Fabian Räthel

dblp:274/5113 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0006-1191-9655ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 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
Immersive interaction · 61% Health and well-being technologies · 30% Haptics and multimodal interaction · 9%

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

TopicWeightPapersLastEvidence papers
Immersive interaction › mixed reality
augmented virtuality
1.012026
Mixed Reality Golf Putting: A Comparative Analysis of Golf Putting Performance in Real, Virtual, and Augmented Virtuality Environments · IEEE Trans. Vis. Comput. Graph. 2026
Health and well-being technologies › physical activity
sports training
1.012026
Mixed Reality Golf Putting: A Comparative Analysis of Golf Putting Performance in Real, Virtual, and Augmented Virtuality Environments · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality
1.012026
Mixed Reality Golf Putting: A Comparative Analysis of Golf Putting Performance in Real, Virtual, and Augmented Virtuality Environments · IEEE Trans. Vis. Comput. Graph. 2026
Haptics and multimodal interaction
sensory feedback
0.312026
Mixed Reality Golf Putting: A Comparative Analysis of Golf Putting Performance in Real, Virtual, and Augmented Virtuality Environments · IEEE Trans. Vis. Comput. Graph. 2026

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

within-subjects experiment · 1.0
YearPublicationVenuePosition
2026 Mixed Reality Golf Putting: A Comparative Analysis of Golf Putting Performance in Real, Virtual, and Augmented Virtuality Environments
abstract
Although immersive technologies hold enormous potential for enhancing sports training, existing systems encounter notable limitations. While fully immersive virtual reality (VR) systems can address constraints of physical training setups such as limited space or equipment, full VR environments often lack rich, realistic, and multisensory feedback often required for effective sports training. To address this gap, this work investigates skill-based sport training, particularly, golf putting, across the reality-virtuality continuum. We implemented a mixed reality (MR) putting simulator that combines real equipment (putter and golf ball) with a virtual training environment. Three training conditions were realized: (i) real-world putting, constrained by limited physical space; (ii) a VR putting, in which a real putter and ball are used but represented virtually within the virtual environment (VE); (iii) an augmented virtuality (AV) putting, which reveals the real putter, ball, and users' limbs through a localized video-passthrough window, aiming to preserve users' sense of embodiment and presence while enabling simulation of an unlimited putting area. We conducted a pilot within-subjects experiment with 36 participants and found that the AV condition improved immediate putting performance, reduced task load, reduced perceived motion sickness, and increased user preference compared to the VR condition, while user's sense of presence remained comparable to VR training. These findings indicate that AV offers a pragmatic "sweet spot" on the virtuality continuum, balancing the tradeoff between sensory fidelity and training flexibility, offering valuable design insights for immersive sports training systems.
Felix Steiner, Ke Li 0025, Fabian Räthel, Frank Steinicke
IEEE Trans. Vis. Comput. Graph.3
2024 An Evaluation of Targeting Methods in Spatial Computing Interfaces with Visual Distractions
abstract
In modern spatial computing devices, users are confronted with diverse methods for object selection, including eye gaze (cf. Apple Vision Pro), hand gestures (cf. Microsoft HoloLens 2), touch gestures (cf. Google Glass Enterprise Edition 2), and external controllers (cf. Magic Leap 2). Although there are a plethora of empirical studies on which selection techniques perform best, a common limiting factor stems from the partly artificial setups. These typically exclude practical influences such as visual distraction.
Fabian Räthel, Susanne Schmidt 0001, Jenny Gabel, Lukas Posniak, Frank Steinicke
VRST1