VLDB 2026 Research / reviewers in the wild / expert
Markus Tatzgern
dblp:63/6425
· DBLP profile ↗
25ranked-venue papers
8as first author
13since 2021 · last 2025
0000-0002-3900-4944ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 18 · 7 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 17 · 6 first-author · 9 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | SpatialMouse: A Hybrid Pointing Device for Seamless Interaction Across 2D and 3D SpacesabstractWe introduce the SpatialMouse, a hybrid pointing device that combines the capabilities of a desktop mouse with the spatial input of a virtual reality (VR) controller, enabling seamless transitions between 2D and 3D interaction spaces in immersive mixed reality environments. Holistic usage scenarios in mixed reality involve tasks suited alternately to 2D or 3D information spaces. Yet, existing input devices excel in either 2D or 3D, but not both, making it necessary to switch between multiple input devices (e.g., mouse and VR controller). Our SpatialMouse addresses this issue, offering the affordances of a desktop mouse for indirect 2D pointing and the spatial capabilities of VR controllers with six degrees of freedom. In a user study with 12 participants, our prototype significantly reduced perceived task load and improved user experience compared to switching between separate devices. We extract design recommendations to further support such hybrid input approaches. Sebastian Hubenschmid, Johannes Zagermann, Robin Erb, Tiare M. Feuchtner, Jens Grubert, Markus Tatzgern, Dieter Schmalstieg, Harald Reiterer |
VRST | 6 |
| 2025 | From Lab to Sidewalk: Exploring AR Interaction Techniques Outdoors and in Motion using Fitts' LawabstractWith the emergence of consumer-grade mobile Augmented Reality (AR) head-mounted displays (HMDs), it is increasingly important to study interaction modalities in mobile, outdoor contexts to explore user interactions under real-world conditions and ensure ecological validity. We present findings from a user study examining how state-of-the-art interaction techniques, originally developed for stationary indoor use, perform in outdoor walking contexts. We compare three techniques using a Fitts’ law task: (1) eye gaze for target selection combined with a pinch gesture for activation, (2) hand-controlled raycasting for selection with pinch activation, and (3) a go-go-hand-inspired technique that enables users to reach distant targets via virtual touch with a virtual hand representation. We report both performance metrics and subjective user feedback for these techniques. Jan-Hendrik Sünderkamp, Helen Stefanidi, Alexander Meschtscherjakov, Markus Tatzgern |
VRST | 4 |
| 2025 | You're making things AR-kward: Exploring Augmented Reality In-the-Wild MHCI041abstractEven though recent technological advancements have led to a growing interest in Augmented Reality (AR) head-mounted displays (HMDs), their actual deployment in everyday, outdoor and on-the-move applications remains uncertain. Most AR research is conducted in controlled laboratory settings, leaving a gap in our understanding of AR’s potentials and complexities in real-world environments. This paper explores the social aspects surrounding AR use in public spaces, by investigating the use of AR HMDs during two distinct use cases: shopping at a farmers market and outdoor presentations. Based on the analysis of observations and interviews with participants, passersby and vendors, we explore social impact of AR and share methodological and technological insights. We contribute seven lessons learned for researchers conducting AR studies in-the-wild. Our findings show that the current understanding of non-users should be revisited for in-the-wild AR studies. Furthermore, current AR HMDs lack social components, inducing awkwardness in social situations, which might fade with continuous exposure. Helen Stefanidi, Jan-Hendrik Sünderkamp, Markus Tatzgern, Alina Itzlinger, Alexander Meschtscherjakov |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2025 | Message from the ISMAR 2025 Science and Technology Paper Chairs and TVCG Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 24th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2025), which will be held between October 8 and 12, 2025, in Daejeon, South Korea. ISMAR continues the over twenty-year-long tradition of IWAR, ISMR, and ISAR, and is the world's premier conference for Mixed and Augmented Reality. Ulrich Eck, Gun A. Lee, Alexander Plopski, Missie Smith, Qi Sun 0003, Markus Tatzgern |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | See what I Mean? Mobile Eye-Perspective Rendering for Optical See-Through Head-Mounted DisplaysabstractImage-based scene understanding allows Augmented Reality (AR) systems to provide contextual visual guidance in unprepared, real-world environments. While effective on video see-through (VST) head-mounted displays (HMDs), such methods suffer on optical see-through (OST) HMDs due to misregistration between the world-facing camera and the user's eye perspective. To approximate the user's true eye view, we implement and evaluate three software-based eye-perspective rendering (EPR) techniques on a commercially available, untethered OST HMD (Microsoft HoloLens 2): (1) Plane-Proxy EPR, projecting onto a fixed-distance plane; (2) Mesh-Proxy EPR, using SLAM-based