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Mathias Moehring

dblp:72/2946 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorHuman-computer interaction and ubiquitous computing · 5 · 3 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
5 papers
Interaction techniques and input · 63% Haptics and multimodal interaction · 21% Collaborative and social computing · 11%
Computer graphics and multimedia
5 papers
Virtual and augmented reality · 95% Geometric modeling and processing · 5%

Topics — the 10 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › touch interaction
finger interaction
0.222011
Effective manipulation of virtual objects within arm's reach · VR 2011
Enabling functional validation of virtual cars through Natural Interaction metaphors · VR 2010
Interaction techniques and input
direct manipulation
0.112011
Effective manipulation of virtual objects within arm's reach · VR 2011
Virtual and augmented reality
depth perception
0.112009
Issues with Virtual Space Perception within Reaching Distance: Mitigating Adverse Effects on Applications Using HMDs in the Automotive Industry · VR 2009
Virtual and augmented reality
spatial perception
0.112009
Issues with Virtual Space Perception within Reaching Distance: Mitigating Adverse Effects on Applications Using HMDs in the Automotive Industry · VR 2009
Haptics and multimodal interaction › tactile display
fingertip tactile display
0.112007
Tactile Feedback at the Finger Tips for Improved Direct Interaction in Immersive Environments · VR 2007
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.112007
Tactile Feedback at the Finger Tips for Improved Direct Interaction in Immersive Environments · VR 2007
Haptics and multimodal interaction
haptic feedback
0.012011
Effective manipulation of virtual objects within arm's reach · VR 2011
Interaction techniques and input
gesture input
0.012010
Enabling functional validation of virtual cars through Natural Interaction metaphors · VR 2010
Geometric modeling and processing
direct manipulation
0.012007
Tactile Feedback at the Finger Tips for Improved Direct Interaction in Immersive Environments · VR 2007
Virtual and augmented reality
immersive interaction
0.012007
Tactile Feedback at the Finger Tips for Improved Direct Interaction in Immersive Environments · VR 2007

