Demo Data from SIGIR 2026 / reviewers in the wild / expert
Philipp Klimant
dblp:138/9600
· DBLP profile ↗
11ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0001-7819-8473ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 since 2021Human-computer interaction and ubiquitous computing · 9 · 1 since 2021Artificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1
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 |
Immersive interaction · 24% Human-robot interaction · 21% Haptics and multimodal interaction · 21% | |
| Computer graphics and multimedia
5 papers |
Virtual and augmented reality · 100% |
Topics — the 19 heaviest of 22, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.9 | 2 | 2023 | Evaluating the Effects of Virtual Reality Environment Learning on Subsequent Robot Teleoperation in an Unfamiliar Building · IEEE Trans. Vis. Comput. Graph. 2023 Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task · Int. J. Hum. Comput. Stud. 2017 |
Virtual and augmented reality › haptics
haptic rendering |
0.7 | 2 | 2018 | A Virtual Hip Replacement Surgery Simulator with Realistic Haptic Feedback · VR 2018 HIPS - A Virtual Reality Hip Prosthesis Implantation Simulator · VR 2018 |
Human-robot interaction
teleoperation |
0.7 | 1 | 2023 | Evaluating the Effects of Virtual Reality Environment Learning on Subsequent Robot Teleoperation in an Unfamiliar Building · IEEE Trans. Vis. Comput. Graph. 2023 |
Learning and educational technologies › immersive learning
virtual reality learning environment |
0.7 | 1 | 2023 | Evaluating the Effects of Virtual Reality Environment Learning on Subsequent Robot Teleoperation in an Unfamiliar Building · IEEE Trans. Vis. Comput. Graph. 2023 |
Interaction techniques and input › spatial interaction › navigation
spatial updating |
0.6 | 1 | 2022 | Spatial Updating in Virtual Reality - Auditory and Visual Cues in a Cave Automatic Virtual Environment · VR 2022 |
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2019 | Virtual Reality for Virtual Commissioning of Automated Guided Vehicles · VR 2019 |
Human-robot interaction
human-robot collaboration |
0.4 | 1 | 2019 | Virtual Reality for Virtual Commissioning of Automated Guided Vehicles · VR 2019 |
Haptics and multimodal interaction › haptic feedback
tactile feedback |
0.4 | 1 | 2019 | Integrating Tactile Feedback in an Acetabular Reamer for Surgical VR-Training · VR 2019 |
Haptics and multimodal interaction › haptic feedback
force feedback |
0.3 | 1 | 2018 | Using Industrial Robots as Haptic Devices for VR-Training · VR 2018 |
Haptics and multimodal interaction
haptic interface |
0.3 | 1 | 2018 | Using Industrial Robots as Haptic Devices for VR-Training · VR 2018 |
Immersive interaction › virtual reality
presence |
0.3 | 1 | 2017 | Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task · Int. J. Hum. Comput. Stud. 2017 |
Virtual and augmented reality › navigation
navigation techniques |
0.2 | 1 | 2015 | I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence · VR 2015 |
Virtual and augmented reality
presence |
0.2 | 1 | 2015 | I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence · VR 2015 |
Interaction techniques and input › non-visual interaction › auditory interaction
audio cues |
0.2 | 1 | 2022 | Spatial Updating in Virtual Reality - Auditory and Visual Cues in a Cave Automatic Virtual Environment · VR 2022 |
Wearable and physiological sensing
motion capture |
0.1 | 1 | 2019 | Virtual Reality for Virtual Commissioning of Automated Guided Vehicles · VR 2019 |
Health and well-being technologies › medical simulation
surgical simulation |
0.1 | 1 | 2019 | Integrating Tactile Feedback in an Acetabular Reamer for Surgical VR-Training · VR 2019 |
Virtual and augmented reality › immersive interaction
virtual reality training |
0.1 | 1 | 2018 | Using Industrial Robots as Haptic Devices for VR-Training · VR 2018 |
Ubiquitous computing and smart environments › mobile computing
mobile navigation |
0.1 | 1 | 2017 | Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task · Int. J. Hum. Comput. Stud. 2017 |
Virtual and augmented reality
mixed reality |
0.1 | 1 | 2015 | I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence · VR 2015 |
Methods — techniques the papers use, named apart from their topics
