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Daniel Schneider 0006

dblp:61/6003-6 · DBLP profile ↗
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7ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0002-2798-4973ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author

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
6 papers
Interaction techniques and input · 74% Immersive interaction · 21% User interface design and tools · 2%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
1.132019
ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2019
Towards Utilizing Touch-sensitive Physical Keyboards for Text Entry in Virtual Reality · VR 2019
A Capacitive-sensing Physical Keyboard for VR Text Entry · VR 2019
Immersive interaction
virtual reality interaction
1.022022
PoVRPoint: Authoring Presentations in Mobile Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers · IEEE Trans. Vis. Comput. Graph. 2020
Interaction techniques and input
cross-device interaction
0.612022
PoVRPoint: Authoring Presentations in Mobile Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Interaction techniques and input › input modality › multimodal input
pen and touch input
0.612022
PoVRPoint: Authoring Presentations in Mobile Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Interaction techniques and input
pen input
0.412020
Pen-based Interaction with Spreadsheets in Mobile Virtual Reality · ISMAR 2020
Interaction techniques and input
touch interaction
0.412020
Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
immersive interaction
0.412019
ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2019
Interaction techniques and input › text entry
virtual reality text entry
0.412019
Towards Utilizing Touch-sensitive Physical Keyboards for Text Entry in Virtual Reality · VR 2019
Immersive interaction
virtual reality
0.112019
A Capacitive-sensing Physical Keyboard for VR Text Entry · VR 2019

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

user study · 1.8design space exploration · 0.8video-based survey · 0.4interaction design · 0.4expert assessment · 0.4preliminary user study · 0.4fingertip tracking · 0.4capacitive sensing · 0.4
YearPublicationVenuePosition
2022 PoVRPoint: Authoring Presentations in Mobile Virtual Reality
abstract
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint-a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with the interaction capabilities afforded by VR. We study the utility of extended display space to, for example, assist users in identifying target slides, supporting spatial manipulation of objects on a slide, creating animations, and facilitating arrangements of multiple, possibly occluded shapes or objects. Among other things, our results indicate that 1) the wide field of view afforded by VR results in significantly faster target slide identification times compared to a tablet-only interface for visually salient targets; and 2) the three-dimensional view in VR enables significantly faster object reordering in the presence of occlusion compared to two baseline interfaces. A user study further confirmed that the interaction techniques were found to be usable and enjoyable.
Verena Biener, Travis Gesslein, Daniel Schneider 0006, Felix Kawala, Alexander Otte, Per Ola Kristensson, Michel Pahud, Eyal Ofek, Cuauhtli Campos, Matjaz Kljun, Klen Copic Pucihar, Jens Grubert
IEEE Trans. Vis. Comput. Graph.3
2020 Pen-based Interaction with Spreadsheets in Mobile Virtual Reality
abstract
Virtual Reality (VR) can enhance the display and interaction of mobile knowledge work and in particular, spreadsheet applications. While spreadsheets are widely used yet are challenging to interact with, especially on mobile devices, using them in VR has not been explored in depth. A special uniqueness of the domain is the contrast between the immersive and large display space afforded by VR, contrasted by the very limited interaction space that may be afforded for the information worker on the go, such as an airplane seat or a small work-space. To close this gap, we present a tool-set for enhancing spreadsheet interaction on tablets using immersive VR headsets and pen-based input. This combination opens up many possibilities for enhancing the productivity for spreadsheet interaction. We propose to use the space around and in front of the tablet for enhanced visualization of spreadsheet data and meta-data. For example, extending sheet display beyond the bounds of the physical screen, or easier debugging by uncovering hidden dependencies between sheet's cells. Combining the precise on-screen input of a pen with spatial sensing around the tablet, we propose tools for the efficient creation and editing of spreadsheets functions such as off-the-screen layered menus, visualization of sheets dependencies, and gaze-and-touch-based switching between spreadsheet tabs. We study the feasibility of the proposed tool-set using a video-based online survey and an expert-based assessment of indicative human performance potential.
Travis Gesslein, Verena Biener, Philipp Gagel, Daniel Schneider 0006, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert
ISMAR4
2020 Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers
abstract
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications.
Verena Biener, Daniel Schneider 0006, Travis Gesslein, Alexander Otte, Bastian Kuth, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert
IEEE Trans. Vis. Comput. Graph.2
2019 A Capacitive-sensing Physical Keyboard for VR Text Entry
abstract
In the context of immersive VR Head-Mounted Displays, physical keyboards have been proven to be an efficient typing interface. However, text entry using physical keyboards typically requires external camera-based tracking systems. Touch-sensitive physical keyboards allow for on-surface interaction, with sensing integrated into the keyboard itself, but have not been utilized for VR. We propose to utilize touch-sensitive physical keyboards for text entry as an alternative sensing mechanism for tracking user's fingertips and present a first prototype for VR.
Tim Menzner, Alexander Otte, Travis Gesslein, Jens Grubert, Philipp Gagel, Daniel Schneider 0006
VR6
2019 Towards Utilizing Touch-sensitive Physical Keyboards for Text Entry in Virtual Reality
abstract
Text entry is a challenge for Virtual Reality (VR) applications. In the context of immersive VR Head-Mounted Displays, text entry has been investigated for standard physical keyboards as well as for various hand representations. Specifically, prior work has indicated that minimalistic fingertip visualizations are an efficient hand representation. However, they typically require external tracking systems. Touch-sensitive physical keyboards allow for on-surface interaction, with sensing integrated into the keyboard itself. However, they have not been thoroughly investigated within VR. Our work brings together the domains of VR text entry and touch-sensitive physical keyboards. Specifically, we propose to utilize touch-sensitive physical keyboards for text entry as an alternative sensing mechanism for tracking user's fingertips and study its performance in a preliminary user study.
Alexander Otte, Tim Menzner, Travis Gesslein, Philipp Gagel, Daniel Schneider 0006, Jens Grubert
VR5
2019 ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality
abstract
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area.
Daniel Schneider 0006, Alexander Otte, Travis Gesslein, Philipp Gagel, Bastian Kuth, Mohamad Shahm Damlakhi, Oliver Dietz, Eyal Ofek, Michel Pahud, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert
IEEE Trans. Vis. Comput. Graph.1
2017 Towards Around-Device Interaction using Corneal Imaging
abstract
Around-device interaction techniques aim at extending the input space using various sensing modalities on mobile and wearable devices. In this paper, we present our work towards extending the input area of mobile devices using front-facing device-centered cameras that capture reflections in the human eye. As current generation mobile devices lack high resolution front-facing cameras we study the feasibility of around-device interaction using corneal reflective imaging based on a high resolution camera. We present a workflow, a technical prototype and an evaluation, including a migration path from high resolution to low resolution imagers. Our study indicates, that under optimal conditions a spatial sensing resolution of 5 cm in the vicinity of a mobile phone is possible.
Daniel Schneider 0006, Jens Grubert
ISS1