- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Tactile and Sensory Interactions
- Interactive and Immersive Displays
- Spatial Cognition and Navigation
- Teleoperation and Haptic Systems
- Visual perception and processing mechanisms
- Multisensory perception and integration
- Computer Graphics and Visualization Techniques
- Gaze Tracking and Assistive Technology
- Image and Video Quality Assessment
- Data Visualization and Analytics
- Visual Attention and Saliency Detection
- Color perception and design
- Advanced Optical Imaging Technologies
- Human-Automation Interaction and Safety
- Simulation and Modeling Applications
- Advanced Vision and Imaging
- Evacuation and Crowd Dynamics
- 3D Shape Modeling and Analysis
- Context-Aware Activity Recognition Systems
- Hand Gesture Recognition Systems
- 3D Surveying and Cultural Heritage
- Motor Control and Adaptation
- Robotics and Sensor-Based Localization
Hochschule Bonn-Rhein-Sieg
2016-2025
Simon Fraser University
2019-2025
Electronic Arts (Canada)
2021
Graz University of Technology
2006-2013
Center for Usability Research and Engineering
2012
Institute of Computer Vision and Applied Computer Sciences
2007-2010
Fraunhofer Institute for Applied Information Technology
2004-2006
Fraunhofer Institute for Intelligent Analysis and Information Systems
2006
Fraunhofer Society
2003
Bauhaus-Universität Weimar
2001
This paper provides a classification of perceptual issues in augmented reality, created with visual processing and interpretation pipeline mind. We organize into ones related to the environment, capturing, augmentation, display, individual user differences. also illuminate associated more recent platforms such as handhelds or projector-camera systems. Throughout, we describe current approaches addressing these problems, suggest directions for future research.
Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present broad overview 3-D interaction and interfaces. We discuss the effect common VE hardware devices on interaction, as well techniques for generic tasks use traditional 2-D styles in environments. divide most user-interaction into three categories: navigation, selection/manipulation, system control. Throughout our focus presenting not only available but also...
In every century, there are different apparatuses that redefining and refining the notion of immersion. After experiencing panoramas, planetariums or even IMAX movies, we now longing to see whether VR can really fulfil our expectations. We ...
When navigating larger virtual environments and computer games, natural walking is often unfeasible. Here, we investigate how alternatives such as joystick- or leaning-based locomotion interfaces ("human joystick") can be enhanced by adding walking-related cues following a sensory substitution approach. Using custom-designed foot haptics system evaluating it in multi-part study, show that related auditory (footstep sounds), visual (simulating bobbing head-motions from walking), vibrotactile...
In this paper, we describe a user study comparing five different locomotion interfaces for virtual reality locomotion. We compared standard non-motion cueing interface, Joystick (Xbox), with four motion interfaces, NaviChair (stool springs), MuvMan (sit/stand active stool), Head-Directed (Oculus Rift DK2), and Swivel Chair (everyday office chair leaning capability). Each interface had two degrees of freedom to move forward/backward rotate using velocity (rate) control. The aim mixed methods...
A wide field of view augmented reality display is a special type head-worn device that enables users to augmentations in the peripheral visual field. However, actual effects on perception have not been widely studied. To improve our understanding this when conducting divided attention search tasks, we conducted an depth experiment testing two management methods, in-view and in-situ labelling. With labelling, target annotations appear border with corresponding leader line, whereas without as...
Abstract Head‐mounted displays with dense pixel arrays used for virtual reality applications require high frame rates and low latency rendering. This forms a challenging use case any rendering approach. In addition to its ability of generating realistic images, ray tracing offers number distinct advantages, but has been held back mainly by performance. this paper, we present an approach that significantly improves image generation performance tracing. is done combining foveated based on eye...
Walking has always been considered as the gold standard for navigation in Virtual Reality research. Though full rotation is no longer a technical challenge, physical translation still restricted through limited tracked areas. While rotational information shown to be important, benefit of translational component unclear with mixed results previous work. To address this gap, we conducted mixed-method experiment compare four levels cues and control: none (using trackpad HTC Vive controller...
The persona method is a powerful approach to focus on needs and characteristics of target users, keeping complex user data,numbers diagrams alive during the whole design cycle.However, development prosperous personas requires considerable amount time, effort specific skills. This paper introduces set 30 basic senior personas, covering broad range European older adults, following quantitative approach. aim this tool support researchers developers in extending empathy for their users when...
