Evgeny Stemasov

dblp:199/2588 · DBLP profile ↗
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15ranked-venue papers
7as first author
6since 2021 · last 2024
0000-0002-3748-6441ORCID · verified

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

Human-computer interaction and ubiquitous computing · 15 · 7 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2
YearPublicationVenuePosition
2024 DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology
abstract
Hybrid board games (HBGs) augment their analog origins digitally (e.g., through apps) and are an increasingly popular pastime activity. Continuous world and character development and customization, known to facilitate engagement in video games, remain rare in HBGs. If present, they happen digitally or imaginarily, often leaving physical aspects generic. We developed DungeonMaker, a fabrication-augmented HBG bridging physical and digital game elements: 1) the setup narrates a story and projects a digital game board onto a laser cutter; 2) DungeonMaker assesses player-crafted artifacts; 3) DungeonMaker’s modified laser head senses and moves player- and non-player figures, and 4) can physically damage figures. An evaluation (n = 4 × 3) indicated that DungeonMaker provides an engaging experience, may support players’ connection to their figures, and potentially spark novices’ interest in fabrication. DungeonMaker provides a rich constellation to play HBGs by blending aspects of craft and automation to couple the physical and digital elements of an HBG tightly.
Evgeny Stemasov, Tobias Wagner 0002, Ali Askari, Jessica Janek, Omid Rajabi, Anja Schikorr, Julian Frommel, Jan Gugenheimer, Enrico Rukzio
CHI1
2024 pARam: Leveraging Parametric Design in Extended Reality to Support the Personalization of Artifacts for Personal Fabrication
abstract
Extended Reality (XR) allows in-situ previewing of designs to be manufactured through Personal Fabrication (PF). These in-situ interactions exhibit advantages for PF, like incorporating the environment into the design process. However, design-for-fabrication in XR often happens through either highly complex 3D-modeling or is reduced to rudimentary adaptations of crowd-sourced models. We present pARam, a tool combining parametric designs (PDs) and XR, enabling in-situ configuration of artifacts for PF. In contrast to modeling- or search-focused approaches, pARam supports customization through embodied and practical inputs (e.g., gestures, recommendations) and evaluation (e.g., lighting estimation) without demanding complex 3D-modeling skills. We implemented pARam for HoloLens 2 and evaluated it (n = 20), comparing XR and desktop conditions. Users succeeded in choosing context-related parameters and took their environment into account for their configuration using pARam. We reflect on the prospects and challenges of PDs in XR to streamline complex design methods for PF while retaining suitable expressivity.
Evgeny Stemasov, Simon Demharter, Max Rädler, Jan Gugenheimer, Enrico Rukzio
CHI1
2023 Immersive Sampling: Exploring Sampling for Future Creative Practices in Media-Rich, Immersive Spaces
abstract
Creative practitioners rely on sampling to understand, explore, and construct problems; or gather resources for later use. Despite practitioners’ ability to experience immersive environments, sampling from them remains limited to primarily visual captures (e.g., screenshots, videos), which overlook the richness and variety of available media. To address these challenges, we describe “Immersive Sampling” as a new way to frame information gathering in the context of immersive environments. In the context of Immersive Sampling, practitioners engage in experiencing immersive environments while capturing, organizing, revisiting, and remixing found content. We situate this subset of tasks in literature and argue for their importance for emerging, future content creation domains. To further explore how Immersive Sampling might take place, we created VRicolage, a proof-of-concept prototype showcasing a set of interactions in Virtual Reality to sample, revisit, and remix captures. Given the democratization of immersive environments, Immersive Sampling provides practitioners with a means to collect, revisit, and remix digital materials.
