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Klemen Lilija

dblp:179/4592 · DBLP profile ↗
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5ranked-venue papers
3as first author
2since 2021 · last 2021
0000-0001-5958-140XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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
5 papers
Immersive interaction · 49% Interaction techniques and input · 25% Human-robot interaction · 13%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 82% Visualization and visual analytics · 18%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.512021
Correction of Avatar Hand Movements Supports Learning of a Motor Skill · VR 2021
Immersive interaction
avatar
0.512021
Correction of Avatar Hand Movements Supports Learning of a Motor Skill · VR 2021
Interaction techniques and input › spatial interaction › 3d interaction
distant object manipulation
0.512021
Poros: Configurable Proxies for Distant Interactions in VR · CHI 2021
Human-robot interaction › physical human-robot interaction
motion guidance
0.512021
Correction of Avatar Hand Movements Supports Learning of a Motor Skill · VR 2021
Immersive interaction
virtual reality interaction
0.512021
Poros: Configurable Proxies for Distant Interactions in VR · CHI 2021
Interaction techniques and input
direct manipulation
0.412020
Who Put That There? Temporal Navigation of Spatial Recordings by Direct Manipulation · CHI 2020
Immersive interaction
augmented reality
0.412019
Augmented Reality Views for Occluded Interaction · CHI 2019
Visualization and visual analytics
sensemaking
0.112020
Who Put That There? Temporal Navigation of Spatial Recordings by Direct Manipulation · CHI 2020
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation
0.112019
Augmented Reality Views for Occluded Interaction · CHI 2019

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

user study · 1.8avatar movement correction · 1.0think-aloud study · 0.9task performance · 0.8expert evaluation · 0.5controlled experiment · 0.2
YearPublicationVenuePosition
2021 Poros: Configurable Proxies for Distant Interactions in VR
abstract
A compelling property of virtual reality is that it allows users to interact with objects as they would in the real world. However, such interactions are limited to space within reach. We present Poros, a system that allows users to rearrange space. After marking a portion of space, the distant marked space is mirrored in a nearby proxy. Thereby, users can arrange what is within their reachable space, making it easy to interact with multiple distant spaces as well as nearby objects. Proxies themselves become part of the scene and can be moved, rotated, scaled, or anchored to other objects. Furthermore, they can be used in a set of higher-level interactions such as alignment and action duplication. We show how Poros enables a variety of tasks and applications and also validate its effectiveness through an expert evaluation.
Henning Pohl, Klemen Lilija, Jess McIntosh, Kasper Hornbæk
CHI2
2021 Correction of Avatar Hand Movements Supports Learning of a Motor Skill
abstract
Learning to move the hands in particular ways is essential in many training andleisure virtual reality applications, yet challenging. Existing techniques that support learning of motor movement in virtual reality rely on external cues such as arrows showing where to move or transparent hands showing the target movement. We propose a technique where the avatar's hand movement is corrected to be closer to the target movement. This embeds guidance in the user's avatar, instead of in external cues and minimizes visual distraction. Through two experiments, we found that such movement guidance improves the short-term retention of the target movement when compared to a control condition without guidance.
Klemen Lilija, Søren Kyllingsbæk, Kasper Hornbæk
VR1
2020 Who Put That There? Temporal Navigation of Spatial Recordings by Direct Manipulation
abstract
Spatial recordings allow viewers to move within them and freely choose their viewpoint. However, such recordings make it easy to miss events and difficult to follow moving objects when skipping through the recording. To alleviate these problems we present the Who Put That There system that allows users to navigate through time by directly manipulating objects in the scene. By selecting an object, the user can navigate to moments where the object changed. Users can also view trajectories of objects that changed location and directly manipulate them to navigate. We evaluated the system with a set of sensemaking questions in a think-aloud study. Participants understood the system and found it useful for finding events of interest, while being present and engaged in the recording.
Klemen Lilija, Henning Pohl, Kasper Hornbæk
CHI1
2019 Augmented Reality Views for Occluded Interaction
abstract
We rely on our sight when manipulating objects. When objects are occluded, manipulation becomes difficult. Such occluded objects can be shown via augmented reality to re-enable visual guidance. However, it is unclear how to do so to best support object manipulation. We compare four views of occluded objects and their effect on performance and satisfaction across a set of everyday manipulation tasks of varying complexity. The best performing views were a see-through view and a displaced 3D view. The former enabled participants to observe the manipulated object through the occluder, while the latter showed the 3D view of the manipulated object offset from the object's real location. The worst performing view showed remote imagery from a simulated hand-mounted camera. Our results suggest that alignment of virtual objects with their real-world location is less important than an appropriate point-of-view and view stability.
Klemen Lilija, Henning Pohl, Sebastian Boring, Kasper Hornbæk
CHI1
2016 Influence of Display Transparency on Background Awareness and Task Performance
abstract
It has been argued that transparent displays are beneficial for certain tasks by allowing users to simultaneously see on-screen content as well as the environment behind the display. However, it is yet unclear how much in background awareness users gain and if performance suffers for tasks performed on the transparent display, since users are no longer shielded from distractions. Therefore, we investigate the influence of display transparency on task performance and background awareness in a dual-task scenario. We conducted an experiment comparing transparent displays with conventional displays in different horizontal and vertical configurations. Participants performed an attention-demanding primary task on the display while simultaneously observing the background for target stimuli. Our results show that transparent and horizontal displays increase the ability of participants to observe the background while keeping primary task performance constant.
David Lindlbauer, Klemen Lilija, Robert Walter, Jörg Müller 0001
CHI2