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Daniel Pietschmann

dblp:146/6384 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0001-9174-2234ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 36% Games and playful interaction · 36% Collaborative and social computing · 21%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.412019
The common player-avatar interaction scale (cPAX): Expansion and cross-language validation · Int. J. Hum. Comput. Stud. 2019
Usability and user experience research › scale development
scale validation
0.412019
The common player-avatar interaction scale (cPAX): Expansion and cross-language validation · Int. J. Hum. Comput. Stud. 2019
Collaborative and social computing
collaborative virtual environments
0.212015
Cooperation in virtual environments with individual views · VR 2015

Methods — techniques the papers use, named apart from their topics

scale development · 0.4cross-language validation · 0.4confirmatory factor analysis · 0.4special views · 0.2haptic feedback devices · 0.2
YearPublicationVenuePosition
2019 The common player-avatar interaction scale (cPAX): Expansion and cross-language validation
Jaime Banks, Nicholas David Bowman, Jih-Hsuan Lin, Daniel Pietschmann, Joe A. Wasserman
Int. J. Hum. Comput. Stud.4
2015 Cooperation in virtual environments with individual views
abstract
When users are interacting collaboratively in a virtual environment it cannot be guaranteed that every user has the same input device or that they have access to the same information. Our research aims at understanding the effects of such asymmetries on the user embodiment in collaborative virtual environments (CVEs). In order to do this, we have developed a prototyping platform for cooperative interaction between two users. To change the information a user has, we are incorporating “special views”[1] for each person. Also, an easily expandable array of input devices is supported, e.g. Mouse/Keyboard, Novint Falcon, Razer Hydra, ART Flightstick, Leap Motion, etc. Those devices can provide additional information to a user, like haptic feedback, but they can also be used to restrain a user, for example by providing a device with less degrees of freedom.
Vincent Küszter, Guido Brunnett, Daniel Pietschmann
VR3
2014 Exploring Stereoscopic Multi-user Interaction with Individual Views
abstract
When users are interacting in a collaborative virtual environment it can neither be guaranteed that every user has the same input device nor that they have access to the same information. Our research aims at understanding the effects of such asymmetries on the user embodiment in cooperative multi-user environments. In order to do this, a generic interaction application is needed, which can be altered quickly to generate differences in information distribution and interaction possibilities. In this paper we therefore present the development of such a prototyping platform for cooperative interaction between two users in a stereoscpoic cooperative virtual world. A flexible software framework enables us to quickly generate physics-based puzzles for the users to solve together. To change the information a user gets, we are incorporating "special views" for each person. To diversify interaction fidelity, an easily expandable array of input devices is supported, e.g. Mouse/Keyboard, Novint Falcon, Razer Hydra, ART Flight stick, etc. Those devices can provide additional information to a user, like hap tic feedback, but they can also restrain a user by providing less degrees of freedom. Additionally, they can be used to compare different interaction metaphors, like handover, object possession, or picking behavior.
Vincent Küszter, Guido Brunnett, Daniel Pietschmann
CW3