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Florian Soyka

dblp:144/6105 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2016
0000-0003-1546-0491ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 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
2 papers
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.422015
Turbulent motions cannot shake VR · VR 2015
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 environment
immersive virtual environments
0.212015
Turbulent motions cannot shake VR · VR 2015
Virtual and augmented reality › immersive interaction
motion sickness
0.212015
Turbulent motions cannot shake VR · VR 2015
Virtual and augmented reality
presence
0.212015
Turbulent motions cannot shake VR · VR 2015
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

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

skin conductance · 0.2questionnaire · 0.2postural stability · 0.2heart rate · 0.2perception manipulation · 0.2
YearPublicationVenuePosition
2016 Enhancing stress management techniques using virtual reality
abstract
Chronic stress is one of the major problems in our current fast paced society. The body reacts to environmental stress with physiological changes (e.g. accelerated heart rate), increasing the activity of the sympathetic nervous system. Normally the parasympathetic nervous system should bring us back to a more balanced state after the stressful event is over. However, nowadays we are often under constant pressure, with a multitude of stressful events per day, which can result in us constantly being out of balance. This highlights the importance of effective stress management techniques that are readily accessible to a wide audience. In this paper we present an exploratory study investigating the potential use of immersive virtual reality for relaxation with the purpose of guiding further design decisions, especially about the visual content as well as the interactivity of virtual content. Specifically, we developed an underwater world for head-mounted display virtual reality. We performed an experiment to evaluate the effectiveness of the underwater world environment for relaxation, as well as to evaluate if the underwater world in combination with breathing techniques for relaxation was preferred to standard breathing techniques for stress management. The underwater world was rated as more fun and more likely to be used at home than a traditional breathing technique, while providing a similar degree of relaxation.
Florian Soyka, Markus Leyrer, Joe Smallwood, Chris Ferguson, Bernhard E. Riecke, Betty J. Mohler
SAP1
2015 Turbulent motions cannot shake VR
abstract
The International Air Transport Association forecasts that there will be at least a 30% increase in passenger demand for flights over the next five years. In these circumstances the aircraft industry is looking for new ways to keep passengers occupied, entertained and healthy, and one of the methods under consideration is immersive virtual reality. It is therefore becoming important to understand how motion sickness and presence in virtual reality are influenced by physical motion. We were specifically interested in the use of head-mounted displays (HMD) while experiencing in-flight motions such as turbulence. 50 people were tested in different virtual environments varying in their context (virtual airplane versus magic carpet ride over tropical islands) and the way the physical motion was incorporated into the virtual world (matching visual and auditory stimuli versus no incorporation). Participants were subjected to three brief periods of turbulent motions realized with a motion simulator. Physiological signals (postural stability, heart rate and skin conductance) as well as subjective experiences (sickness and presence questionnaires) were measured. None of our participants experienced severe motion sickness during the experiment and although there were only small differences between conditions we found indications that it is beneficial for both wellbeing and presence to choose a virtual environment in which turbulent motions could be plausible and perceived as part of the scenario. Therefore we can conclude that brief exposure to turbulent motions does not get participants sick.
Florian Soyka, Elena Kokkinara, Markus Leyrer, Heinrich H. Bülthoff, Mel Slater, Betty J. Mohler
VR1
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
VR24