Jeremy Hartmann

dblp:218/0709 · DBLP profile ↗
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7ranked-venue papers
5as first author
4since 2021 · last 2025
0000-0001-9582-8406ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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.

Human-computer interaction and pervasive computing
5 papers
Immersive interaction · 53% Interaction techniques and input · 42% Usability and user experience research · 5%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 67% Rendering · 25% Visual content generation and editing · 8%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › selection techniques › command selection › menu interaction
marking menus
0.912025
A Comparison of Virtual Reality Menu Archetypes: Raycasting, Direct Input, and Marking Menus · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input › target selection › pointing
fitts' law
0.512021
An examination of mobile phone pointing in surface mapped spatial augmented reality · Int. J. Hum. Comput. Stud. 2021
Interaction techniques and input › gesture input
mid-air gestures
0.512021
OctoPocus in VR: Using a Dynamic Guide for 3D Mid-Air Gestures in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021
Interaction techniques and input
pointing and selection
0.512021
An examination of mobile phone pointing in surface mapped spatial augmented reality · Int. J. Hum. Comput. Stud. 2021
Immersive interaction › augmented reality
spatial augmented reality
0.512021
An examination of mobile phone pointing in surface mapped spatial augmented reality · Int. J. Hum. Comput. Stud. 2021
Immersive interaction
virtual reality interaction
0.512021
OctoPocus in VR: Using a Dynamic Guide for 3D Mid-Air Gestures in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality › immersive video
360-degree video
0.412020
View-Dependent Effects for 360° Virtual Reality Video · UIST 2020
Virtual and augmented reality
augmented reality
0.412020
AAR: Augmenting a Wearable Augmented Reality Display with an Actuated Head-Mounted Projector · UIST 2020
Rendering › appearance modeling
view-dependent effects
0.412020
View-Dependent Effects for 360° Virtual Reality Video · UIST 2020
Immersive interaction
augmented reality
0.112021
An examination of mobile phone pointing in surface mapped spatial augmented reality · Int. J. Hum. Comput. Stud. 2021
Visual content generation and editing
video editing
0.112020
View-Dependent Effects for 360° Virtual Reality Video · UIST 2020

