Tiare M. Feuchtner

dblp:144/5554 · also Tiare Feuchtner · DBLP profile ↗
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27ranked-venue papers
3as first author
21since 2021 · last 2026
0000-0002-9922-5538ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 20 · 3 first-author · 14 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 10 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021
YearPublicationVenuePosition
2026 Using Digital Twins to Design and Evaluate Interactive Exhibitions: A Case Study with Handheld AR
abstract
Contemporary museum experiences often incorporate digital media through modern technologies, such as handheld augmented reality (AR). However, these often fall short of providing a holistic visitor experience, as exhibits are still thought, designed, and experienced in isolation and fail to consider the user’s contexts (e. g., physical, social, and personal). To address this issue, we investigate leveraging a digital twin for designing and evaluating interactive exhibitions in large connected spaces through a case study: our publicly available handheld AR-based exhibition “Stayin’ Alive”. During this exhibition, we gained insights from the interaction data of 1303 visitors, post-visit interviews, as well as rich experiences and observations, based on which we identify four opportunity-challenge pairs that contribute design process insights for practitioners and a road map for future research.
Jonathan Wieland, Daniel Fink 0001, Anke V. Reinschlüssel, Jonathan Häßler, Tiare M. Feuchtner, Harald Reiterer
CHI5
2026 Hybrid User Interfaces: Past, Present, and Future of Complementary Cross-Device Interaction in Mixed Reality
abstract
We investigate hybrid user interfaces (HUIs), aiming to establish a cohesive understanding and to adopt consistent terminology for this nascent research area. HUIs combine heterogeneous devices in complementary roles, leveraging the distinct benefits of each. Our work focuses on cross-device interaction between 2D devices and mixed reality environments, which are particularly compelling, leveraging the familiarity of traditional 2D platforms while providing spatial awareness and immersion. Although prior work has prominently explored such HUIs in the context of mixed reality, we still lack a cohesive understanding of the unique design possibilities and challenges of such combinations, resulting in a fragmented research landscape. We conducted a systematic survey and present a taxonomy of HUIs that combine conventional display technology and mixed reality environments. Based on this, we discuss past and current challenges, the evolution of definitions, and prospective opportunities to tie together the past 30 years of research with our vision of future HUIs.
Sebastian Hubenschmid, Marc Satkowski, Johannes Zagermann, Julián Méndez 0001, Niklas Elmqvist, Steven K. Feiner, Tiare M. Feuchtner, Jens Emil Grønbæk, Benjamin Lee 0001, Dieter Schmalstieg, Raimund Dachselt, Harald Reiterer
IEEE Trans. Vis. Comput. Graph.7
2025 Investigating AR Assistance for Human-Robot Collaboration in Mould Assembly "in the Wild"
abstract
Augmented reality shows great promise for supporting human-robot collaboration. However, investigating this “in the wild” with participants from industry is mostly uncharted territory. Addressing this, we report on a field study evaluation of ARTHUR, an open-source authoring tool for augmented reality-assisted human-robot collaboration. To facilitate this domain-specific study, we extended ARTHUR with additional design components, improved the authoring experience, and support for collaborative authoring. The study took place at a local company, with 16 participants from three stakeholder groups: robot engineers, UX designers, and operators. The task was to assemble and disassemble a subset of an injection mould together with a collaborative robot, while supported by an AR-interface created in ARTHUR. The study revealed a strong desire of operators to be assisted in their daily tasks by robot(s) that serve as an extra (strong) set of hands, and augmented reality to guide the process and communicate robot intent. Engineers confirmed the feasibility of integrating ARTHUR in future semi-automated workflows and UX designers appreciated the authoring capabilities and proposed further features.
Rasmus S. Lunding, Tiare M. Feuchtner, Kaj Grønbæk
HRI2
2025 A Study of Multimodal Pen + Gaze Interaction Techniques for Shape Point Translation in Extended Reality
abstract
Eye-tracking offers new ways to augment our interaction possibilities in extended reality. This paper investigates how gaze can assist pen users in translating shape points within graphical models. By leveraging gaze, we can support the usual design activities with an option where objects can be selected and repositioned through eye movements, with the pen serving as a confirmation tool. This can reduce manual effort and enhance efficiency and ergonomics. To evaluate its effectiveness, we compare four interaction techniques: two pen-based baselines (direct and ray-based) and two gaze-supported methods (gaze for selection and/or object dragging), using a probability based selection scheme. In a user study, 16 participants carried out a shape point translation task and their performance, effort, and user experience were measured. The results highlight the performance trade-offs of each technique—while the gaze-based dragging method introduced marginally more errors, it significantly reduced task time. Our findings offer comparative insights into the strength and limitations of gaze-and pen-based interaction methods, supporting the design of future multimodal 3D design tools.
