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Felix Steiner

dblp:41/3134 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0005-6757-3975ORCID · 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.1
2023 Audio-based Vibrotactile Feedback in Multimodal VR Interactions
abstract
While consumer-grade virtual reality (VR) hardware can deliver immersive audiovisual experiences, these systems often lack the ability to display realistic haptic feedback, or incorporate cost-efficient vibrotactile actuators with very limited abilities to provide tactile feedback. To overcome these limitations, we introduce an approach based on audio-based vibrotactile actuators. Due to their wide frequency response and multiple resonant frequencies, they can provide more tactile details. In our implementation, every VR interaction uses standard audio clips to provide simultaneous auditory and tactile feedback, as well as coupled realistic physics simulations for the visual feedback. We evaluate our approach to assess the benefits on the user’s experience regarding various interaction scenarios in VR, comparing our approach to a simulated fixed-frequency actuator as a baseline. The results confirmed the benefits of our approach in terms of user preference, perceived realism, comfort, sense of agency, and texture perception. Furthermore, multimodal feedback resulted in the best user experience.
Oscar Ariza, Felix Steiner, André Zenner, Frank Steinicke
VRST2