In this paper, we explore alternative TV menu control methods, focusing specifically on older users. We investigated performance and acceptance of freehand gestures by implementing several techniques conducting a user study with 24 adults. expected that adults would like gesture as they are generally fun to use easy conduct. As possible physical remote control, may also introduce some activity for (positive health effects). the study, compared four different kinds interaction corresponding...
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects realism often not accounted for, including global illumination, accurate depth field motion blur, spectral effects, etc. especially real-time rendering. At the same time, there is strong trend towards more pixels per display due larger displays, higher pixel densities or fields view. Further...
Many optical-see-through displays have a relatively narrow field of view. However, limited view can constrain how information be presented and searched through. To understand these constraints, we present series experiments that address the interrelationships between view, density, search performance. We do so by simulating various fields using two approaches: limiting on Microsoft HoloLens head-worn display dynamically changing portion large tiled-display wall which is presented, for...
This paper introduces FaceHaptics, a novel haptic display based on robot arm attached to head-mounted virtual reality display. It provides localized, multi-directional and movable cues in the form of wind, warmth, moving single-point touch events water spray dedicated parts face not covered by display.The easily extensible system, however, can principally mount any type compact actuator or object. User study 1 showed that users appreciate directional resolution cues, judge wind direction...
Current augmented reality displays still have a very limited field of view compared to the human vision. In order localize out-of-view objects, researchers predominantly explored visual guidance approaches visualize information in (in-view) screen space. Unfortunately, conflicts like cluttering or occlusion often arise, which can lead search performance issues and decreased awareness about physical environment. this paper, we compare an innovative non-visual approach based on audio-tactile...
The goal of our work is to support experts in the process hypotheses generation concerning roles genes diseases. For a deeper understanding complex interdependencies between genes, it important bring gene expressions (measurements) into context with pathways. Pathways, which are models biological processes, available online databases. In these databases, large networks decomposed small sub-graphs for better manageability. This simplification results loss context, as pathways interconnected...
In this paper, we explore techniques that aim to improve site understanding for outdoor Augmented Reality (AR) applications. While the first person perspective in AR is a direct way of filtering and zooming on portion data set, it severely narrows overview situation, particularly over large areas. We present two interactive overcome problem: multi-view variable view. describe details conceptual, visualization interaction aspects these their evaluation through comparative user study. The...
In Augmented Reality (AR), search performance for outdoor tasks is an important metric evaluating the success of a large number AR applications. Users must be able to find content quickly, labels and indicators not invasive but still clearly noticeable, user interface should maximize in variety conditions. To address these issues, we have set up series experiments test influence virtual characteristics such as color, size, leader lines on noticeability both real simulated environments. We...
This paper focuses at the usage of neuromuscular electrical stimulation (NMES) for achieving pseudo-haptic feedback. By stimulating motor nerves, muscular contractions can be triggered that matched to a haptic event. Reflecting an initial user test, we will explain how this process realized, by investigating physiological processes involved. Relating feedback general haptics, its potential in future interfaces identified and laid out development roadmap.
The study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective intuitive techniques challenging, especially when users cannot move around freely. While using handheld input devices for navigation may often be good enough, it does not match our natural experience motion the real world. Frequently, there are strong arguments supporting body-centered self-motion cues as they improve orientation spatial judgments, reduce sickness. how these can...
Flying in virtual reality (VR) using standard handheld controllers can be cumbersome and contribute to unwanted side effects such as motion sickness disorientation. This article investigates a novel hands-free flying interface-HeadJoystick, where the user moves their head similar joystick handle toward target direction control translation velocity. The sits on regular office swivel chair rotates it physically rotation 1:1 mapping. We evaluated short-term (Study 1) extended usage through...
Since 1993 schools of architecture all over the world conduct in various forms Virtual Design Studio (VDS).They have become an established part teaching design within digital realm.They vary task and structure, are purely text-based or include interactive, synchronous asynchronous collaboration.However, 'virtual' always refers to method communication exchange ideas.Students never designed immersive virtuality.This paper describes first successful attempt a Joint Studio, which uses...