Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Christina Trepkowski

dblp:165/9609 · DBLP profile ↗
← Back
14ranked-venue papers
2as first author
2since 2021 · last 2024
0000-0002-8885-0944ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 7 · 1 first-author · 1 since 2021

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
9 papers
Haptics and multimodal interaction · 33% Immersive interaction · 30% Wearable and physiological sensing · 11%
Computer graphics and multimedia
5 papers
Virtual and augmented reality · 86% Visualization and visual analytics · 14%

Topics — the 17 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
1.432022
Multisensory Proximity and Transition Cues for Improving Target Awareness in Narrow Field of View Augmented Reality Displays · IEEE Trans. Vis. Comput. Graph. 2022
Comparing Non-Visual and Visual Guidance Methods for Narrow Field of View Augmented Reality Displays · IEEE Trans. Vis. Comput. Graph. 2020
The Influence of Label Design on Search Performance and Noticeability in Wide Field of View Augmented Reality Displays · IEEE Trans. Vis. Comput. Graph. 2019
Immersive interaction
augmented reality
0.822019
The Effect of Narrow Field of View and Information Density on Visual Search Performance in Augmented Reality · VR 2019
Non-Visual Cues for View Management in Narrow Field of View Augmented Reality Displays · ISMAR 2019
Wearable and physiological sensing
eye tracking
0.812024
Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light Conditions · VR 2024
Haptics and multimodal interaction › haptic feedback
facial haptics
0.412020
FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments · CHI 2020
Immersive interaction › virtual reality
presence
0.412020
FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments · CHI 2020
Immersive interaction
virtual reality
0.412020
FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments · CHI 2020
Visualization and visual analytics › graph visualization › graph drawing
label placement
0.412019
The Influence of Label Design on Search Performance and Noticeability in Wide Field of View Augmented Reality Displays · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › augmented reality › augmented reality visualization
view management
0.412019
The Influence of Label Design on Search Performance and Noticeability in Wide Field of View Augmented Reality Displays · IEEE Trans. Vis. Comput. Graph. 2019
Haptics and multimodal interaction › multimodal feedback
audio-haptic feedback
0.412019
Non-Visual Cues for View Management in Narrow Field of View Augmented Reality Displays · ISMAR 2019
Haptics and multimodal interaction
haptic feedback
0.412019
Multilayer Haptic Feedback for Pen-Based Tablet Interaction · CHI 2019
Immersive interaction › see-through display
optical see-through display
0.412019
The Effect of Narrow Field of View and Information Density on Visual Search Performance in Augmented Reality · VR 2019
Interaction techniques and input
pen input
0.412019
Multilayer Haptic Feedback for Pen-Based Tablet Interaction · CHI 2019
User interface design and tools › visualization
view management
0.412019
Non-Visual Cues for View Management in Narrow Field of View Augmented Reality Displays · ISMAR 2019
Health and well-being technologies › mental health technology
virtual reality exposure therapy
0.312018
Multisensory Virtual Reality Exposure Therapy · VR 2018
Human-robot interaction › cognitive human-robot interaction
situational awareness
0.112020
Comparing Non-Visual and Visual Guidance Methods for Narrow Field of View Augmented Reality Displays · IEEE Trans. Vis. Comput. Graph. 2020
Usability and user experience research
user study
0.112019
The Influence of Label Design on Search Performance and Noticeability in Wide Field of View Augmented Reality Displays · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › virtual environment
immersive environment
0.112018
Multisensory Virtual Reality Exposure Therapy · VR 2018