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

depth buffer capture · 1.1MPEG-4 container · 1.1survey · 0.9controlled experiment · 0.9real-time 3d reconstruction · 0.8compositing · 0.8gesture recognizer · 0.5dynamic guide · 0.5structure from motion · 0.4spatial keyframe interpolation · 0.4projector calibration · 0.4authoring tool · 0.4
YearPublicationVenuePosition
2025 A Comparison of Virtual Reality Menu Archetypes: Raycasting, Direct Input, and Marking Menus
abstract
We contribute an analysis of the prevalence and relative performance of archetypal VR menu techniques. An initial survey of 108 menu interfaces in 84 popular commercial VR applications establishes common design characteristics. These characteristics motivate the design of raycast, direct, and marking menu archetypes, and a two-experiment comparison of their relative performance with one and two levels of hierarchy using 8 or 24 items. With a single-level menu, direct input is the fastest interaction technique in general, and is unaffected by number of items. With a two-level hierarchical menu, marking is fastest regardless of item number. Menus using raycasting, the most common menu interaction technique, were among the slowest of the tested menus but were rated most consistently usable. Using the combined results, we provide design and implementation recommendations with applications to general VR menu design.
Johann Wentzel, Matthew Lakier, Jeremy Hartmann, Falah Shazib, Géry Casiez, Daniel Vogel 0001
IEEE Trans. Vis. Comput. Graph.3
2022 Enhanced Videogame Livestreaming by Reconstructing an Interactive 3D Game View for Spectators
abstract
Many videogame players livestream their gameplay so remote spectators can watch for enjoyment, fandom, and to learn strategies and techniques. Current approaches capture the player’s rendered RGB view of the game, and then encode and stream it as a 2D live video feed. We extend this basic concept by also capturing the depth buffer, camera pose, and projection matrix from the rendering pipeline of the videogame and package them all within a MPEG-4 media container. Combining these additional data streams with the RGB view, our system builds a real-time, cumulative 3D representation of the live game environment for spectators. This enables each spectator to individually control a personal game view in 3D. This means they can watch the game from multiple perspectives, enabling a new kind of videogame spectatorship experience.
Jeremy Hartmann, Daniel Vogel 0001
CHI1
2021 An examination of mobile phone pointing in surface mapped spatial augmented reality
abstract
We investigate mobile phone pointing in Spatial Augmented Reality (SAR), where digital content is mapped onto the surfaces of a real physical environment. Three pointing techniques are compared: raycast, viewport, and direct. A first experiment examines these techniques in a realistic five-projector SAR environment with representative targets distributed across different surfaces. Participants were permitted free movement, so variations in target occlusion and target view angle occurred naturally. A second experiment validates and further generalizes findings by strictly controlling target occlusion and view angle in a simulated SAR pointing task using an AR HMD. Overall, results show raycast is fastest for non-occluded targets, direct is most accurate, and fastest for occluded targets in close proximity , and viewport falls in between. Using the experiment data, we formulate and evaluate a new Fitts’ model combining two spatial configurations in a SAR pointing task to capture key characteristics, initial target occlusion, target view angle, and user movement. Analysis shows it is a better predictor than previous models.
Jeremy Hartmann, Daniel Vogel 0001
Int. J. Hum. Comput. Stud.1
2021 OctoPocus in VR: Using a Dynamic Guide for 3D Mid-Air Gestures in Virtual Reality
abstract
Bau and Mackays OctoPocus dynamic guide helps novices learn, execute, and remember 2D surface gestures. We adapt OctoPocus to 3D mid-air gestures in Virtual Reality (VR) using an optimization-based recognizer, and by introducing an optional exploration mode to help visualize the spatial complexity of guides in a 3D gesture set. A replication of the original experiment protocol is used to compare OctoPocus in VR with a VR implementation of a crib-sheet. Results show that despite requiring 0.9s more reaction time than crib-sheet, OctoPocus enables participants to execute gestures 1.8s faster with 13.8 percent more accuracy during training, while remembering a comparable number of gestures. Subjective ratings support these results, 75 percent of participants found OctoPocus easier to learn and 83 percent found it more accurate. We contribute an implementation and empirical evidence demonstrating that an adaptation of the OctoPocus guide to VR is feasible and beneficial.
Katherine Fennedy, Jeremy Hartmann, Quentin Roy, Simon T. Perrault, Daniel Vogel 0001
IEEE Trans. Vis. Comput. Graph.2
2020 View-Dependent Effects for 360° Virtual Reality Video
abstract
"View-dependent effects'' have parameters that change with the user's view and are rendered dynamically at runtime. They can be used to simulate physical phenomena such as exposure adaptation, as well as for dramatic purposes such as vignettes. We present a technique for adding view-dependent effects to 360 degree video, by interpolating spatial keyframes across an equirectangular video to control effect parameters during playback. An in-headset authoring tool is used to configure effect parameters and set keyframe positions. We evaluate the utility of view-dependent effects with expert 360 degree filmmakers and the perception of the effects with a general audience. Results show that experts find view-dependent effects desirable for their creative purposes and that these effects can evoke novel experiences in an audience.
Jeremy Hartmann, Stephen DiVerdi, Cuong Nguyen 0003, Daniel Vogel 0001
UIST1
2020 AAR: Augmenting a Wearable Augmented Reality Display with an Actuated Head-Mounted Projector
abstract
Current wearable AR devices create an isolated experience with a limited field of view, vergence-accommodation conflicts, and difficulty communicating the virtual environment to observers. To address these issues and enable new ways to visualize, manipulate, and share virtual content, we introduce Augmented Augmented Reality (AAR) by combining a wearable AR display with a wearable spatial augmented reality projector. To explore this idea, a system is constructed to combine a head-mounted actuated pico projector with a Hololens AR headset. Projector calibration uses a modified structure from motion pipeline to reconstruct the geometric structure of the pan-tilt actuator axes and offsets. A toolkit encapsulates a set of high-level functionality to manage content placement relative to each augmented display and the physical environment. Demonstrations showcase ways to utilize the projected and head-mounted displays together, such as expanding field of view, distributing content across depth surfaces, and enabling bystander collaboration.
Jeremy Hartmann, Yen-Ting Yeh 0001, Daniel Vogel 0001
UIST1
2019 RealityCheck: Blending Virtual Environments with Situated Physical Reality
abstract
Today's virtual reality (VR) systems offer chaperone rendering techniques that prevent the user from colliding with physical objects. Without a detailed geometric model of the physical world, these techniques offer limited possibility for more advanced compositing between the real world and the virtual. We explore this using a realtime 3D reconstruction of the real world that can be combined with a virtual environment. RealityCheck allows users to freely move, manipulate, observe, and communicate with people and objects situated in their physical space without losing the sense of immersion or presence inside their virtual world. We demonstrate RealityCheck with seven existing VR titles, and describe compositing approaches that address the potential conflicts when rendering the real world and a virtual environment together. A study with frequent VR users demonstrate the affordances provided by our system and how it can be used to enhance current VR experiences.
Jeremy Hartmann, Christian Holz 0001, Eyal Ofek, Andrew D. Wilson
CHI1