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Julia Dörner

dblp:265/2266 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 77% Usability and user experience research · 23%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.412020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020
Virtual and augmented reality › immersive interaction
tangible interaction
0.412020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020
Interaction techniques and input
object manipulation
0.412020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020
Usability and user experience research
user study
0.112020
A Tangible Spherical Proxy for Object Manipulation in Augmented Reality · VR 2020

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

tangible user interface · 0.9
YearPublicationVenuePosition
2020 A Tangible Spherical Proxy for Object Manipulation in Augmented Reality
abstract
In this paper, we explore how a familiarly shaped object can serve as a physical proxy to manipulate virtual objects in Augmented Reality (AR) environments. Using the example of a tangible, handheld sphere, we demonstrate how irregularly shaped virtual objects can be selected, transformed, and released. After a brief description of the implementation of the tangible proxy, we present a buttonless interaction technique suited to the characteristics of the sphere. In a user study (N = 30), we compare our approach with three different controller-based methods that increasingly rely on physical buttons. As a use case, we focused on an alignment task that had to be completed in mid-air as well as on a flat surface. Results show that our concept has advantages over two of the controller-based methods regarding task completion time and user ratings. Our findings inform research on integrating tangible interaction into AR experiences.
David Englmeier, Julia Dörner, Andreas Butz, Tobias Höllerer
VR2