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Ivo Käthner

dblp:159/9339 · DBLP profile ↗
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4ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0003-0528-907XORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 96% Visual content generation and editing · 4%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
social virtual reality
0.712023
Measuring Interpersonal Trust towards Virtual Humans with a Virtual Maze Paradigm · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
virtual humans
0.712023
Measuring Interpersonal Trust towards Virtual Humans with a Virtual Maze Paradigm · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
games and playful interaction
0.412019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Virtual and augmented reality
gamification
0.412019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Virtual and augmented reality
health and well-being technologies
0.412019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Virtual and augmented reality
immersive interaction
0.112019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Visual content generation and editing
procedural content generation
0.112019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019

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

virtual maze paradigm · 1.3between-subject study · 1.3repeated measures study · 0.4
YearPublicationVenuePosition
2023 The Virtual Maze: a Tool for Measuring Trust towards Virtual Humans
abstract
This demo presents an innovative and validated method for measuring interpersonal trust in virtual humans as social interaction partners. In our design, participants are tasked to navigate through a virtual reality maze and interact with a virtual human, seeking advice on which path to take. By carefully designing the experiments and context, we induced participants to believe that they are interacting with a real person. A validation study, manipulating virtual humans' appearance, tone of voice, and engagement, revealed that the frequency of advice-seeking in the maze correlates with participants' evaluation of interpersonal trust towards virtual humans. Thus, our paradigm represents a valuable research tool for studying trust in virtual reality.
Jinghuai Lin, Johrine Cronjé, Ivo Käthner, Paul Pauli, Marc Erich Latoschik
IVA3
2023 Measuring Interpersonal Trust towards Virtual Humans with a Virtual Maze Paradigm
abstract
Virtual humans, including virtual agents and avatars, play an increasingly important role as VR technology advances. For example, virtual humans are used as digital bodies of users in social VR or as interfaces for AI assistants in online financing. Interpersonal trust is an essential prerequisite in real-life interactions, as well as in the virtual world. However, to date, there are no established interpersonal trust measurement tools specifically for virtual humans in virtual reality. This study fills the gap, by contributing a novel validated behavioural tool to measure interpersonal trust towards a specific virtual social interaction partner in social VR. This validated paradigm is inspired by a previously proposed virtual maze task that measures trust towards virtual characters. In the current study, a variant of this paradigm was implemented. The task of the users (the trustors) is to navigate through a maze in virtual reality, where they can interact with a virtual human (the trustee). They can choose to 1) ask for advice and 2) follow the advice from the virtual human if they want to. These measures served as behavioural measures of trust. We conducted a validation study with 70 participants in a between-subject design. The two conditions did not differ in the content of the advice but in the appearance, tone of voice and engagement of the trustees (alleged as avatars controlled by other participants). Results indicate that the experimental manipulation was successful, as participants rated the virtual human as more trustworthy in the trustworthy condition than in the untrustworthy condition. Importantly, this manipulation affected the trust behaviour of our participants, who, in the trustworthy condition, asked for advice more often and followed advice more often, indicating that the paradigm is sensitive to assessing interpersonal trust towards virtual humans. Thus, our paradigm can be used to measure differences in interpersonal trust towards virtual humans and may serve as a valuable research tool to study trust in virtual reality.
Jinghuai Lin, Johrine Cronjé, Ivo Käthner, Paul Pauli, Marc Erich Latoschik
IEEE Trans. Vis. Comput. Graph.3
2019 Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation
abstract
Virtual Reality (VR) technology offers promising opportunities to improve traditional treadmill-based rehabilitation programs. We present an immersive VR rehabilitation system that includes a head-mounted display and motion sensors. The application is designed to promote the experience of relatedness, autonomy, and competence. The application uses procedural content generation to generate diverse landscapes. We evaluated the effect of the immersive rehabilitation system on motivation and affect. We conducted a repeated measures study with 36 healthy participants to compare the immersive program to a traditional rehabilitation program. Participants reported significant greater enjoyment, felt more competent and experienced higher decision freedom and meaningfulness in the immersive VR gait training compared to the traditional training. They experienced significantly lower physical demand, simulator sickness, and state anxiety, and felt less pressured while still perceiving a higher personal performance. We derive three design implications for future applications in gait rehabilitation: Immersive VR provides a promising augmentation for gait rehabilitation. Gamification features provide a design guideline for content creation in gait rehabilitation. Relatedness and autonomy provide critical content features in gait rehabilitation.
Florian Kern, Carla Winter, Dominik Gall, Ivo Käthner, Paul Pauli, Marc Erich Latoschik
VR4
2015 Brain-controlled applications using dynamic P300 speller matrices
Sebastian Halder 0001, Andreas Pinegger, Ivo Käthner, Selina C. Wriessnegger, Josef Faller, João B. Pires Antunes, Gernot R. Müller-Putz, Andrea Kübler
Artif. Intell. Medicine3