Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Max Krichenbauer

dblp:153/5898 · DBLP profile ↗
← Back
4ranked-venue papers
4as first author
0since 2021 · last 2018
0000-0003-2720-2342ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author

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
3 papers
Immersive interaction · 80% Design research and methods · 11% Interaction techniques and input · 9%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality interaction
augmented reality interface
0.422014
Towards augmented reality user interfaces in 3D media production · ISMAR 2014
Towards Augmented Reality user interfaces in 3D media production · ISMAR 2014
Immersive interaction
3d object manipulation
0.312018
Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018
Immersive interaction
augmented reality interaction
0.312018
Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018
Immersive interaction
virtual reality interaction
0.312018
Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018
Interaction techniques and input › input device
3d input device
0.112018
Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018
Interaction techniques and input › gesture input
glove-based interaction
0.112014
Towards augmented reality user interfaces in 3D media production · ISMAR 2014

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

user study · 0.3survey · 0.2prototype implementation · 0.2inertial measurement unit · 0.2head tracking · 0.2hand tracking · 0.2
YearPublicationVenuePosition
2018 Augmented Reality versus Virtual Reality for 3D Object Manipulation
abstract
Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5 percent on average compared to AR ( ). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3 percent slower in VR than in AR ( ). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort.
Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001
IEEE Trans. Vis. Comput. Graph.1
2017 Evaluating the effect of positional head-tracking on task performance in 3D modeling user interfaces
Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001, Steven K. Feiner
Comput. Graph.1
2014 Towards Augmented Reality user interfaces in 3D media production
abstract
The idea of using Augmented Reality (AR) user interfaces (UIs) to create 3D media content, such as 3D models for movies and games has been repeatedly suggested over the last decade. Even though the concept is intuitively compelling and recent technological advances have made such an application increasingly feasible, very little progress has been made towards an actual real-world application of AR in professional media production. To this day, no immersive 3D UI has been commonly used by professionals for 3D computer graphics (CG) content creation. In this paper, we are first to publish a requirements analysis for our target application in the professional domain. Based on a survey that we conducted with media professionals, the analysis of professional 3D CG software, and professional training tutorials, we identify these requirements and put them into the context of AR UIs. From these findings, we derive several interaction design principles that aim to address the challenges of real-world application of AR to the production pipeline. We implemented these in our own prototype system while receiving feedback from media professionals. The insights gained in the survey, requirements analysis, and user interface design are relevant for research and development aimed at creating production methods for 3D media production.
Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001
ISMAR1
2014 Towards augmented reality user interfaces in 3D media production
abstract
For this demo, we present an Augmented Reality (AR) User Interface (UI) for the 3D design software Autodesk Maya, aimed at professional media creation. A user wears a head-mounted display (HMD) and thin cotton gloves which allow him to interact with virtual 3D models in the work area. Additional viewers can see the video stream on a projector and thus share the users view. Both head and hand positions are tracked from the HMD video stream, and an inertial measurement unit (IMU) and conductive materials on the gloves allow interaction with virtual objects. This system is built using Autodesk Maya — a professional 3D software package commonly used in the media industry — and aims to fulfill the requirements of professional 3D design work which we identified in our paper of the same title. While still an early prototype, it was already tested with media professionals to evaluate our approach.
Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001
ISMAR1