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Gerlinde Emsenhuber

dblp:205/3742 · DBLP profile ↗
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4ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0001-7776-586XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
2 papers
Virtual and augmented reality · 95% Rendering · 5%
Human-computer interaction and pervasive computing
2 papers
User interface design and tools · 47% Immersive interaction · 41% Haptics and multimodal interaction · 12%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
optical see-through head-mounted display
1.522025
See what I Mean? Mobile Eye-Perspective Rendering for Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2025
Eye-Perspective View Management for Optical See-Through Head-Mounted Displays · CHI 2023
Virtual and augmented reality
augmented reality
0.912025
See what I Mean? Mobile Eye-Perspective Rendering for Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › immersive rendering
user-perspective rendering
0.912025
See what I Mean? Mobile Eye-Perspective Rendering for Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
visual guidance
0.912025
See what I Mean? Mobile Eye-Perspective Rendering for Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2025
User interface design and tools › visualization
view management
0.712023
Eye-Perspective View Management for Optical See-Through Head-Mounted Displays · CHI 2023
Immersive interaction
virtual reality interaction
0.612022
AirRes Mask: A Precise and Robust Virtual Reality Breathing Interface Utilizing Breathing Resistance as Output Modality · CHI 2022
Haptics and multimodal interaction › multimodal interaction
multimodal output
0.212022
AirRes Mask: A Precise and Robust Virtual Reality Breathing Interface Utilizing Breathing Resistance as Output Modality · CHI 2022

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

eye-perspective rendering · 1.3plane-proxy rendering · 0.9eye tracking · 0.9SLAM-based reconstruction · 0.9user study · 0.6
YearPublicationVenuePosition
2025 See what I Mean? Mobile Eye-Perspective Rendering for Optical See-Through Head-Mounted Displays
abstract
Image-based scene understanding allows Augmented Reality (AR) systems to provide contextual visual guidance in unprepared, real-world environments. While effective on video see-through (VST) head-mounted displays (HMDs), such methods suffer on optical see-through (OST) HMDs due to misregistration between the world-facing camera and the user's eye perspective. To approximate the user's true eye view, we implement and evaluate three software-based eye-perspective rendering (EPR) techniques on a commercially available, untethered OST HMD (Microsoft HoloLens 2): (1) Plane-Proxy EPR, projecting onto a fixed-distance plane; (2) Mesh-Proxy EPR, using SLAM-based reconstruction for projection; and (3) Gaze-Proxy EPR, a novel eye-tracking-based method that aligns the projection with the user's gaze depth. A user study on real-world tasks underscores the importance of accurate EPR and demonstrates gaze-proxy as a lightweight alternative to geometry-based methods. We release our EPR framework as open source.
Gerlinde Emsenhuber, Tobias Langlotz, Denis Kalkofen, Markus Tatzgern
IEEE Trans. Vis. Comput. Graph.1
2023 Eye-Perspective View Management for Optical See-Through Head-Mounted Displays
abstract
Optical see-through (OST) head-mounted displays (HMDs) enable users to experience Augmented Reality (AR) support in the form of helpful real-world annotations. Unfortunately, the blend of the environment with virtual augmentations due to semitransparent OST displays often deteriorates the contrast and legibility of annotations. View management algorithms adapt the annotations’ layout to improve legibility based on real-world information, typically captured by built-in HMD cameras. However, the camera views are different from the user’s view through the OST display which decreases the final layout quality. We present eye-perspective view management that synthesizes high-fidelity renderings of the user’s view to optimize annotation placement. Our method significantly improves over traditional camera-based view management in terms of annotation placement and legibility. Eye-perspective optimizations open up opportunities for further research on use cases relying on the user’s true view through OST HMDs.
Gerlinde Emsenhuber, Tobias Langlotz, Denis Kalkofen, Jonathan Sutton, Markus Tatzgern
CHI1
2022 AirRes Mask: A Precise and Robust Virtual Reality Breathing Interface Utilizing Breathing Resistance as Output Modality
abstract
Increased levels of interactivity and multi-sensory stimulation have been shown to enhance the immersion of Virtual Reality experiences. We present the AirRes mask that enables users to utilize their breathing for precise natural interactions with the virtual environment without suffering from limitations of the sensing equipment such as motion artifacts. Furthermore, the AirRes mask provides breathing resistance as novel output modality that can be adjusted in real-time by the application. In a user study, we demonstrate the mask’s precision measurements for interaction as well as its ability to use breathing resistance to communicate contextual information such as adverse environmental conditions that affect the user’s virtual avatar. Our results show that the AirRes mask enhances virtual experiences and has the potential to create more immersive scenarios for applications by enforcing the perception of danger or improving situational awareness in training simulations, or for psychotherapy by providing additional physical stimuli.
Markus Tatzgern, Michael Domhardt, Michael Cenger, Gerlinde Emsenhuber, Radomir Dinic, Nathalie Gerner, Arnulf Hartl
CHI5
2017 An interactive 3D health app with multimodal information representation for frozen shoulder
abstract
Patients with Frozen Shoulder suffer from a decreased mobility and pain. Exercise-based physiotherapy is a common treatment and patients mostly perform the exercises at home. Correct exercise performance and compliance are the main issues in home-based therapy of Frozen Shoulder patients. To support patients diagnosed with Frozen Shoulder, a multimodal 3D smartphone app was designed, developed and evaluated. Additional to ten potential users, one physician, five physiotherapists, three computer scientists, two 3D artists and one HCI specialist were involved in the co-creation process. The app was evaluated by five patients during a three-week pilot study, which showed the feasibility of our approach. Exercise correctness, usage of multimodal instructions and user satisfaction were analyzed. Exercise correctness was nearly perfect and the interactive 3D animation was used for exercise instructions. Satisfaction using the app was rated very high according to SUS score. The results confirm that the co-creation process led to an effective, highly satisfactory and actually used system.
Thomas Stütz, Michael Domhardt, Gerlinde Emsenhuber, Daniela Huber, Martin Tiefengrabner, Nicholas Matis, Simon W. Ginzinger
MobileHCI3