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Robin Schweigert

dblp:217/9175 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3

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
Interaction techniques and input · 48% Immersive interaction · 26% Collaborative and social computing · 26%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative virtual environments
0.412020
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality · CHI 2020
Immersive interaction
virtual reality
0.412020
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality · CHI 2020
Interaction techniques and input › target selection › pointing
mid-air pointing
0.312018
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments · CHI 2018
Interaction techniques and input › target selection
pointing
0.312018
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments · CHI 2018
Interaction techniques and input
gesture input
0.112020
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality · CHI 2020

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

pointing study · 0.7offset correction modeling · 0.7user study · 0.4arm rotation model · 0.4
YearPublicationVenuePosition
2020 Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
abstract
Collaborative Virtual Environments (CVEs) offer unique opportunities for human communication. Humans can interact with each other over a distance in any environment and visual embodiment they want. Although deictic gestures are especially important as they can guide other humans' attention, humans make systematic errors when using and interpreting them. Recent work suggests that the interpretation of vertical deictic gestures can be significantly improved by warping the pointing arm. In this paper, we extend previous work by showing that models enable to also improve the interpretation of deictic gestures at targets all around the user. Through a study with 28 participants in a CVE, we analyzed the errors users make when interpreting deictic gestures. We derived a model that rotates the arm of a pointing user's avatar to improve the observing users' accuracy. A second study with 24 participants shows that we can improve observers' accuracy by 22.9%. As our approach is not noticeable for users, it improves their accuracy without requiring them to learn a new interaction technique or distracting from the experience.
Sven Mayer, Jens Reinhardt 0001, Robin Schweigert, Brighten Jelke, Valentin Schwind, Katrin Wolf 0001, Niels Henze
CHI3
2019 Understanding pointing for workspace tasks on large high-resolution displays
abstract
Navigating on large high-resolution displays (LHRDs) using devices built for traditional desktop computers can be strenuous and negatively impact user experience. As LHRDs transition to everyday use, new user-friendly interaction techniques need to be designed to capitalise on the potential offered by the abundant screen space on LHRDs. We conducted a study which compared mouse pointing and eye-tracker assisted pointing (MAGIC pointing) on LHRDs. In a controlled experiment with 35 participants, we investigated user performance in a one-dimensional pointing task and a map-based search task. We determined that MAGIC pointing had a lower throughput, but participants had the perception of higher performance. Our work contributes insights for the design of pointing techniques for LHRDs. The results indicate that the choice of technique is scenario-dependent which contrasts with desktop computers.
Lars Lischke, Valentin Schwind, Robin Schweigert, Pawel W. Wozniak, Niels Henze
MUM3
2018 The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments
abstract
Pointing at remote objects to direct others' attention is a fundamental human ability. Previous work explored methods for remote pointing to select targets. Absolute pointing techniques that cast a ray from the user to a target are affected by humans' limited pointing accuracy. Recent work suggests that accuracy can be improved by compensating systematic offsets between targets a user aims at and rays cast from the user to the target. In this paper, we investigate mid-air pointing in the real world and virtual reality. Through a pointing study, we model the offsets to improve pointing accuracy and show that being in a virtual environment affects how users point at targets. In the second study, we validate the developed model and analyze the effect of compensating systematic offsets. We show that the provided model can significantly improve pointing accuracy when no cursor is provided. We further show that a cursor improves pointing accuracy but also increases the selection time.
Sven Mayer, Valentin Schwind, Robin Schweigert, Niels Henze
CHI3