Daniel Bambusek

dblp:251/0602 · DBLP profile ↗
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7ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0002-7479-710XORCID · reported

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

Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 4 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Exploring Co-located Collaborative Visual Programming of Industrial Robotic Workplaces in Handheld AR
abstract
Contemporary robotic workplaces are increasingly complex, involving multiple robots, machines, and digital services. Their setup and adaptation demand collaboration across domains, yet domain experts with essential process knowledge are typically non-programmers. Prior research in end-user robot programming has simplified individual task specification, but little is known about how multiple users coordinate and maintain shared awareness when programming together.
Zdenek Materna, Michal Kapinus, Daniel Bambusek, Vítezslav Beran, Pavel Smrz
CHI3
2023 How Do I Get There? Overcoming Reachability Limitations of Constrained Industrial Environments in Augmented Reality Applications
abstract
The paper presents an approach for handheld augmented reality in constrained industrial environments, where it might be hard or even impossible to reach certain poses within a workspace. Therefore, a user might be unable to see or interact with some digital content in applications like visual robot programming, robotic program visualizations, or workspace annotation. To overcome this limitation, we propose a temporal switching to a non-immersive virtual reality that allows the user to see the virtual counterpart of the workspace from any angle and distance, where the viewpoint is controlled using a unique combination of on-screen controls complemented by the physical motion of the handheld device. Using such a combination, the user can position the virtual camera roughly to the desired pose using the on-screen controls and then continue working just as in augmented reality. To explore how people would use it and what the benefits would be over pure augmented reality, we chose a representative task of object alignment and conducted a study. The results revealed that mainly physical demands, which is often a limiting factor for handheld augmented reality, could be reduced and that the usability and utility of the approach are rated as high. In addition, suggestions for improving the user interface were proposed and discussed.
Daniel Bambusek, Zdenek Materna, Michal Kapinus, Vítezslav Beran, Pavel Smrz
VR1
2022 Handheld Augmented Reality: Overcoming Reachability Limitations by Enabling Temporal Switching to Virtual Reality
abstract
The paper presents an approach for handheld augmented reality in constrained industrial environments, where it might be hard or even impossible to reach certain poses within a workspace. Therefore, a user might not be able to see or interact with some digital content in applications like visual robot programming, robotic program visualizations, or workspace annotation. To overcome this limitation, we propose a temporal switching to a non-immersive virtual reality, enabling the user to see the workspace from any angle and distance. To explore how people would use it and what the benefits would be over pure augmented reality, we chose a representative task of object alignment and conducted a study. The results revealed that mainly physical demands, which is often a limiting factor for handheld augmented reality, could be reduced and that the usability and utility of the approach are rated as high. In the next iteration, we want to investigate other possibilities of controlling the viewpoint in the virtual environment, as the current approach has potential for improvements.
Daniel Bambusek, Zdenek Materna, Michal Kapinus, Vítezslav Beran, Pavel Smrz
HRI1
2022 Improved Indirect Virtual Objects Selection Methods for Cluttered Augmented Reality Environments on Mobile Devices
abstract
The problem of selecting virtual objects within augmented reality on handheld devices has been tackled multiple times. However, evaluations were carried out on purely synthetic tasks with uniformly placed homogeneous objects, often located on a plane and with none or low occlusions. This paper presents two novel approaches to indirect object selection dealing with highly occluded objects with large spatial distribution variability and heterogeneous size and appearance. The methods are de-signed to enable long-term usage with a tablet-like device. One method is based on a spatially anchored hierarchy menu, and the other utilizes a crosshair and a side menu that shows candidate objects according to a custom-developed metric. The proposed approaches are compared with direct touch in the context of spatial visual programming of collaborative robots problem, on a realistic workplace and a common robotic task. The preliminary evaluation indicates that the main benefit of the proposed indirect methods could be their higher precision and higher selection confidence for the user.
Michal Kapinus, Daniel Bambusek, Zdenek Materna, Vítezslav Beran, Pavel Smrz
HRI2
2019 Effective Remote Drone Control using Augmented Virtuality
abstract
Since the remote drones control is mentally very demanding, supporting the pilot with both, first person view (FPV) and third person view (TPV) of the drone may help the pilot with orientation capability during the mission. Therefore, we present a system that is based on augmented virtuality technology, where real data from the drone are integrated into the virtual 3D environment model (video-stream, 3D structures, location information). In our system, the pilot is mostly piloting the drone using FPV, but can whenever switch to TPV in order to freely look around the situation of poor orientation. The proposed system also enables efficient mission planning, where the pilot can define 3D areas with different potential security risks or set navigation waypoints, which will be used during the mission to navigate in defined zones and visualize the overall situation in the virtual scene augmented by online real data.
Kamil Sedlmajer, Daniel Bambusek, Vítezslav Beran
CHIRA2
2019 Combining Interactive Spatial Augmented Reality with Head-Mounted Display for End-User Collaborative Robot Programming
abstract
This paper proposes an intuitive approach for collaborative robot end-user programming using a combination of interactive spatial augmented reality (ISAR) and headmounted display (HMD). It aims to reduce user's workload and to let the user program the robot faster than in classical approaches (e.g. kinesthetic teaching). The proposed approach, where user is using a mixed-reality HMD - Microsoft HoloLens - and touch-enabled table with SAR projected interface as input devices, is compared to a baseline approach, where robot's arms and a touch-enabled table are used as input devices. Main advantages of the proposed approach are the possibility to program the collaborative workspace without the presence of the robot, its speed in comparison to the kinesthetic teaching and an ability to quickly visualize learned program instructions, in form of virtual objects, to enhance the users' orientation within those programs. The approach was evaluated on a set of 20 users using the within-subject experiment design. Evaluation consisted of two pick and place tasks, where users had to start from the scratch as well as to update the existing program. Based on the experiment results, the proposed approach is better in qualitative measures by 33.84% and by 28.46% in quantitative measures over the baseline approach for both tasks.
Daniel Bambusek, Zdenek Materna, Michal Kapinus, Vítezslav Beran, Pavel Smrz
RO-MAN1
2019 Spatially Situated End-User Robot Programming in Augmented Reality
abstract
Nowadays, industrial robots are being programmed using proprietary tools developed by robot manufacturer. A skilled robot programmer is needed to create even as simple task as pick a well-known object and put it somewhere else. Contrary, in every-day life people are using end-user programming to make different electronic devices work in expected manner, without even noticing they are actually programming. We propose augmented reality-enabled end-user programming system allowing regular shop-floor workers to program industrial robotic tasks. The user interface prototype for this system was evaluated in the user study with 7 participants with respect to usability, mental workload and user experience.
Michal Kapinus, Vítezslav Beran, Zdenek Materna, Daniel Bambusek
RO-MAN4