Uta Wagner, Zhikun Wu, Qiushi Zhou, Mario Romero, Alessandro Iop, Tiare M. Feuchtner, Ken Pfeuffer
ISMAR7
2025 SpatialMouse: A Hybrid Pointing Device for Seamless Interaction Across 2D and 3D Spaces
abstract
We introduce the SpatialMouse, a hybrid pointing device that combines the capabilities of a desktop mouse with the spatial input of a virtual reality (VR) controller, enabling seamless transitions between 2D and 3D interaction spaces in immersive mixed reality environments. Holistic usage scenarios in mixed reality involve tasks suited alternately to 2D or 3D information spaces. Yet, existing input devices excel in either 2D or 3D, but not both, making it necessary to switch between multiple input devices (e.g., mouse and VR controller). Our SpatialMouse addresses this issue, offering the affordances of a desktop mouse for indirect 2D pointing and the spatial capabilities of VR controllers with six degrees of freedom. In a user study with 12 participants, our prototype significantly reduced perceived task load and improved user experience compared to switching between separate devices. We extract design recommendations to further support such hybrid input approaches.
Sebastian Hubenschmid, Johannes Zagermann, Robin Erb, Tiare M. Feuchtner, Jens Grubert, Markus Tatzgern, Dieter Schmalstieg, Harald Reiterer
VRST4
2025 Mirror Me: Exploring Avatar Self-Views in Multi-user Virtual Reality
abstract
This paper investigates avatar self-views in virtual reality (VR) and their impact on multi-user communication scenarios. Self-views in video conferencing have been shown to impact our self-perception and mental load, so we explore whether similar effects occur in VR, as personal and professional gatherings progressively move to virtual spaces with 3D avatars. We identify the following key design dimensions for self-representations in VR: spatiality, anchoring and size, and self-visibility. Based on these, we designed three variants (Remote Perspective View, Personal Mirror, and Miniature Avatar), which we compare to a baseline (No Additional Self-View) in a user study. Our analysis of sixteen dyads playing a word-guessing game requiring verbal and non-verbal communication (i.e., explaining and charades) in VR confirms that self-views are beneficial for communication scenarios that require expressive body language or facial expressions, as this allows monitoring the own avatar's animations. Further, the Miniature Avatar was overall preferred due to its spatiality, world-anchoring, and full self-visibility. Based on our results, we offer design recommendations for self-views covering the key design dimensions in VR.
Katja Krug, Daniel Fink 0001, Mats Ole Ellenberg, Anke V. Reinschlüssel, Wolfgang Büschel, Tiare M. Feuchtner, Raimund Dachselt
Proc. ACM Hum. Comput. Interact.6
2025 Investigating the Potential of Haptic Props for 3D Object Manipulation in Handheld AR
abstract
The manipulation of virtual 3D objects is essential for a variety of handheld AR scenarios. However, the mapping of commonly supported 2D touch gestures to manipulations in 3D space is not trivial. As an alternative, our work explores the use of haptic props that facilitate direct manipulation of virtual 3D objects with 6 degrees of freedom. In an experiment, we instructed 20 participants to solve 2D and 3D docking tasks in AR, to compare traditional 2D touch gestures with prop-based interactions using three prop shapes (cube, rhombicuboctahedron, sphere). Our findings highlight benefits of haptic props for 3D manipulation tasks with respect to task performance, user experience, preference, and workload. For 2D tasks, the benefits of haptic props are less pronounced. Finally, while we found no significant impact of prop shape on task performance, this appears to be subject to personal preference.
