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Sven Köhler 0004

dblp:45/329-4 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2015
0009-0003-9999-1595ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4

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
4 papers
Games and playful interaction · 32% Immersive interaction · 24% Haptics and multimodal interaction · 24%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic feedback
prop-based haptics
0.212015
TurkDeck: Physical Virtual Reality Based on People · UIST 2015
Immersive interaction
virtual reality locomotion
0.212015
Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual Reality · CHI 2015
Interaction techniques and input › input device
foot-based input
0.212014
Kickables: tangibles for feet · CHI 2014
Games and playful interaction
exergames
0.212013
Imaginary reality gaming: ball games without a ball · UIST 2013
Immersive interaction
virtual reality
0.112015
TurkDeck: Physical Virtual Reality Based on People · UIST 2015
Haptics and multimodal interaction › haptic feedback
whole-body haptic feedback
0.112015
Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual Reality · CHI 2015
Games and playful interaction › extended reality games
augmented reality games
0.012013
Imaginary reality gaming: ball games without a ball · UIST 2013

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

user study · 0.6optical motion capture · 0.2trajectory evaluation · 0.2physics simulation · 0.2
YearPublicationVenuePosition
2015 Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual Reality
abstract
We present "Level-Ups", computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted to the bottom of the boot that extends vertically. Unlike traditional solutions that are integrated with locomotion devices, Level-Ups allow users to walk around freely ("real-walking"). We present Level-Ups in a demo environment based on a head-mounted display, optical motion capture, and integrated with two different game engines. In a user study, participants rated the realism of stepping onto objects 6.0 out of 7.0 when wearing Level-Ups compared to 3.5 without.
Dominik Schmidt, Robert Kovacs, Vikram Mehta, Udayan Umapathi, Sven Köhler 0004, Lung-Pan Cheng, Patrick Baudisch
CHI5
2015 TurkDeck: Physical Virtual Reality Based on People
abstract
TurkDeck is an immersive virtual reality system that reproduces not only what users see and hear, but also what users feel. TurkDeck produces the haptic sensation using props, i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. Unlike previous work on prop-based virtual reality, however, TurkDeck allows creating arbitrarily large virtual worlds in finite space and using a finite set of physical props. The key idea behind TurkDeck is that it creates these physical representations on the fly by making a group of human workers present and operate the props only when and where the user can actually reach them. TurkDeck manages these so-called "human actuators" by displaying visual instructions that tell the human actuators when and where to place props and how to actuate them. We demonstrate TurkDeck at the example of an immersive 300m2 experience in 25m2 physical space. We show how to simulate a wide range of physical objects and effects, including walls, doors, ledges, steps, beams, switches, stompers, portals, zip lines, and wind. In a user study, participants rated the realism/immersion of TurkDeck higher than a traditional prop-less baseline condition (4.9 vs. 3.6 on 7 item Likert).
Lung-Pan Cheng, Thijs Roumen, Hannes Rantzsch, Sven Köhler 0004, Robert Kovacs, Johannes Jasper, Jonas Kemper, Patrick Baudisch
UIST4
2014 Kickables: tangibles for feet
abstract
We introduce the concept of tangibles that users can manipulate with their feet. We call them kickables. Unlike traditional tangibles, kickables allow for very large interaction surfaces as kickables reside on the ground. The main benefit of kickables over other foot-based modalities, such as foot touch, is their strong affordance, which we validate in two user studies. This affordance makes kickables well-suited for walk-up installations, such as tradeshows or museum exhibits.
Dominik Schmidt, Raf Ramakers, Esben Warming Pedersen, Johannes Jasper, Sven Köhler 0004, Aileen Pohl, Hannes Rantzsch, Andreas Rau 0003, Christoph Sterz, Yanina Yurchenko, Patrick Baudisch
CHI5
2013 Imaginary reality gaming: ball games without a ball
abstract
We present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play.
Patrick Baudisch, Henning Pohl, Stefanie Reinicke, Emilia Wittmers, Patrick Lühne, Marius Knaust, Sven Köhler 0004, Christian Holz 0001
UIST7