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

inverse kinematics · 0.2pseudophysical simulation · 0.2pseudo-physical simulation · 0.2grasping heuristics · 0.2user study · 0.2pointing techniques · 0.2pinch detection · 0.1finger tracking · 0.1depth of field blur · 0.1
YearPublicationVenuePosition
2011 Effective manipulation of virtual objects within arm's reach
abstract
We present a study that compares finger-based direct interaction to controller-based ray interaction in a CAVE as well as in head-mounted displays. We focus on interaction tasks within reach of the users' arms and hands and explore various feedback methods including visual, pressure-based tactile and vibro-tactile feedback. Furthermore, we enhanced a precise finger tracking device with a direct pinch-detection mechanism to improve the robustness of grasp detection. Our results indicate that finger-based interaction is generally preferred if the functionality and ergonomics of manually manipulated virtual artifacts has to be assessed. However, controller-based interaction is often faster and more robust. In projection-based environments finger-based interaction almost reaches the task completion times and the subjective robustness of controller-based interaction if the grasping heuristics relies on our direct pinch detection. It also improves significantly by adding tactile feedback, while visual feedback proves sufficient in head-mounted displays. Our findings provide a guideline for the design of fine grain finger-based interfaces.
Mathias Moehring, Bernd Fröhlich 0001
VR1
2011 Natural Interaction Metaphors for Functional Validations of Virtual Car Models
abstract
Natural Interaction in virtual environments is a key requirement for the virtual validation of functional aspects in automotive product development processes. Natural Interaction is the metaphor people encounter in reality: the direct manipulation of objects by their hands. To enable this kind of Natural Interaction, we propose a pseudophysical metaphor that is both plausible enough to provide realistic interaction and robust enough to meet the needs of industrial applications. Our analysis of the most common types of objects in typical automotive scenarios guided the development of a set of refined grasping heuristics to support robust finger-based interaction of multiple hands and users. The objects' behavior in reaction to the users' finger motions is based on pseudophysical simulations, which also take various types of constrained objects into account. In dealing with real-world scenarios, we had to introduce the concept of Normal Proxies, which extend objects with appropriate normals for improved grasp detection and grasp stability. An expert review revealed that our interaction metaphors allow for an intuitive and reliable assessment of several functionalities of objects found in a car interior. Follow-up user studies showed that overall task performance and usability are similar for CAVE and HMD environments. For larger objects and more gross manipulation, using the CAVE without employing a virtual hand representation is preferred, but for more fine-grained manipulation and smaller objects, the HMD turns out to be beneficial.
Mathias Moehring, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.1
2010 Enabling functional validation of virtual cars through Natural Interaction metaphors
abstract
Natural Interaction in virtual environments is a key requirement for the virtual validation of functional aspects in automotive product development processes. Natural Interaction is the metaphor people encounter in reality: the direct manipulation of objects by their hands. To enable this kind of Natural Interaction, we propose a pseudo-physical metaphor that is both plausible enough to provide realistic interaction and robust enough to meet the needs of industrial applications. Our analysis of the most common types of objects in typical automotive scenarios guided the development of a set of refined grasping heuristics to support robust finger-based interaction of multiple hands and users. The objects' behavior in reaction to the users' finger motions is based on pseudo-physical simulations, which also take various types of constrained objects into account. In dealing with real-world scenarios, we had to introduce the concept of Normal Proxies, which extend objects with appropriate normals for improved grasp detection and grasp stability. An expert review revealed that our interaction metaphors allow for an intuitive and reliable assessment of several functionalities of objects found in a car interior.
Mathias Moehring, Bernd Fröhlich 0001
VR1
2009 Issues with Virtual Space Perception within Reaching Distance: Mitigating Adverse Effects on Applications Using HMDs in the Automotive Industry
abstract
Besides visual validations of virtual car models, immersive applications like a Virtual Seating Buck enable car designers and engineers to decide product related issues without building expensive hardware prototypes. For replacing real models, it is mandatory that decision makers can rely on VR-based findings. However, especially when using a Head Mounted Display, users complain about an unnatural perception of space. Such misperceptions have already been reported in literature where several evaluation methods have been proposed for researching possible causes. Unfortunately, most of the methods do not represent the scenarios usually found in the automotive industry, since they focus on too large distances of five to fifteen meters. In this paper, we present an evaluation scenario adapted to size and distance perception within the reach of the user. With this method, we analyzed our standard setups and found a systematic error that is lower than aberrations reported by earlier research work. Furthermore, we tried to mitigate perception errors by a Depth of Field Blur applied to the virtual images.
Mathias Moehring, Antje Gloystein, Ralf Dörner 0001
VR1
2009 Virtual vs. Real-World Pointing in Two-User Scenarios
abstract
We are investigating the utility of a projection-based stereoscopic two-user system for applications in the automotive industry. In this paper we compare real-world pointing to pointing at virtual objects in a two-user scenario. In our study we investigated the following situation: One user points at an object while the second person has to guess the referenced object. Our results indicate that pointing at objects in a virtual world is much less precise than pointing in the real world even for a well calibrated stereoscopic two-user system. Pointing techniques like outlining an object or pointing from a distance produce more errors than the corresponding real-world techniques, but they are less error prone than interactions requiring to touch a virtual object. Our findings are a first step to qualify direct interaction techniques in a multi-user projection-based system.
Holger Salzmann, Mathias Moehring, Bernd Fröhlich 0001
VR2
2007 Tactile Feedback at the Finger Tips for Improved Direct Interaction in Immersive Environments
abstract
We present a new tactile feedback system for finger-based interactions in immersive virtual reality applications that consists of shape memory alloy wires wrapped around tracked linger thimbles. The wires touch the inside of the finger tips and provide an impression when they are shortened. We use this system to communicate linger contacts with virtual objects in an application for usability and reachability studies of car interiors. Our experiments and an initial pilot study revealed that this type of feedback helps users to perform direct manipulation tasks with more reliability
Robert Scheibe, Mathias Moehring, Bernd Fröhlich 0001
VR2