction spaces also expanded to 3D space, which enabled new possibilities but led challenges assisting users such a space. Usually, this challenge of communicating positions is solved visually. This paper explores different approach: spatial guidance through vibrotactile instructions....

10.1145/3197768.3197785 article EN 2018-06-26

From carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands busy, hindering vision ubiquitous interaction with technology. Voice commands, as popular hands-free alternative, struggle ambient noise and privacy issues. As an alternative approach, research explored movements various body parts (e.g., head, arms) input modalities, foot-based techniques proving particularly suitable for interaction. Whereas previous only considered...

10.1145/3544548.3580954 preprint EN 2023-04-19

Introduction As trend studies have shown, health inequalities by income and occupation widened or remained stable. However, research on time trends in educational Germany is scarce. The aim of this study to analyse how evolved over a period 21 years the middle-aged population Germany, whether differ gender. Methods Data were obtained from German Socio-Economic Panel covering 1994 2014. In total, n=16 339 participants (106 221 person years) aged 30–49 included sample. Educational level was...

10.1136/bmjopen-2017-019755 article EN cc-by-nc BMJ Open 2018-06-01

Simulated user retrieval system interactions enable studies with controlled behavior. To this end, the SimIIR framework offers static, rule-based methods. We present an extended 2.0 version new components for dynamic type-specific Markov model-based and more realistic query generation. A flexible modularization ensures that can serve as a platform to implement, combine, run growing number of proposed search behavior simulation ideas.

10.1145/3511808.3557711 article EN Proceedings of the 31st ACM International Conference on Information & Knowledge Management 2022-10-15

In spite of the great potential on-body vibrotactile displays for a variety applications, research lacks an understanding spacing between actuators. Through two experiments, we systematically investigate perception on wrist, forearm, upper arm, back, torso, thigh, and leg, each in transverse longitudinal body orientation. first experiment, address maximum distance vibration motors that still preserves ability to generate phantom sensations. second perceptual accuracy localizing vibrations...

10.1145/3432189 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2020-12-17

Virtual Reality Environments (VRE) create an immersive user experience through visual, aural, and haptic sensations. However, the latter is often limited to vibrotactile sensations that are not able actively provide kinesthetic motion actuation. Further, such do cover natural representations of physical forces, for example, when lifting a weight. We present PneumAct, jacket enable pneumatically actuated movements arm joints in VRE. It integrates two types actuators inflated compressed air:...

10.1145/3322276.3322302 article EN 2019-06-18

From zooming on smartphones and mid-air gestures to deformable user interfaces, thumb-index pinching grips are used in many interaction techniques. However, there is still a lack of systematic understanding how the accuracy efficiency such affected by various factors as counterforce, grip span, direction. Therefore, this paper, we contribute an evaluation (N = 18) performance visual targeting task using scales up 75 items. As part our findings, conclude that between thumb index finger...

10.1145/3491102.3501981 article EN CHI Conference on Human Factors in Computing Systems 2022-04-27

Mid-air gestures, widely used in today's Augmented Reality (AR) applications, are prone to the "gorilla arm" effect, leading discomfort with prolonged interactions. While prior work has proposed metrics quantify this effect and means improve comfort ergonomics, these works usually only consider simplistic, one-dimensional AR interactions, like reaching for a point or pushing button. However, interacting environments also involves far more complex tasks, such as rotational knobs, potentially...

10.1145/3544548.3581461 article EN 2023-04-19

Order picking is a difficult and cognitively demanding task. Traditionally textual instructions are helping new workers to learn different routines. However, the sometimes not written in ' native languages. In area of Industry 4.0, where digital functions finding their way into manufacturing processes, language-independent possible. Through user study with 15 participants, we compare feedback workers' language, that an unknown foreign visual Augmented Reality (AR) feedback. We found AR...

10.1145/3197768.3201570 article EN 2018-06-26

Embedding sensors into objects allow them to recognize various interactions. However, sensing usually requires active electronics that are often costly, need time be assembled, and constantly draw power. Thus, we propose off-line sensing: passive 3D-printed detect one-time interactions, such as accelerating or flipping, but neither require nor power at the of interaction. They memorize a pre-defined interaction via an embedded structure filled with conductive medium (e.g., liquid). Whether...

10.1145/3173574.3173756 article EN 2018-04-19

The digitalized world comes with increasing Internet capabilities, allowing to connect persons over distance easier than ever before. Video conferencing and similar online applications create great benefits bringing people who physically cannot spend as much time they want virtually together. However, such remote experiences can also tend lose the feeling of traditional experiences. People lack direct visual presence no haptic feedback is available. In this paper, we tackle problem by...

10.1145/3170427.3188647 article EN 2018-04-20

Haptic Feedback brings immersion and presence in Virtual Reality (VR) to the next level. While research proposes usage of various tactile sensations, such as vibration or ultrasound approaches, potential applicability pressure feedback on head is still underexplored. In this paper, we contribute concepts design considerations for pressure-based through pneumatic actuation. As a proof-of-concept implementing our haptics, further present PneumoVolley: A VR experience similar classic Volleyball...

10.1145/3334480.3382916 article EN 2020-04-25

Software-as-a-Service (SaaS) applications are multi-tenant software that delivered as highly configurable web services to individual customers, which called tenants in this context. For reasons of complexity management and lower maintenance cost, SaaS providers maintain deploy a single version the application code for all tenants. As result, however, custom-made extensions cannot be efficiently integrated managed. In paper we show by using context-oriented programming model, cross-tier...

10.1145/2245276.2245358 article EN 2012-03-26

Sharing and manipulating information are essential for collaborative work in meeting scenarios. Nowadays, people tend to bring their own devices as a result of increasing mobility possibilities. However, transferring data from one device another can be cumbersome tedious if restrictions like different platforms, form factors or environmental limitations apply. In this paper, we present two concepts enrich interaction on between through 3D printed customized tangibles: 1) Bring your...

10.1145/3038450.3038456 article EN 2017-03-09

Today, remote collaboration techniques between field workers and remotely located experts mainly focus on traditional communication channels, such as voice- or video-conferencing. Those systems may not be suitable in every situation the gets cumbersome if both parties do share a common ground. In this paper, we explore three supporting channels based audio, visual, tactile cues. We built prototypical application implementing those cues evaluated them user study. Based feedback, report first...

10.1145/3197768.3201568 article EN 2018-06-26

Recent technological advances have made head-mounted displays (HMDs) smaller and untethered, fostering the vision of ubiquitous interaction in a digitally augmented physical world. Consequently, major part with such devices will happen on go, calling for techniques that allow users to interact while walking. In this paper, we explore lateral shifts walking path as hands-free input modality. The available options are visualized lanes ground parallel user's path. Users can select by shifting...

10.1145/3313831.3376852 article EN 2020-04-21

Advancements in haptics for Virtual Reality (VR) increased the quality of immersive content. Particularly, recent efforts to provide realistic temperature sensations have gained traction, but most often require very specialized or large complex devices create precise thermal actuations. However, being largely detached from real world, such a correspondence between physical location stimuli and shown visuals VR might not be necessary an authentic experience. In this work, we contribute...

10.1145/3613904.3642154 article EN 2024-05-11
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