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Thies Pfeiffer

dblp:85/1268 · DBLP profile ↗
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33ranked-venue papers
15as first author
2since 2021 · last 2025
0000-0001-6619-749XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 23 · 13 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 22 · 13 first-author · 2 since 2021Artificial intelligence and machine learning · 9 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 4 · 1 first-authorDatabases, data management, data science and information retrieval · 1

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
10 papers
Immersive interaction · 24% Haptics and multimodal interaction · 18% Usability and user experience research · 18%
Computer graphics and multimedia
5 papers
Virtual and augmented reality · 62% Visualization and visual analytics · 32% Rendering · 6%

Topics — the 14 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.722018
Attention Guiding Using Augmented Reality in Complex Environments · VR 2018
A Path-Based Attention Guiding Technique for Assembly Environments with Target Occlusions · VR 2018
Haptics and multimodal interaction
multimodal interaction
0.322012
Towards a linguistically motivated model for selection in virtual reality · VR 2012
Using virtual reality technology in linguistic research · VR 2012
Design research and methods
user-centered design
0.212016
Empowering User Interfaces for Industrie 4.0 · Proc. IEEE 2016
Immersive interaction › virtual reality locomotion
walking-in-place
0.212016
Detecting movement patterns from inertial data of a mobile head-mounted-display for navigation via walking-in-place · VR 2016
Visualization and visual analytics › information visualization
attention visualization
0.212015
GPU-accelerated attention map generation for dynamic 3D scenes · VR 2015
User interface design and tools
natural user interface
0.112012
Towards a linguistically motivated model for selection in virtual reality · VR 2012
Usability and user experience research
usability evaluation
0.112012
3D Attention Volumes for usability studies in virtual reality · VR 2012
Human-robot interaction › nonverbal communication
pointing gesture interaction
0.112008
Conversational Pointing Gestures for Virtual Reality Interaction: Implications from an Empirical Study · VR 2008
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.112016
Detecting movement patterns from inertial data of a mobile head-mounted-display for navigation via walking-in-place · VR 2016
Haptics and multimodal interaction
multimodal communication
0.122012
Towards a linguistically motivated model for selection in virtual reality · VR 2012
Resolving Object References in Multimodal Dialogues for Immersive Virtual Environments · VR 2004
Human-robot interaction › robot communication
multimodal dialogue
0.012004
Resolving Object References in Multimodal Dialogues for Immersive Virtual Environments · VR 2004
Immersive interaction
virtual reality
0.012004
Colorplate: Resolving Object References in Multimodal Dialoguesfor Immersive Virtual Environments · VR 2004
Virtual and augmented reality
immersive visualization
0.012012
Using virtual reality technology in linguistic research · VR 2012
Interaction techniques and input › input sensing › tracking
eye tracking in VR
0.012012
3D Attention Volumes for usability studies in virtual reality · VR 2012

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

visual and acoustic guiding techniques · 0.7path-based attention guiding · 0.7virtual characters · 0.3gesture tracking · 0.3eye tracking · 0.3automatic annotation · 0.33d visualization · 0.3user study · 0.2inertial sensor data analysis · 0.2GPU acceleration · 0.2linguistic modeling · 0.1
YearPublicationVenuePosition
2025 Transfer of Gaze Classifiers: Towards a Distance Metric for Eye Tracking Data
Elena Gimmel, Carolin Hainke, Sven Janßen, Thies Pfeiffer
ETRA4
2024 A Hybrid Collaboration Design for a Large Scale Virtual Reality Training Environment to Fulfil the Belongingness Needs of Maslow's Theory
Yusra Tehreem, Thies Pfeiffer, Sven Wachsmuth
EuroXR2
2020 Virtual Humans in AR: Evaluation of Presentation Concepts in an Industrial Assistance Use Case
abstract
Embedding virtual humans in educational settings enables the transfer of the approved concepts of learning by observation and imitation of experts to extended reality scenarios. Whilst various presentation concepts of virtual humans for learning have been investigated in sports and rehabilitation, little is known regarding industrial use cases. In prior work on manual assembly, Lampen et al. [21] show that three-dimensional (3D) registered virtual humans can provide assistance as effective as state-of-the-art HMD-based AR approaches. We extend this work by conducting a comparative user study (N=30) to verify implementation costs of assistive behavior features and 3D registration. The results reveal that the basic concept of a 3D registered virtual human is limited and comparable to a two-dimensional screen aligned presentation. However, by incorporating additional assistive behaviors, the 3D assistance concept is enhanced and shows significant advantages in terms of cognitive savings and reduced errors. Thus, it can be concluded, that this presentation concept is valuable in situations where time is less crucial, e.g. in learning scenarios or during complex tasks.