Jonathan Wieland, Maximilian Dürr, Rebecca Frisch, Melissa Michalke, Dominik Morgenstern, Harald Reiterer, Tiare M. Feuchtner
IEEE Trans. Vis. Comput. Graph.7
2025 Offistretch: camera-based real-time feedback for daily stretching exercises
abstract
Abstract In this paper, we present OffiStretch, a camera-based system for optimal stretching guidance at home or in the workplace. It consists of a vision-based method for real-time assessment of the user’s body pose to provide visual feedback as interactive guidance during stretching exercises. Our method compares the users’ actual pose with a pre-trained target pose to assess the quality of stretching for a number of different exercises. We utilize angular and spatial pose features to perform this comparison for each individual exercise. The result of this pose assessment is presented to the user as real-time visual feedback on an "augmented mirror" display. As our method relies simply on a single RGB camera, it can be easily utilized in everyday training scenarios. We validate our method in a user study, comparing users’ performance and motivation in stretching when receiving audio-visual guidance on a TV screen both with and without our live feedback. While participants performed equally well in both conditions, feedback boosted their motivation to perform the exercises, highlighting its potential for increasing users’ well-being. Moreover, our results suggest that participants preferred stretching exercises with our live feedback over the condition without the feedback. Finally, an expert evaluation with professional physiotherapists reveals that further work must target improvements of the feedback to ensure correct guidance during stretching.
Jindrich Adolf, Peter Kán, Tiare M. Feuchtner, Barbora Adolfová, Jaromir Dolezal, Lenka Lhotská
Vis. Comput.3
2024 RoboVisAR: Immersive Authoring of Condition-based AR Robot Visualisations
abstract
We introduce RoboVisAR, an immersive augmented reality (AR) authoring tool for in-situ robot visualisations. AR robot visualisations, such as the robot's movement path, status, and safety zones, have been shown to benefit human-robot collaboration. However, their creation requires extensive skills in both robotics and AR programming. To address this, RoboVisAR allows users to create custom AR robot visualisations without programming. By recording an example robot behaviour, users can design, combine, and test visualisations in-situ within a mixed reality environment. RoboVisAR currently supports six types of visualisations (Path, Point of Interest, Safety Zone, Robot State, Message, Force/Torque) and four types of conditions for when they are displayed (Robot State, Proximity, Box, Force/Torque). With this tool, users can easily present different visualisations on demand and make them context-aware to avoid visual clutter. An expert user study with three participants suggests that users appreciate the customizability of the visualisations, which could easily be authored in less than ten minutes.
Rasmus S. Lunding, Mille Skovhus Lunding, Tiare M. Feuchtner, Marianne Graves Petersen, Kaj Grønbæk, Ryo Suzuki 0001
HRI3
2024 Eye-Hand Movement of Objects in Near Space Extended Reality
abstract
Hand-tracking in Extended Reality (XR) enables moving objects in near space with direct hand gestures, to pick, drag and drop objects in 3D. In this work, we investigate the use of eye-tracking to reduce the effort involved in this interaction. As the eyes naturally look ahead to the target for a drag operation, the principal idea is to map the translation of the object in the image plane to gaze, such that the hand only needs to control the depth component of the operation. We have implemented four techniques that explore two factors: the use of gaze only to move objects in X-Y vs. extra refinement by hand, and the use of hand input in the Z axis to directly move objects vs. indirectly via a transfer function. We compared all four techniques in a user study (N=24) against baselines of direct and indirect hand input. We detail user performance, effort and experience trade-offs and show that all eye-hand techniques significantly reduce physical effort over direct gestures, pointing toward effortless drag-and-drop for XR environments.
Uta Wagner, Andreas Asferg Jacobsen, Tiare M. Feuchtner, Hans-Werner Gellersen, Ken Pfeuffer
UIST3
2024 Enriching Industrial Training Experience in Virtual Reality with Pseudo-Haptics and Vibrotactile Stimulation
abstract
Virtual Reality (VR) technology facilitates effective, flexible, and safe industrial training for novice technicians when on-site training is not feasible. However, previous research has shown that training in VR may be less successful than traditional learning approaches in real-world settings, and haptic interaction may be the key to improving virtual training. In this study, we integrated pseudo-haptic feedback from motion delay with vibrotactile stimulation to enhance the sense of presence, enjoyment, and the perception of physical properties in VR, which may be crucial for achieving faithful simulations. The impact of combined haptic support was assessed in a complex industrial training procedure completing a variety of tasks such as component assembly and cleaning. The results indicate that vibrotactile cues are beneficial for presence and enjoyment, whereas pseudo-haptic illusions effectively enable kinesthetic sensations. Furthermore, multimodal haptic feedback that mixed the two yielded the most advantageous outcomes. Our findings highlight the potential of the pseudo-haptic and vibrotactile fusion in industrial training scenarios, presenting practical implications of the state-of-the-art haptic technologies for virtual learning.
