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Patrick Lindemann

dblp:139/2392 · DBLP profile ↗
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8ranked-venue papers
5as first author
0since 2021 · last 2019
0000-0001-5057-7439ORCID · verified

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorArtificial intelligence and machine learning · 1 · 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
4 papers
Usability and user experience research · 54% Immersive interaction · 23% Interaction techniques and input · 22%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.822019
A Simulation for Examining the Effects of Inaccurate Head Tracking on Drivers of Vehicles with Transparent Cockpit Projections · VR 2019
Acceptance and User Experience of Driving with a See-Through Cockpit in a Narrow-Space Overtaking Scenario · VR 2019
Usability and user experience research
driving performance
0.412019
A Simulation for Examining the Effects of Inaccurate Head Tracking on Drivers of Vehicles with Transparent Cockpit Projections · VR 2019
Virtual and augmented reality › mixed reality
diminished reality
0.312017
A diminished reality simulation for driver-car interaction with transparent cockpits · VR 2017
Immersive interaction › virtual reality
driving simulation
0.312017
A diminished reality simulation for driver-car interaction with transparent cockpits · VR 2017
Interaction techniques and input › spatial interaction › navigation
augmented reality navigation
0.212014
Experimental evaluation of user interfaces for visual indoor navigation · CHI 2014
Immersive interaction › mixed reality interaction
mixed reality interface
0.112017
A diminished reality simulation for driver-car interaction with transparent cockpits · VR 2017
Interaction techniques and input
mobile interaction
0.112014
Experimental evaluation of user interfaces for visual indoor navigation · CHI 2014

