EDBT 2026 Demo / reviewers in the wild / expert
Ulrich Eck
dblp:30/7703
· DBLP profile ↗
47ranked-venue papers
8as first author
24since 2021 · last 2026
0000-0002-5322-4724ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 46 · 8 first-author · 23 since 2021Human-computer interaction and ubiquitous computing · 24 · 5 first-author · 8 since 2021Applied, interdisciplinary, general and emerging computing · 9 · 4 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive AnatomyabstractVolumetric medical imaging offers great potential for understanding complex pathologies. Yet, traditional 2D slices provide little support for interpreting spatial relationships, forcing users to mentally reconstruct anatomy into three dimensions. Direct volumetric path tracing and VR rendering can improve perception but are computationally expensive, while precomputed representations, like Gaussian Splatting, require planning ahead. Both approaches limit interactive use.We propose a hybrid rendering approach for high-quality, interactive, and immersive anatomical visualization. Our method combines streamed foveated path tracing with a lightweight Gaussian Splatting approximation of the periphery. The peripheral model generation is optimized with volume data and continuously refined using foveal renderings, enabling interactive updates. Depth-guided reprojection further improves robustness to latency and allows users to balance fidelity with refresh rate. We compare our method against direct path tracing and Gaussian Splatting. Our results highlight how their combination can preserve strengths in visual quality while re-generating the peripheral model in under a second, eliminating extensive preprocessing and approximations. This opens new options for interactive medical visualization. Constantin Kleinbeck, Luisa Theelke, Hannah Schieber, Ulrich Eck, Rüdiger von Eisenhart-Rothe, Daniel Roth 0001 |
VR | 4 |
| 2025 | MM-OR: A Large Multimodal Operating Room Dataset for Semantic Understanding of High-Intensity Surgical EnvironmentsabstractOperating rooms (ORs) are complex, high-stakes environments requiring precise understanding of interactions among medical staff, tools, and equipment for enhancing surgical assistance, situational awareness, and patient safety. Current datasets fall short in scale, realism and do not capture the multimodal nature of OR scenes, limiting progress in OR modeling. To this end, we introduce MM-OR, a realistic and large-scale multimodal spatiotemporal OR dataset, and the first dataset to enable multimodal scene graph generation. MM-OR captures comprehensive OR scenes containing RGB-D data, detail views, audio, speech transcripts, robotic logs, and tracking data and is annotated with panoptic segmentations, semantic scene graphs, and downstream task labels. Further, we propose MM2SG, the first multimodal large vision-language model for scene graph generation, and through extensive experiments, demonstrate its ability to effectively leverage multimodal inputs. Together, MM-OR and MM2SG establish a new benchmark for holistic OR understanding, and open the path towards multimodal scene analysis in complex, high-stakes environments. Our code, and data is available at https://github.com/egeozsoy/MM-OR. Ege Özsoy, Chantal Pellegrini, Tobias Czempiel, Felix Tristram, Kun Yuan 0004, David Bani-Harouni, Ulrich Eck, Benjamin Busam, Matthias Keicher, Nassir Navab |
CVPR | 7 |
| 2025 | Sonify Anything: Towards Context-Aware Sonic Interactions in ARabstractIn Augmented Reality (AR), virtual objects interact with real objects. However, the lack of physicality of virtual objects leads to the absence of natural sonic interactions. When virtual and real objects collide, either no sound or a generic sound is played. Both lead to an incongruent multisensory experience reducing interaction and object realism. Unlike in Virtual Reality (VR) and games, where predefined scenes and interactions allow for the playback of prerecorded sound samples, AR requires real-time sound synthesis that dynamically adapts to novel contexts and objects to provide audiovisual congruence during interaction. To enhance real-virtual object interactions in AR, we propose a framework for context-aware sounds using methods from computer vision to recognize and segment the materials of real objects. The material's physical properties and the impact dynamics of the interaction are used to generate material-based sounds in real-time using physical modelling synthesis. In a user study with 24 participants, we compared our congruent material-based sounds to a generic sound effect, mirroring the current standard of non-context-aware sounds in AR applications. The results showed that material-based sounds led to significantly more realistic sonic interactions. Material-based sounds also enabled participants to distinguish visually similar materials with significantly greater accuracy and confidence. These findings show that context-aware, material-based sonic interactions in AR foster a stronger sense of realism and enhance our perception of real-world surroundings. Laura Schütz, Sasan Matinfar, Ulrich Eck, Daniel Roth 0001, Nassir Navab |
ISMAR | 3 |
| 2025 | Intelligent Virtual Sonographer (IVS): Enhancing Physician-Robot-Patient Communication
Tianyu Song 0002, Feng Li 0034, Yuan Bi, Angelos Karlas, Amir Yousefi, Daniela Branzan, Zhongliang Jiang, Ulrich Eck, Nassir Navab |
MICCAI (10) | 8 |
| 2025 | Message from the ISMAR 2025 Science and Technology Paper Chairs and TVCG Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 24th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2025), which will be held between October 8 and 12, 2025, in Daejeon, South Korea. ISMAR continues the over twenty-year-long tradition of IWAR, ISMR, and ISAR, and is the world's premier conference for Mixed and Augmented Reality. Ulrich Eck, Gun A. Lee, Alexander Plopski, Missie Smith, Qi Sun 0003, Markus Tatzgern |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | MRUnion: Asymmetric Task-Aware 3D Mutual Scene Generation of Dissimilar Spaces for Mixed Reality TelepresenceabstractIn mixed reality (MR) telepresence applications, the differences between participants' physical environments can interfere with effective collaboration. For asymmetric tasks, users might need to access different resources (information, objects, tools) distributed throughout their room. Existing intersection methods do not support such interactions, because a large portion of the telepresence participants' rooms become inaccessible, along with the relevant task resources. We propose MRUnion, a Mixed Reality Telepresence pipeline for asymmetric task-aware 3D mutual scene generation. The key concept of our approach is to enable a user in an asymmetric telecollaboration scenario to access the entire room, while still being able to communicate with remote users in a shared space. For this purpose, we introduce a novel mutual room layout called Union. We evaluated 882 space combinations quantitatively involving two, three, and four combined remote spaces and compared it to a conventional Intersect