Chiwoong Hwang, Tiare M. Feuchtner, Ian Oakley, Kaj Grønbæk
VRST2
2024 There Is More to Avatars Than Visuals: Investigating Combinations of Visual and Auditory User Representations for Remote Collaboration in Augmented Reality
abstract
Supporting remote collaboration through augmented reality facilitates the experience of co-presence by presenting the collaborator’s avatar in the user’s physical environment. While visual user representations are continuously researched and advanced, the audio configuration – especially in combination with different visualizations – is rarely considered. In a user study (n = 48, 24 dyads), we evaluate the combination of two visual (Simple vs. Rich Avatar) with two auditory (Mono vs. Spatial Audio) user representations, to investigate their impact on user’s overall experience, performance, and perceived social presence during collaboration. Our results show a preference for rich auditory and visual user representations, as Spatial Audio supports completion of parallel tasks and the Rich Avatar positively influence user experience. However, the Simple Avatar draws less attention, which potentially benefits task efficiency, advocating for simpler visualizations in performance-oriented settings. Our findings contribute to a deeper understanding of how visual and auditory user representation combinations impact remote collaboration in augmented reality.
Daniel Fink 0001, Moritz Skowronski, Johannes Zagermann, Anke V. Reinschlüssel, Harald Reiterer, Tiare M. Feuchtner
Proc. ACM Hum. Comput. Interact.6
2024 Evaluating Typing Performance in Different Mixed Reality Manifestations using Physiological Features
abstract
Mixed reality enables users to immerse themselves in high-workload interaction spaces like office work scenarios. We envision physiologically adaptive systems that can move users into different mixed reality manifestations, to improve their focus on the primary task. However, it is unclear which manifestation is most conducive for high productivity and engagement. In this work, we evaluate whether physiological indicators for engagement can be discriminated for different manifestations. For this, we engaged participants in a typing task in three different mixed reality manifestations (augmented reality, augmented virtuality, virtual reality) and monitored physiological correlates (EEG, ECG, and eye tracking) of users' engagement and workload. We found that users achieved best typing performances in augmented reality and augmented virtuality. At the same time, physiological engagement peaked in augmented virtuality, while workload decreased. We conclude that augmented virtuality strikes a good balance between the different manifestations, as it facilitates displaying the physical keyboard for improved typing performance and, at the same time, allows one to block out the real world, removing many real-world distractors.
Francesco Chiossi, Yassmine El Khaoudi, Changkun Ou, Ludwig Sidenmark, Abdelrahman Zaky, Tiare M. Feuchtner, Sven Mayer
Proc. ACM Hum. Comput. Interact.6
2023 ARound the Smartphone: Investigating the Effects of Virtually-Extended Display Size on Spatial Memory
abstract
Smartphones conveniently place large information spaces in the palms of our hands. While research has shown that larger screens positively affect spatial memory, workload, and user experience, smartphones remain fairly compact for the sake of device ergonomics and portability. Thus, we investigate the use of hybrid user interfaces to virtually increase the available display size by complementing the smartphone with an augmented reality head-worn display. We thereby combine the benefits of familiar touch interaction with the near-infinite visual display space afforded by augmented reality. To better understand the potential of virtually-extended displays and the possible issues of splitting the user’s visual attention between two screens (real and virtual), we conducted a within-subjects experiment with 24 participants completing navigation tasks using different virtually-augmented display sizes. Our findings reveal that a desktop monitor size represents a “sweet spot” for extending smartphones with augmented reality, informing the design of hybrid user interfaces.