reconstruction for projection; and (3) Gaze-Proxy EPR, a novel eye-tracking-based method that aligns the projection with the user's gaze depth. A user study on real-world tasks underscores the importance of accurate EPR and demonstrates gaze-proxy as a lightweight alternative to geometry-based methods. We release our EPR framework as open source. Gerlinde Emsenhuber, Tobias Langlotz, Denis Kalkofen, Markus Tatzgern |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | XR Prototyping of Mixed Reality Visualizations: Compensating Interaction Latency for a Medical Imaging RobotabstractResearching novel user experiences in medicine is challenging due to limited access to equipment and strict ethical protocols. Extended Reality (XR) simulation technologies offer a cost-and time-efficient solution for developing interactive systems. Recent work has shown Extended Reality Prototyping (XRP)’s potential, but its applicability to specific domains like controlling complex machinery needs further exploration. This paper explores the benefits and limitations of XRP in controlling a mobile medical imaging robot. We compare two XR visualization techniques to reduce perceived latency between user input and robot activation. Our XRP validation study demonstrates its potential for comparative studies, but identifies a gap in modeling human behavior in the analytic XRP validation framework. Jan Hendrik Plümer, Ulrich Eck, Denis Kalkofen, Philipp Steininger, Nassir Navab, Markus Tatzgern |
ISMAR | 7 |
| 2024 | Immersive Authoring by Demonstration of Industrial ProceduresabstractThis work presents an authoring tool for supporting the creation of immersive instructions for industrial processes. Our system simplifies the creation of instructional content by providing an immersive virtual reality environment that enables expert operators to interact directly with virtual replicas of industrial devices. Hand movements, tool usage, gaze, spoken comments, and machine part movement are recorded using a head-mounted display. Editing of instructions in virtual reality is aided by automatic segmentation of recorded data into individual steps and visualizations of regions with intensive activity. A qualitative evaluation of our system by industrial experts shows that it is a viable alternative to current practices in authoring instructions for assembly and maintenance. Lucchas Ribeiro Skreinig, Peter Mohr, Blanca Berger, Markus Tatzgern, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 4 |
| 2024 | Augmented Reality on the Move: A Systematic Literature Review for Vulnerable Road UsersabstractDue to the continuous improvement of Augmented Reality (AR) head-mounted displays (HMDs), these devices are bound to be increasingly integrated into our daily routines. So far, a major focus of AR research has been on indoor usage and deployment. However, since seamlessly supporting users in their activities while being on-the-move in various outdoor contexts becomes increasingly important, there is a need to investigate the current state-of-the-art of AR technologies while people are in motion outdoors. Therefore, we conducted a systematic literature review of pertinent HCI publications, specifically looking into applications concerning vulnerable road users. We identify the contexts in which such technologies have been researched, prevailing challenges in the field, and applied methodological approaches. Our findings show that most contributions address pedestrians, a shift towards HMDs, and a prevalence of lab studies due to technology limitations. Based on our findings, we discuss trends, existing gaps and opportunities for future research. Helen Stefanidi, Markus Tatzgern, Alexander Meschtscherjakov |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Message from the ISMAR 2024 Science and Technology Program Chairs and TVCG Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2024), which will be held as a hybrid conference between October 21 and 25, 2024 in the Greater Seattle Area, USA. ISMAR continues the over twenty-year long tradition of IWAR, ISMR, and ISAR, and is the premier conference for Mixed and Augmented Reality in the world. Ulrich Eck, Maki Sugimoto, Misha Sra, Markus Tatzgern, Jeanine K. Stefanucci, Ian Williams 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Eye-Perspective View Management for Optical See-Through Head-Mounted DisplaysabstractOptical see-through (OST) head-mounted displays (HMDs) enable users to experience Augmented Reality (AR) support in the form of helpful real-world annotations. Unfortunately, the blend of the environment with virtual augmentations due to semitransparent OST displays often deteriorates the contrast and legibility of annotations. View management algorithms adapt the annotations’ layout to improve legibility based on real-world information, typically captured by built-in HMD cameras. However, the camera views are different from the user’s view through the OST display which decreases the final layout quality. We present eye-perspective view management that synthesizes high-fidelity renderings of the user’s view to optimize annotation placement. Our method significantly improves over traditional camera-based view management in terms of annotation placement and legibility. Eye-perspective optimizations open up opportunities for further research on use cases relying on the user’s true view through OST HMDs. Gerlinde Emsenhuber, Tobias Langlotz, Denis Kalkofen, Jonathan Sutton, Markus Tatzgern |
