Pauline Bimberg

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9ranked-venue papers
4as first author
8since 2021 · last 2025
0000-0003-1481-8359ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Investigating Resolution Strategies for Workspace-Occlusion in Augmented Virtuality
abstract
Augmented Virtuality integrates physical content into virtual environments, but the occlusion of physical by virtual content is a challenge. This unwanted occlusion may disrupt user interactions with physical devices and compromise safety and usability. This paper investigates two resolution strategies to address this issue: Redirected Walking, which subtly adjusts the user’s movement to maintain physical-virtual alignment, and Automatic Teleport Rotation, which realigns the virtual environment during travel. A user study set in a virtual forest demonstrates that both methods effectively reduce occlusion. While in our testbed, Automatic Teleport Rotation achieves higher occlusion resolution, it is suspected to increase cybersickness compared to the less intrusive Redirected Walking approach.
Nico Feld, Pauline Bimberg, Michael Feldmann 0004, Matthias Wölwer, Eike Langbehn, Benjamin Weyers, Daniel Zielasko
VRST2
2025 Come Look at This: Supporting Fluent Transitions Between Tightly and Loosely Coupled Collaboration in Social Virtual Reality
abstract
Collaborative work in social virtual reality often requires an interplay of loosely coupled collaboration from different virtual locations and tightly coupled face-to-face collaboration. Without appropriate system mediation, however, transitioning between these phases requires high navigation and coordination efforts. In this paper, we present an interaction system that allows collaborators in virtual reality to seamlessly switch between different collaboration models known from related work. To this end, we present collaborators with functionalities that let them work on individual sub-tasks in different virtual locations, consult each other using asymmetric interaction patterns while keeping their current location, and temporarily or permanently join each other for face-to-face interaction. We evaluated our methods in a user study with 32 participants working in teams of two. Our quantitative results indicate that delegating the target selection process for a long-distance teleport significantly improves placement accuracy and decreases task load within the team. Our qualitative user feedback shows that our system can be applied to support flexible collaboration. In addition, the proposed interaction sequence received positive evaluations from teams with varying VR experiences.
Pauline Bimberg, Daniel Zielasko, Benjamin Weyers, Bernd Fröhlich 0001, Tim Weißker
IEEE Trans. Vis. Comput. Graph.1
2024 The Influence of Environmental Context on the Creation of Cartoon-like Avatars in Virtual Reality
abstract
The user study presented in this paper explores the effects that being immersed in different virtual scenes has on a user’s avatar-design behavior. For this purpose, we have developed a character creation tool that lets users configure their appearance in Virtual Reality. This tool has then been employed in a user study involving 33 participants, who were asked to configure a virtual avatar in a beach and a hospital environment. Our results show that the environment that participants were immersed in influenced their design behavior, with the beach environment leading to a more extensive use of accessories than the hospital scene. Against our expectations, most participants stated to have had little intention to represent either their real or ideal selves, instead opting to explore different characters that they found funny, likable, or interesting. In addition, we found indications for a possible connection between the participants’ feelings of presence and how they incorporate features of themselves into their avatar designs.
Pauline Bimberg, Michael Feldmann 0004, Benjamin Weyers, Daniel Zielasko
VR1
2024 The Impact of Task-Responsibility on User Experience and Behaviour under Asymmetric Knowledge Conditions
abstract
Virtual Reality presents a promising tool for knowledge transfer, allowing users to learn in different environments and with the help of three-dimensional visualizations. At the same time, having to learn new ways of interacting with their environment can present a significant hurdle for novice users. When users enter a virtual space to receive knowledge from a more experienced person, the question arises as to whether they benefit from learning VR-specific interaction techniques instead of letting the expert take over some or all interactions. Based on related work about expert-novice interaction in virtual spaces, this paper presents a user study comparing three different distributions of interaction responsibilities between participants and an expert user. The Role-Based interaction mode gives the expert the full interaction responsibility. The Shared interaction mode gives both users the same interaction capabilities, allowing them to share the responsibility of interacting with the virtual space. Finally, the Parallel interaction mode gives participants full interaction responsibility, while the expert can provide guidance through oral communication and visual demonstration. Our results indicate that assuming interaction responsibility led to higher task loads but also increased the participant’s engagement and feeling of presence. For most participants, sharing interaction responsibilities with the expert represented the best trade-off between engagement and challenge. While we did not measure a significant increase in learning success, participant comments indicated that they also paid more attention to details when assuming more interaction responsibility.
