Clemens Gatterer

dblp:198/4032 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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
1 paper
Haptics and multimodal interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic feedback
prop-based haptics
0.312017
VRRobot: Robot actuated props in an infinite virtual environment · VR 2017
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112017
VRRobot: Robot actuated props in an infinite virtual environment · VR 2017
Virtual and augmented reality
locomotion
0.112017
VRRobot: Robot actuated props in an infinite virtual environment · VR 2017
YearPublicationVenuePosition
2017 VRRobot: Robot actuated props in an infinite virtual environment
abstract
We present the design and development of a fully immersive virtual reality (VR) system that can provide prop-based haptic feedback in an infinite virtual environment. It is conceived as a research tool for studying topics related to haptics in VR and based on off-the-shelf components. A robotic arm moves physical props, dynamically matching pose and location of an object in the virtual world. When the user reaches for the virtual object, his or her hands also encounter it in the real physical space. The interaction is not limited to specific body parts and does not rely on an external structure like an exoskeleton. In combination with a locomotion platform for close-to-natural walking, this allows unrestricted haptic interaction in a natural way in virtual environments of unlimited size. We describe the concept, the hardware and software architecture in detail. We establish safety design guidelines for human-robot interaction in VR. Our technical evaluation shows good response times and accuracy. We report on a user study conducted with 34 participants indicating promising results, and discuss the potential of our system.
Emanuel Vonach, Clemens Gatterer, Hannes Kaufmann
VR2