André Kunert

dblp:93/4204 · DBLP profile ↗
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13ranked-venue papers
3as first author
0since 2021 · last 2020
0000-0003-0253-8982ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 2 first-authorHuman-computer interaction and ubiquitous computing · 8 · 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.

Computer graphics and multimedia
8 papers
Virtual and augmented reality · 98% Rendering · 1% Visual content generation and editing · 1%
Human-computer interaction and pervasive computing
8 papers
Immersive interaction · 48% Usability and user experience research · 23% Interaction techniques and input · 22%

Topics — the 26 heaviest of 28, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.032020
Multi-Window 3D Interaction for Collaborative Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020
The Collaborative Virtual Reality Neurorobotics Lab · VR 2019
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.822020
Multi-Window 3D Interaction for Collaborative Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020
The Collaborative Virtual Reality Neurorobotics Lab · VR 2019
Virtual and augmented reality › immersive interaction
3d interaction
0.412020
Multi-Window 3D Interaction for Collaborative Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020
Immersive interaction
3d object manipulation
0.412020
On Motor Performance in Virtual 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2020
Usability and user experience research › user performance
motor performance
0.412020
On Motor Performance in Virtual 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2020
Interaction techniques and input › touch interaction
multi-touch interaction
0.312018
RST 3D: A Comprehensive Gesture Set for Multitouch 3D Navigation · VR 2018
Usability and user experience research
simulator sickness
0.312018
Spatial Updating and Simulator Sickness During Steering and Jumping in Immersive Virtual Environments · VR 2018
Immersive interaction › virtual reality locomotion
teleportation
0.312018
Spatial Updating and Simulator Sickness During Steering and Jumping in Immersive Virtual Environments · VR 2018
Immersive interaction
virtual reality
0.312018
Spatial Updating and Simulator Sickness During Steering and Jumping in Immersive Virtual Environments · VR 2018
Immersive interaction
virtual reality locomotion
0.312018
Spatial Updating and Simulator Sickness During Steering and Jumping in Immersive Virtual Environments · VR 2018
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.322014
Photoportals: shared references in space and time · CSCW 2014
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
Virtual and augmented reality › 3d display
stereoscopic display
0.222018
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
RST 3D: A Comprehensive Gesture Set for Multitouch 3D Navigation · VR 2018
Virtual and augmented reality › virtual environment
immersive virtual environments
0.212013
Immersive Group-to-Group Telepresence · IEEE Trans. Vis. Comput. Graph. 2013
Immersive interaction
telepresence
0.212013
Immersive Group-to-Group Telepresence · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality
virtual reality
0.112020
Multi-Window 3D Interaction for Collaborative Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020
Interaction techniques and input › target selection › pointing
fitts' law
0.112020
On Motor Performance in Virtual 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2020
Interaction techniques and input
target selection
0.112020
On Motor Performance in Virtual 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality › immersive interaction
co-located collaboration
0.112011
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
Collaborative and social computing › collaborative virtual environments
collaborative virtual reality
0.112011
See-through techniques for referential awareness in collaborative virtual reality · Int. J. Hum. Comput. Stud. 2011
Virtual and augmented reality
telepresence
0.112019
The Collaborative Virtual Reality Neurorobotics Lab · VR 2019
Interaction techniques and input › input device
3d input device
0.112009
The Globefish: A 3D Motion Controller · VR 2009
Virtual and augmented reality
mixed reality
0.112014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Collaborative and social computing
remote collaboration
0.112014
Photoportals: shared references in space and time · CSCW 2014
Rendering › multi-view rendering
stereoscopic rendering
0.012013
Immersive Group-to-Group Telepresence · IEEE Trans. Vis. Comput. Graph. 2013
Interaction techniques and input › spatial interaction › navigation
group navigation
0.012011
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
Visual content generation and editing › 3d content editing
3d object manipulation
0.012009
The Globefish: A 3D Motion Controller · VR 2009

