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Thomas Schubert 0001

dblp:06/5146-1 · also Thomas W. Schubert · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0002-3797-4568ORCID · verified

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

Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2

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
2 papers
Usability and user experience research · 59% Immersive interaction · 34% Health and well-being technologies · 5%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research › evaluation methodology
presence measurement
0.812024
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ) · ACM Trans. Comput. Hum. Interact. 2024
Immersive interaction
virtual reality
0.812024
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ) · ACM Trans. Comput. Hum. Interact. 2024
Virtual and augmented reality
presence
0.212024
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ) · ACM Trans. Comput. Hum. Interact. 2024
Immersive interaction
augmented reality interaction
0.112011
Out of reach? - A novel AR interface approach for motor rehabilitation · ISMAR 2011
Health and well-being technologies › rehabilitation
motor rehabilitation
0.112011
Out of reach? - A novel AR interface approach for motor rehabilitation · ISMAR 2011

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

questionnaire analysis · 1.5meta-analysis · 1.5user study · 0.1
YearPublicationVenuePosition
2024 Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ)
abstract
Presence, or the experience of being present in a computer-generated environment, is a defining element of virtual reality. While there are different methodologies to measure presence, questionnaires remain the most popular, particularly the Igroup Presence Questionnaire (IPQ). In this paper, we analyse the results of over 20 years of IPQ usage to develop a new comparative means of reporting presence scores and comparing them across existing and future work. We additionally report on correct and problematic usage of the questionnaire and, through this, present guidelines on how to administer the IPQ in future to aid further analysis. Finally, we present a new web-based tool to streamline the analysis and reporting of IPQ results, which we hope will facilitate more standardised usage of the questionnaire in future research.
Tanh Quang Tran, Tobias Langlotz, Jacob Young, Thomas Schubert 0001, Holger Regenbrecht
ACM Trans. Comput. Hum. Interact.4
2012 Visual manipulations for motor rehabilitation
Holger Regenbrecht, Simon Hoermann, Graham McGregor, Brian Dixon, Elizabeth Franz, Claudia Ott, Leigh Hale, Thomas Schubert 0001, Julia Hoermann
Comput. Graph.8
2011 Out of reach? - A novel AR interface approach for motor rehabilitation
abstract
Mixed reality rehabilitation systems and games are demonstrating potential as innovative adjunctive therapies for health professionals in their treatment of various hand and upper limb motor impairments. Unilateral motor deficits of the arm, for example, are commonly experienced post stroke. Our TheraMem system provides an augmented reality game environment that contributes to this increasingly rich area of research. We present a prototype system which “fools the brain” by visually amplifying users' hand movements — small actual hand movements lead to perceived larger movements. We validate the usability of our system in an empirical study with forty-five non-clinical participants. In addition, we present early qualitative evidence for the utility of our approach and system for stroke recovery and motor rehabilitation. Future uses of the system are considered by way of conclusion.
Holger Regenbrecht, Graham McGregor, Claudia Ott, Simon Hoermann, Thomas Schubert 0001, Leigh Hale, Julia Hoermann, Brian Dixon, Elizabeth Franz
ISMAR5
1998 Measuring the Sense of Presence and its Relations to Fear of Heights in Virtual Environments
abstract
This article describes a study in which a genuine effect of presence--the development of fear of virtual stimuli--was provoked. Using a self-report questionnaire, the sense of presence within this situation was measured. It was shown that fear increased with higher presence. The method, which involved 37 participants, was tested and validated with user tests at the Bauhaus University. A growing body of research in human-computer interface design for virtual environments (VE) concentrates on the problem of how to involve the user in the VE. This effect, usually called immersion or the sense of presence, has been the subject of much research activity. This research focuses on the influence of technical and technological parameters on the sense of presence. However, little work has been done on the effects of experienced sense of presence. One field in which a sense of presence is necessary for the successful application of VEs is the treatment of acrophobic patients. Our goals are to (a) create a theory-based self-report measurement for presence and (b) measure presence independently from specific effects to validate the measurement. The anxiety resulting from the confrontation with a virtual cliff is used to validate the measurement of presence.
Holger Regenbrecht, Thomas Schubert 0001, Frank Friedmann
Int. J. Hum. Comput. Interact.2