room layout. The results show that our method outperforms existing intersection methods and enables a significant increase in space and accessibility to resources within the shared space. In an exploratory user study (N=24), we investigated the applicability of the synthetic mutual scene in both MR and VR setups, where users collaborated on an asymmetric remote assembly task. The study results showed that our method achieved comparable results to the intersect method but requires further investigation in terms of social presence, safety and support of collaboration. From this study, we derived design implications for synthetic mutual spaces. Michael Pabst, Linda Rudolph, Nikolas Brasch, Verena Biener, Chloe Eghtebas, Ulrich Eck, Dieter Schmalstieg, Gudrun Klinker |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | Enhancing Patient Acceptance of Robotic Ultrasound through Conversational Virtual Agent and Immersive VisualizationsabstractRobotic ultrasound systems have the potential to improve medical diagnostics, but patient acceptance remains a key challenge. To address this, we propose a novel system that combines an AI-based virtual agent, powered by a large language model (LLM), with three mixed reality visualizations aimed at enhancing patient comfort and trust. The LLM enables the virtual assistant to engage in natural, conversational dialogue with patients, answering questions in any format and offering real-time reassurance, creating a more intelligent and reliable interaction. The virtual assistant is animated as controlling the ultrasound probe, giving the impression that the robot is guided by the assistant. The first visualization employs augmented reality (AR), allowing patients to see the real world and the robot with the virtual avatar superimposed. The second visualization is an augmented virtuality (AV) environment, where the real-world body part being scanned is visible, while a 3D Gaussian Splatting reconstruction of the room, excluding the robot, forms the virtual environment. The third is a fully immersive virtual reality (VR) experience, featuring the same 3D reconstruction but entirely virtual, where the patient sees a virtual representation of their body being scanned in a robot-free environment. In this case, the virtual ultrasound probe, mirrors the movement of the probe controlled by the robot, creating a synchronized experience as it touches and moves over the patient's virtual body. We conducted a comprehensive agent-guided robotic ultrasound study with all participants, comparing these visualizations against a standard robotic ultrasound procedure. Results showed significant improvements in patient trust, acceptance, and comfort. Based on these findings, we offer insights into designing future mixed reality visualizations and virtual agents to further enhance patient comfort and acceptance in autonomous medical procedures. Tianyu Song 0002, Felix Pabst, Ulrich Eck, Nassir Navab |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | Optimizing In-Contact Force Planning in Robotic Ultrasound with Augmented Reality Visualization TechniquesabstractThe utilization of augmented reality (AR) in medical robotics offers significant advancements in enhancing procedural accuracy and patient safety. This paper investigates novel AR visualization techniques designed to depict in-contact force applied by a robotic ultrasound probe, aiming to optimize the control practitioners have over probe force for ultrasound procedures, thereby enhancing both image quality and patient comfort. We developed and evaluated four distinct AR visualization techniques through a comprehensive user study conducted in a clinical setting. The study assessed the efficiency and user experience associated with each technique. The findings revealed notable differences in user performance and preferences, indicating that specific visualizations significantly improve the precision of force application and could lead to better procedural outcomes. The results underscore the potential of AR visualizations to transform robotic-assisted medical procedures by improving the interface between clinicians and robotic systems. Moreover, these advancements foster a deeper trust and acceptance of robotic technologies among healthcare professionals and patients. This study not only highlights the immediate benefits of AR in enhancing robotic ultrasound but also sets the stage for further research into AR’s expansive role in complex medical robotics scenarios. Tianyu Song 0002, Ulrich Eck, Nassir Navab |
ISMAR | 2 |
| 2024 | XR Prototyping of Mixed Reality Visualizations: Compensating Interaction Latency for a Medical Imaging RobotabstractResearching novel user experiences in medicine is challenging due to limited access to equipment and strict ethical protocols. Extended Reality (XR) simulation technologies offer a cost-and time-efficient solution for developing interactive systems. Recent work has shown Extended Reality Prototyping (XRP)’s potential, but its applicability to specific domains like controlling complex machinery needs further exploration. This paper explores the benefits and limitations of XRP in controlling a mobile medical imaging robot. We compare two XR visualization techniques to reduce perceived latency between user input and robot activation. Our XRP validation study demonstrates its potential for comparative studies, but identifies a gap in modeling human behavior in the analytic XRP validation framework. Jan Hendrik Plümer, Ulrich Eck, Denis Kalkofen, Philipp Steininger, Nassir Navab, Markus Tatzgern |
ISMAR | 3 |
| 2024 | Co-Designing Dynamic Mixed Reality Drill Positioning Widgets: A Collaborative Approach with Dentists in a Realistic SetupabstractMixed Reality (MR) is proven in the literature to support precise spatial dental drill positioning by superimposing 3D widgets. Despite this, the related knowledge about widget's visual design and interactive user feedback is still limited. Therefore, this study is contributed to by co-designed MR drill tool positioning widgets with two expert dentists and three MR experts. The results of co-design are two static widgets (SWs): a simple entry point, a target axis, and two dynamic widgets (DWs), variants of dynamic error visualization with and without a target axis (DWTA and DWEP). We evaluated the co-designed widgets in a virtual reality simulation supported by a realistic setup with a tracked phantom patient, a virtual magnifying loupe, and a dentist's foot pedal. The user study involved 35 dentists with various backgrounds and years of experience. The findings demonstrated significant results; DWs outperform SWs in positional and rotational precision, especially with younger generations and subjects with gaming experiences. The user preference remains for DWs (19) instead of SWs (16). However, findings indicated that the precision positively correlates with the time trade-off. The post-experience questionnaire (NASA-TLX) showed that DWs increase mental and physical demand, effort, and frustration more than SWs. Comparisons between DWEP and DWTA show