Benjamin Weyers

ORCID: 0000-0003-4785-708X
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Interactive and Immersive Displays
  • Usability and User Interface Design
  • Human-Automation Interaction and Safety
  • Tactile and Sensory Interactions
  • Spatial Cognition and Navigation
  • Data Visualization and Analytics
  • Business Process Modeling and Analysis
  • Neural dynamics and brain function
  • Semantic Web and Ontologies
  • Computer Graphics and Visualization Techniques
  • Functional Brain Connectivity Studies
  • Human Motion and Animation
  • Scientific Computing and Data Management
  • Cell Image Analysis Techniques
  • Personal Information Management and User Behavior
  • Context-Aware Activity Recognition Systems
  • Innovative Human-Technology Interaction
  • Advanced Software Engineering Methodologies
  • Teleoperation and Haptic Systems
  • Manufacturing Process and Optimization
  • Flexible and Reconfigurable Manufacturing Systems
  • Technology Use by Older Adults
  • Digital Innovation in Industries

Universität Trier
2019-2025

Trier University of Applied Sciences
2024-2025

Human Computer Interaction (Switzerland)
2020-2024

RWTH Aachen University
2014-2021

Jülich Aachen Research Alliance
2014-2018

Universität der Bundeswehr München
2015

Ruhr University Bochum
2015

University of Duisburg-Essen
2009-2013

Various factors influence the degree of cybersickness a user can suffer in an immersive virtual environment, some which be controlled without adapting environment itself. When using HMDs, one example is size field view. However, to like this manipulated affecting negatively other ways limited. Another prominent characteristic that it affects individuals very differently. Therefore, account for both possible disruptive nature alleviating and high interpersonal variance, promising approach may...

10.48550/arxiv.2403.07992 preprint EN arXiv (Cornell University) 2024-03-12

To use the full potential of immersive data analysis when wearing a head-mounted display, users have to be able navigate through spatial data. We collected, developed and evaluated 5 different hands-free navigation methods that are usable while seated in analyst's usual workplace. All meet requirements being easy learn inexpensive integrate into existing workplaces. conducted user study with 23 participants which showed body leaning metaphor an accelerometer pedal performed best. In given...

10.1109/3dui.2016.7460040 article EN 2016-03-01

The inquiry into the impact of diverse transitions between cross-reality environments on user experience remains a compelling research endeavor. Existing work often offers fragmented perspectives various techniques or confines itself to singular segment reality-virtuality spectrum, be it virtual reality augmented reality. This study embarks bridging this knowledge gap by systematically assessing effects six prevalent while users remain immersed in tasks spanning both and physical domains. In...

10.1109/tvcg.2024.3356949 article EN IEEE Transactions on Visualization and Computer Graphics 2024-01-01

When moving through a tracked immersive virtual environment, it is sometimes useful to deviate from the normal one-to-one mapping of real motion. One option application rotation gain, where user around vertical axis amplified or reduced by factor. Previous research in head-mounted display environments has shown that gain can go unnoticed certain extent, which exploited redirected walking techniques. Furthermore, be used increase effective field regard projection systems. However, never been...

10.1109/tvcg.2016.2518298 article EN IEEE Transactions on Visualization and Computer Graphics 2016-01-18

In this work we describe the scenario of fully-immersive desktop VR, which serves overall goal to seamlessly integrate with existing workflows and workplaces data analysts researchers, such that they can benefit from gain in productivity when immersed their data-spaces. Furthermore, provide a literature review showing status quo techniques methods available for realizing under raised restrictions. Finally, propose concept an analysis framework decisions made still be taken, outline how...

10.1109/wevr.2017.7957707 article EN 2017-03-19

The Trier Social Stress Test (TSST) has become one of the most frequently employed laboratory stressors in human studies over past decades. Several TSST adaptations for presentation virtual reality (VR) have been introduced and evaluated recently. Here we describe a freely available version, Open TSST-VR. In two independent studies, subjective, endocrine, heart rate responses to TSST-VR compared an active control condition. study 1, 50 men were randomly assigned or Compared condition,...

10.31234/osf.io/fpe2h_v2 preprint EN 2025-03-21

Abstract The Trier Social Stress Test (TSST) has become one of the most frequently employed laboratory stressors in human studies over past decades. Several TSST adaptations for presentation virtual reality (VR) have been introduced and evaluated recently. Here, we describe a freely available version, Open TSST-VR. In two independent studies, subjective, endocrine, heart rate responses to TSST-VR compared an active control condition. study 1, 50 men were randomly assigned or Compared...

10.3758/s13428-025-02662-x article EN cc-by Behavior Research Methods 2025-04-15

Aims: This study aims to enhance the design of augmented reality (AR) technologies for remote collaboration by examining complex relationships among individual factors (user characteristics), psychological and physiological states during AR-mediated collaboration, outcomes within an Input-Mediator-Output (IMO) model. The goal is evaluate how characteristics influence experiences, as well task performance, in collaboration. Methods: We hypothesize IMO model use correlation analyses examine...

