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- research-articleOctober 2024
Towards Intelligent Wearable Assistants
UbiComp '24: Companion of the 2024 on ACM International Joint Conference on Pervasive and Ubiquitous ComputingPages 618–621https://doi.org/10.1145/3675094.3678989This summary outlines my research toward developing intelligent wearable assistants that provide personalized, context-aware computing assistance. Previous work explored information presentation using smart glasses, socially-aware interactions, and ...
- research-articleOctober 2024
TOM: A Development Platform For Wearable Intelligent Assistants
UbiComp '24: Companion of the 2024 on ACM International Joint Conference on Pervasive and Ubiquitous ComputingPages 837–843https://doi.org/10.1145/3675094.3678382Advanced wearable digital assistants can significantly enhance task performance, reduce user burden, and provide personalized guidance to improve users' abilities. However, developing these assistants presents several challenges. To address this, we ...
- demonstrationOctober 2024
Demonstrating TOM: A Development Platform For Wearable Intelligent Assistants
UbiComp '24: Companion of the 2024 on ACM International Joint Conference on Pervasive and Ubiquitous ComputingPages 214–219https://doi.org/10.1145/3675094.3677551Advanced wearable digital assistants can significantly enhance task performance, reduce user burden, and provide personalized guidance to improve users' abilities. However, developing these assistants presents several challenges. To address this, we ...
- short-paperNovember 2020
VR4VRT: Virtual Reality for Virtual Rowing Training
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in PlayPages 388–392https://doi.org/10.1145/3383668.3419865Learning how to properly row is an intensive and injury prone process. Ergometers (i.e., rowing machines) are used as a preparatory step to train the basic steps of rowing, as well as to further improve technique and maintain stamina. In this paper we ...
- posterNovember 2019
Tabletop AR with HMD and Tablet: A Comparative Study for 3D Selection
ISS '19: Proceedings of the 2019 ACM International Conference on Interactive Surfaces and SpacesPages 409–414https://doi.org/10.1145/3343055.3360760We experimentally compare the performance and usability of tablet-based and see-through head-mounted display (HMD)-based interaction techniques for selecting 3D virtual objects projected on a table. This study is a first step toward a better ...
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- abstractOctober 2019
Virtual Window Manipulation Method for Head-mounted Display Using Smart Device
SUI '19: Symposium on Spatial User InteractionArticle No.: 19, Pages 1–2https://doi.org/10.1145/3357251.3358753In this paper, we propose a virtual window manipulation method used for information search while utilizing a head-mounted display (HMD). Existing HMD operation methods have several issues like causing user fatigue and processing input tasks ...
- research-articleOctober 2019
360-degree Video Gaze Behaviour: A Ground-Truth Data Set and a Classification Algorithm for Eye Movements
MM '19: Proceedings of the 27th ACM International Conference on MultimediaPages 1007–1015https://doi.org/10.1145/3343031.3350947Eye tracking and the analysis of gaze behaviour are established tools to produce insights into how humans observe their surroundings and consume visual multimedia content. For example, gaze recordings may be directly used to study attention allocation ...
- research-articleJune 2019
Should I Interrupt or Not?: Understanding Interruptions in Head-Mounted Display Settings
DIS '19: Proceedings of the 2019 on Designing Interactive Systems ConferencePages 497–510https://doi.org/10.1145/3322276.3322363Head-mounted displays (HMDs) are being used for VR and AR applications and increasingly permeate our everyday life. At the same time, a detailed understanding of interruptions in settings where people wearing an HMD (HMD user) and people not wearing an ...
- abstractMay 2019
Towards Augmenting IVR Communication with Physiological Sensing Data
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: LBW2222, Pages 1–6https://doi.org/10.1145/3290607.3313082Immersive Virtual Reality (IVR) does not afford social cues for communication, such as sweaty palms to indicate stress, as users can only see an avatar of their collaborator. Prior work has shown that this data is necessary for successful collaboration, ...
- research-articleMay 2019
TrackCap: Enabling Smartphones for 3D Interaction on Mobile Head-Mounted Displays
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 585, Pages 1–11https://doi.org/10.1145/3290605.3300815The latest generation of consumer market Head-mounted displays (HMD) now include self-contained inside-out tracking of head motions, which makes them suitable for mobile applications. However, 3D tracking of input devices is either not included at all ...