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

user study · 1.9rendering technique · 0.7fitts's law modeling · 0.43d portals · 0.4prototyping · 0.4design · 0.4depth camera capture · 0.3classification scheme · 0.33d reconstruction · 0.3shutter glasses · 0.2polarization · 0.2perception manipulation · 0.2
YearPublicationVenuePosition
2020 On Motor Performance in Virtual 3D Object Manipulation
abstract
Fitts's law facilitates approximate comparisons of target acquisition performance across a variety of settings. Conceptually, also the index of difficulty of 3D object manipulation with six degrees of freedom can be computed, which allows the comparison of results from different studies. Prior experiments, however, often revealed much worse performance than one would reasonably expect on this basis. We argue that this discrepancy stems from confounding variables and show how Fitts's law and related research methods can be applied to isolate and identify relevant factors of motor performance in 3D manipulation tasks. The results of a formal user study ( n=21) demonstrate competitive performance in compliance with Fitts's model and provide empirical evidence that simultaneous 3D rotation and translation can be beneficial.
Alexander Kulik, André Kunert, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.2
2020 Multi-Window 3D Interaction for Collaborative Virtual Reality
abstract
We present a novel collaborative virtual reality system that offers multiple immersive 3D views at large 3D scenes. The physical setup consists of two synchronized multi-user 3D displays: a tabletop and a large vertical projection screen. These displays afford different presentations of the shared 3D scene. The wall display lends itself to the egocentric exploration at 1:1 scale, while the tabletop affords an allocentric overview. Additionally, handheld 3D portals facilitate the personal exploration of the scene, the comparison of views, and the exchange with others. Our developments enable seamless 3D interaction across these independent 3D views. This requires the simultaneous representation of user input in the different viewing contexts. However, the resulting interactions cannot be executed independently. The application must coordinate the interactions and resolve potential ambiguities to provide plausible effects. We analyze and document the challenges of seamless 3D interaction across multiple independent viewing windows, propose a high-level software design to realize the necessary functionality, and apply the design to a set of interaction tools. Our setup was tested in a formal user study, which revealed general advantages of collaborative 3D data exploration with multiple views in terms of user preference, comfort, and task performance.
André Kunert, Tim Weißker, Bernd Fröhlich 0001, Alexander Kulik
IEEE Trans. Vis. Comput. Graph.1
2019 The Collaborative Virtual Reality Neurorobotics Lab
abstract
We present the collaborative Virtual Reality Neurorobotics Lab, which allows multiple collocated and remote users to experience, discuss and participate in neurorobotic experiments in immersive virtual reality. We describe the coupling of the Neurorobotics Platform of the Human Brain Project with our collaborative virtual reality and 3D telepresence infrastructure and highlight future opportunities arising from our work for research on direct human interaction with simulated robots and brains.
Carl-Feofan Matthes, Tim Weißker, Emmanouil Angelidis, Alexander Kulik, Stephan Beck 0001, André Kunert, Anton Frolov 0003, Sandro Weber, Adrian Kreskowski, Bernd Fröhlich 0001
VR6
2018 RST 3D: A Comprehensive Gesture Set for Multitouch 3D Navigation
abstract
We present a comprehensive multitouch input mapping for 3D navigation of multiscale 3D models. In contrast to prior work, our technique offers explicit control over 3D rotation, 3D translation, and uniform scaling with manipulative gestures that do not require graphical widgets. Our proposed technique is consistent with the established RST mapping (rotation, scaling, translation) for 2D mul-titouch input and follows suggestions from prior work on multitouch 3D interaction. Our implementation includes a rendering technique that can reduce perceptual conflicts of 3D touch input on stereoscopic displays. We also report on two user studies that informed the suggested interaction design and confirmed its usability.
Alexander Kulik, André Kunert, Magdalena Keil, Bernd Fröhlich 0001
VR2
2018 Spatial Updating and Simulator Sickness During Steering and Jumping in Immersive Virtual Environments
abstract
Many recent head-mounted display applications and games implement a range-restricted variant of teleportation for exploring virtual environments. This travel metaphor referred to as jumping only allows to teleport to locations in the currently visible part of the scene. In this paper, we present a formal description and classification scheme for teleportation techniques and its application to the classification of jumping. Furthermore, we present the results of a user study (N=24) that compared jumping to the more conventional steering with respect to spatial updating and simulator sickness. Our results show that despite significantly faster travel times during jumping, a majority of participants (75%) achieved similar spatial updating accuracies in both conditions (mean difference 0.02°, =5.05°. In addition, jumping induced significantly less simulator sickness, which altogether justifies it as an alternative to steering for the exploration of immersive virtual environments. However, application developers should be aware that spatial updating during jumping may be impaired for individuals.
Tim Weißker, André Kunert, Bernd Fröhlich 0001, Alexander Kulik
VR2
2014 Photoportals: shared references in space and time
abstract