Sebastian Hubenschmid, Johannes Zagermann, Daniel Leicht, Harald Reiterer, Tiare M. Feuchtner
CHI5
2023 AR-supported Human-Robot Collaboration: Facilitating Workspace Awareness and Parallelized Assembly Tasks
abstract
While technologies for human-robot collaboration are rapidly advancing, plenty of aspects still need further investigation, such as ensuring workspace awareness, enabling the operator to reschedule tasks on the fly, and how users prefer to coordinate and collaborate with robots. To address these, we propose an Augmented Reality interface that supports human-robot collaboration in an assembly task by (1) enabling the inspection of planned and ongoing robot processes through dynamic task lists and a path visualization, (2) allowing the operator to also delegate tasks to the robot, and (3) presenting step-by-step assembly instructions. We evaluate our AR interface in comparison to a state-of-the-art tablet interface in a user study, where participants collaborated with a robot arm in a shared workspace to complete an assembly task. Our findings confirm the feasibility and potential of AR-assisted human-robot collaboration, while pointing to some central challenges that require further work.
Rasmus S. Lunding, Mathias N. Lystbæk, Tiare M. Feuchtner, Kaj Grønbæk
ISMAR3
2023 CADTrack: Instructions and Support for Orientation Disambiguation of Near-Symmetrical Objects
abstract
Determining the correct orientation of objects can be critical to succeed in tasks like assembly and quality assurance. In particular, near-symmetrical objects may require careful inspection of small visual features to disambiguate their orientation. We propose CADTrack, a digital assistant for providing instructions and support for tasks where the object orientation matters but may be hard to disambiguate with the naked eye. Additionally, we present a deep learning pipeline for tracking the orientation of near-symmetrical objects. In contrast to existing approaches, which require labeled datasets involving laborious data acquisition and annotation processes, CADTrack uses a digital model of the object to generate synthetic data and train a convolutional neural network. Furthermore, we extend the architecture of Mask R-CNN with a confidence prediction branch to avoid errors caused by misleading orientation guidance. We evaluate CADTrack in a user study, comparing our tracking-based instructions to other methods to confirm the benefits of our approach in terms of preference and required effort.
João Marcelo Evangelista Belo, Jon Wissing, Tiare M. Feuchtner, Kaj Grønbæk
Proc. ACM Hum. Comput. Interact.3
2022 Arrow, Bézier Curve, or Halos? - Comparing 3D Out-of-View Object Visualization Techniques for Handheld Augmented Reality
abstract
Handheld augmented reality (AR) applications allow users to interact with their virtually augmented environment on the screen of their tablet or smartphone by simply pointing its camera at nearby objects or “points of interest” (POIs). However, this often requires users to carefully scan their surroundings in search of POIs that are out of view. Proposed 2D guides for out-of-view POIs can, unfortunately, be ambiguous due to the projection of a 3D position to 2D screen space. We address this by using 3D visualizations that directly encode the POI’s 3D direction and distance. Based on related work, we implemented three such visualization techniques: (1) 3D Arrow, (2) 3D Bézier Curve, and (3) 3D Halos. We confirmed the applicability of these three techniques in a case study and then compared them in a user study, evaluating performance, workload, and user experience. Participants performed best using 3D Arrow, while surprisingly, 3D Halos led to poor results. We discuss the design implications of these results that can inform future 3D out-of-view object visualization techniques.
Jonathan Wieland, Rudolf C. Hegemann Garcia, Harald Reiterer, Tiare M. Feuchtner
ISMAR4
2022 Supporting workspace awareness in remote assistance through a flexible multi-camera system and Augmented Reality awareness cues
abstract
Workspace awareness is critical for remote assistance with physical tasks, yet it remains difficult to facilitate. For example, if the remote helper is limited to the single viewpoint provided by the worker’s hand-held or head-mounted camera, she lacks the ability to gain an overview of the workspace. This may be addressed by granting the helper view-independence, e.g., through a multi-camera system. However, it can be cumbersome to set up and calibrate multiple cameras, and it can be challenging for the local worker to identify the current viewpoint of the remote helper. We present CueCam, a multi-camera remote assistance system that supports mutual workspace awareness through a flexible ad-hoc camera calibration and various Augmented Reality cues that communicate the helper’s viewpoint and focus. In particular, we propose visual cues presented through a head-mounted Augmented Reality display (Virtual Hand, Color Cue), and sound cues emitted from the cameras’ physical locations (Spatial Sound). Findings from a lab study indicate that all proposed cues effectively support the worker’s awareness of helper’s location and focus, while the Color Cue demonstrated superiority in task performance and preference ratings during a search task.
