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Anna Sebernegg

dblp:272/5305 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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
1 paper
Learning and educational technologies · 50% Haptics and multimodal interaction · 50%
Artificial intelligence
1 paper
Video understanding and tracking · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
multimodal feedback
0.912025
VRTennis: Forehand Training in Virtual Reality with Rule-Based Motion Analysis and Multimodal Feedback · ISMAR 2025
Computer vision › Video understanding and tracking
motion analysis
0.312025
VRTennis: Forehand Training in Virtual Reality with Rule-Based Motion Analysis and Multimodal Feedback · ISMAR 2025

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

user study · 1.7rule-based motion analysis · 1.7
YearPublicationVenuePosition
2025 VRTennis: Forehand Training in Virtual Reality with Rule-Based Motion Analysis and Multimodal Feedback
abstract
Improper technique is detrimental to a tennis player's performance and increases the risk of injury. Regular training routines are necessary but take effort and motivation, and on-court training requires resources that pose additional barriers. Virtual reality paves the way for engaging self-training applications that address these barriers, but without a coach, motion errors may go uncorrected. We present a complementary way of practicing aspects of proper tennis forehand technique in virtual reality, utilizing automated motion analysis for immediate post-action multimodal feedback. Our VR tennis training utilizes motor learning principles and motion analysis to reinforce proper movement patterns and provide timely corrections. We overcome the problem of complex motion analysis by breaking the motion into distinct phases and utilizing the concept of coaching rules. After each shot, auditory and visual feedback is given, focusing on one aspect at a time. The exclusive use of the Meta Quest's partial motion capture poses technical challenges, restricting the set of applicable coaching rules and feedback due to the limited number of tracked joints. However, it allows us to present a more accessible and flexible alternative to on-court training and existing self-training setups. We conducted a user study$(\mathrm{N} = 26)$following a within-subjects pretest-posttest design to evaluate short-term effects of our VR tennis training. Results demonstrate significant improvements in motivation, performance metrics, and participants' self-reported confidence in technique from the pre- to posttest, suggesting a potential short-term learning effect. Qualitative insights reveal that participants believe our VR training can complement traditional tennis training to a certain degree.
Anna Sebernegg, Peter Kán
ISMAR1