Photoportals build on digital photography as a unifying metaphor for reference-based interaction in 3D virtual environments. Virtual photos and videos serve as threedimensional references to objects, places, moments in time and activities of users. Our Photoportals also provide access to intermediate or alternative versions of a scenario and allow the review of recorded task sequences that include life-size representations of the captured users. We propose to exploit such references to structure collaborative activities of collocated and remote users. Photoportals offer additional access points for multiple users and encourage mutual support through the preparation and provision of references for manipulation and navigation tasks. They support the pattern of territoriality with configurable space representations that can be used for private interaction, as well as be shared and exchanged with others.
André Kunert, Alexander Kulik, Stephan Beck 0001, Bernd Fröhlich 0001
CSCW1
2014 Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space
abstract
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passenger's physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.
Mirabelle D'Cruz, Harshada Patel, Laura Lewis, Sue Cobb, Matthias Bues, Oliver Stefani, Tredeaux Grobler, Kaj Helin, Juhani Viitaniemi, Susanna Aromaa, Bernd Fröhlich 0001, Stephan Beck 0001, André Kunert, Alexander Kulik, Ioannis Karaseitanidis, Panagiotis Psonis, Nikos Frangakis, Mel Slater, Ilias Bergstrom, Konstantina Kilteni, Elena Kokkinara, Betty J. Mohler, Markus Leyrer, Florian Soyka, Enrico Gaia, Domenico Tedone, Michael Olbert, Mario Cappitelli
VR13
2013 Immersive Group-to-Group Telepresence
abstract
We present a novel immersive telepresence system that allows distributed groups of users to meet in a shared virtual 3D world. Our approach is based on two coupled projection-based multi-user setups, each providing multiple users with perspectively correct stereoscopic images. At each site the users and their local interaction space are continuously captured using a cluster of registered depth and color cameras. The captured 3D information is transferred to the respective other location, where the remote participants are virtually reconstructed. We explore the use of these virtual user representations in various interaction scenarios in which local and remote users are face-to-face, side-by-side or decoupled. Initial experiments with distributed user groups indicate the mutual understanding of pointing and tracing gestures independent of whether they were performed by local or remote participants. Our users were excited about the new possibilities of jointly exploring a virtual city, where they relied on a world-in-miniature metaphor for mutual awareness of their respective locations.
Stephan Beck 0001, André Kunert, Alexander Kulik, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.2
2011 See-through techniques for referential awareness in collaborative virtual reality
Ferran Argelaguet, Alexander Kulik, André Kunert, Carlos Andújar, Bernd Fröhlich 0001
Int. J. Hum. Comput. Stud.3
2011 C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments
abstract
Stereoscopic multi-user systems provide multiple users with individual views of a virtual environment. We developed a new projection-based stereoscopic display for six users, which employs six customized DLP projectors for fast time-sequential image display in combination with polarization. Our intelligent high-speed shutter glasses can be programmed from the application to adapt to the situation. For instance, it does this by staying open if users do not look at the projection screen or switch to a VIP high brightness mode if less than six users use the system. Each user is tracked and can move freely in front of the display while perceiving perspectively correct views of the virtual environment. Navigating a group of six users through a virtual world leads to situations in which the group will not fit through spatial constrictions. Our augmented group navigation techniques ameliorate this situation by fading out obstacles or by slightly redirecting individual users along a collision-free path. While redirection goes mostly unnoticed, both techniques temporarily give up the notion of a consistent shared space. Our user study confirms that users generally prefer this trade-off over naïve approaches.
Alexander Kulik, André Kunert, Stephan Beck 0001, Roman Reichel, Roland Blach, Armin Zink, Bernd Fröhlich 0001
ACM Trans. Graph.2
2009 The Globefish: A 3D Motion Controller
abstract
The Globefish is a novel desktop input device for three-dimensional object manipulation and viewpoint navigation. It consists of an elastically suspended 3D trackball, which provides a natural mapping for position-controlled 3D rotations. Rate-controlled 3D translations are performed by pushing the trackball into the appropriate direction. The device is manipulated by the fingertips allowing for precise interaction with virtual objects. The Globefish was designed for 3D graphics applications such as computer aided design (CAD), digital content creation (DCC) and 3D games.
Alexander Kulik, Jan Hochstrate, André Kunert, Bernd Fröhlich 0001
VR3
2009 Facilitating system control in ray-based interaction tasks
abstract
This paper investigates the usability of tracked wands equipped with additional input sensors for system control tasks in 3D interaction scenarios. We integrated a thumb-operated circular touchpad into a hand-held wand and compared the performance of our input device to common ray-based interaction in a menu selection and parameter adjustment task. The results show that both interfaces can be highly efficient, but ray-based interaction is only competitive if large-sized graphical interface representations are provided. In contrast, touchpad input performs well independent of the size of the graphical elements due to proprioceptive and tactile feedback.
André Kunert, Alexander Kulik, Christopher Lux, Bernd Fröhlich 0001
VRST1
2005 Evaluation of 12-DOF Input Devices for Navigation and Manipulation in Virtual Environments
Anke Huckauf, Alexander Speed, André Kunert, Jan Hochstrate, Bernd Fröhlich 0001
INTERACT3