Evgeny Stemasov, David Ledo, George W. Fitzmaurice, Fraser Anderson
Conference on Designing Interactive Systems1
2023 BrickStARt: Enabling In-situ Design and Tangible Exploration for Personal Fabrication using Mixed Reality
abstract
3D-printers enable end-users to design and fabricate unique physical artifacts but maintain an increased entry barrier and friction. End users must design tangible artifacts through intangible media away from the main problem space (ex-situ) and transfer spatial requirements to an abstract software environment. To allow users to evaluate dimensions, balance, or fit early and in-situ, we developed BrickStARt, a design tool using tangible construction blocks paired with a mixed-reality headset. Users assemble a physical block model at the envisioned location of the fabricated artifact. Designs can be tested tangibly, refined, and digitally post-processed, remaining continuously in-situ. We implemented BrickStARt using a Magic Leap headset and present walkthroughs, highlighting novel interactions for 3D-design. In a user study (n=16), first-time 3D-modelers succeeded more often using BrickStARt than Tinkercad. Our results suggest that BrickStARt provides an accessible and explorative process while facilitating quick, tangible design iterations that allow users to detect physics-related issues (e.g., clearance) early on.
Evgeny Stemasov, Jessica Hohn, Maurice Cordts, Anja Schikorr, Enrico Rukzio, Jan Gugenheimer
Proc. ACM Hum. Comput. Interact.1
2022 ShapeFindAR: Exploring In-Situ Spatial Search for Physical Artifact Retrieval using Mixed Reality
abstract
Personal fabrication is made more accessible through repositories like Thingiverse, as they replace modeling with retrieval. However, they require users to translate spatial requirements to keywords, which paints an incomplete picture of physical artifacts: proportions or morphology are non-trivially encoded through text only. We explore a vision of in-situ spatial search for (future) physical artifacts, and present ShapeFindAR, a mixed-reality tool to search for 3D models using in-situ sketches blended with textual queries. With ShapeFindAR, users search for geometry, and not necessarily precise labels, while coupling the search process to the physical environment (e.g., by sketching in-situ, extracting search terms from objects present, or tracing them). We developed ShapeFindAR for HoloLens 2, connected to a database of 3D-printable artifacts. We specify in-situ spatial search, describe its advantages, and present walkthroughs using ShapeFindAR, which highlight novel ways for users to articulate their wishes, without requiring complex modeling tools or profound domain knowledge.
Evgeny Stemasov, Tobias Wagner 0002, Jan Gugenheimer, Enrico Rukzio
CHI1
2022 Ephemeral Fabrication: Exploring a Ubiquitous Fabrication Scenario of Low-Effort, In-Situ Creation of Short-Lived Physical Artifacts
abstract
Personal fabrication empowers users to create objects increasingly easier and faster. This continuous decrease in effort evokes a speculative scenario of Ephemeral Fabrication (EF), enabled and amplified by emerging paradigms of mobile, wearable, or even body-integrated fabrication. EF yields fast, temporary, in-situ solutions for everyday problems (e.g., creating a protective skin, affixing a phone). Users solely create those, since the required effort is negligible. We present and critically reflect on the EF scenario, by exploring current trends in research and building a body-worn fabrication device. EF is a plausible extrapolation of current developments, entailing both positive (e.g., accessibility) and negative implications (e.g., unsustainability). Using speculative design methodology to question the trajectory of personal fabrication, we argue that to avert the aftermath of such futures, topics like sustainability can not remain an afterthought, but rather be situated in interactions themselves: through embedded constraints, conscious material choice, and constructive embedding of ephemerality.
Evgeny Stemasov, Alexander Botner, Enrico Rukzio, Jan Gugenheimer
TEI1
2020 Interactive Auditory Mediated Reality: Towards User-defined Personal Soundscapes
abstract
Many people utilize audio equipment to escape from noises around them, leading to the desired isolation but also dangerously reduced awareness. Mediation of sounds through smarter headphones (e.g., hearables) could address this by providing non-uniform interaction with sounds while retaining a comfortable, yet informative soundscape. In a week-long event sampling study (n = 12), we found that users mostly desire muting or a distinct "quiet-but-audible" volume for sound sources. A follow-up study (n = 12) compared a reduced interaction granularity with a continuous one in VR. Usability and workload did not differ significantly for the two granularities but a set of four states can be considered sufficient for most scenarios, namely: ''muted'', ''quieter'', ''louder'' and ''unchanged'', allowing for smoother interaction flows. We provide implications for the design of interactive auditory mediated reality systems enabling users to be safe, comfortable and less isolated from their surroundings, while re-gaining agency over their sense of hearing.