that the DW's complexity level influences time, physical and mental demands. The DWs are extensible to diverse medical and industrial scenarios that demand precision. Mine Dastan, Michele Fiorentino 0001, Elias D. Walter, Christian Diegritz, Antonio E. Uva, Ulrich Eck, Nassir Navab |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2024 | Message from the ISMAR 2024 Science and Technology Program Chairs and TVCG Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2024), which will be held as a hybrid conference between October 21 and 25, 2024 in the Greater Seattle Area, USA. ISMAR continues the over twenty-year long tradition of IWAR, ISMR, and ISAR, and is the premier conference for Mixed and Augmented Reality in the world. Ulrich Eck, Maki Sugimoto, Misha Sra, Markus Tatzgern, Jeanine K. Stefanucci, Ian Williams 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | A Framework for Multimodal Medical Image InteractionabstractMedical doctors rely on images of the human anatomy, such as magnetic resonance imaging (MRI), to localize regions of interest in the patient during diagnosis and treatment. Despite advances in medical imaging technology, the information conveyance remains unimodal. This visual representation fails to capture the complexity of the real, multisensory interaction with human tissue. However, perceiving multimodal information about the patient's anatomy and disease in real-time is critical for the success of medical procedures and patient outcome. We introduce a Multimodal Medical Image Interaction (MMII) framework to allow medical experts a dynamic, audiovisual interaction with human tissue in three-dimensional space. In a virtual reality environment, the user receives physically informed audiovisual feedback to improve the spatial perception of anatomical structures. MMII uses a model-based sonification approach to generate sounds derived from the geometry and physical properties of tissue, thereby eliminating the need for hand-crafted sound design. Two user studies involving 34 general and nine clinical experts were conducted to evaluate the proposed interaction framework's learnability, usability, and accuracy. Our results showed excellent learnability of audiovisual correspondence as the rate of correct associations significantly improved (p < 0.001) over the course of the study. MMII resulted in superior brain tumor localization accuracy (p < 0.05) compared to conventional medical image interaction. Our findings substantiate the potential of this novel framework to enhance interaction with medical images, for example, during surgical procedures where immediate and precise feedback is needed. Laura Schütz, Sasan Matinfar, Gideon Schafroth, Navid Navab, Merle T. Fairhurst, Arthur Wagner, Benedikt Wiestler, Ulrich Eck, Nassir Navab |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2023 | A Closer Look at Dynamic Medical Visualization TechniquesabstractIn navigated surgery, physicians perform complex tasks assisted by virtual representations of anatomical structures and surgical tools. Integrating Augmented Reality (AR) in these scenarios enriches the information presented to the surgeon through a range of visualization techniques. Their selection is a crucial task as they represent the primary interface between the system and the surgeon.In this work, we present a novel approach to conveying augmented content using dynamic visualization techniques, allowing users to gather depth and shape information from both pictorial and kinetic cues. We conducted user studies comparing two novel dynamic methods – Object Flow and Wave Propagation – and three state-of-the-art static visualization techniques among medical experts. Our studies provide a detailed comparison of the visualization techniques’ efficacy in conveying shape and depth information from medical data, as well as task load and usability reported by the participants and post hoc analyses. We found that kinetic cues can assist users in understanding complex anatomical structures in medical AR. Alejandro Martin-Gomez, Felix Merkl, Alexander Winkler, Christian Heiliger, Ulrich Eck, Konrad Karcz, Nassir Navab |
ISMAR | 5 |
| 2023 | Leveraging Motion Tracking for Intuitive Interactions in a Tablet-Based 3D Scene Annotation SystemabstractIn the rapidly evolving field of computer vision, efficient and accurate annotation of 3D scenes plays a crucial role. While automation has streamlined this process, manual intervention is still essential for obtaining precise annotations. Existing annotation tools often lack intuitive interactions and efficient interfaces, particularly when it comes to annotating complex elements such as 3D bounding boxes, 6D human poses, and semantic relationships in a 3D scene. Therefore, it is often time-consuming and error-prone. Emerging technologies such as augmented reality (AR) and virtual reality (VR) have shown potential to provide an immersive and interactive environment for annotators to label objects and their relationships. However, the cost and accessibility of these technologies can be a barrier to their widespread adoption. This work introduces a novel tablet-based system that utilizes built-in motion tracking to facilitate an efficient and intuitive 3D scene annotation process. The system supports a variety of annotation tasks and leverages the tracking and mobility features of the tablet to enhance user interactions. Through a thorough user study investigating three distinct tasks - creating bounding boxes, adjusting human poses, and annotating scene relationships - we evaluate the effectiveness and usability of two interaction methods: touch-based interactions and hybrid interactions that utilize both touch and device motion tracking. Our results suggest that leveraging the tablet’s motion tracking feature could lead to more intuitive and efficient annotation processes. This work contributes to the understanding of tablet-based interaction and the potential it holds for annotating complex 3D scenes. Tianyu Song 0002, Ulrich Eck, Nassir Navab |
ISMAR | 2 |
| 2023 | Mixed Reality 3D Teleconsultation for Emergency Decompressive Craniotomy: An Evaluation with Medical ResidentsabstractEnabling collaborative telepresence in healthcare, especially surgical procedures, presents a critical challenge. The decompressive craniotomy procedure stands out as particularly complex and time-sensitive. The current teleconsultation approach relies on 2D color cameras, often offering only a fixed view and limited visual capabilities between experts and surgeons. However, teleconsultation can be addressed with Mixed Reality and immersive technology to potentially enable a better consultation of the procedure. We conducted an extensive user study focusing on decompressive craniotomy to investigate the advantages and challenges of our 3D teleconsultation system compared to a 2D video-based consultation system. Our 3D teleconsultation system leverages real-time 3D reconstruction of the patient and environment to empower experts to provide guidance and create virtual 3D annotations. The study utilized 3D-printed head models to perform a lifelike surgical intervention. It involved 14 medical residents and demonstrated an in-vitro 17% improvement in accurately describing the incision size on the patient’s head, contributing to potentially improved patient outcomes. Daniel Roth 0001, Robin Strak, Frieder Pankratz, Julia Reichling, Clemens Kraetsch, Simon Weidert, Marc Lazarovici, Nassir Navab, Ulrich Eck |