Eva Lampen, Jannes Lehwald, Thies Pfeiffer
VRST3
2019 EyeMRTK: a toolkit for developing eye gaze interactive applications in virtual and augmented reality
abstract
For head mounted displays, like they are used in mixed reality applications, eye gaze seems to be a natural interaction modality. EyeMRTK provides building blocks for eye gaze interaction in virtual and augmented reality. Based on a hardware abstraction layer, it allows interaction researchers and developers to focus on their interaction concepts, while enabling them to evaluate their ideas on all supported systems. In addition to that, the toolkit provides a simulation layer for debugging purposes, which speeds up prototyping during development on the desktop.
Diako Mardanbegi, Thies Pfeiffer
ETRA2
2019 Authorable augmented reality instructions for assistance and training in work environments
abstract
Augmented Reality (AR) is a promising technology for assistance and training in work environments, as it can provide instructions and feedback contextualised. Not only, but especially impaired workers can benefit from this technology. While previous work mostly focused on using AR to assist or train specific predefined tasks, "general purpose" AR applications, that can be used to intuitively author new tasks at run-time, are widely missing.
Jonas Blattgerste, Patrick Renner, Thies Pfeiffer
MUM3
2018 Using Listener Gaze to Refer in Installments Benefits Understanding
Nikolina Mitev, Patrick Renner, Thies Pfeiffer, Maria Staudte
CogSci3
2018 Counterbalancing virtual reality induced temporal disparities of human locomotion for the manufacturing industry
abstract
Recently, the significant technological developments of head-mounted displays and tracking systems have boosted a widespread use of immersive virtual reality in the manufacturing industry. Regardless of the respective use-case, however, methods to ensure the validity of the human motion being performed in such virtual environments remain largely unaddressed. In the context of human locomotion, previous work present models quantifying behavioral differences between virtual reality and the real world. However, those findings are not used in control experiments to post-hoc counterbalance VR-induced performance modulations. Consequently, the prediction quality of previous analyses is not known. This paper bridges this gap, by testing such a behavior model in the context of an independent experiment (n = 10). The evaluation shows that a model derived from literature can indeed be used to post-hoc correct temporal disparities between locomotion in the real world and in virtual reality.
Philipp Agethen, Max Link, Felix Gaisbauer 0001, Thies Pfeiffer, Enrico Rukzio
MIG4
2018 A Path-Based Attention Guiding Technique for Assembly Environments with Target Occlusions
abstract
An important use-case of augmented reality-based assistance systems is supporting users in search tasks by guiding their attention towards the relevant targets. This has been shown to reduce search time and errors, such as wrongly picked items or false placements. The optimization of attention guiding techniques is thus one area of research in augmented assistance. In this paper, we address the problem of attention guiding in domains with occluded targets. We propose and evaluate a variant of a line-based approach and show that it improves upon two existing approaches in a newly designed evaluation scenario.
Patrick Renner, Jonas Blattgerste, Thies Pfeiffer
VR3
2018 Attention Guiding Using Augmented Reality in Complex Environments
abstract
The localization of objects or locations in an environment is an essential task relevant for many work processes. An augmented reality (AR)-based assistance system may support users by guiding their attention towards the relevant targets. This will reduce the time needed for visual search and reduce errors, such as wrongly picked items or false placements. The design of proper attention guiding techniques is thus one area of research in augmented assistance. We developed a number of new attention guiding techniques and evaluated them in several experiments together with recent or classic existing techniques in varying picking scenarios. In our current work, we adapted a standardized assembly scenario to a more complex environment including occlusions to provide a scenario supporting reproducibility of our results. In the research demo, a number of visual and acoustic guiding techniques can be tested and combined. The demonstration is implemented on the Microsoft HoloLens.