Gabriel Haas 0001, Evgeny Stemasov, Michael Rietzler, Enrico Rukzio
Conference on Designing Interactive Systems2
2020 Mix&Match: Towards Omitting Modelling Through In-situ Remixing of Model Repository Artifacts in Mixed Reality
abstract
The accessibility of tools to model artifacts is one of the core driving factors for the adoption of Personal Fabrication. Subsequently, model repositories like Thingiverse became important tools in (novice) makers' processes. They allow them to shorten or even omit the design process, offloading a majority of the effort to other parties. However, steps like measurement of surrounding constraints (e.g., clearance) which exist only inside the users' environment, can not be similarly outsourced. We propose Mix&Match a mixed-reality-based system which allows users to browse model repositories, preview the models in-situ, and adapt them to their environment in a simple and immediate fashion. Mix&Match aims to provide users with CSG operations which can be based on both virtual and real geometry. We present interaction patterns and scenarios for Mix&Match, arguing for the combination of mixed reality and model repositories. This enables almost modelling-free personal fabrication for both novices and expert makers.
Evgeny Stemasov, Tobias Wagner 0002, Jan Gugenheimer, Enrico Rukzio
CHI1
2020 ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays
abstract
Head-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the exclusion of people in the vicinity, such as friends or family. While recent research on asymmetric interaction for VR HMDs has contributed to solving this problem in the VR domain, AR HMDs come with similar but also different problems, such as conflicting information in visualization through the HMD and projection. In this work, we propose ShARe, a modified AR HMD combined with a projector that can display augmented content onto planar surfaces to include the outside users (non-HMD users). To combat the challenge of conflicting visualization between augmented and projected content, ShARe visually aligns the content presented through the AR HMD with the projected content using an internal calibration procedure and a servo motor. Using marker tracking, non-HMD users are able to interact with the projected content using touch and gestures. To further explore the arising design space, we implemented three types of applications (collaborative game, competitive game, and external visualization). ShARe is a proof-of-concept system that showcases how AR HMDs can facilitate interaction with outside users to combat exclusion and instead foster rich, enjoyable social interactions.
Pascal Jansen, Fabian Fischbach, Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, Enrico Rukzio
UIST4
2018 FaceDisplay: Towards Asymmetric Multi-User Interaction for Nomadic Virtual Reality
abstract
Mobile VR HMDs enable scenarios where they are being used in public, excluding all the people in the surrounding (Non-HMD Users) and reducing them to be sole bystanders. We present FaceDisplay, a modified VR HMD consisting of three touch sensitive displays and a depth camera attached to its back. People in the surrounding can perceive the virtual world through the displays and interact with the HMD user via touch or gestures. To further explore the design space of FaceDisplay, we implemented three applications (FruitSlicer, SpaceFace and Conductor) each presenting different sets of aspects of the asymmetric co-located interaction (e.g. gestures vs touch). We conducted an exploratory user study (n=16), observing pairs of people experiencing two of the applications and showing a high level of enjoyment and social interaction with and without an HMD. Based on the findings we derive design considerations for asymmetric co-located VR applications and argue that VR HMDs are currently designed having only the HMD user in mind but should also include Non-HMD Users.
Jan Gugenheimer, Evgeny Stemasov, Harpreet Sareen, Enrico Rukzio
CHI2
2018 Movelet: a self-actuated movable bracelet for positional haptic feedback on the user's forearm
abstract
We present Movelet, a self-actuated bracelet that can move along the user's forearm to convey feedback via its movement and positioning. In contrast to other eyes-free modalities such as vibro-tactile feedback, that only works momentarily, Movelet is able to provide sustained feedback via its spatial position on the forearm, in addition to momentary feedback by movement. This allows to continuously inform the user about the changing state of information utilizing their haptic perception. In a user study using the Movelet prototype, we found that users can blindly estimate the device's position on the forearm with an average deviation of 1.20cm to the actual position and estimate the length of a movemement with an average deviation of 1.44cm. This shows the applicability of position-based feedback using haptic perception.