ISMAR | 10 |
| 2023 | Semantic Virtual Shadows (SVS) for Improved Perception in 4D OCT Guided Surgery
Michael Sommersperger, Shervin Dehghani, Philipp Matten, Kristina Mach, M. Ali Nasseri, Hessam Roodaki, Ulrich Eck, Nassir Navab |
MICCAI (9) | 7 |
| 2023 | Intelligent Virtual B-Scan Mirror (IVBM)
Michael Sommersperger, Shervin Dehghani, Philipp Matten, Kristina Mach, Hessam Roodaki, Ulrich Eck, Nassir Navab |
MICCAI (9) | 6 |
| 2022 | 4D-OR: Semantic Scene Graphs for OR Domain Modeling
Ege Özsoy, Evin Pinar Örnek, Ulrich Eck, Tobias Czempiel, Federico Tombari, Nassir Navab |
MICCAI (8) | 3 |
| 2022 | The Impact of Focus and Context Visualization Techniques on Depth Perception in Optical See-Through Head-Mounted DisplaysabstractEstimating the depth of virtual content has proven to be a challenging task in Augmented Reality (AR) applications. Existing studies have shown that the visual system makes use of multiple depth cues to infer the distance of objects, occlusion being one of the most important ones. The ability to generate appropriate occlusions becomes particularly important for AR applications that require the visualization of augmented objects placed below a real surface. Examples of these applications are medical scenarios in which the visualization of anatomical information needs to be observed within the patient's body. In this regard, existing works have proposed several focus and context (F+C) approaches to aid users in visualizing this content using Video See-Through (VST) Head-Mounted Displays (HMDs). However, the implementation of these approaches in Optical See-Through (OST) HMDs remains an open question due to the additive characteristics of the display technology. In this article, we, for the first time, design and conduct a user study that compares depth estimation between VST and OST HMDs using existing in-situ visualization methods. Our results show that these visualizations cannot be directly transferred to OST displays without increasing error in depth perception tasks. To tackle this gap, we perform a structured decomposition of the visual properties of AR F+C methods to find best-performing combinations. We propose the use of chromatic shadows and hatching approaches transferred from computer graphics. In a second study, we perform a factorized analysis of these combinations, showing that varying the shading type and using colored shadows can lead to better depth estimation when using OST HMDs. Alejandro Martin-Gomez, Jakob Weiss, Andreas Keller, Ulrich Eck, Daniel Roth 0001, Nassir Navab |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Duplicated Reality for Co-located Augmented Reality CollaborationabstractWhen two or more users attempt to collaborate in the same space with Augmented Reality, they often encounter conflicting intentions regarding the occupation of the same working area and self-positioning around such without mutual interference. Augmented Reality is a powerful tool for communicating ideas and intentions during a co-assisting task that requires multi-disciplinary expertise. To relax the constraint of physical co-location, we propose the concept of Duplicated Reality, where a digital copy of a 3D region of interest of the users' environment is reconstructed in real-time and visualized in-situ through an Augmented Reality user interface. This enables users to remotely annotate the region of interest while being co-located with others in Augmented Reality. We perform a user study to gain an in-depth understanding of the proposed method compared to an in-situ augmentation, including collaboration, effort, awareness, usability, and the quality of the task. The result indicates almost identical objective and subjective results, except a decrease in the consulting user's awareness of co-located users when using our method. The added benefit from duplicating the working area into a designated consulting area opens up new interaction paradigms to be further investigated for future co-located Augmented Reality collaboration systems. Ulrich Eck, Frieder Pankratz, Marc Lazarovici, Dirk Wilhelm, Nassir Navab |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Projective Bisector Mirror (PBM): Concept and RationaleabstractOur world is full of cameras, whether they are installed in the environment or integrated into mobile devices such as mobile phones or head-mounted displays. Displaying external camera views in our egocentric view with a picture-in-picture approach allows us to understand their view; however, it would not allow us to correlate their viewpoint with our perceived reality. We introduce Projective Bisector Mirrors for visualizing a camera view comprehensibly in the egocentric view of an observer with the metaphor of a virtual mirror. Our concept projects the image of a capturing camera onto the bisecting plane between the capture and the observer camera. We present extensive mathematical descriptions of this novel paradigm for multi-view visualization, discuss the effects of tracking errors and provide concrete implementation for multiple exemplary use-cases. Kostantinos Zacharis, Ulrich Eck, Nassir Navab |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Motion-Aware Robotic 3D UltrasoundabstractRobotic three-dimensional (3D) ultrasound (US) imaging has been employed to overcome the drawbacks of traditional US examinations, such as high inter-operator variability and lack of repeatability. However, object movement remains a challenge as unexpected motion decreases the quality of the 3D compounding. Furthermore, attempted adjustment of objects, e.g., adjusting limbs to display the entire limb artery tree, is not allowed for conventional robotic US systems. To address this challenge, we propose a vision-based robotic US system that can monitor the object’s motion and automatically update the sweep trajectory to provide 3D compounded images of the target anatomy seamlessly. To achieve these functions, a depth camera is employed to extract the manually planned sweep trajectory after which the normal direction of the object is estimated using the extracted 3D trajectory. Subsequently, to monitor the movement and further compensate for this motion to accurately follow the trajectory, the position of firmly attached passive markers is tracked in real-time. Finally, a stepwise compounding was performed. The experiments on a gel phantom demonstrate that the system can resume a sweep when the object is not stationary during scanning. Zhongliang Jiang, Hanyu Wang 0007, Matthias Grimm, Mingchuan Zhou, Ulrich Eck, Sandra V. Brecht, Tim C. Lueth, Thomas Wendler 0001, Nassir Navab |
ICRA | 6 |