Patrick Renner, Thies Pfeiffer
VR2
2018 Behavior Analysis of Human Locomotion in the Real World and Virtual Reality for the Manufacturing Industry
abstract
With the rise of immersive visualization techniques, many domains within the manufacturing industry are increasingly validating production processes in virtual reality (VR). The validity of the results gathered in such simulations, however, is widely unknown—in particular, with regard to human locomotion behavior. To bridge this gap, this article presents an experiment analyzing the behavioral disparity between human locomotion being performed without any equipment and in immersive VR while wearing a head-mounted display (HMD). The presented study (n= 30) is split up in three sections and covers linear walking, non-linear walking, and obstacle avoidance. Special care has been given to design the experiment so that findings are generally valid and can be applied to a wide range of domains beyond the manufacturing industry. The findings provide novel insights into the effect of immersive VR on specific gait parameters. In total, a comprehensive sample of 18.09km is analyzed. The results reveal that the HMD had a medium effect (up to 13%) on walking velocity, on non-linear walking toward an oriented target, and on clearance distance. The overall differences are modeled using multiple regression models, thus allowing the general usage within various domains. Summarizing, it can be concluded that VR can be used to analyze and plan human locomotion; however, specific details may have to be adjusted to transfer findings to the real world.
Philipp Agethen, Viswa Subramanian Sekar, Felix Gaisbauer 0001, Thies Pfeiffer, Michael Otto 0002, Enrico Rukzio
ACM Trans. Appl. Percept.4
2017 The Intelligent Coaching Space: A Demonstration
Iwan de Kok, Felix Hülsmann, Thomas Waltemate, Cornelia Frank, Julian Hough, Thies Pfeiffer, David Schlangen, Thomas Schack, Mario Botsch, Stefan Kopp
IVA6
2016 Model-based real-time visualization of realistic three-dimensional heat maps for mobile eye tracking and eye tracking in virtual reality
abstract
Heat maps, or more generally, attention maps or saliency maps are an often used technique to visualize eye-tracking data. With heat maps qualitative information about visual processing can be easily visualized and communicated between experts and laymen. They are thus a versatile tool for many disciplines, in particular for usability engineering, and are often used to get a first overview about recorded eye-tracking data.
Thies Pfeiffer, Cem Memili
ETRA1
2016 EyeSee3D 2.0: model-based real-time analysis of mobile eye-tracking in static and dynamic three-dimensional scenes
abstract
With the launch of ultra-portable systems, mobile eye tracking finally has the potential to become mainstream. While eye movements on their own can already be used to identify human activities, such as reading or walking, linking eye movements to objects in the environment provides even deeper insights into human cognitive processing.
Thies Pfeiffer, Patrick Renner, Nadine Pfeiffer-Leßmann
ETRA1
2016 Detecting movement patterns from inertial data of a mobile head-mounted-display for navigation via walking-in-place
abstract
While display quality and rendering for Head-Mounted-Displays (HMDs) has increased in quality and performance, the interaction capabilities with these devices are still very limited or relying on expensive technology. Current experiences offered for mobile HMDs often stick to dome-like looking around, automatic or gaze-triggered movement, or flying techniques. We developed an easy to use walking-in-place technique that does not require additional hardware to enable basic navigation, such as walking, running, or jumping, in virtual environments. Our approach is based on the analysis of data from the inertial unit embedded in mobile HMDs. In a first prototype realized for the Samsung Galaxy Gear VR we detect steps and jumps. A user study shows that users novice to virtual reality easily pick up the method. In comparison to a classic input device, using our walking-in-place technique study participants felt more present in the virtual environment and preferred our method for exploration of the virtual world.
Thies Pfeiffer, Aljoscha Schmidt, Patrick Renner
VR1
2016 Empowering User Interfaces for Industrie 4.0
abstract
Industrie 4.0 (English translation: Industry 4.0) stands for functional integration, dynamic reorganization, and resource efficiency. Technical advances in control and communication create infrastructures that handle more and more tasks automatically. As a result, the complexity of today's and future technical systems is hidden from the user. These advances, however, come with distinct challenges for user interface design. A central question is: how to empower users to understand, monitor, and control the automated processes of Industrie 4.0? Addressing these design challenges requires a full integration of user-centered design (UCD) processes into the development process. This paper discusses flexible but powerful methods for usability and user experience engineering in the context of Industrie 4.0.
Thies Pfeiffer, Jens Hellmers, Eva-Maria Schön, Jörg Thomaschewski
Proc. IEEE1
2015 GPU-accelerated attention map generation for dynamic 3D scenes
abstract
Measuring visual attention has become an important tool during product development. Attention maps are important qualitative visualizations to communicate results within the team and to stakeholders. We have developed a GPU-accelerated approach which allows for real-time generation of attention maps for 3D models that can, e.g., be used for on-the-fly visualizations of visual attention distributions and for the generation of heat-map textures for offline high-quality renderings. The presented approach is unique in that it works with monocular and binocular data, respects the depth of focus, can handle moving objects and is ready to be used for selective rendering.
