Benjamin Volmer

dblp:228/9518 · DBLP profile ↗
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6ranked-venue papers
5as first author
3since 2021 · last 2023
0000-0001-8451-7549ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 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.

Human-computer interaction and pervasive computing
6 papers
Immersive interaction · 44% Usability and user experience research · 41% Wearable and physiological sensing · 11%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
spatial augmented reality
1.632023
Multi-Level Precues for Guiding Tasks Within and Between Workspaces in Spatial Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2023
Event Related Brain Responses Reveal the Impact of Spatial Augmented Reality Predictive Cues on Mental Effort · IEEE Trans. Vis. Comput. Graph. 2023
A Comparison of Predictive Spatial Augmented Reality Cues for Procedural Tasks · IEEE Trans. Vis. Comput. Graph. 2018
Usability and user experience research › user assistance
task guidance
1.232023
Multi-Level Precues for Guiding Tasks Within and Between Workspaces in Spatial Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2023
A Comparison of Predictive Spatial Augmented Reality Cues for Procedural Tasks · IEEE Trans. Vis. Comput. Graph. 2018
A Comparison of Spatial Augmented Reality Predictive Cues and their Effects on Sleep Deprived Users · VR 2022
Usability and user experience research
cognitive load
0.822023
Event Related Brain Responses Reveal the Impact of Spatial Augmented Reality Predictive Cues on Mental Effort · IEEE Trans. Vis. Comput. Graph. 2023
A Comparison of Predictive Spatial Augmented Reality Cues for Procedural Tasks · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality
augmented reality
0.612022
A Comparison of Spatial Augmented Reality Predictive Cues and their Effects on Sleep Deprived Users · VR 2022
Virtual and augmented reality › immersive interaction › avatar embodiment
body ownership
0.412019
Remapping a Third Arm in Virtual Reality · VR 2019
Immersive interaction
virtual reality training
0.412019
Towards Robot Arm Training in Virtual Reality Using Partial Least Squares Regression · VR 2019
Wearable and physiological sensing
electroencephalography
0.212023
Event Related Brain Responses Reveal the Impact of Spatial Augmented Reality Predictive Cues on Mental Effort · IEEE Trans. Vis. Comput. Graph. 2023
Wearable and physiological sensing › electroencephalography
event-related potentials
0.212023
Event Related Brain Responses Reveal the Impact of Spatial Augmented Reality Predictive Cues on Mental Effort · IEEE Trans. Vis. Comput. Graph. 2023
Wearable and physiological sensing › motion sensing
motion tracking
0.112019
Remapping a Third Arm in Virtual Reality · VR 2019