| 2021 | Magnoramas: Magnifying Dioramas for Precise Annotations in Asymmetric 3D TeleconsultationabstractWhen users create hand-drawn annotations in Virtual Reality they often reach their physical limits in terms of precision, especially if the region to be annotated is small. One intuitive solution employs magnification beyond natural scale. However, scaling the whole environment results in wrong assumptions about the coherence between physical and virtual space. In this paper, we introduce Mag-noramas, a novel interaction method for selecting and extracting a region of interest that the user can subsequently scale and transform inside the virtual space. Our technique enhances the user's capabilities to perform supernaturally precise virtual annotations on virtual objects. We explored our technique in a user study within asimplified clinical scenario of a teleconsultation-supported craniectomy procedure that requires accurate annotations on a human head. Teleconsultation was performed asymmetrically between a remote expert in Virtual Reality that collaborated with a local user through Augmented Reality. The remote expert operates inside a reconstructed environment, captured from RGB-D sensors at the local site, and is embodied by an avatar to establish co-presence. The results show that Magnoramas significantly improve the precision of annotations while preserving usability and perceived presence measures compared to the baseline method. By hiding the 3D reconstruction while keeping the Magnorama, users can intentionally choose to lower their perceived social presence and focus on their tasks. Alexander Winkler, Frieder Pankratz, Marc Lazarovici, Dirk Wilhelm, Ulrich Eck, Daniel Roth 0001, Nassir Navab |
VR | 6 |
| 2021 | Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric TelepresenceabstractA 3D Telepresence system allows users to interact with each other in a virtual, mixed, or augmented reality (VR, MR, AR) environment, creating a shared space for collaboration and communication. There are two main methods for representing users within these 3D environments. Users can be represented either as point cloud reconstruction-based avatars that resemble a physical user or as virtual character-based avatars controlled by tracking the users' body motion. This work compares both techniques to identify the differences between user representations and their fit in the reconstructed environments regarding the perceived presence, uncanny valley factors, and behavior impression. Our study uses an asymmetric VR/AR teleconsultation system that allows a remote user to join a local scene using VR. The local user observes the remote user with an AR head-mounted display, leading to facial occlusions in the 3D reconstruction. Participants perform a warm-up interaction task followed by a goal-directed collaborative puzzle task, pursuing a common goal. The local user was represented either as a point cloud reconstruction or as a virtual character-based avatar, in which case the point cloud reconstruction of the local user was masked. Our results show that the point cloud reconstruction-based avatar was superior to the virtual character avatar regarding perceived co-presence, social presence, behavioral impression, and humanness. Further, we found that the task type partly affected the perception. The point cloud reconstruction-based approach led to higher usability ratings, while objective performance measures showed no significant difference. We conclude that despite partly missing facial information, the point cloud-based reconstruction resulted in better conveyance of the user behavior and a more coherent fit into the simulation context. Gleb Gorbachev, Ulrich Eck, Frieder Pankratz, Nassir Navab, Daniel Roth 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Gain A New Perspective: Towards Exploring Multi-View Alignment in Mixed RealityabstractManufacturing, maintenance, assembly, and training tasks represent some of the human activities that have captured special interest for Mixed Reality (MR) applications. For most of these scenarios, accurate object alignment constitutes a requirement to ensure the desired outcome. This task has proved to be especially challenging in egocentric approaches, frequently leading to estimation errors in depth. While traditional MR methods provide virtual guides such as text, arrows, or animations to assist users during alignment, this work explores the feasibility of using additional views generated by virtual cameras and mirrors. Presenting additional views from different perspectives can help to mitigate the estimation errors and show information that is not directly visible to users.To explore the benefits of using additional views for alignment tasks, and to collect reliable data and diminish external factors, we conducted a user study in a controlled virtual environment where participants aligned objects supported by additional views from a top-down camera and virtual mirrors. Data regarding alignment error, time to completion, user's interaction and attention, distance traveled, average head velocity, usability, and mental effort were collected. Our results show that using additional views reduces the mental effort and distance traveled by users and increases acceptance without negatively affecting the alignment accuracy. Therefore, we believe that users will also benefit from integrating these techniques during alignment tasks in MR environments. Alejandro Martin-Gomez, Javad Fotouhi, Ulrich Eck, Nassir Navab |
ISMAR | 3 |
| 2020 | Augmented MirrorsabstractA recurrent problem in egocentric Augmented Reality (AR) applications is the misestimation of depth. Providing alternative views from non-egocentric perspectives can convey useful information for applications that require the correct judgment of depth as it is in the case of placement and alignment of virtual and real content, but also for exploration and visualization tasks.In this paper, we introduce Augmented Mirrors. Through the integration of a real mirror, our approach is capable to reflect changes of the real and virtual content of an AR application while users benefit from the perceptual advantages of using mirrors. Our concept, simple yet effective, only requires tracking the user and mirror poses with the accuracy demanded by a specific application. To showcase the potential and flexibility of the Augmented Mirrors, we present and discuss multiple examples ranging from alignment, exploration, spatial understanding, and selective content visualization using different AR-enabled devices and tracking technologies. We envision the Augmented Mirrors as a new and valuable concept that can be used in applications that benefit from additional viewpoints and require the simultaneous visualization of real and virtual content. Alejandro Martin-Gomez, Alexander Winkler, Daniel Roth 0001, Ulrich Eck, Nassir Navab |
ISMAR | 5 |
| 2020 | Can a Hand-Held Navigation Device Reduce Cognitive Load? A User-Centered Approach Evaluated by 18 Surgeons
Caroline Brendle, Laura Schütz, Javier Esteban, Sandro M. Krieg, Ulrich Eck, Nassir Navab |
MICCAI (3) | 5 |
