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Marco Fendrich

dblp:228/7163 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 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.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 95% Interaction techniques and input · 5%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality locomotion
1.022022
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments · CHI 2022
Assessing the Accuracy of Point & Teleport Locomotion with Orientation Indication for Virtual Reality using Curved Trajectories · CHI 2019
Immersive interaction › virtual reality locomotion
teleportation
0.612022
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments · CHI 2022
Immersive interaction
virtual reality interaction
0.612022
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments · CHI 2022
Immersive interaction › virtual reality › cybersickness
VR sickness
0.212022
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments · CHI 2022

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

controlled lab experiment · 0.6user study · 0.4
YearPublicationVenuePosition
2022 SkyPort: Investigating 3D Teleportation Methods in Virtual Environments
abstract
Teleportation has become the de facto standard of locomotion in Virtual Reality (VR) environments. However, teleportation with parabolic and linear target aiming methods is restricted to horizontal 2D planes and it is unknown how they transfer to the 3D space. In this paper, we propose six 3D teleportation methods in virtual environments based on the combination of two existing aiming methods (linear and parabolic) and three types of transitioning to a target (instant, interpolated and continuous). To investigate the performance of the proposed teleportation methods, we conducted a controlled lab experiment (N = 24) with a mid-air coin collection task to assess accuracy, efficiency and VR sickness. We discovered that the linear aiming method leads to faster and more accurate target selection. Moreover, a combination of linear aiming and instant transitioning leads to the highest efficiency and accuracy without increasing VR sickness.
Andrii Matviienko, Florian Müller 0003, Martin Schmitz 0001, Marco Fendrich, Max Mühlhäuser
CHI4
2019 Assessing the Accuracy of Point & Teleport Locomotion with Orientation Indication for Virtual Reality using Curved Trajectories
abstract
Room-scale Virtual Reality (VR) systems have arrived in users' homes where tracked environments are set up in limited physical spaces. As most Virtual Environments (VEs) are larger than the tracked physical space, locomotion techniques are used to navigate in VEs. Currently, in recent VR games, point & teleport is the most popular locomotion technique. However, it only allows users to select the position of the teleportation and not the orientation that the user is facing after the teleport. This results in users having to manually correct their orientation after teleporting and possibly getting entangled by the cable of the headset. In this paper, we introduce and evaluate three different point & teleport techniques that enable users to specify the target orientation while teleporting. The results show that, although the three teleportation techniques with orientation indication increase the average teleportation time, they lead to a decreased need for correcting the orientation after teleportation.
Markus Funk, Florian Müller 0003, Marco Fendrich, Megan Shene, Moritz Kolvenbach, Niclas Dobbertin, Sebastian Günther 0001, Max Mühlhäuser
CHI3