Troels Ammitsbøl Rasmussen, Tiare M. Feuchtner, Weidong Huang 0001, Kaj Grønbæk
J. Vis. Commun. Image Represent.2
2022 Impact of Information Placement and User Representations in VR on Performance and Embodiment
abstract
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a user study and further explore the impact of the user's representation during interaction. We also analyze how embodiment and motor performance are influenced by these factors. In a dual-task paradigm, participants executed a motor task, either through virtual hands, virtual controllers, or a keyboard. Simultaneously, they detected visual stimuli appearing in different locations. We found that, while actively performing a motor task in the virtual environment, performance in detecting additional visual stimuli is higher when presented near the user's body. This effect is independent of how the user is represented and only occurs when the user is also engaged in a secondary task. We further found improved motor performance and increased embodiment when interacting through virtual tools and hands in VR, compared to interacting with a keyboard. This article contributes to better understanding the detectability of visual content in VR, depending on its location in the virtual environment, as well as the impact of different user representations on information processing, embodiment, and motor performance.
Sofia Seinfeld, Tiare M. Feuchtner, Johannes Pinzek, Jörg Müller 0001
IEEE Trans. Vis. Comput. Graph.2
2021 XRgonomics: Facilitating the Creation of Ergonomic 3D Interfaces
abstract
Arm discomfort is a common issue in Cross Reality applications involving prolonged mid-air interaction. Solving this problem is difficult because of the lack of tools and guidelines for 3D user interface design. Therefore, we propose a method to make existing ergonomic metrics available to creators during design by estimating the interaction cost at each reachable position in the user’s environment. We present XRgonomics, a toolkit to visualize the interaction cost and make it available at runtime, allowing creators to identify UI positions that optimize users’ comfort. Two scenarios show how the toolkit can support 3D UI design and dynamic adaptation of UIs based on spatial constraints. We present results from a walkthrough demonstration, which highlight the potential of XRgonomics to make ergonomics metrics accessible during the design and development of 3D UIs. Finally, we discuss how the toolkit may address design goals beyond ergonomics.
João Marcelo Evangelista Belo, Anna Maria Feit, Tiare M. Feuchtner, Kaj Grønbæk
CHI3
2021 User Representations in Human-Computer Interaction
abstract
Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users to interact with computers such as PCs, game consoles or virtual reality systems. We analyze the role of these various objects from a user perspective under the unifying concept of “User Representations”. These representations are virtual objects that artificially extend the users’ physical bodies, enabling them to manipulate the virtual environment by performing motor actions that are continuously mapped to their User Representations. In this paper, we identify a set of concepts that are relevant for different User Representations, and provide a multidisciplinary review of the multisensory and cognitive factors underlying the control and subjective experience of User Representations. These concepts include visual appearance, multimodal feedback, sense of agency, input methods, peripersonal space, visual perspective, and body ownership. We further suggest a research agenda for these concepts, which can lead the human-computer interaction community towards a wider perspective of how users perceive and interact through their User Representations.
Sofia Seinfeld, Tiare M. Feuchtner, Antonella Maselli, Jörg Müller 0001
Hum. Comput. Interact.2
2020 "In VR, everything is possible!": Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality
abstract
We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-less display tiles. Design ideas can be rapidly iterated without restrictions by the number, size, or shape and availability of devices or sensors in the lab. To understand the potentials and challenges of designing in VR, we conducted a user study with 12 interaction designers. As their tool, they used a custom-built virtual design environment with finger tracking and physics simulations for natural interactions with virtual devices and objects. Our study identified the designers' experience of space in relation to their own bodies and playful design explorations as key opportunities. Key challenges were the complexities of building a usable yet versatile VR-based "World Editor".