| 2020 | Processing-Aware Real-Time Rendering for Optimized Tissue Visualization in Intraoperative 4D OCT
Jakob Weiss, Michael Sommersperger, M. Ali Nasseri, Abouzar Eslami, Ulrich Eck, Nassir Navab |
MICCAI (5) | 5 |
| 2020 | Spatially-Aware Displays for Computer Assisted Interventions
Alexander Winkler, Ulrich Eck, Nassir Navab |
MICCAI (3) | 2 |
| 2019 | Visualization Techniques for Precise Alignment in VR: A Comparative StudyabstractMany studies explored the effectiveness of augmented, virtual, and mixed reality for object placement tasks. Two main approaches for assisting users during object alignment exist: static visualization techniques and interactive guides. This paper presents a comparative evaluation of four static visualization techniques used to render virtual objects when precise alignment in 6 degrees of freedom (DoF) is required. The selection of these techniques is based on the amount of occlusion caused by the visual guides during the alignment task. To the best of our knowledge, no previous work exists that evaluates which visualization technique is most suitable to support users while precisely aligning objects in virtual environments. We designed a virtual reality scenario considering two conditions -with and without time constraints- in which users aligned pairs of objects. To evaluate the users performance, quantitative and qualitative scores were collected. Our results suggest that visualization techniques with low levels of occlusion can improve alignment performance and increase user acceptance. Alejandro Martin-Gomez, Ulrich Eck, Nassir Navab |
VR | 2 |
| 2018 | Towards Efficient Visual Guidance in Limited Field-of-View Head-Mounted DisplaysabstractUnderstanding, navigating, and performing goal-oriented actions in Mixed Reality (MR) environments is a challenging task and requires adequate information conveyance about the location of all virtual objects in a scene. Current Head-Mounted Displays (HMDs) have a limited field-of-view where augmented objects may be displayed. Furthermore, complex MR environments may be comprised of a large number of objects which can be distributed in the extended surrounding space of the user. This paper presents two novel techniques for visually guiding the attention of users towards out-of-view objects in HMD-based MR: the 3D Radar and the Mirror Ball. We evaluate our approaches against existing techniques during three different object collection scenarios, which simulate real-world exploratory and goal-oriented visual search tasks. To better understand how the different visualizations guide the attention of users, we analyzed the head rotation data for all techniques and introduce a novel method to evaluate and classify head rotation trajectories. Our findings provide supporting evidence that the type of visual guidance technique impacts the way users search for virtual objects in MR. Felix Bork, Christian Schnelzer, Ulrich Eck, Nassir Navab |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Empirical Study of Non-Reversing Magic Mirrors for Augmented Reality Anatomy LearningabstractLeft-right confusion occurs across the entire population and refers to an impeded ability to distinguish between left and right. In medicine this phenomenon is particularly relevant as left and right are always defined with respect to the patient's point of view, i.e. the doctor's right is the patient's left. Traditional anatomy learning resources such as illustrations in textbooks naturally consider this by consistently depicting the anatomy of a patient as seen by an observer standing in front. Augmented Reality Magic Mirrors (MM) are one example of novel anatomy teaching resources and show a user's digital mirror image augmented with virtual anatomy on a large display. As left and right appear to be reversed in such MM setups, similar to real-world physical mirrors, intriguing perceptual questions arise: is a non-reversing MM (NRMM) the more natural choice for the task of anatomy learning and do users even learn anatomy the wrong way with a traditional, reversing MM (RMM)? In this paper, we explore the perceptual differences between an NRMM and RMM design and present the first empirical study comparing these two concepts for the purpose of anatomy learning. Experimental results demonstrate that medical students perform significantly better at identifying anatomically correct placement of virtual organs in an NRMM. However, interaction was significantly more difficult compared to an RMM. We explore the underlying psychological effects and discuss the implications of using an NRMM on user perception, knowledge transfer, and interaction. This study is relevant for the design of future MM systems in the medical domain and lessons-learned can be transferred to other application domains. Felix Bork, Roghayeh Barmaki, Ulrich Eck, Christian Sandor, Nassir Navab |
ISMAR | 3 |
| 2017 | Surgical Soundtracks: Towards Automatic Musical Augmentation of Surgical Procedures
Sasan Matinfar, M. Ali Nasseri, Ulrich Eck, Hessam Roodaki, Navid Navab, Chris P. Lohmann, Mathias Maier, Nassir Navab |
MICCAI (2) | 3 |
| 2017 | A Mixed-Reality Approach to Radiation-Free Training of C-arm Based Surgery
Philipp Stefan, Séverine Habert, Alexander Winkler, Marc Lazarovici, Julian Fürmetz, Ulrich Eck, Nassir Navab |
MICCAI (2) | 6 |
| 2017 | Exploring non-reversing magic mirrors for screen-based augmented reality systemsabstractScreen-based Augmented Reality (AR) systems can be built as a window into the real world as often done in mobile AR applications or using the Magic Mirror metaphor, where users can see themselves with augmented graphics on a large display. The term Magic Mirror implies that the display shows the users enantiomorph, i.e. the mirror image, such that the system mimics a real-world physical mirror. However, the question arises whether one should design a traditional mirror, or instead display the true mirror image by means of a non-reversing mirror? We discuss the perceptual differences between these two mirror visualization concepts and present a first comparative study in the context of Magic Mirror anatomy teaching. Felix Bork, Roghayeh Barmaki, Ulrich Eck, Pascal Fallavollita, Bernhard Fuerst, Nassir Navab |
VR | 3 |
| 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented realityabstractCo-located haptic feedback in mixed and augmented reality environments can improve realism and user performance, but it also requires careful system design and calibration. In this poster, we determine the thresholds for perceiving co-location errors through two psychophysics experiments in a typical fine-motor manipulation task. In these experiments we simulate the two fundamental ways of implementing VHAR systems: first, attaching a real tool; second, augmenting a virtual tool. We determined the just-noticeable co-location errors for position and orientation in both experiments and found that users are significantly more sensitive to co-location errors with virtual tools. Our overall findings are useful for designing visuo-haptic augmented reality workspaces and calibration procedures. Ulrich Eck, Liem Hoang, Christian Sandor, Goshiro Yamamoto, Takafumi Taketomi, Hirokazu Kato 0001, Hamid Laga |