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

user study · 4.7head tracking · 1.5eye tracking · 1.5see-through display comparison · 0.8field-of-view limitation study · 0.8vibrotactile feedback · 0.4field of view simulation · 0.4audio feedback · 0.4
YearPublicationVenuePosition
2024 Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light Conditions
abstract
Augmented Reality (AR) applications increasingly rely on eye and head gaze tracking for user interaction, with their efficacy influenced by environmental factors such as spatial arrangements and lighting conditions. This paper presents two studies that examine how these variables affect the performance of eye and head gaze tracking in AR environments. While eye tracking partially delivered faster results, its performance exhibited greater variability, especially under dynamic lighting conditions. Conversely, head gaze tracking, while providing more consistent results, showed a notable reduction in accuracy in environments with fluctuating light levels. Furthermore, the spatial properties of the environment had notable implications on both tracking methods. Our research demonstrates that both spatial properties and lighting conditions are key determinants in the choice of a tracking method, underscoring the need for AR systems that can dynamically adapt to these environmental variables.
Alexander Marquardt, Melissa Steininger, Christina Trepkowski, Martin Weier, Ernst Kruijff
VR3
2022 Multisensory Proximity and Transition Cues for Improving Target Awareness in Narrow Field of View Augmented Reality Displays
abstract
Augmented reality applications allow users to enrich their real surroundings with additional digital content. However, due to the limited field of view of augmented reality devices, it can sometimes be difficult to become aware of newly emerging information inside or outside the field of view. Typical visual conflicts like clutter and occlusion of augmentations occur and can be further aggravated especially in the context of dense information spaces. In this article, we evaluate how multisensory cue combinations can improve the awareness for moving out-of-view objects in narrow field of view augmented reality displays. We distinguish between proximity and transition cues in either visual, auditory or tactile manner. Proximity cues are intended to enhance spatial awareness of approaching out-of-view objects while transition cues inform the user that the object just entered the field of view. In study 1, user preference was determined for 6 different cue combinations via forced-choice decisions. In study 2, the 3 most preferred modes were then evaluated with respect to performance and awareness measures in a divided attention reaction task. Both studies were conducted under varying noise levels. We show that on average the Visual-Tactile combination leads to 63% and Audio-Tactile to 65% faster reactions to incoming out-of-view augmentations than their Visual-Audio counterpart, indicating a high usefulness of tactile transition cues. We further show a detrimental effect of visual and audio noise on performance when feedback included visual proximity cues. Based on these results, we make recommendations to determine which cue combination is appropriate for which application.
Christina Trepkowski, Alexander Marquardt, David Eibich, Yusuke Shikanai, Jens Maiero, Kiyoshi Kiyokawa, Ernst Kruijff, Johannes Schöning, Peter König
IEEE Trans. Vis. Comput. Graph.1
2020 FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments
abstract
This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.
Alexander Wilberz, Dominik Leschtschow, Christina Trepkowski, Jens Maiero, Ernst Kruijff, Bernhard E. Riecke
CHI3
2020 Comparing Non-Visual and Visual Guidance Methods for Narrow Field of View Augmented Reality Displays
abstract
Current augmented reality displays still have a very limited field of view compared to the human vision. In order to localize out-of-view objects, researchers have predominantly explored visual guidance approaches to visualize information in the limited (in-view) screen space. Unfortunately, visual conflicts like cluttering or occlusion of information often arise, which can lead to search performance issues and a decreased awareness about the physical environment. In this paper, we compare an innovative non-visual guidance approach based on audio-tactile cues with the state-of-the-art visual guidance technique EyeSee360 for localizing out-of-view objects in augmented reality displays with limited field of view. In our user study, we evaluate both guidance methods in terms of search performance and situation awareness. We show that although audio-tactile guidance is generally slower than the well-performing EyeSee360 in terms of search times, it is on a par regarding the hit rate. Even more so, the audio-tactile method provides a significant improvement in situation awareness compared to the visual approach.
Alexander Marquardt, Christina Trepkowski, David Eibich, Jens Maiero, Ernst Kruijff, Johannes Schöning
IEEE Trans. Vis. Comput. Graph.2
2019 Multilayer Haptic Feedback for Pen-Based Tablet Interaction
abstract
We present a novel, multilayer interaction approach that enables state transitions between spatially above-screen and 2D on-screen feedback layers. This approach supports the exploration of haptic features that are hard to simulate using rigid 2D screens. We accomplish this by adding a haptic layer above the screen that can be actuated and interacted with (pressed on) while the user interacts with on-screen content using pen input. The haptic layer provides variable firmness and contour feedback, while its membrane functionality affords additional tactile cues like texture feedback. Through two user studies, we look at how users can use the layer in haptic exploration tasks, showing that users can discriminate well between different firmness levels, and can perceive object contour characteristics. Demonstrated also through an art application, the results show the potential of multilayer feedback to extend on-screen feedback with additional widget, tool and surface properties, and for user guidance.
