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Oliver Weidlich

dblp:360/3835 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0006-5907-2908ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
2 papers
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
audio augmented reality
1.012026
Envisioning Audio Augmented Reality in Everyday Life · CHI 2026
Virtual and augmented reality › augmented reality › mobile augmented reality
wearable augmented reality
0.712023
Wearable Augmented Reality: Research Trends and Future Directions from Three Major Venues · IEEE Trans. Vis. Comput. Graph. 2023
Immersive interaction › augmented reality
wearable augmented reality
0.312025
Wearable AR in Everyday Contexts: Insights from a Digital Ethnography of YouTube Videos · CHI 2025

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

online survey · 1.0collaborative autoethnography · 1.0thematic analysis · 0.9digital ethnography · 0.9literature review · 0.7
YearPublicationVenuePosition
2026 Envisioning Audio Augmented Reality in Everyday Life
abstract
While visual augmentation dominates the augmented reality landscape, devices like Meta Ray-Ban audio smart glasses signal growing industry movement toward audio augmented reality (AAR). Hearing is a primary channel for sensing context, anticipating change, and navigating social space, yet AAR's everyday potential remains underexplored. We address this gap through a collaborative autoethnography (N=5, authoring) and an online survey (N=74). We identify ten roles for AAR, grouped into three categories: task- and utility-oriented, emotional and social, and perceptual collaborator. These roles are further layered with a rhythmic and embodied collaborator framing, mapping them onto micro-, meso-, and macro-rhythms of everyday life. Our analysis surfaces nuanced tensions, such as blocking distractions without erasing social presence, highlighting the need for context-aware design. This paper contributes a foundational and forward-looking framework for AAR in everyday life, providing design groundwork for systems attuned to daily routines, sensory engagement, and social expectations.
Tram Thi Minh Tran, SooJeong Yoo, Oliver Weidlich, Yidan Cao, Xinyan Yu 0005, Xin Cheng 0025, Yin Ye, Natalia Gulbransen-Diaz, Callum Parker
CHI3
2025 Wearable AR in Everyday Contexts: Insights from a Digital Ethnography of YouTube Videos
abstract
With growing investment in consumer augmented reality (AR) headsets and glasses, wearable AR is moving from niche applications to everyday use. However, current research primarily examines AR in controlled settings, offering limited insights into its use in real-world daily life. To address this gap, we adopt a digital ethnographic approach, analysing 27 hours of 112 YouTube videos featuring early adopters. These videos capture usage ranging from continuous periods of hours to intermittent use over weeks and months. Our analysis shows that currently, wearable AR is primarily used for media consumption and gaming. While productivity is a desired use case, frequent use is constrained by current hardware limitations and the nascent application ecosystem. Users seek continuity in their digital experience, desiring functionalities similar to those on smartphones, tablets, or computers. We propose implications for everyday AR development that promote adoption while ensuring safe, ethical, and socially-aware integration into daily life.
Tram Thi Minh Tran, Shane Brown, Oliver Weidlich, SooJeong Yoo, Callum Parker
CHI3
2023 Wearable Augmented Reality: Research Trends and Future Directions from Three Major Venues
abstract
Wearable Augmented Reality (AR) has attracted considerable attention in recent years, as evidenced by the growing number of research publications and industry investments. With swift advancements and a multitude of interdisciplinary research areas within wearable AR, a comprehensive review is crucial for integrating the current state of the field. In this paper, we present a review of 389 research papers on wearable AR, published between 2018 and 2022 in three major venues: ISMAR, TVCG, and CHI. Drawing inspiration from previous works by Zhou et al. and Kim et al., which summarized AR research at ISMAR over the past two decades (1998-2017), we categorize the papers into different topics and identify prevailing trends. One notable finding is that wearable AR research is increasingly geared towards enabling broader consumer adoption. From our analysis, we highlight key observations related to potential future research areas essential for capitalizing on this trend and achieving widespread adoption. These include addressing challenges in Display, Tracking, Interaction, and Applications, and exploring emerging frontiers in Ethics, Accessibility, Avatar and Embodiment, and Intelligent Virtual Agents.
Tram Thi Minh Tran, Shane Brown, Oliver Weidlich, Mark Billinghurst, Callum Parker
IEEE Trans. Vis. Comput. Graph.3