- research-articleMay 2019Honorable Mention
Mind the Tap: Assessing Foot-Taps for Interacting with Head-Mounted Displays
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 477, Pages 1–13https://doi.org/10.1145/3290605.3300707From voice commands and air taps to touch gestures on frames: Various techniques for interacting with head-mounted displays (HMDs) have been proposed. While these techniques have both benefits and drawbacks dependent on the current situation of the user,...
- research-articleOctober 2018
AR Fighter: Using HMDs to create Vertigo Play Experiences
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 45–57https://doi.org/10.1145/3242671.3242689Game designers working with Head-Mounted Displays (HMDs) are usually advised to avoid causing disorientation in players. However, we argue that disorientation is a key element of what makes "vertigo play" (such as spinning in circles until dizzy, ...
- research-articleJune 2017
User Experience of Panoramic Video in CAVE-like and Head Mounted Display Viewing Conditions
TVX '17: Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online VideoPages 65–75https://doi.org/10.1145/3077548.3077550Panoramic 360 video is a rapidly growing part of interactive TV viewing experience due to the increase of both production by consumers and professionals and the availability of consumer headsets used to view it. Recent years have also seen proposals for ...
- abstractMay 2017
Evaluating VR Driving Simulation from a Player Experience Perspective
- Marcel Walch,
- Julian Frommel,
- Katja Rogers,
- Felix Schüssel,
- Philipp Hock,
- David Dobbelstein,
- Michael Weber
CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPages 2982–2989https://doi.org/10.1145/3027063.3053202The majority of HCI research in the field of automotive interfaces and driver-vehicle interaction is conducted utilizing driving simulators. High-fidelity simulators are expensive; in consequence, many researchers use consumer gaming hardware and flat ...
- extended-abstractMay 2017
How Visual Motion Cues Can Influence Sickness For In-Car VR
CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPage 469https://doi.org/10.1145/3027063.3049790This video demonstrates our research into the use of VR Head Mounted Displays (HMDs) in-car and in-motion. Immersive HMDs offer new possibilities for entertainment and productivity during travel. However, their use is confounded by motion sickness, ...
- research-articleMay 2017Honorable Mention
I Am The Passenger: How Visual Motion Cues Can Influence Sickness For In-Car VR
CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing SystemsPages 5655–5668https://doi.org/10.1145/3025453.3026046This paper explores the use of VR Head Mounted Displays (HMDs) in-car and in-motion for the first time. Immersive HMDs are becoming everyday consumer items and, as they offer new possibilities for entertainment and productivity, people will want to use ...
- research-articleMay 2017
Tap, Dwell or Gesture?: Exploring Head-Based Text Entry Techniques for HMDs
CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing SystemsPages 4479–4488https://doi.org/10.1145/3025453.3025964Despite the increasing popularity of head mounted displays (HMDs), development of efficient text entry methods on these devices has remained under explored. In this paper, we investigate the feasibility of head-based text entry for HMDs, by which, the ...
- research-articleOctober 2016
Immersive Scuba Diving Simulator Using Virtual Reality
UIST '16: Proceedings of the 29th Annual Symposium on User Interface Software and TechnologyPages 729–739https://doi.org/10.1145/2984511.2984519We present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. While existing diving simulators mostly focus on visual and aural displays, Amphibian simulates a wider variety of sensations experienced underwater. Users ...
- abstractOctober 2016
Fast and Accurate 3D Selection using Proxy with Spatial Relationship for Immersive Virtual Environments
SUI '16: Proceedings of the 2016 Symposium on Spatial User InteractionPage 209https://doi.org/10.1145/2983310.2989200In this paper, we propose a fast and accurate 3D selection method using visualization of proxies with spatial relationships. The proposed 3D selection method reduced selection errors and selection time comparing to conventional ray-casting method.
- research-articleOctober 2016
Combining Ring Input with Hand Tracking for Precise, Natural Interaction with Spatial Analytic Interfaces
SUI '16: Proceedings of the 2016 Symposium on Spatial User InteractionPages 99–102https://doi.org/10.1145/2983310.2985757Current wearable interfaces are designed to support short-duration tasks known as micro-interactions. To support productive interfaces for everyday analytic tasks, designers can leverage natural input methods such as direct manipulation and pointing. ...