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Georg Hagemann

dblp:165/8474 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2019
0009-0009-4975-179XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.822019
An Evaluation of Depth and Size Perception on a Spherical Fish Tank Virtual Reality Display · IEEE Trans. Vis. Comput. Graph. 2019
Investigating Spherical Fish Tank Virtual Reality Displays for Establishing Realistic Eye-Contact · VR 2019
Virtual and augmented reality › virtual reality
fish tank virtual reality
0.112019
An Evaluation of Depth and Size Perception on a Spherical Fish Tank Virtual Reality Display · IEEE Trans. Vis. Comput. Graph. 2019
Human-robot interaction
nonverbal communication
0.112019
Investigating Spherical Fish Tank Virtual Reality Displays for Establishing Realistic Eye-Contact · VR 2019

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

fish tank virtual reality · 0.8user study · 0.4head-tracked rendering · 0.4
YearPublicationVenuePosition
2019 Investigating Spherical Fish Tank Virtual Reality Displays for Establishing Realistic Eye-Contact
abstract
Eye-contact is a key aspect of non-verbal human communication in everyday tasks [1]. It provides important social and emotional information that can increase the effectiveness of human communication [8]. In a conversation, eye-contact, or the lack thereof, is constantly evaluated by human brains. Conversation partners derive subjective judgment of others' credibility, focus and confidence [4] from it. Seeking another person's eye-contact is a signal for them that focus is put on that person and the main receptive senses are prepared to receive input from the other person. Likewise breaking eye-contact usually indicates distraction, loss of confidence, loss of interest or shifting focus to a different target.
Georg Hagemann, Ian Stavness, Sidney S. Fels
VR1
2019 An Evaluation of Depth and Size Perception on a Spherical Fish Tank Virtual Reality Display
abstract
Fish Tank Virtual Reality (FTVR) displays create a compelling 3D spatial effect by rendering to the perspective of the viewer with head-tracking. Combining FTVR with a spherical display enhances the 3D experience with unique properties of the spherical screen such as the enclosing shape, consistent curved surface, and borderless views from all angles around the display. The ability to generate a strong 3D effect on a spherical display with head-tracked rendering is promising for increasing user's performance in 3D tasks. An unanswered question is whether these natural affordances of spherical FTVR displays can improve spatial perception in comparison to traditional flat FTVR displays. To investigate this question, we conducted an experiment to see whether users can perceive the depth and size of virtual objects better on a spherical FTVR display compared to a flat FTVR display on two tasks. Using the spherical display, we found significantly that users had 1cm depth accuracy compared to 6.5cm accuracy using the flat display on a depth-ranking task. Likewise, their performance on a size-matching task was also significantly better with the size error of 2.3mm on the spherical display compared to 3.1mm on the flat display. Furthermore, the perception of size-constancy is stronger on the spherical display than the flat display. This study indicates that the natural affordances provided by the spherical form factor improve depth and size perception in 3D compared to a flat display. We believe that spherical FTVR displays have potential as a 3D virtual environment to provide better task performance for various 3D applications such as 3D designs, scientific visualizations, and virtual surgery.
Georg Hagemann, Dylan Brodie Fafard, Ian Stavness, Sidney S. Fels
IEEE Trans. Vis. Comput. Graph.2
2018 Here's looking at you: A Spherical FTVR Display for Realistic Eye-Contact
abstract
In this work we describe the design, implementation and initial evaluation of a spherical Fish Tank Virtual Reality (FTVR) display for realistic eye-contact. We identify display shape, size, and depth cues as well as model fidelity as important considerations and challenges for setting up realistic eye-contact and package it into a reproducible framework. Based on the design, we implemented and evaluated the system to assess the effectiveness of the eye-contact. In our initial evaluation participants were able to identify eye-contact with an accuracy of 89.6%. Moreover eye-contact with a virtual character triggered changes in participant's social behavior that are in line with real world eye-contact scenarios. Taken together, these results provide practical guidelines for building displays for realistic eye-contact and can be applied to applications such as teleconferencing and VR treatment in psychology.
Georg Hagemann, Ian Stavness, Oky Dicky Ardiansyah Prima, Sidney S. Fels
ISS1
2018 Design and implementation of a multi-person fish-tank virtual reality display
abstract
A mixed reality experience with a physical display, that situates 3D virtual content within the real world, has the potential to help people work and play with 3D information. However, almost all of such "fish tank virtual reality" (FTVR) systems have been isolated to a single-person experience, making them unsuitable for collaborative tasks. In this paper, we present a display system that allows two people to have unobstructed 3D perspective views into a spherical display while still being able to see and talk to one another. We evaluated the system through qualitative observation at a four-day exhibition and found it was effective for providing a convincing, shared 3D experience.
Dylan Brodie Fafard, Chris Chamberlain, Georg Hagemann, Sidney S. Fels, Ian Stavness
VRST4