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

pilot study · 0.8partial least squares regression · 0.8coloured petri nets · 0.8user study · 0.7n-back task · 0.7auditory oddball task · 0.7EEG · 0.7between-subjects experiment · 0.3
YearPublicationVenuePosition
2023 Event Related Brain Responses Reveal the Impact of Spatial Augmented Reality Predictive Cues on Mental Effort
abstract
This article presents the results from a Spatial Augmented Reality (SAR) study which evaluated the cognitive cost of several predictive cues. Participants performed a validated procedural button pressing task, where the predictive cue annotations guided them to the upcoming task. While existing research has evaluated predictive cues based on their performance and self-rated mental effort, actual cognitive cost has yet to be investigated. To measure the user's brain activity, this study utilized electroencephalogram (EEG) recordings. Cognitive load was evaluated by measuring brain responses for a secondary auditory oddball task, with reduced brain responses to oddball tones expected when cognitive load in the primary task is highest. A simple monitor n-back task and procedural task comparing monitor versus SAR were conducted, followed by a version of the procedural task comparing the SAR predictive cues. Results from the brain responses were able to distinguish between performance enhancing cues with a high and low cognitive load. Electrical brain responses also revealed that having an arc or arrow guide towards the upcoming task required the least amount of mental effort.
Benjamin Volmer, James Baumeister, G. Stewart Von Itzstein, Matthias Schlesewsky, Ina Bornkessel-Schlesewsky, Bruce H. Thomas
IEEE Trans. Vis. Comput. Graph.1
2023 Multi-Level Precues for Guiding Tasks Within and Between Workspaces in Spatial Augmented Reality
abstract
We explore Spatial Augmented Reality (SAR) precues (predictive cues) for procedural tasks within and between workspaces and for visualizing multiple upcoming steps in advance. We designed precues based on several factors: cue type, color transparency, and multi-level (number of precues). Precues were evaluated in a procedural task requiring the user to press buttons in three surrounding workspaces. Participants performed fastest in conditions where tasks were linked with line cues with different levels of color transparency. Precue performance was also affected by whether the next task was in the same workspace or a different one.
Benjamin Volmer, Jen-Shuo Liu, Brandon J. Matthews, Ina Bornkessel-Schlesewsky, Steven K. Feiner, Bruce H. Thomas
IEEE Trans. Vis. Comput. Graph.1
2022 A Comparison of Spatial Augmented Reality Predictive Cues and their Effects on Sleep Deprived Users
abstract
Spatial Augmented Reality (SAR) is a useful tool for procedural tasks as virtual instructions can be co-located with the physical task. Predictive cue annotations have been utilized to further enhance user performance through SAR. These predictive cues have only been measured under ordinary circumstances. This paper aims to investigate predictive cues under a sub-optimal scenario by depriving users of sleep. Sleep deprivation is a common form of fatigue, which is known to have serious detriments on user performance. Based upon existing sleep literature, we expected predictive cue performance to degrade over time with sharp declines during the early hours of the morning. Despite these drops in performance, we hypothesized that having a predictive cue would benefit user performance in comparison to no cue. Results from a 62-hour sleep deprivation experiment indicated that providing SAR predictive cues was beneficial throughout sleep deprivation. Furthermore, having no predictive cue caused accuracy to decline earlier in the sleep deprivation period. From the predictive cues outlined in this paper, the line cue maintained the fastest response time and was least impacted by early morning performance declines.
Benjamin Volmer, James Baumeister, Raymond Matthews, Linda Grosser, G. Stewart Von Itzstein, Siobhan Banks, Bruce H. Thomas
VR1
2019 Remapping a Third Arm in Virtual Reality
abstract
This paper presents development on a conceptual method to remap supernumerary limbs using Virtual Reality (VR) as a platform for experimentation. Our VR system allows users to control a third arm through their own limbs such as their head, arms, and feet with the ability to switch between them. To realize and experiment with our remapping method, we used the Oculus Rift in conjunction with OptiTrack to track users in a room-scaled virtual environment. We present some initial findings from a small pilot study and conclude with suggestions for future work.
Adam Drogemuller, Adrien Verhulst, Masahiko Inami, Benjamin Volmer, Maki Sugimoto, Bruce H. Thomas
VR4
2019 Towards Robot Arm Training in Virtual Reality Using Partial Least Squares Regression
abstract
Robot assistance can reduce the user's workload of a task. However, the robot needs to be programmed or trained on how to assist the user. Virtual Reality (VR) can be used to train and validate the actions of the robot in a safer and cheaper environment. In this paper, we examine how a robotic arm can be trained using Coloured Petri Nets (CPN) and Partial Least Squares Regression (PLSR). Based upon these algorithms, we discuss the concept of using the user's acceleration and rotation as a sufficient means to train a robotic arm for a procedural task in VR. We present a work-in-progress system for training robotic limbs using VR as a cost effective and safe medium for experimentation. Additionally, we propose PLSR data that could be considered for training data analysis.
Benjamin Volmer, Adrien Verhulst, Masahiko Inami, Adam Drogemuller, Maki Sugimoto, Bruce H. Thomas
VR1
2018 A Comparison of Predictive Spatial Augmented Reality Cues for Procedural Tasks
abstract
Previous research has demonstrated that Augmented Reality can reduce a user's task response time and mental effort when completing a procedural task. This paper investigates techniques to improve user performance and reduce mental effort by providing projector-based Spatial Augmented Reality predictive cues for future responses. The objective of the two experiments conducted in this study was to isolate the performance and mental effort differences from several different annotation cueing techniques for simple (Experiment 1) and complex (Experiment 2) button-pressing tasks. Comporting with existing cognitive neuroscience literature on prediction, attentional orienting, and interference, we hypothesized that for both simple procedural tasks and complex search-based tasks, having a visual cue guiding to the next task's location would positively impact performance relative to a baseline, no-cue condition. Additionally, we predicted that direction-based cues would provide a more significant positive impact than target-based cues. The results indicated that providing a line to the next task was the most effective technique for improving the users' task time and mental effort in both the simple and complex tasks.
Benjamin Volmer, James Baumeister, G. Stewart Von Itzstein, Ina Bornkessel-Schlesewsky, Matthias Schlesewsky, Mark Billinghurst, Bruce H. Thomas
IEEE Trans. Vis. Comput. Graph.1