CHI | 5 |
| 2023 | Towards a Framework for Validating XR Prototyping for Performance Evaluations of Simulated User ExperiencesabstractExtended Reality (XR) technology has matured in recent years, leading to increased use of XR simulations for prototyping novel human-centered interfaces, approximating advanced display hardware, or exploring future user experiences, before realising them in real-world scenarios. However, the validity of utilizing XR prototyping (XRP) as a method for gathering performance data on novel user experiences is still underexplored, i.e, it is not clear if results gathered in simulations can be transferred to a real experience. To address this gap, we propose a validation framework that supports establishing equivalence of performance measures gathered with real products and simulated products and, thus, improve ecological validity of XRP. To demonstrate the utility of the framework, we conduct an exemplary validation study using a Varjo XR-3, a state-of-the-art XR head-mounted display (HMD). The study focuses on steering a small drone and comparing it to interactions with its real-world counterpart. We identify functional fidelity, i.e., functional similarity between real and simulated product, as well as simulation overhead from wearing an HMD as major confounding factors for XRP. Jan Hendrik Plümer, Markus Tatzgern |
ISMAR | 2 |
| 2022 | AirRes Mask: A Precise and Robust Virtual Reality Breathing Interface Utilizing Breathing Resistance as Output ModalityabstractIncreased levels of interactivity and multi-sensory stimulation have been shown to enhance the immersion of Virtual Reality experiences. We present the AirRes mask that enables users to utilize their breathing for precise natural interactions with the virtual environment without suffering from limitations of the sensing equipment such as motion artifacts. Furthermore, the AirRes mask provides breathing resistance as novel output modality that can be adjusted in real-time by the application. In a user study, we demonstrate the mask’s precision measurements for interaction as well as its ability to use breathing resistance to communicate contextual information such as adverse environmental conditions that affect the user’s virtual avatar. Our results show that the AirRes mask enhances virtual experiences and has the potential to create more immersive scenarios for applications by enforcing the perception of danger or improving situational awareness in training simulations, or for psychotherapy by providing additional physical stimuli. Markus Tatzgern, Michael Domhardt, Michael Cenger, Gerlinde Emsenhuber, Radomir Dinic, Nathalie Gerner, Arnulf Hartl |
CHI | 1 |
| 2021 | Exploring Input Approximations for Control Panels in Virtual RealityabstractToday's availability of sophisticated consumer-grade Virtual Reality (VR) hardware provides affordable access to training simulation technology. In contrast to more traditional high fidelity training simulations utilizing physical replicas of control panels that allow natural interaction, users of virtual training often rely on handheld VR controllers to manipulate simulated controls. Therefore, control manipulations of virtual buttons and sliders must be mapped to approximations of real hand manipulations. For instance, the turning of a physical knob with thumb and index finger can be mapped to a gross motor forearm rotation, or a fine motor joystick manipulation when manipulating a controller. In this paper, we present an exploration of hand input approximations of real hands to manipulate the buttons, toggles, knobs and sliders using typical handheld VR controllers. We use common Oculus Quest controllers that rely on capacitive sensing to create basic, approximate hand gestures. We demonstrate the potential of our designs by performing an experiment in which we compare approximate hand gestures against using the controller's joystick that allows fine motor control using thumb input, and a baseline ray-casting interaction that is commonly used in VR applications. We provide a detailed analysis of our interaction designs using the Framework for Interactive Fidelity Analysis (FIFA), which allows us to discuss differences between input approximations and the real-world hand manipulations. Markus Tatzgern, Christoph Birgmann |
VR | 1 |
| 2020 | Video-Annotated Augmented Reality Assembly TutorialsabstractWe present a system for generating and visualizing interactive 3D Augmented Reality tutorials based on 2D video input, which allows viewpoint control at runtime. Inspired by assembly planning, we analyze the input video using a 3D CAD model of the object to determine an assembly graph that encodes blocking relationships between parts. Using an assembly graph enables us to detect assembly steps that are otherwise difficult to extract from the video, and generally improves object detection and tracking by providing prior knowledge about movable parts. To avoid information loss, we combine the 3D animation with relevant parts of the 2D video so that we can show detailed manipulations and tool usage that cannot be easily extracted from the video. To further support user orientation, we visually align the 3D animation with the real-world object by using texture information from the input video. We developed a presentation system that uses commonly available hardware to make our results accessible for home use and demonstrate the effectiveness of our approach by comparing it to traditional video tutorials. Masahiro Yamaguchi 0002, Shohei Mori, Peter Mohr, Markus Tatzgern, Ana Stanescu 0003, Hideo Saito 0001, Denis Kalkofen |