10.70401/ec.2025.0007 article EN cc-by 2025-01-01

10.1109/vrw66409.2025.00060 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2025-03-08

The ongoing migration of HMDs to the consumer market also allows integration immersive environments into analysis workflows that are often bound an (office) desk. However, a critical factor when considering VR solutions for professional applications is prevention cybersickness. In given scenario user usually seated and surrounding real world environment very dominant, where most dominant part maybe desk itself. Including this in virtual could serve as resting frame thus reduce cybersickness...

10.1109/vr.2019.8797837 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

Leaning (the upper body) has several times been shown to be a suitable virtual travel technique when being seated; in both, flying as well ground-based scenarios. The direction of the steering method most commonly used is gaze/head-directed. However, this does not allow inspect environment independently from movement. change torso-directed allows for latter and additionally take anything natural character leaning metaphor. We empirically investigated impact freedom scenario complemented...

10.1109/vr46266.2020.00060 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2020-03-01

The impact of different transitions between two virtual reality (VR) environments is still an open research question, and related work often serves only isolated view on techniques, i.e., with low ecological validity. purpose this study was to start closing gap evaluate the six while user solving a task that keeps them engaged. Therefore, we first propose suitable reproducible design. Then in study. results show contrast prior work, users preferred short efficient transition against designed...

10.1145/3544549.3585811 article EN 2023-04-19

Computer-controlled, human-like virtual agents (VAs), are often embedded into immersive environments (IVEs) in order to enliven a scene or assist users. Certain constraints need be fulfilled, e.g., collision avoidance strategy allowing users maintain their personal space. Violating this flexible protective zone causes discomfort real-world situations and IVEs. However, no studies on for small-scale IVEs have been conducted yet. Our goal is close gap by presenting the results of controlled...

10.1109/3dui.2016.7460045 article EN 2016-03-01

When traveling virtually through large scenes, long distances and different detail densities render fixed movement speeds impractical. However, to manually adjust the travel speed, users have control an additional parameter, which may be uncomfortable requires cognitive effort. Although automatic speed adjustment techniques exist, many of them can problematic in indoor scenes. Therefore, we propose automatically based on viewpoint quality, originally a measure informativeness viewpoint. In...

10.1109/3dui.2016.7460033 article EN 2016-03-01

In this work we evaluate the impact of passive haptic feedback on touch-based menus, given constraints and possibilities a seated, desk-based scenario in VR. Therefore, compare menu that once is placed surface desk mid-air front user. The study design completed by two conditions without feedback. conducted user (n = 33) found effects haptics (present vs- non-present) alignment (desk vs. mid-air) task performance subjective look & feel, however race between was close. An overall winner with...

10.1109/wevr.2019.8809589 article EN 2019-03-01

Applications of Virtual Reality (VR) have been repeatedly explored with the goal to improve data analysis process users from different application domains, such as architecture and simulation sciences. Unfortunately, making VR available in professional scenarios or even using it on a regular basis has proven be challenging. We argue that everyday usage environments, office spaces, introduced constraints critically affect design interaction concepts since well-established techniques might...

10.1109/wevr.2017.7957708 article EN 2017-03-19

During free exploration of an unknown virtual scene, users often miss important parts, leading to incorrect or incomplete environment knowledge and a potential negative impact on performance in later tasks. This is addressed by wayfinding aids such as compasses, maps, trails, automated schemes guided tours. However, these approaches either do not actually ensure success take away control from the user. Therefore, we present interactive assistance interface support that guides interesting...

10.1109/vr.2018.8447553 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2018-03-01

The change of the user's viewpoint in an immersive virtual environment, called locomotion, is one key components a reality interface. Effects such as simulator sickness or disorientation, depend on specific design locomotion method and can influence task performance well overall acceptance system. Thus, it important that achieves intended effects. complexity this has increased with growing number methods choices recent years. Locomotion taxonomies are classification schemes group multiple...

10.1109/tvcg.2022.3206915 article EN cc-by IEEE Transactions on Visualization and Computer Graphics 2022-09-15

The Trier Social Stress Test (TSST) has become one of the most frequently employed laboratory stressors in human studies over past decades. Several TSST adaptations for presentation virtual reality (VR) have been introduced and evaluated recently. Here we describe a freely available version, Open TSST-VR. In two independent studies, subjective, endocrine, heart rate responses to TSST-VR compared an active control condition. study 1, 50 men were randomly assigned or Compared condition,...

10.31234/osf.io/fpe2h preprint EN 2024-03-15

The user study presented in this paper explores the effects that being immersed different virtual scenes has on a user's avatar-design behavior. For purpose, we have developed character creation tool lets users configure their appearance Virtual Reality. This then been employed involving 33 participants, who were asked to avatar beach and hospital environment. Our results show environment participants influenced design behavior, with leading more extensive use of accessories than scene....

10.1109/vr58804.2024.00052 article EN 2024-03-16
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