VR | 1 |
| 2015 | Precise Haptic Device Co-Location for Visuo-Haptic Augmented RealityabstractVisuo-haptic augmented reality systems enable users to see and touch digital information that is embedded in the real world. PHANToM haptic devices are often employed to provide haptic feedback. Precise co-location of computer-generated graphics and the haptic stylus is necessary to provide a realistic user experience. Previous work has focused on calibration procedures that compensate the non-linear position error caused by inaccuracies in the joint angle sensors. In this article we present a more complete procedure that additionally compensates for errors in the gimbal sensors and improves position calibration. The proposed procedure further includes software-based temporal alignment of sensor data and a method for the estimation of a reference for position calibration, resulting in increased robustness against haptic device initialization and external tracker noise. We designed our procedure to require minimal user input to maximize usability. We conducted an extensive evaluation with two different PHANToMs, two different optical trackers, and a mechanical tracker. Compared to state-of-the-art calibration procedures, our approach significantly improves the co-location of the haptic stylus. This results in higher fidelity visual and haptic augmentations, which are crucial for fine-motor tasks in areas such as medical training simulators, assembly planning tools, or rapid prototyping applications. Ulrich Eck, Frieder Pankratz, Christian Sandor, Gudrun Klinker, Hamid Laga |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | Comprehensive workspace calibration for visuo-haptic augmented realityabstractVisuo-haptic augmented reality systems enable users to see and touch digital information that is embedded in the real world. Precise co-location of computer graphics and the haptic stylus is necessary to provide a realistic user experience. PHANToM haptic devices are often used in such systems to provide haptic feedback. They consist of two interlinked joints, whose angles define the position of the haptic stylus and three sensors at the gimbal to sense its orientation. Previous work has focused on calibration procedures that align the haptic workspace within a global reference coordinate system and developing algorithms that compensate the non-linear position error, caused by inaccuracies in the joint angle sensors. In this paper, we present an improved workspace calibration that additionally compensates for errors in the gimbal sensors. This enables us to also align the orientation of the haptic stylus with high precision. To reduce the required time for calibration and to increase the sampling coverage, we utilize time-delay estimation to temporally align external sensor readings. This enables users to continuously move the haptic stylus during the calibration process, as opposed to commonly used point and hold processes. We conducted an evaluation of the calibration procedure for visuo-haptic augmented reality setups with two different PHANToMs and two different optical trackers. Our results show a significant improvement of orientation alignment for both setups over the previous state of the art calibration procedure. Improved position and orientation accuracy results in higher fidelity visual and haptic augmentations, which is crucial for fine-motor tasks in areas including medical training simulators, assembly planning tools, or rapid prototyping applications. A user friendly calibration procedure is essential for real-world applications of VHAR. Ulrich Eck, Frieder Pankratz, Christian Sandor, Gudrun Klinker, Hamid Laga |
ISMAR | 1 |
| 2014 | Comprehensive workspace calibration for visuo-haptic augmented realityabstractVisuo-haptic augmented reality systems enable users to see and touch digital information that is embedded in the real world. Precise colocation of computer graphics and the haptic stylus is necessary to provide a realistic user experience. PHANToM haptic devices are often used in such systems to provide haptic feedback. They consist of two interlinked joints, whose angles define the position of the haptic stylus and three sensors at the gimbal to sense its orientation. Previous work has focused on a calibration procedures that align the haptic workspace within a global reference coordinate system and an algorithms that compensate the non-linear position error, which is caused by inaccuracies in the joint angle sensors. In our science and technology paper “Comprehensive Workspace Calibration for Visuo-Haptic Augmented Reality” [1], we present an improved workspace calibration that additionally compensates for errors in the gimbal sensors. This enables us to also align the orientation of the haptic stylus with high precision. To reduce the required time for calibration and to increase the sampling coverage, we utilize time-delay estimation to temporally align external sensor readings. This enables users to continuously move the haptic stylus during the calibration process, as opposed to commonly used point and hold processes. This demonstration showcases the complete workspace calibration procedure as described in our paper including a mixed reality demo scenario, that allows users to experience the calibrated workspace. Additionally, we demonstrate an early stage of our proposed future work in improved user guidance during the calibration procedure using visual guides. Ulrich Eck, Frieder Pankratz, Christian Sandor, Gudrun Klinker, Hamid Laga |
ISMAR | 1 |
| 2013 | Visuo-Haptic Augmented Reality runtime environment for medical trainingabstractDuring the last decade, Visuo-Haptic Augmented Reality (VHAR) systems have emerged that enable users to see and touch digital information that is embedded in the real world. They pose unique problems to developers, including the need for precise augmentations, accurate colocation of haptic devices, and efficient concurrent processing of multiple, realtime sensor inputs to achieve low latency. We think that this complexity is one of the main reasons, why VHAR technology has only been used in few user interface research projects. The proposed project's main objective is to pioneer the development of a widely applicable VHAR runtime environment, which meets the requirements of realtime, low latency operation with precise co-location, haptic interaction with deformable bodies, and realistic rendering, while reducing the overall cost and complexity for developers. A further objective is to evaluate the benefits of VHAR user interfaces with a focus on medical training applications, so that creators of future medical simulators or other haptic applications recognize the potential of VHAR. Ulrich Eck, Christian Sandor, Hamid Laga |
ISMAR | 1 |