UIST | 4 |
| 2019 | TrackCap: Enabling Smartphones for 3D Interaction on Mobile Head-Mounted DisplaysabstractThe latest generation of consumer market Head-mounted displays (HMD) now include self-contained inside-out tracking of head motions, which makes them suitable for mobile applications. However, 3D tracking of input devices is either not included at all or requires to keep the device in sight, so that it can be observed from a sensor mounted on the HMD. Both approaches make natural interactions cumbersome in mobile applications. TrackCap, a novel approach for 3D tracking of input devices, turns a conventional smartphone into a precise 6DOF input device for an HMD user. The device can be conveniently operated both inside and outside the HMD's field of view, while it provides additional 2D input and output capabilities. Peter Mohr, Markus Tatzgern, Tobias Langlotz, Dieter Schmalstieg, Denis Kalkofen |
CHI | 2 |
| 2017 | Retargeting Video Tutorials Showing Tools With Surface Contact to Augmented RealityabstractA video tutorial effectively conveys complex motions, but may be hard to follow precisely because of its restriction to a predetermined viewpoint. Augmented reality (AR) tutorials have been demonstrated to be more effective. We bring the advantages of both together by interactively retargeting conventional, two-dimensional videos into three-dimensional AR tutorials. Unlike previous work, we do not simply overlay video, but synthesize 3D-registered motion from the video. Since the information in the resulting AR tutorial is registered to 3D objects, the user can freely change the viewpoint without degrading the experience. This approach applies to many styles of video tutorials. In this work, we concentrate on a class of tutorials which alter the surface of an object. Peter Mohr, David Mandl, Markus Tatzgern, Eduardo E. Veas, Dieter Schmalstieg, Denis Kalkofen |
CHI | 3 |
| 2016 | Adaptive information density for augmented reality displaysabstractAugmented Reality (AR) browsers show geo-referenced data in the current view of a user. When the amount of data grows too large, the display quickly becomes cluttered. Clustering items by spatial and semantic attributes can temporarily alleviate the issue, but is not effective against an increasing amount of data. We present an adaptive information density display for AR that balances the amount of presented information against the potential clutter created by placing items on the screen. We use hierarchical clustering to create a level-of-detail structure, in which nodes closer to the root encompass groups of items, while the leaf nodes contain single items. Our method selects items and groups from different levels of this hierarchy based on user-defined preferences and on the amount of visual clutter caused by placing these items. The number of presented items is adapted during user interaction to avoid clutter. We compare our interface to a conventional AR browser interface in a qualitative user study. Users clearly preferred our interface, because it provided a better overview of the data and allowed for easier comparison. In a second study, we evaluated the effect of different degrees of clustering on search and recall tasks. Users generally made fewer errors, when using our interface for a search task, which indicates that the reduced clutter allowed them to stay focused on finding the relevant items. Markus Tatzgern, Valeria Orso, Denis Kalkofen, Giulio Jacucci, Luciano Gamberini, Dieter Schmalstieg |
VR | 1 |
| 2016 | Temporal Coherence Strategies for Augmented Reality LabelingabstractTemporal coherence of annotations is an important factor in augmented reality user interfaces and for information visualization. In this paper, we empirically evaluate four different techniques for annotation. Based on these findings, we follow up with subjective evaluations in a second experiment. Results show that presenting annotations in object space or image space leads to a significant difference in task performance. Furthermore, there is a significant interaction between rendering space and update frequency of annotations. Participants improve significantly in locating annotations, when annotations are presented in object space, and view management update rate is limited. In a follow-up experiment, participants appear to be more satisfied with limited update rate in comparison to a continuous update rate of the view management system. Jacob B. Madsen, Markus Tatzgern, Claus B. Madsen, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | Exploring real world points of interest: Design and evaluation of object-centric exploration techniques for augmented reality
Markus Tatzgern, Raphaël Grasset, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg |
Pervasive Mob. Comput. | 1 |