Hans-Christian Jetter, Roman Rädle, Tiare M. Feuchtner, Christoph Anthes, Judith Friedl-Knirsch, Clemens Nylandsted Klokmose
CHI3
2020 Design and Evaluation of a VR Training Simulation for Pump Maintenance Based on a Use Case at Grundfos
abstract
Encouraged by technological advancements, more and more companies consider virtual reality (VR) for training of their workforce in particular for situations that occur rarely, are dangerous, expensive, or very difficult to recreate in the real world. Thereby the need arises for understanding the potentials and limitations of VR training and establishing best practices. In pursuit of this, we have developed a VR Training simulation for a use case at Grundfos, in which apprentices learn a sequential maintenance task. We evaluated this simulation in a user study with 36 participants, comparing it to two traditional forms of training (Pairwise Training and Video Training). This paper describes the developed virtual training scenario and discusses design considerations for such VR simulations. Further, it presents the results of our evaluation, which support that VR Training is effective in teaching the procedure of a maintenance task. However, according to our evidence, traditional approaches with hands-on experience still lead to a significantly better outcome.
Frederik Winther, Linoj Ravindran, Kasper Paabøl Svendsen, Tiare M. Feuchtner
VR4
2019 Digital Assistance for Quality Assurance: Augmenting Workspaces Using Deep Learning for Tracking Near-Symmetrical Objects
abstract
We present a digital assistance approach for applied metrology on near-symmetrical objects. In manufacturing, systematically measuring products for quality assurance is often a manual task, where the primary challenge for the workers lies in accurately identifying positions to measure and correctly documenting these measurements. This paper focuses on a use-case, which involves metrology of small near-symmetrical objects, such as LEGO bricks. We aim to support this task through situated visual measurement guides. Aligning these guides poses a major challenge, since fine grained details, such as embossed logos, serve as the only feature by which to retrieve an object's unique orientation. We present a two-step approach, which consists of (1) locating and orienting the object based on its shape, and then (2) disambiguating the object's rotational symmetry based on small visual features. We apply and compare different deep learning approaches and discuss our guidance system in the context of our use case.
João Marcelo Evangelista Belo, Andreas Rene Fender, Tiare M. Feuchtner, Kaj Grønbæk
ISS3
2018 Ownershift: Facilitating Overhead Interaction in Virtual Reality with an Ownership-Preserving Hand Space Shift
abstract
We present Ownershift, an interaction technique for easing overhead manipulation in virtual reality, while preserving the illusion that the virtual hand is the user's own hand. In contrast to previous approaches, this technique does not alter the mapping of the virtual hand position for initial reaching movements towards the target. Instead, the virtual hand space is only shifted gradually if interaction with the overhead target requires an extended amount of time. While users perceive their virtual hand as operating overhead, their physical hand moves gradually to a less strained position at waist level. We evaluated the technique in a user study and show that Ownershift significantly reduces the physical strain of overhead interactions, while only slightly reducing task performance and the sense of body ownership of the virtual hand.
Tiare M. Feuchtner, Jörg Müller 0001
UIST1
2017 Extending the Body for Interaction with Reality
abstract
In this paper, we explore how users can control remote devices with a virtual long arm, while preserving the perception that the artificial arm is actually part of their own body. Instead of using pointing, speech, or a remote control, the users' arm is extended in augmented reality, allowing access to devices that are out of reach. Thus, we allow users to directly manipulate real-world objects from a distance using their bare hands. A core difficulty we focus on is how to maintain ownership for the unnaturally long virtual arm, which is the strong feeling that one's limbs are actually part of the own body. Fortunately, what the human brain experiences as being part of the own body is very malleable and we find that during interaction the user's virtual arm can be stretched to more than twice its real length, without breaking the user's sense of ownership for the virtual limb.
Tiare M. Feuchtner, Jörg Müller 0001
CHI1
2016 Interruption and pausing of public display games
abstract
We present a quantitative and qualitative analysis of interruptions of interaction with a public display game, and explore the use of a manual pause mode in this scenario. In previous public display installations we observed users frequently interrupting their interaction. To explore ways of supporting such behavior, we implemented a gesture controlled multiuser game with four pausing techniques. We evaluated them in a field study analyzing 704 users and found that our pausing techniques were eagerly explored, but rarely used with the intention to pause the game. Our study shows that interactions with public displays are considerably intermissive, and that users mostly interrupt interaction to socialize and mainly approach public displays in groups. We conclude that, as a typical characteristic of public display interaction, interruptions deserve consideration. However, manual pause modes are not well suited for games on public displays. Instead, interruptions should be implicitly supported by the application design.
Tiare M. Feuchtner, Robert Walter, Jörg Müller 0001
MobileHCI1