Alexander Otte

dblp:216/5836 · DBLP profile ↗
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7ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 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
7 papers
Interaction techniques and input · 70% Immersive interaction · 25% Human-robot interaction · 3%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 13 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
1.942024
Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System · IEEE Trans. Vis. Comput. Graph. 2024
ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2019
Towards Utilizing Touch-sensitive Physical Keyboards for Text Entry in Virtual Reality · VR 2019
Immersive interaction
virtual reality interaction
1.022022
PoVRPoint: Authoring Presentations in Mobile Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality › augmented reality
optical see-through head-mounted display
0.812024
Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System · IEEE Trans. Vis. Comput. Graph. 2024
Interaction techniques and input
cross-device interaction
0.612022
PoVRPoint: Authoring Presentations in Mobile Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Interaction techniques and input › input modality › multimodal input
pen and touch input
0.612022
PoVRPoint: Authoring Presentations in Mobile Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction › depth perception
depth perception in virtual reality
0.412020
Above Surface Interaction for Multiscale Navigation in Mobile Virtual Reality · VR 2020
Interaction techniques and input › spatial interaction › navigation
multi-scale navigation
0.412020
Above Surface Interaction for Multiscale Navigation in Mobile Virtual Reality · VR 2020
Interaction techniques and input
touch interaction
0.412020
Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
immersive interaction
0.412019
ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2019
Interaction techniques and input › text entry
virtual reality text entry
0.412019
Towards Utilizing Touch-sensitive Physical Keyboards for Text Entry in Virtual Reality · VR 2019
Human-robot interaction › cognitive human-robot interaction
situational awareness
0.212024
Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction › virtual reality
mobile virtual reality
0.112020
Above Surface Interaction for Multiscale Navigation in Mobile Virtual Reality · VR 2020
Immersive interaction
virtual reality
0.112019
A Capacitive-sensing Physical Keyboard for VR Text Entry · VR 2019

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

user study · 3.7design space exploration · 0.8interaction design · 0.4blind-reaching task · 0.4preliminary user study · 0.4fingertip tracking · 0.4capacitive sensing · 0.4
YearPublicationVenuePosition
2024 Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System
abstract
Optical see-through head-mounted displays (OST HMDs) are a popular output medium for mobile Augmented Reality (AR) applications. To date, they lack efficient text entry techniques. Smartphones are a major text entry medium in mobile contexts but attentional demands can contribute to accidents while typing on the go. Mobile multi-display ecologies, such as combined OST HMD-smartphone systems, promise performance and situation awareness benefits over single-device use. We study the joint performance of text entry on mobile phones with text output on optical see-through head-mounted displays. A series of five experiments with a total of 86 participants indicate that, as of today, the challenges in such a joint interactive system outweigh the potential benefits.
Jens Grubert, Lukas Witzani, Alexander Otte, Travis Gesslein, Matthias Kranz, Per Ola Kristensson
IEEE Trans. Vis. Comput. Graph.3
2022 PoVRPoint: Authoring Presentations in Mobile Virtual Reality
abstract
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint-a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with the interaction capabilities afforded by VR. We study the utility of extended display space to, for example, assist users in identifying target slides, supporting spatial manipulation of objects on a slide, creating animations, and facilitating arrangements of multiple, possibly occluded shapes or objects. Among other things, our results indicate that 1) the wide field of view afforded by VR results in significantly faster target slide identification times compared to a tablet-only interface for visually salient targets; and 2) the three-dimensional view in VR enables significantly faster object reordering in the presence of occlusion compared to two baseline interfaces. A user study further confirmed that the interaction techniques were found to be usable and enjoyable.
Verena Biener, Travis Gesslein, Daniel Schneider 0006, Felix Kawala, Alexander Otte, Per Ola Kristensson, Michel Pahud, Eyal Ofek, Cuauhtli Campos, Matjaz Kljun, Klen Copic Pucihar, Jens Grubert
IEEE Trans. Vis. Comput. Graph.5
2020 Above Surface Interaction for Multiscale Navigation in Mobile Virtual Reality
abstract
The Ebbinghaus illusion, also known as Titchner Circles, is a well- known perceptual illusion affecting the perceived size of a disc enclosed by an annulus of either larger or smaller discs. Though many have found highly consistent results with regard to the effect of the illusion on size perception, there have been mixed results when studying its effect on action-based tasks. In this paper, we present a study utilizing a head-worn virtual environment to examine the effect of the Ebbinghaus illusion on depth judgments as measured using a blind-reaching task. We found that participants’ size judgments were symmetrically affected by the classic "large annulus" and "small annulus" configurations, but their distance judgments were asymmetrically affected. Large annulus configurations had no significant effect on distance judgments while small annulus configurations resulted in significant underestimation of target distances. Despite this asymmetry, both configurations resulted in response times of similar magnitude that were significantly longer than those of the non-illusory control condition.
Tim Menzner, Travis Gesslein, Alexander Otte, Jens Grubert
VR3
2020 Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers
abstract
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications.
Verena Biener, Daniel Schneider 0006, Travis Gesslein, Alexander Otte, Bastian Kuth, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert
IEEE Trans. Vis. Comput. Graph.4
2019 A Capacitive-sensing Physical Keyboard for VR Text Entry
abstract
In the context of immersive VR Head-Mounted Displays, physical keyboards have been proven to be an efficient typing interface. However, text entry using physical keyboards typically requires external camera-based tracking systems. Touch-sensitive physical keyboards allow for on-surface interaction, with sensing integrated into the keyboard itself, but have not been utilized for VR. We propose to utilize touch-sensitive physical keyboards for text entry as an alternative sensing mechanism for tracking user's fingertips and present a first prototype for VR.
Tim Menzner, Alexander Otte, Travis Gesslein, Jens Grubert, Philipp Gagel, Daniel Schneider 0006
VR2
2019 Towards Utilizing Touch-sensitive Physical Keyboards for Text Entry in Virtual Reality
abstract
Text entry is a challenge for Virtual Reality (VR) applications. In the context of immersive VR Head-Mounted Displays, text entry has been investigated for standard physical keyboards as well as for various hand representations. Specifically, prior work has indicated that minimalistic fingertip visualizations are an efficient hand representation. However, they typically require external tracking systems. Touch-sensitive physical keyboards allow for on-surface interaction, with sensing integrated into the keyboard itself. However, they have not been thoroughly investigated within VR. Our work brings together the domains of VR text entry and touch-sensitive physical keyboards. Specifically, we propose to utilize touch-sensitive physical keyboards for text entry as an alternative sensing mechanism for tracking user's fingertips and study its performance in a preliminary user study.
Alexander Otte, Tim Menzner, Travis Gesslein, Philipp Gagel, Daniel Schneider 0006, Jens Grubert
VR1
2019 ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality
abstract
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area.
Daniel Schneider 0006, Alexander Otte, Travis Gesslein, Philipp Gagel, Bastian Kuth, Mohamad Shahm Damlakhi, Oliver Dietz, Eyal Ofek, Michel Pahud, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert
IEEE Trans. Vis. Comput. Graph.2