| 2013 | Kinect for interactive AR anatomy learningabstractEducation of anatomy is a challenging but crucial element in educating medical professionals, but also for general education of pupils. Our research group has previously developed a prototype of an Augmented Reality (AR) magic mirror which allows intuitive visualization of realistic anatomical information on the user. However, the current overlay is imprecise as the magic mirror depends on the skeleton output from Kinect. These imprecisions affect the quality of education and learning. Hence, together with clinicians we have defined bone landmarks which users can touch easily on their body while standing in front of the sensor. We demonstrate that these landmarks allow the proper deformation of medical data within the magic mirror and onto the human body, resulting in a more precise augmentation. Pascal Fallavollita, Tobias Blum, Ulrich Eck, Christian Sandor, Simon Weidert, Jens Waschke, Nassir Navab |
ISMAR | 4 |
| 2013 | HARP: A framework for visuo-haptic augmented realityabstractVisuo-Haptic Augmented Reality (VHAR) is a technology, which enables users to see and touch virtual objects. It poses unique problems to developers, including the need for precise augmentations, accurate colocation of haptic devices, and efficient processing of multiple, realtime sensor inputs to achieve low latency. We have designed and implemented the software framework HARP, which addresses these issues and simplifies the creation of haptic-enabled Augmented Reality (AR) applications. It allows developers to compose their applications on a high level of abstraction and hides most of the complexity of VHAR. Our contribution is the initial design and implementation of the framework, which we have validated in nine VHAR research projects ranging from simple interaction design to psychophysical experiments. We discuss limitations of our approach and future developments. These insights will be helpful to researchers and framework designers in the field of VHAR. Ulrich Eck, Christian Sandor |
VR | 1 |
| 2013 | Burnar: Involuntary heat sensations in augmented realityabstractAugmented Reality systems that run interactively and in real time, using high quality graphical displays and sensational cues, can create the illusion of virtual objects appearing to be real. This paper presents the design, implementation, and evaluation of BurnAR, a novel demonstration which enables users to experience the illusion of seeing their own hands burning, which we achieve by overlaying virtual flames and smoke on their hands. Surprisingly, some users reported an involuntary warming sensation of their hands. Based on these comments, we hypothesized that stimulation of multiple sensory modalities presented in this AR environment can induce an involuntary experience in an additional sensory pathway: observation of virtual flames resulting in a heat sensation. This cross-modal transfer, known as virtual synesthe-sia, is a temporary experience which affects some people who are not synesthetes and only lasts for a short time during the illusory experience. To verify our hypothesis, we conducted an exploratory study where participants experienced the BurnAR demonstration under controlled conditions. Peter Weir, Christian Sandor, Matt Swoboda, Thanh Nguyen 0002, Ulrich Eck, Gerhard Reitmayr, Arindam Dey 0001 |
VR | 5 |
| 2012 | ClonAR: Rapid redesign of real-world objectsabstractClonAR enables users to rapidly clone and edit real-world objects. First, real-world objects can be scanned using KinectFusion. Second, users can edit the scanned objects in our visuo-haptic Augmented Reality environment. Our whole pipeline does not use mesh representation of objects, but rather Signed Distance Fields, which are the output of KinectFusion. We directly render Signed Distance Fields haptically and visually. We do direct haptic rendering of Signed Distance Fields, which is faster and more flexible than rendering meshes. Visual rendering is performed by our custom-built raymarcher, which facilitates realistic illumination effects like ambient occlusions and soft shadows. Our prototype demonstrates the whole pipeline. We further present several results of redesigned real-world objects. Michael Csongei, Liem Hoang, Ulrich Eck, Christian Sandor |
ISMAR | 3 |
| 2012 | BurnAR: Feel the heatabstractAugmented Reality systems that run interactively and in real time, using high quality graphical displays and sensational cues, can create the illusion of virtual objects appearing to be real. This paper presents the design and implementation of BurnAR, a demonstration which enables users to experience the illusion of seeing their own hands burning, which we achieve by overlaying virtual flames and smoke on their hands. Surprisingly, some users reported an involuntary warming sensation of their hands. Peter Weir, Christian Sandor, Matt Swoboda, Thanh Nguyen 0002, Ulrich Eck, Gerhard Reitmayr, Arindam Dey 0001 |
ISMAR | 5 |
| 2010 | Egocentric space-distorting visualizations for rapid environment exploration in mobile mixed realityabstractMost of today's mobile internet devices contain facilities to display maps of the user's surroundings with points of interest embedded into the map. Other researchers have already explored complementary, egocentric visualizations of these points of interest using mobile mixed reality. Being able to perceive the point of interest in detail within the user's current context is desirable, however, it is challenging to display off-screen or occluded points of interest. We have designed and implemented space-distorting visualizations to address these situations. While this class of visualizations has been extensively studied in information visualization, we are not aware of any attempts to apply them to augmented or mixed reality. Based on the informal user feedback that we have gathered, we have performed several iterations on our visualizations. We hope that our initial results can inspire other researchers to also investigate space-distorting visualizations for mixed and augmented reality. Christian Sandor, Arindam Dey 0001, Andrew Cunningham, Sebastien Barbier, Ulrich Eck, Donald Urquhart, Michael R. Marner, Graeme Jarvis, Sang Rhee |
VR | 5 |
| 2009 | Egocentric space-distorting visualizations for rapid environment exploration in mobile mixed realityabstractThroughout the last decade, mobile information browsing has become a widely-adopted practice. Most of today's mobile Internet devices contain facilities to display maps of the user's surroundings with points of interest embedded into the map. Other researchers have already explored complementary, egocentric visualizations of these points of interest using mobile mixed reality. However, it is challenging to display off-screen or occluded points of interest. We have designed and implemented space-distorting visualizations to address these situations. Based on the informal user feedback that we have gathered, we have performed several iterations on our visualizations. We hope that our initial results can inspire other researchers to also investigate space-distorting visualizations for mixed and augmented reality. Christian Sandor, Andrew Cunningham, Ulrich Eck, Donald Urquhart, Graeme Jarvis, Arindam Dey 0001, Sebastien Barbier, Michael R. Marner, Sang Rhee |
ISMAR | 3 |