David Dobbelstein, Evgeny Stemasov, Daniel Besserer, Irina Stenske, Enrico Rukzio
UbiComp2
2018 Can't You Hear Me?: Investigating Personal Soundscape Curation
abstract
Continuous advances in personal audio technology (e.g. headphones), led to efficient noise cancellation and allowed users to build and influence their personal acoustic environment. Despite the high adoption and ubiquitous character of the technology, we do not fully understand which particular factors influence and form usage patterns. As a step towards understanding the usage of personal audio technology, we conducted two focus groups (n=10) to investigate current headphone usage and users' wishes regarding current and future personal audio technology. Based on this data, we derive a model for what we call personal soundscape curation. This model was assessed with the data of a crowdsourced survey on Amazon Mechanical Turk (n=194) on state of the art practices. Personal soundscape curation allows to describe usage strategies (curation, adaptation, renunciation) and break down influencing factors of context and environment as well as illustrate which consequences may arise from the users' behavior.
Gabriel Haas 0001, Evgeny Stemasov, Enrico Rukzio
MUM2
2018 A Demonstration of ShareVR: Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users
abstract
Most current virtual reality (VR) head-mounted displays (HMD) create a highly immersive experience and are currently becoming part of the living room entertainment (e.g. PSVR). However, current VR systems focus mainly on increasing the immersion and enjoyment for the user wearing the HMD (HMD user). This results in all the bystanders (Non-HMD users) in the living room being excluded from the experience and degraded to mainly observing the HMD user. In this demonstration we show ShareVR, a VR system using floor projection and mobile displays in combination with positional tracking to visualize the virtual world for the Non-HMD user, enabling them to interact with the HMD user and become part of the VR experience. Additionally, we implemented several experiences for the asymmetric nature of ShareVR, exploring its design space.
Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, Enrico Rukzio
VR2
2018 A Demonstration of FaceDisplay: Asymetric Multi-User Interaction for Mobile VR
abstract
Mobile VR HMDs enable users to experience virtual reality content in a variety of nomadic scenarios, excluding all the people in the surrounding (Non-HMD Users) and reducing them to be sole bystanders. This leads to a scenario where the HMD User experiences a sense of isolation and the Non-HMD Users a sense of exclusion. To battle these phenomena we present FaceDisplay, a modified VR HMD consisting of three touch sensitive displays and a depth camera attached to its back. This allows Non-HMD User to see inside the immersed users virtual world and enable them to interact via touch and gestures. We built a VR HMD prototype consisting of three additional screens and present interaction techniques and an example application that leverage the FaceDisplay design space.
Jan Gugenheimer, Evgeny Stemasov, Harpreet Sareen, Enrico Rukzio
VR2
2017 ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users
abstract
Virtual reality (VR) head-mounted displays (HMD) allow for a highly immersive experience and are currently becoming part of the living room entertainment. Current VR systems focus mainly on increasing the immersion and enjoyment for the user wearing the HMD (HMD user), resulting in all the bystanders (Non-HMD users) being excluded from the experience. We propose ShareVR, a proof-of-concept prototype using floor projection and mobile displays in combination with positional tracking to visualize the virtual world for the Non-HMD user, enabling them to interact with the HMD user and become part of the VR experience. We designed and implemented ShareVR based on the insights of an initial online survey (n=48) with early adopters of VR HMDs. We ran a user study (n=16) comparing ShareVRto a baseline condition showing how the interaction using ShareVR led to an increase of enjoyment, presence and social interaction. In a last step we implemented several experiences for ShareVR, exploring its design space and giving insights for designers of co-located asymmetric VR experiences.
Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, Enrico Rukzio
CHI2