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Luis Meier

dblp:262/3680 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 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
1 paper
Health and well-being technologies · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health technology
emotion regulation
0.512021
Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters · VR 2021
Virtual and augmented reality
presence
0.112021
Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters · VR 2021
Virtual and augmented reality › presence
spatial presence
0.112021
Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters · VR 2021

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

self-assessment manikin · 1.0igroup presence questionnaire · 1.0heart rate measurement · 1.0
YearPublicationVenuePosition
2021 Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters
abstract
Advancing technology and higher availability of Virtual Reality (VR) devices sparked its application in various research fields. For instance, health-related research showed that simulated nature environments in VR could reduce arousal and increase valence levels. This study investigates how the amount of possible interactivity influences the presence in nature environments and consequences on arousal and valence. After inducing fear (high arousal and low valence) through a VR-horror game, it was tested how participants recovered if they played a VR-nature game with either no, limited, or extensive interaction. The horror game proved to be a valid stimulus for inducing high arousal and low valence with a successful manipulation check. Igroup presence questionnaire (IPQ) scores showed that more interaction with the virtual environment increases spatial presence. A beneficial effect of experiencing nature can also be concluded. Results from the Self-Assessment Manikin questionnaire (SAM) scores for valence indicate a significant increase in the conditions with extensive and limited interaction compared to the control group. The VR Nature experience did significantly decrease arousal and increase valence compared to the post-horror game ratings. The physiological responses support this finding. These results can increase the effectiveness of health-related VR-applications to elevate mood levels by either implementing plenty of interactions and consequently increasing spatial presence or doing the opposite and leaving out any interactions at all.
Jan-Niklas Voigt-Antons, Robert P. Spang, Tanja Kojic, Luis Meier, Maurizio Vergari, Sebastian Möller 0001
VR4
2020 Impact of Tactile and Visual Feedback on Breathing Rhythm and User Experience in VR Exergaming
abstract
Combining interconnected wearables provides fascinating opportunities like augmenting exergaming with virtual coaches, feedback on the execution of sports activities, or how to improve on them. Breathing rhythm is a particularly interesting physiological dimension since it is easy and unobtrusive to measure and gained data provide valuable insights regarding the correct execution of movements, especially when analyzed together with additional movement data in real-time. In this work, we focus on indoor rowing since it is a popular sport that's often done alone without extensive instructions. We compare a visual breathing indication with haptic guidance in order for athletes to maintain a correct, efficient, and healthy breathing-movement-synchronicity (BMS) while working out. Also, user experience and acceptance of the different modalities were measured. The results show a positive and statistically significant impact of purely verbal instructions and purely tactile feedback on BMS and no significant impact of visual feedback. Interestingly, the subjective ratings indicate a strong preference for the visual modality and even an aversion for the haptic feedback, although objectively the performance benefited most from using the latter.
Robert P. Spang, Tanja Kojic, Luis Meier, Rudresha Gulaganjihalli Parameshappa, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
QoMEX3
2020 Development and Validation of Pictographic Scales for Rapid Assessment of Affective States in Virtual Reality
abstract
This paper describes the development and validation of a continuous pictographic scale for self-reported assessment of affective states in virtual environments. The developed tool, called Morph A Mood (MAM), consists of a 3D character whose facial expression can be adjusted with simple controller gestures according to the perceived affective state to capture valence and arousal scores. It was tested against the questionnaires Pick-A-Mood (PAM) and Self-Assessment Manikin (SAM) in an experiment in which the participants (N = 32) watched several one-minute excerpts from music videos of the DEAP database within a virtual environment and assessed their mood after each clip. The experiment showed a high correlation with regard to valence, but only a moderate one with regard to arousal. No statistically significant differences were found between the SAM ratings of this experiment and MAM, but between the valence values of MAM and the DEAP database and between the arousal values of MAM and PAM. In terms of user experience, MAM and PAM hardly differ. Furthermore, the experiment showed that assessments inside virtual environments are significantly faster than with paper-pencil methods, where media devices such as headphones and display goggles must be put on and taken off.
Christian Krüger, Tanja Kojic, Luis Meier, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
QoMEX3