floor plan study · 1.3egocentric perspective comparison · 1.3smartwatch emulation · 0.8motion capturing · 0.8head-mounted display · 0.8parallel haptic rendering · 0.7industrial robot force output · 0.7haptic rendering · 0.7collaborative robot control · 0.7user study · 0.6spatial updating task · 0.6CAVE · 0.6qualitative assessment · 0.4presence bias analysis · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Evaluating the Effects of Virtual Reality Environment Learning on Subsequent Robot Teleoperation in an Unfamiliar BuildingabstractUsing a map in an unfamiliar environment requires identifying correspondences between elements of the map's allocentric representation and elements in egocentric views. Aligning the map with the environment can be challenging. Virtual reality (VR) allows learning about unfamiliar environments in a sequence of egocentric views that correspond closely to the perspectives and views that are experienced in the actual environment. We compared three methods to prepare for localization and navigation tasks performed by teleoperating a robot in an office building: studying a floor plan of the building and two forms of VR exploration. One group of participants studied a building plan, a second group explored a faithful VR reconstruction of the building from a normal-sized avatar's perspective, and a third group explored the VR from a giant-sized avatar's perspective. All methods contained marked checkpoints. The subsequent tasks were identical for all groups. The self-localization task required indication of the approximate location of the robot in the environment. The navigation task required navigation between checkpoints. Participants took less time to learn with the giant VR perspective and with the floorplan than with the normal VR perspective. Both VR learning methods significantly outperformed the floorplan in the orientation task. Navigation was performed quicker after learning in the giant perspective compared to the normal perspective and the building plan. We conclude that the normal perspective and especially the giant perspective in VR are viable options for preparing for teleoperation in unfamiliar environments when a virtual model of the environment is available. Karl Eisenträger, Judith Haubner, Jennifer Brade, Wolfgang Einhäuser, Alexandra Bendixen, Sven Winkler, Philipp Klimant, Georg Jahn |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2022 | Spatial Updating in Virtual Reality - Auditory and Visual Cues in a Cave Automatic Virtual EnvironmentabstractWhen we move through a real environment, egocentric location representations are effortlessly and automatically updated. While moving in synthetic environments, this effortless, continuous spatial updating is often disrupted or incomplete due to a lack of sensory, especially body-based, movement information. To prevent disorientation in virtual reality caused by missing body-based information, the support of spatial updating via other sensory movement cues is necessary. In the presented experiment, participants performed a spatial updating task in a sparse virtual scene presented inside a CAVE (Cave Automatic Virtual Environment). The task was to navigate back to a starting position after simulated movements with either no orientation cues, three visible distant landmarks or one continuous auditory cue present. The focus was not to compare visual and auditory cues but to explore the viability of auditory cueing with visual cues as a reference. Overall, the data showed improved task performance when an orientation cue was present, with auditory cues providing at least as much improvement as visual cues. Our results indicate that auditory cues in virtual environments can support spatial updating when body-based information is missing. Christiane Breitkreutz, Jennifer Brade, Sven Winkler, Alexandra Bendixen, Philipp Klimant, Georg Jahn |
VR | 5 |
| 2019 | Spatial Updating Based on Visually Signaled Self-motion in Virtual Reality
Georg Jahn, Manuel Dudczig, Philipp Klimant |
CogSci | 3 |
| 2019 | Early Virtual Reality User Experience and Usability Assessment of a Surgical Shape Memory Alloy Aspiration/Irrigation InstrumentabstractPerforming user experience (UX) and usability studies in VR to assess early product prototypes is common in the automotive and other sectors but has not yet been applied for the development of surgical instruments. For the development of an aspiration/irrigation instrument using a shape memory alloy (SMA) tube, we wanted to get an early user feedback of our prototype from medical staff. We conducted a study with 22 participants with a medical background and considered a potential presence bias of the UX and usability ratings. The results confirm the novelty and usefulness of a SMA tube and gave us valuable feedback for optimizing the shapeshifting mechanism. Mario Lorenz 0001, Constanze Neupetsch, Christian Rotsch, Philipp Klimant, Niels Hammer |
VR | 4 |