Thies Pfeiffer, Cem Memili
VR1
2015 Realizing a low-latency virtual reality environment for motor learning
abstract
Virtual Reality (VR) has the potential to support motor learning in ways exceeding beyond the possibilities provided by real world environments. New feedback mechanisms can be implemented that support motor learning during the performance of the trainee and afterwards as a performance review. As a consequence, VR environments excel in controlled evaluations, which has been proven in many other application scenarios.
Thomas Waltemate, Felix Hülsmann, Thies Pfeiffer, Stefan Kopp, Mario Botsch
VRST3
2014 EyeSee3D: a low-cost approach for analyzing mobile 3D eye tracking data using computer vision and augmented reality technology
abstract
For validly analyzing human visual attention, it is often necessary to proceed from computer-based desktop set-ups to more natural real-world settings. However, the resulting loss of control has to be counterbalanced by increasing participant and/or item count. Together with the effort required to manually annotate the gaze-cursor videos recorded with mobile eye trackers, this renders many studies unfeasible.
Thies Pfeiffer, Patrick Renner
ETRA1
2014 EyeSee3D: a low-cost approach for analyzing mobile 3D eye tracking data using computer vision and augmented reality technology
Thies Pfeiffer, Patrick Renner
ETRA1
2014 Model-based acquisition and analysis of multimodal interactions for improving human-robot interaction
abstract
For solving complex tasks cooperatively in close interaction with robots, they need to understand natural human communication. To achieve this, robots could benefit from a deeper understanding of the processes that humans use for successful communication. Such skills can be studied by investigating human face-to-face interactions in complex tasks. In our work the focus lies on shared-space interactions in a path planning task and thus 3D gaze directions and hand movements are of particular interest.
Patrick Renner, Thies Pfeiffer
ETRA2
2013 MINT.tools: tools and adaptors supporting acquisition, annotation and analysis of multimodal corpora
abstract
Kousidis S, Pfeiffer T, Schlangen D. MINT.tools: Tools and Adaptors Supporting Acquisition, Annotation and Analysis of Multimodal Corpora. In: Proceedings of Interspeech 2013. ISCA; 2013.
Spyros Kousidis, Thies Pfeiffer, David Schlangen
INTERSPEECH2
2013 Gesture Semantics Reconstruction Based on Motion Capturing and Complex Event Processing: a Circular Shape Example
Thies Pfeiffer, Florian Hofmann, Florian Hahn 0002, Hannes Rieser, Insa Röpke
SIGDIAL Conference1
2012 'Is this right?' or 'Is that wrong?': Evidence from Dynamic Eye-Hand Movement in Decision Making
Eun-Sol Kim, Jiseob Kim, Thies Pfeiffer, Ipke Wachsmuth, Byoung-Tak Zhang
CogSci3
2012 An Operational Model of Joint Attention - Timing of Gaze Patterns in Interactions between Humans and a Virtual Human
Nadine Pfeiffer-Leßmann, Thies Pfeiffer, Ipke Wachsmuth
CogSci2
2012 Measuring and visualizing attention in space with 3D attention volumes
abstract
Knowledge about the point of regard is a major key for the analysis of visual attention in areas such as psycholinguistics, psychology, neurobiology, computer science and human factors. Eye tracking is thus an established methodology in these areas, e. g., for investigating search processes, human communication behavior, product design or human-computer interaction. As eye tracking is a process which depends heavily on technology, the progress of gaze use in these scientific areas is tied closely to the advancements of eye-tracking technology. It is thus not surprising that in the last decades, research was primarily based on 2D stimuli and rather static scenarios, regarding both content and observer.