Pauline Bimberg, Daniel Zielasko, Benjamin Weyers
VRST1
2024 Semi-Automated Guided Teleportation through Immersive Virtual Environments
abstract
Immersive knowledge spaces like museums or cultural sites are often explored by traversing pre-defined paths that are curated to unfold a specific educational narrative. To support this type of guided exploration in VR, we present a semi-automated, hands-free path traversal technique based on teleportation that features a slow-paced interaction workflow targeted at fostering knowledge acquisition and maintaining spatial awareness. In an empirical user study with 34 participants, we evaluated two variations of our technique, differing in the presence or absence of intermediate teleportation points between the main points of interest along the route. While visiting additional intermediate points was objectively less efficient, our results indicate significant benefits of this approach regarding the user’s spatial awareness and perception of interface dependability. However, the user’s perception of flow, presence, attractiveness, perspicuity, and stimulation did not differ significantly. The overall positive reception of our approach encourages further research into semi-automated locomotion based on teleportation and provides initial insights into the design space of successful techniques in this domain.
Tim Weißker, Marius Meier-Krueger, Pauline Bimberg, Robert W. Lindeman, Torsten W. Kuhlen
VRST3
2024 Simple and Efficient? Evaluation of Transitions for Task-Driven Cross-Reality Experiences
abstract
The inquiry into the impact of diverse transitions between cross-reality environments on user experience remains a compelling research endeavor. Existing work often offers fragmented perspectives on various techniques or confines itself to a singular segment of the reality-virtuality spectrum, be it virtual reality or augmented reality. This study embarks on bridging this knowledge gap by systematically assessing the effects of six prevalent transitions while users remain immersed in tasks spanning both virtual and physical domains. In particular, we investigate the effect of different transitions while the user is continuously engaged in a demanding task instead of purely focusing on a given transition. As a preliminary step, we evaluate these six transitions within the realm of pure virtual reality to establish a baseline. Our findings reveal a clear preference among participants for brief and efficient transitions in a task-driven experience, instead of transitions that prioritize interactivity and continuity. Subsequently, we extend our investigation into a cross-reality context, encompassing transitions between virtual and physical environments. Once again, our results underscore the prevailing preference for concise and effective transitions. Furthermore, our research offers intriguing insights about the potential mitigation of visual incoherence between virtual and augmented reality environments by utilizing different transitions.
Nico Feld, Pauline Bimberg, Benjamin Weyers, Daniel Zielasko
IEEE Trans. Vis. Comput. Graph.2
2023 Gaining the High Ground: Teleportation to Mid-Air Targets in Immersive Virtual Environments
abstract
Most prior teleportation techniques in virtual reality are bound to target positions in the vicinity of selectable scene objects. In this paper, we present three adaptations of the classic teleportation metaphor that enable the user to travel to mid-air targets as well. Inspired by related work on the combination of teleports with virtual rotations, our three techniques differ in the extent to which elevation changes are integrated into the conventional target selection process. Elevation can be specified either simultaneously, as a connected second step, or separately from horizontal movements. A user study with 30 participants indicated a trade-off between the simultaneous method leading to the highest accuracy and the two-step method inducing the lowest task load as well as receiving the highest usability ratings. The separate method was least suitable on its own but could serve as a complement to one of the other approaches. Based on these findings and previous research, we define initial design guidelines for mid-air navigation techniques.
Tim Weißker, Pauline Bimberg, Aalok Shashidhar Gokhale, Torsten W. Kuhlen, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.2
2021 Virtual Rotations for Maneuvering in Immersive Virtual Environments
abstract
In virtual navigation, maneuvering around an object of interest is a common task which requires simultaneous changes in both rotation and translation. In this paper, we present Anchored Jumping, a teleportation technique for maneuvering that allows the explicit specification of a new viewing direction by selecting a point of interest as part of the target specification process. A first preliminary study showed that naïve Anchored Jumping can be improved by an automatic counter rotation that preserves the user’s relative orientation towards their point of interest. In our second, qualitative study, this extended technique was compared with two common approaches to specifying virtual rotations. Our results indicate that Anchored Jumping allows precise and comfortable maneuvering and is compatible with techniques that primarily support virtual exploration and search tasks. Equipped with a combination of such complementary techniques, seated users generally preferred virtual over physical rotations for indoor navigation.
Pauline Bimberg, Tim Weißker, Alexander Kulik, Bernd Fröhlich 0001
VRST1
2020 Getting There Together: Group Navigation in Distributed Virtual Environments
abstract
We analyzed the design space of group navigation tasks in distributed virtual environments and present a framework consisting of techniques to form groups, distribute responsibilities, navigate together, and eventually split up again. To improve joint navigation, our work focused on an extension of the Multi-Ray Jumping technique that allows adjusting the spatial formation of two distributed users as part of the target specification process. The results of a quantitative user study showed that these adjustments lead to significant improvements in joint two-user travel, which is evidenced by more efficient travel sequences and lower task loads imposed on the navigator and the passenger. In a qualitative expert review involving all four stages of group navigation, we confirmed the effective and efficient use of our technique in a more realistic use-case scenario and concluded that remote collaboration benefits from fluent transitions between individual and group navigation.
Tim Weißker, Pauline Bimberg, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.2