| 2019 | Virtual Reality for Virtual Commissioning of Automated Guided VehiclesabstractThe development process of automated guided vehicles (AGV) can be supported by virtual commissioning, which comprises the validation of functionality using a simulation of the AGV. In case of collaborating AGVs, testing their functionalities require the simulation to contain not only the AGV but also a human and an interaction device. Therefore, this paper presents a setup, that integrates a human using motion capturing and emulates a smartwatch as interaction device. Furthermore, the simulation is visualized by a head-mounted display and provides additional information for the test case assessment and analysis. Thus, it enables the virtual commissioning of collaborative AGVs. Christoph Allmacher, Manuel Dudczig, Sebastian Knopp, Philipp Klimant |
VR | 4 |
| 2019 | Integrating Tactile Feedback in an Acetabular Reamer for Surgical VR-TrainingabstractSurgical VR-simulators including haptic and tactile feedback can severely improve the training of surgeons. However, so far only minimally invasive surgery benefited from the capabilities of VR. For non-minimally invasive surgery, only one prototype to simulate the reaming of the acetabula during hip joint replacement surgery exists, which is unable to simulate the vibrations of the surgical reamer. By integrating electronic components, a tactile reamer, able to simulate the vibrations, could be developed. A qualitative assessment with orthopedic surgeons revealed that the simulated sound of the vibrations is realistic but the intensity of the vibrations needs to be improved. David Weik, Mario Lorenz 0001, Sebastian Knopp, Luigi Pelliccia, Stefanie Feierabend, Christian Rotsch, Philipp Klimant |
VR | 7 |
| 2018 | HIPS - A Virtual Reality Hip Prosthesis Implantation SimulatorabstractWe present the first VR training simulator for hip replacement surgeries. We solved the main challenges of this task - high and stable forces during the milling process while simultaneously a very sensitive feedback is required - by using an industrial robot for the force output and the development of a novel massively parallel haptic rendering algorithm with support for material removal. Maximilian Kaluschke, René Weller, Gabriel Zachmann, Luigi Pelliccia, Mario Lorenz 0001, Philipp Klimant, Sebastian Knopp, Johannes P. G. Atze, Falk Mockel |
VR | 6 |
| 2018 | A Virtual Hip Replacement Surgery Simulator with Realistic Haptic FeedbackabstractWe present the first VR training simulator for hip replacement surgeries. We solved the main challenges of this task - high and stable forces during the milling process while simultaneously a very sensitive feedback is required - by using an industrial robot for the force output and the development of a novel massively parallel haptic rendering algorithm with support for material removal. Maximilian Kaluschke, René Weller, Gabriel Zachmann, Luigi Pelliccia, Mario Lorenz 0001, Philipp Klimant, Sebastian Knopp, Johannes P. G. Atze, Falk Mockel |
VR | 6 |
| 2018 | Using Industrial Robots as Haptic Devices for VR-TrainingabstractMany VR-training application require the integration of haptics, i.e. for surgical training. However, surgical VR-training is still limited to minimal invasive surgeries. For surgeries where high forces occur, like hip replacement, no VR-training applications have been developed. One cause for this is the lack of appropriate haptic devices which can deliver high forces. Novel industrial collaborative robots can provide high forces. Although, they lack control interfaces allowing to use them as haptic devices. We present 4 approaches for using these robots as general, multipurpose haptic input and output devices. The implemented approach was integrated into a VR hip replacement training application. An initial assessment demonstrates the general feasibility of our solution. Sebastian Knopp, Mario Lorenz 0001, Luigi Pelliccia, Philipp Klimant |
VR | 4 |
| 2017 | Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task
Jennifer Brade, Mario Lorenz 0001, Marc Busch, Niels Hammer, Manfred Tscheligi, Philipp Klimant |
Int. J. Hum. Comput. Stud. | 6 |
| 2015 | I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presenceabstractFor various VR/MR/AR applications, such as virtual usability studies, it is very important that the participants have the feeling that they are really in the environment. This feeling of “being” in a mediated environment is described as presence. Two important factors that influence presence are the level of immersion and the navigation method. We developed two navigation methods to simulate natural walking using a Wii Balance Board and a Kinect Sensor. In this preliminary study we examined the effects of these navigation methods and the level of immersion on the participants' perceived presence in a 2×2 factorial between-subjects study with 32 participants in two different VEs (Powerwall and Mixed-Reality-See-Through-Glasses). The results indicate that reported presence is higher for the Kinect navigation and Powerwall for some facets of presence. Mario Lorenz 0001, Marc Busch, Loukas Rentzos, Manfred Tscheligi, Philipp Klimant, Peter Fröhlich 0003 |
VR | 5 |