Thies Pfeiffer
ETRA1
2012 Modeling Math Word Problems with Augmented Semantic Networks
Christian Liguda, Thies Pfeiffer
NLDB2
2012 Using virtual reality technology in linguistic research
abstract
In this paper, we argue that empirical research on genuine linguistic topics, such as on the production of multimodal utterances in the speaker and the interpretation of the multimodal signals in the interlocutor, can greatly benefit from the use of virtual reality technologies. Established methodologies for research on multimodal interactions, like the presentation of pre-recorded 2D videos of interaction partners as stimuli and the recording of interaction partners using multiple 2D video cameras have crucial shortcomings regarding ecological validity and the precision of measurements that can be achieved. In addition, these methodologies enforce restrictions on the researcher. The stimuli, for example, are not very interactive and thus not as close to natural interactions as ultimately desired. Also, the analysis of 2D video recordings requires intensive manual annotations, often frame-by-frame, which negatively affects the feasible number of interactions which can be included in a study. The technologies bundled under the term virtual reality offer exciting possibilities for the linguistic researcher: gestures can be tracked without being restricted to fixed perspectives, annotation can be done on large corpora (semi-)automatically and virtual characters can be used to produce specific linguistic stimuli in a repetitive but interactive fashion. Moreover, immersive 3D visualizations can be used to recreate a simulation of the recorded interactions by fusing the raw data with theoretic models to support an iterative data-driven development of linguistic theories. This paper discusses the potential of virtual reality technologies for linguistic research and provides examples for the application of the methodology.
Thies Pfeiffer
VR1
2012 Towards a linguistically motivated model for selection in virtual reality
abstract
Swiftness and robustness of natural communication is tied to the redundancy and complementarity found in our multimodal communication. Swiftness and robustness of human-computer interaction (HCI) is also a key to the success of a virtual reality (VR) environment. The interpretation of multimodal interaction signals has therefore been considered a high goal in VR research, e.g. following the visions of Bolt's put-that-there in 1980 [1]. It is our impression that research on user interfaces for VR systems has been focused primarily on finding and evaluating technical solutions and thus followed a technology-oriented approach to HCI. In this article, we argue to complement this by a human-oriented approach based on the observation of human-human interaction. The aim is to find models of human-human interaction that can be used to create user interfaces that feel natural. As the field of Linguistics is dedicated to the observation and modeling of human-human communication, it could be worthwhile to approach natural user interfaces from a linguistic perspective. We expect at least two benefits from following this approach. First, the human-oriented approach substantiates our understanding of natural human interactions. Second, it brings about a new perspective by taking the interaction capabilities of a human addressee into account, which are not often explicitly considered or compared with that of the system. As a consequence of following both approaches to create user interfaces, we expect more general models of human interaction to emerge.
Thies Pfeiffer
VR1
2012 3D Attention Volumes for usability studies in virtual reality
abstract
The time course and the distribution of visual attention are powerful measures for the evaluation of the usability of products. Eye tracking is thus an established method for evaluating websites, software ergonomy or modern cockpits for cars or airplanes. In most cases, however, the point of regard is measured on 2D products. This article presents work that uses an approach to measure the point of regard in 3D to generate 3D Attention Volumes as a qualitative 3D visualization of the distribution of visual attention. This visualization can be used to evaluate the design of virtual products in an immersive 3D setting, similar as heatmaps are used to assess the design of websites.
Thies Pfeiffer
VR1
2008 Conversational Pointing Gestures for Virtual Reality Interaction: Implications from an Empirical Study
abstract
Interaction in conversational interfaces strongly relies on the system's capability to interpret the user's references to objects via deictic expressions. Deictic gestures, especially pointing gestures, provide a powerful way of referring to objects and places, e.g., when communicating with an embodied conversational agent in a virtual reality environment. We highlight results drawn from a study on pointing and draw conclusions for the implementation of pointing-based conversational interactions in partly immersive virtual reality.
Thies Pfeiffer, Marc Erich Latoschik, Ipke Wachsmuth
VR1
2005 Pr@senZ - P@CE: mobile interaction with virtual reality
abstract
Recently videoconferencing has been extended from human face-to-face communication to human machine interaction with Virtual Environments [2]. Relying on established videoconferencing protocol standards this thin client solution does not require specialized 3D soft- or hardware and scales well to multimedia enabled mobile devices. This brings a whole range of new applications to the mobile platform. To facilitate our research in mobile interaction the Open Source project P@CE has been started to bring a full-featured videoconferencing client to the Pocket PC platform.
Matthias Weber 0004, Thies Pfeiffer, Bernhard Jung 0001
Mobile HCI2
2004 Resolving Object References in Multimodal Dialogues for Immersive Virtual Environments
Thies Pfeiffer, Marc Erich Latoschik
VR1
2004 Colorplate: Resolving Object References in Multimodal Dialoguesfor Immersive Virtual Environments
Thies Pfeiffer, Marc Erich Latoschik
VR1