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Lukas Witzani

dblp:139/2394 · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

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

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

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
3 papers
Interaction techniques and input · 80% Immersive interaction · 11% Human-robot interaction · 9%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
1.432024
Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System · IEEE Trans. Vis. Comput. Graph. 2024
Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards · VR 2018
Effects of Hand Representations for Typing in Virtual Reality · VR 2018
Virtual and augmented reality › augmented reality
optical see-through head-mounted display
0.812024
Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System · IEEE Trans. Vis. Comput. Graph. 2024
Interaction techniques and input › text entry
virtual reality text entry
0.312018
Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards · VR 2018
Interaction techniques and input › text entry
virtual reality typing
0.312018
Effects of Hand Representations for Typing in Virtual Reality · VR 2018
Human-robot interaction › cognitive human-robot interaction
situational awareness
0.212024
Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction › virtual reality
presence
0.112018
Effects of Hand Representations for Typing in Virtual Reality · VR 2018
Immersive interaction
virtual reality
0.112018
Effects of Hand Representations for Typing in Virtual Reality · VR 2018
Immersive interaction
virtual reality interaction
0.112018
Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards · VR 2018

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

user study · 2.2video inlay · 0.3statistical analysis · 0.3inverse kinematics · 0.3
YearPublicationVenuePosition
2024 Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System
abstract
Optical see-through head-mounted displays (OST HMDs) are a popular output medium for mobile Augmented Reality (AR) applications. To date, they lack efficient text entry techniques. Smartphones are a major text entry medium in mobile contexts but attentional demands can contribute to accidents while typing on the go. Mobile multi-display ecologies, such as combined OST HMD-smartphone systems, promise performance and situation awareness benefits over single-device use. We study the joint performance of text entry on mobile phones with text output on optical see-through head-mounted displays. A series of five experiments with a total of 86 participants indicate that, as of today, the challenges in such a joint interactive system outweigh the potential benefits.
Jens Grubert, Lukas Witzani, Alexander Otte, Travis Gesslein, Matthias Kranz, Per Ola Kristensson
IEEE Trans. Vis. Comput. Graph.2
2018 Effects of Hand Representations for Typing in Virtual Reality
abstract
Alphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of the keyboard, without occlusion by the user's physical hands. Several hand representations have been proposed for typing in VR on standard physical keyboards. However, to date, these hand representations have not been compared regarding their performance and effects on presence for VR text entry. Our work addresses this gap by comparing existing hand representations with minimalistic fingertip visualization. We study the effects of four hand representations (no hand representation, inverse kinematic model, fingertip visualization using spheres and video inlay) on typing in VR using a standard physical keyboard with 24 participants. We found that the fingertip visualization and video inlay both resulted in statistically significant lower text entry error rates compared to no hand or inverse kinematic model representations. We found no statistical differences in text entry speed.
Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, Per Ola Kristensson
VR2
2018 Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards
abstract
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual feedback, and examine the efficiency of different strategies of use. We analyze a total of 24 hours of typing data in VR from 24 participants and find that novice users are able to retain about 60% of their typing speed on a desktop keyboard and about 40-45% of their typing speed on a touchscreen keyboard. We also find no significant learning effects, indicating that users can transfer their typing skills fast into VR. Besides investigating baseline performances, we study the position in which keyboards and hands are rendered in space. We find that this does not adversely affect performance for desktop keyboard typing and results in a performance trade-off for touchscreen keyboard typing.
Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, Per Ola Kristensson
VR2
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
MUM4