David Englmeier

dblp:163/0590 · DBLP profile ↗
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5ranked-venue papers
5as first author
1since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 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
5 papers
Virtual and augmented reality · 77% Visualization and visual analytics · 23%
Human-computer interaction and pervasive computing
5 papers
Personal fabrication and tangible interfaces · 37% Interaction techniques and input · 37% Haptics and multimodal interaction · 16%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces
tangible interaction
0.922021
Spherical World in Miniature: Exploring the Tiny Planets Metaphor for Discrete Locomotion in Virtual Reality · VR 2021
Sphere in Hand: Exploring Tangible Interaction with Immersive Spherical Visualizations · VR 2019
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.512021
Spherical World in Miniature: Exploring the Tiny Planets Metaphor for Discrete Locomotion in Virtual Reality · VR 2021
Virtual and augmented reality
augmented reality
0.412020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020
Virtual and augmented reality
locomotion techniques
0.412020
Rock or Roll - Locomotion Techniques with a Handheld Spherical Device in Virtual Reality · ISMAR 2020
Virtual and augmented reality › immersive interaction
tangible interaction
0.412020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020
Virtual and augmented reality
virtual reality
0.412020
Rock or Roll - Locomotion Techniques with a Handheld Spherical Device in Virtual Reality · ISMAR 2020
Interaction techniques and input › input device
handheld controller
0.412020
Rock or Roll - Locomotion Techniques with a Handheld Spherical Device in Virtual Reality · ISMAR 2020
Interaction techniques and input
object manipulation
0.412020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020
Usability and user experience research
user study
0.222020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020
Feel the Globe: Enhancing the Perception of Immersive Spherical Visualizations with Tangible Proxies · VR 2019
Virtual and augmented reality › immersive display
head-mounted display
0.112021
Spherical World in Miniature: Exploring the Tiny Planets Metaphor for Discrete Locomotion in Virtual Reality · VR 2021
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112019
Sphere in Hand: Exploring Tangible Interaction with Immersive Spherical Visualizations · VR 2019

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

tangible user interface · 2.4dwell-time selection · 1.0user study · 0.9spherical device interaction · 0.9
YearPublicationVenuePosition
2021 Spherical World in Miniature: Exploring the Tiny Planets Metaphor for Discrete Locomotion in Virtual Reality
abstract
We explore the concept of a Spherical World in Miniature (SWIM) for discrete locomotion in Virtual Reality (VR). A SWIM wraps a planar WIM around a physically embodied sphere and thereby implements the metaphor of a tangible Tiny Planet that can be rotated and moved, enabling scrolling, scaling, and avatar teleportation. The scaling factor is set according to the sphere's distance from the head-mounted display (HMD), while rotation moves the current viewing window. Teleportation is triggered with a dwell time when looking at the sphere and keeping it still. In a lab study (N=20), we compare our SWIM implementation to a planar WIM with an established VR controller technique using physical buttons. We test both concepts in a navigation task and also investigate the effects of two different screen sizes. Our results show that the SWIM, despite its less direct geometrical transformation, performed superior in most evaluations. It outperformed the planar WIM not only in terms of task completion time (TCT) and accuracy but also in subjective ratings.
David Englmeier, Wanja Sajko, Andreas Butz
VR1
2020 Rock or Roll - Locomotion Techniques with a Handheld Spherical Device in Virtual Reality
abstract
We investigate the use of a handheld spherical object as a controller for locomotion in VR. Rotating the object controls avatar movement in two different ways: As a zero order controller, it is continuously rotated to the target position as if rolling a ball on the floor. As a first order controller, it is tilted like a joystick to determine the direction and speed of movement. We describe how our prototype was built from low-cost commercially available hardware and discuss our design decisions. Then we evaluate both locomotion techniques in a user study (N=20) and compare them to established methods using handheld VR controllers. Our prototype matched and in some cases outperformed these methods regarding task time and accuracy. All results were obtained without any usage instructions, indicating easy learnability. Some of our insights may transfer to interaction with other naturally shaped objects in VR experiences.
David Englmeier, Andreas Butz
ISMAR1
2020 A Tangible Spherical Proxy for Object Manipulation in Augmented Reality
abstract
In this paper, we explore how a familiarly shaped object can serve as a physical proxy to manipulate virtual objects in Augmented Reality (AR) environments. Using the example of a tangible, handheld sphere, we demonstrate how irregularly shaped virtual objects can be selected, transformed, and released. After a brief description of the implementation of the tangible proxy, we present a buttonless interaction technique suited to the characteristics of the sphere. In a user study (N = 30), we compare our approach with three different controller-based methods that increasingly rely on physical buttons. As a use case, we focused on an alignment task that had to be completed in mid-air as well as on a flat surface. Results show that our concept has advantages over two of the controller-based methods regarding task completion time and user ratings. Our findings inform research on integrating tangible interaction into AR experiences.
David Englmeier, Julia Dörner, Andreas Butz, Tobias Höllerer
VR1
2019 Sphere in Hand: Exploring Tangible Interaction with Immersive Spherical Visualizations
abstract
The emerging possibilities of data analysis and exploration in virtual reality raise the question of how users can be best supported during such interactions. Spherical visualizations allow for convenient exploration of certain types of data. Our tangible sphere, exactly aligned with the sphere visualizations shown in VR, implements a very natural way of interaction and utilizes senses and skills trained in the real world. This work is motivated by the prospect to create in VR a low-cost, tangible, robust, handheld spherical display that would be difficult or impossible to implement as a physical display. Our concept enables it to gain insights about the impact of a fully tangible embodiment of a virtual object on task performance, comprehension of patterns, and user behavior. After a description of the implementation we discuss the advantages and disadvantages of our approach, taking into account different handheld spherical displays utilizing outside and inside projection.
David Englmeier, Isabel Schönewald, Andreas Butz, Tobias Höllerer
VR1
2019 Feel the Globe: Enhancing the Perception of Immersive Spherical Visualizations with Tangible Proxies
abstract
Recent developments in the commercialization of virtual reality open up many opportunities for enhancing human interaction with three-dimensional objects and visualizations. Spherical visualizations allow for convenient exploration of certain types of data. Our tangible sphere, exactly aligned with the sphere visualizations shown in VR, implements a very natural way of interaction and utilizes senses and skills trained in the real world. In a lab study, we investigate the effects of the perception of actually holding a virtual spherical visualization in hands. As use cases, we focus on surface visualizations that benefit from or require a rounded shape. We compared the usage of two differently sized acrylic glass spheres to a related interaction technique that utilizes VR controllers as proxies. On the one hand, our work is motivated by the ability to create in VR a tangible, lightweight, handheld spherical display that can hardly be realized in reality. On the other hand, gaining insights about the impact of a fully tangible embodiment of a virtual object on task performance, comprehension of patterns, and user behavior is important in its own right. After a description of the implementation we discuss the advantages and disadvantages of our approach, taking into account different handheld spherical displays utilizing outside and inside projection.
David Englmeier, Isabel Schönewald, Andreas Butz, Tobias Höllerer
VR1