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Monika Poetter-Nerger

dblp:197/3240 · also Monika Pötter-Nerger · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1

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
Immersive interaction · 77% Health and well-being technologies · 12% Accessibility and assistive technology · 11%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.312018
Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality › locomotion
virtual walking
0.312018
Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018
Immersive interaction
virtual reality locomotion
0.312018
Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018
Immersive interaction › locomotion
locomotion interface
0.312017
Biomechanical analysis of (non-)isometric virtual walking of older adults · VR 2017
Health and well-being technologies
rehabilitation
0.112018
Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking · IEEE Trans. Vis. Comput. Graph. 2018
Accessibility and assistive technology
older adults
0.112017
Biomechanical analysis of (non-)isometric virtual walking of older adults · VR 2017

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

gait analysis · 0.9user study · 0.7biomechanical analysis · 0.3
YearPublicationVenuePosition
2018 Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking
abstract
Understanding real walking in virtual environments (VEs) is important for immersive experiences, allowing users to move through VEs in the most natural way. Previous studies have shown that basic implementations of real walking in virtual spaces, in which head-tracked movements are mapped isometrically to a VE, are not estimated as entirely natural. Instead, users estimate a virtual walking velocity as more natural when it is slightly increased compared to the user's physical locomotion. However, these findings have been reported in most cases only for young persons, e.g., students, whereas older adults are clearly underrepresented in such studies. Recently, virtual reality (VR) has received significant public and media attention. Therefore, it appears reasonable to assume that people at different ages will have access to VR, and might use this technology more and more in application scenarios such as rehabilitation or training. To better understand how people at different ages walk and perceive locomotion in VR, we have performed a study to investigate the effects of (non-)isometric mappings between physical movements and virtual motions in the VE on the walking biomechanics across generations, i.e., younger and older adults. Three primary domains (pace, base of support and phase) of spatio-temporal parameters were identified to evaluate gait performance. The results show that the older adults walked very similar in the real and VE in the pace and phasic domains, which differs from results found in younger adults. In contrast, the results indicate differences in terms of base of support domain parameters for both groups while walking within a VE and the real world. For non-isometric mappings, we found in both younger and older adults an increased divergence of gait parameters in all domains correlating with the up- or down-scaled velocity of visual self-motion feedback. The results provide important insights into the design of future VR applications for older adults in domains ranging from medicine and psychology to rehabilitation.
Omar Janeh, Gerd Bruder, Frank Steinicke, Alessandro Gulberti, Monika Poetter-Nerger
IEEE Trans. Vis. Comput. Graph.5
2017 Biomechanical analysis of (non-)isometric virtual walking of older adults
abstract
Our study investigates the effects of (non-)isometric mappings between physical movements and virtual motions in the virtual environment (VE) on walking biomechanics of older adults. Three primary domains (pace, base of support and phase) of spatio-temporal and temporo-phasic parameters were used to evaluate gait performance. Our results show similar results in pace and phasic domains when older adults walk in the VE in the isometric mapping condition compared to the corresponding parameters in the real world. We found significant differences in base of support for our user group between walking in the VE and real world. For non-isometric mappings we found an increased divergence of gait parameters in all domains correlating with the up-or down-scaled velocity of visual self-motion feedback.
Omar Janeh, Eike Langbehn, Frank Steinicke, Gerd Bruder, Alessandro Gulberti, Monika Poetter-Nerger
VR6
2017 Walking in Virtual Reality: Effects of Manipulated Visual Self-Motion on Walking Biomechanics
abstract
Walking constitutes the predominant form of self-propelled movement from one geographic location to another in our real world. Likewise, walking in virtual environments (VEs) is an essential part of a users experience in many application domains requiring a high degree of interactivity. However, researchers and practitioners often observe that basic implementations of virtual walking, in which head-tracked movements are mapped isometrically to a VE are not estimated as entirely natural. Instead, users estimate a virtual walking velocity as more natural when it is slightly increased compared to the users physical body movement. In this article, we investigate the effects of such nonisometric mappings between physical movements and virtual motions in the VE on walking velocity and biomechanics of the gait cycle. Therefore, we performed an experiment in which we measured and analyzed parameters of the biomechanics of walking under conditions with isometric as well as nonisometric mappings. Our results show significant differences in most gait parameters when walking in the VE in the isometric mapping condition compared to the corresponding parameters in the real world. For nonisometric mappings we found an increased divergence of gait parameters depending on the velocity of visual self-motion feedback. The results revealed a symmetrical effect of gait detriments for up- or down-scaled virtual velocities, which we discuss in the scope of the previous findings.
Omar Janeh, Eike Langbehn, Frank Steinicke, Gerd Bruder, Alessandro Gulberti, Monika Poetter-Nerger
ACM Trans. Appl. Percept.6