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

user study · 0.8simulation study · 0.8comparative evaluation · 0.8artificial error injection · 0.8pre-study · 0.6CAVE simulation · 0.6experimental evaluation · 0.2design mockups · 0.2
YearPublicationVenuePosition
2019 Exploring the Use of Augmented Reality Interfaces for Driver Assistance in Short-Notice Takeovers
abstract
With conditionally automated vehicles (Level 3), drivers are still required to be ready to intervene upon a takeover request (TOR) and face the difficulty of achieving their optimal performance level directly after a passive phase. In this work, we examine the effects of using an augmented reality (AR) interface with world-registered visualizations to assist drivers in the last moments before a takeover and in the first seconds of controlling the vehicle. We focus on urban situations with an unplanned, short-notice TOR and created three distinct example scenarios in a mixed-reality driving simulation. We present a prototype of an AR assistance system realized on a simulated windshield display (WSD). In a user study, we compare the AR system to a conventional head-down display (HDD) and present results on driving performance, driver workload and usability. The AR assistant enabled higher lateral performance and reduced workload in situations where steering is required directly after takeover but prolonged reaction time when only fast longitudinal input was required. The AR interface performed better than the HDD in most user-centered aspects including comfort of use and helpfulness.
Patrick Lindemann, Niklas Müller, Gerhard Rigoll
IV1
2019 Acceptance and User Experience of Driving with a See-Through Cockpit in a Narrow-Space Overtaking Scenario
abstract
In this work, we examine the implications of driving with transparent cockpits (TCs) in a narrow-space overtaking scenario. We utilize a virtual environment to simulate two possible manifestations: a user-controlled head-mounted system and a static projection-based system. We conducted a user study with an overtaking task and present results for acceptance and a comparison of both systems regarding user experience. Participants preferred the static TC and evaluated it as the solution with higher pragmatic quality and attractiveness. The TC generally scored highly in hedonic quality and was rated positively regarding perceived safety and ease of use.
Patrick Lindemann, Dominik Eisl, Gerhard Rigoll
VR1
2019 A Simulation for Examining the Effects of Inaccurate Head Tracking on Drivers of Vehicles with Transparent Cockpit Projections
abstract
The transparent cockpit (TC) is a driver-car interface concept in which processed camera images of the surrounding environment are superimposed onto the car interior to give the driver the ability to see through the cockpit. For a perspectively accurate experience from the driver's point of view, head tracking is required. However, a real-world system may be prone to typical tracking errors, especially while driving. In this work, we present a TC simulation using artificial errors of various types to examine how much each type affects driver performance and experience. First results of an initial study show that there is generally no significant deterioration of lateral performance compared to a perfectly accurate TC. Repeated loss of tracking was least noticed by participants. Accuracy (miscalibration) and precision (jitter) errors were noticed the most.
Patrick Lindemann, Gerhard Rigoll
VR1
2017 A diminished reality simulation for driver-car interaction with transparent cockpits
abstract
We anticipate advancements in mixed reality device technology which might benefit driver-car interaction scenarios and present a simulated diminished reality interface for car drivers. It runs in a custom driving simulation and allows drivers to perceive otherwise occluded objects of the environment through the car body. We expect to obtain insights that will be relevant to future real-world applications. We conducted a pre-study with participants performing a driving task with the prototype in a CAVE-like virtual environment. Users preferred large-sized see-through areas over small ones but had differing opinions on the level of transparency to use. In future work, we plan additional evaluations of the driving performance and will further extend the simulation.
Patrick Lindemann, Gerhard Rigoll
VR1
2016 Exploring floating stereoscopic driver-car interfaces with wide field-of-view in a mixed reality simulation
abstract
In this paper, we propose a floating, multi-layered, wide field-of-view user interface for car drivers. It utilizes stereoscopic depth and focus blurring to highlight items with high priority or urgency. Individual layers are additionally used to separate groups of UI elements according to importance or context. Our work is motivated by two main prospects: a fundamentally changing driver-car interaction and ongoing technology advancements for mixed reality devices. A working prototype has been implemented as part of a custom driving simulation and will be further extended. We plan evaluations in contexts ranging from manual to fully automated driving, providing context-specific suggestions. We want to determine user preferences for layout and prioritization of the UI elements, perceived quality of the interface and effects on driving performance.
Patrick Lindemann, Gerhard Rigoll
VRST1
2014 Experimental evaluation of user interfaces for visual indoor navigation
abstract
Mobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how the user interface (UI) can cope with the challenges of the vision-based localization technique, such as varying quality of the query images. We implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. If necessary, the system encourages the user to point the smartphone at distinctive regions to improve localization quality. We evaluated the UI in a experimental navigation task with a prototype, informed by initial evaluation results using design mockups. We found that VR can contribute to efficient and effective indoor navigation even at unreliable location and orientation accuracy. We discuss identified challenges and share lessons learned as recommendations for future work.
Andreas Möller, Matthias Kranz, Stefan Diewald, Luis Roalter, Robert Huitl, Tobias Seitz, Marion Koelle, Patrick Lindemann
CHI8
2013 Visual authentication: a secure single step authentication for user authorization
abstract
User authentication on publicly exposed terminals with established mechanisms, such as typing the credentials on a virtual keyboard, can be insecure e.g. due to shoulder surfing or due to a hacked terminal. In addition, username and password entry can be time-consuming and thus improvable with relation to usability. As security and comfort are often competing with each other, novel authentication and authorization methods especially for public terminals are desirable. In this paper, we present an approach on a distributed authentication and authorization system, where the user can be easily identified and enabled to use a service with his smartphone. The smartphone (as personal and private device the user is always in control of) can provide a highly secure authentication token that is renewed and exchanged in the background without the user's participation. The claimed improvements were supported by a user survey with an implementation of a digital room management system as an example for a public display. The proposed authentication procedure would increase security and yet enable fast authentication within publicly exposed terminals.
Luis Roalter, Matthias Kranz, Andreas Möller, Stefan Diewald, Tobias Seitz, Marion Koelle, Patrick Lindemann
MUM7
2013 SmartPiggy: a piggy bank that talks to your smartphone
abstract
Saving money is usually a tedious task that requires a high degree of self-control for many of us. Some people have one or more specific savings targets in mind and thus need to prioritize them. We propose connecting a savings box with a personal smartphone. Thus, people become motivated to keep track of their savings for multiple targets. Using a savings box capable of counting money and connecting it to an app, we believe people stick to their plans to save with higher motivation and are happier with their behavior. In this paper, we present first evidence for the success of this concept. We gathered feedback through an online user study in which participants were shown a video prototype. We propose further research directions with our SmartPiggy, to confirm the feasibility of behavioral economics in HCI.
Tobias Seitz, Marion Koelle, Patrick Lindemann, Lukas Witzani, Matthias Kranz
MUM3