| 2014 | Transitional Augmented Reality navigation for live captured scenesabstractAugmented Reality (AR) applications require knowledge about the real world environment in which they are used. This knowledge is often gathered while developing the AR application and stored for future uses of the application. Consequently, changes to the real world lead to a mismatch between the previously recorded data and the real world. New capturing techniques based on dense Simultaneous Localization and Mapping (SLAM) not only allow users to capture real world scenes at run-time, but also enables them to capture changes of the world. However, instead of using previously recorded and prepared scenes, users must interact with an unprepared environment. In this paper, we present a set of new interaction techniques that support users in handling captured real world environments. The techniques present virtual viewpoints of the scene based on a scene analysis and provide natural transitions between the AR view and virtual viewpoints. We demonstrate our approach with a SLAM based prototype that allows us to capture a real world scene and describe example applications of our system. Markus Tatzgern, Raphaël Grasset, Denis Kalkofen, Dieter Schmalstieg |
VR | 1 |
| 2014 | Hedgehog labeling: View management techniques for external labels in 3D spaceabstractAnnotations of objects in 3D environments are commonly controlled using view management techniques. State-of-the-art view management strategies for external labels operate in 2D image space. This creates problems, because the 2D view of a 3D scene changes over time, and temporal behavior of elements in a 3D scene is not obvious in 2D image space. We propose managing the placement of external labels in 3D object space instead. We use 3D geometric constraints to achieve label placement that fulfills the desired objectives (e.g., avoiding overlapping labels), but also behaves consistently over time as the viewpoint changes. We propose two geometric constraints: a 3D pole constraint, where labels move along a 3D pole sticking out from the annotated object, and a plane constraint, where labels move in a dominant plane in the world. This formulation is compatible with standard optimization approaches for labeling, but overcomes the lack of temporal coherence. Markus Tatzgern, Denis Kalkofen, Raphaël Grasset, Dieter Schmalstieg |
VR | 1 |
| 2013 | Dynamic compact visualizations for augmented realityabstractIn Augmented Reality (AR), careless augmentations can easily lead to information overflow. Especially on small screen devices, only a limited amount of information can be displayed comprehensively. Compact visualization filters data by reducing redundancies and creating a layout of the remaining information. Previously, this approach was applied to create static compact explosion diagrams. In this paper, we extend the approach to annotations, which are a major source of information in AR, and create compact layouts of annotations and annotated explosion diagrams. We present methods to transfer compact visualizations to dynamic AR settings and achieve interactive frame rates even on limited-resource hardware, such as mobile phones. Moreover, we create temporally coherent and scene-aware layouts. Markus Tatzgern, Denis Kalkofen, Dieter Schmalstieg |
VR | 1 |
| 2012 | Image-driven view management for augmented reality browsersabstractIn this paper, we introduce a novel view management technique for placing labels in Augmented Reality systems. A common issue in many Augmented Reality applications is the absence of knowledge of the real environment, limiting the efficient representation and optimal layout of the digital information augmented onto the real world. To overcome this problem, we introduce an image-based approach, which combines a visual saliency algorithm with edge analysis to identify potentially important image regions and geometric constraints for placing labels. Our proposed solution also includes adaptive rendering techniques that allow a designer to control the appearance of depth cues. We describe the results obtained from a user study considering different scenarios, which we performed for validating our approach. Our technique will provide special benefits to Augmented Reality browsers that usually lack scene knowledge, but also to many other applications in the domain of Augmented Reality such as cultural heritage and maintenance applications. Raphaël Grasset, Tobias Langlotz, Denis Kalkofen, Markus Tatzgern, Dieter Schmalstieg |
ISMAR | 4 |
| 2011 | Multi-perspective compact explosion diagrams
Markus Tatzgern, Denis Kalkofen, Dieter Schmalstieg |
Comput. Graph. | 1 |
| 2009 | Explosion Diagrams in Augmented RealityabstractThis article introduces explosion diagrams to augmented reality (AR) applications. It presents algorithms to seamlessly integrate an object's explosion diagram into a real world environment, including the AR rendering of relocated objects textured with live video and the restoration of visual information which are hidden behind relocated objects. It demonstrates several types of visualizations for convincing AR explosion diagrams and it discusses visualizations of exploded parts as well as visual links conveying their relocation direction. Furthermore, we show the integration of our rendering and visualization techniques in an AR framework, which is able to automatically compute a diagram's layout and an animation of its corresponding explosion. Denis Kalkofen, Markus Tatzgern, Dieter Schmalstieg |
VR | 2 |