Ernst Kruijff, Saugata Biswas, Christina Trepkowski, Jens Maiero, George Ghinea, Wolfgang Stuerzlinger
CHI3
2019 Non-Visual Cues for View Management in Narrow Field of View Augmented Reality Displays
abstract
Head-worn devices with a narrow field of view are common commodity for Augmented Reality. However, their limited screen space makes view management difficult. Especially in dense information spaces this potentially leads to visual conflicts such as overlapping labels (occlusion) and visual clutter. In this paper, we look into the potential of using audio and vibrotactile feedback to guide search and information localization. Our results indicate users can be guided with high accuracy using audio-tactile feedback with maximum median deviations of only 2° on longitude, 3.6° on latitude and 0.07 meter in depth. Regarding the encoding of latitude we found a superior performance when using audio, resulting in an improvement of 61% and fastest search times. When interpreting localization cues the maximum median deviation was 9.9° on longitude and 18% of a selected distance to be encoded which could be reduced to 14% when using audio.
Alexander Marquardt, Christina Trepkowski, David Eibich, Jens Maiero, Ernst Kruijff
ISMAR2
2019 The Effect of Narrow Field of View and Information Density on Visual Search Performance in Augmented Reality
abstract
Many optical-see-through displays have a relatively narrow field of view. However, a limited field of view can constrain how information can be presented and searched through. To understand these constraints, we present a series of experiments that address the interrelationships between field of view, information density, and search performance. We do so by simulating various fields of view using two approaches: limiting the field of view presented on a Microsoft HoloLens optical-see-through head-worn display and dynamically changing the portion of a large tiled-display wall on which information is presented, for head-tracked users in both cases. Our results indicate a significant effect of information density and field of view on search performance, with potential search performance benefits of using a larger FOV between ca. 7-28%. Furthermore, while grids guided visual search, they did not significantly affect performance.
Christina Trepkowski, David Eibich, Jens Maiero, Alexander Marquardt, Ernst Kruijff, Steven K. Feiner
VR1
2019 The Influence of Label Design on Search Performance and Noticeability in Wide Field of View Augmented Reality Displays
abstract
In Augmented Reality (AR), search performance for outdoor tasks is an important metric for evaluating the success of a large number of AR applications. Users must be able to find content quickly, labels and indicators must not be invasive but still clearly noticeable, and the user interface should maximize search performance in a variety of conditions. To address these issues, we have set up a series of experiments to test the influence of virtual characteristics such as color, size, and leader lines on the performance of search tasks and noticeability in both real and simulated environments. We evaluate two primary areas, including 1) the effects of peripheral field of view (FOV) limitations and labeling techniques on target acquisition during outdoor mobile search, and 2) the influence of local characteristics such as color, size, and motion on text labels over dynamic backgrounds. The first experiment showed that limited FOV will severely limit search performance, but that appropriate placement of labels and leaders within the periphery can alleviate this problem without interfering with walking or decreasing user comfort. In the second experiment, we found that different types of motion are more noticeable in optical versus video see-through displays, but that blue coloration is most noticeable in both. Results can aid in designing more effective view management techniques, especially for wider field of view displays.
Ernst Kruijff, Jason Orlosky, Naohiro Kishishita, Christina Trepkowski, Kiyoshi Kiyokawa
IEEE Trans. Vis. Comput. Graph.4
2018 Multisensory Virtual Reality Exposure Therapy
abstract
In this research demo, we show different examples for the integration of multisensory cues to enhance user engagement and trigger emotional responses in immersive environments. Our primary focus is to use this modular-designed system for the supportive treatment of different anxiety disorders.
Alexander Marquardt, Christina Trepkowski, Jens Maiero, Ernst Kruijff, André Hinkenjann
VR2
2018 Audio-tactile proximity feedback for enhancing 3D manipulation
abstract
In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.
Alexander Marquardt, Ernst Kruijff, Christina Trepkowski, Jens Maiero, Andrea Schwandt, André Hinkenjann, Wolfgang Stuerzlinger, Johannes Schöning
VRST3
2018 Tactile hand motion and pose guidance for 3D interaction
abstract
We present a novel forearm-and-glove tactile interface that can enhance 3D interaction by guiding hand motor planning and coordination. In particular, we aim to improve hand motion and pose actions related to selection and manipulation tasks. Through our user studies, we illustrate how tactile patterns can guide the user, by triggering hand pose and motion changes, for example to grasp (select) and manipulate (move) an object. We discuss the potential and limitations of the interface, and outline future work.
Alexander Marquardt, Jens Maiero, Ernst Kruijff, Christina Trepkowski, Andrea Schwandt, André Hinkenjann, Johannes Schöning, Wolfgang Stuerzlinger
VRST4
2017 Designed emotions: challenges and potential methodologies for improving multisensory cues to enhance user engagement in immersive systems
Ernst Kruijff, Alexander Marquardt, Christina Trepkowski, Jonas Schild, André Hinkenjann
Vis. Comput.3
2016 The Effect of Visual Distractors in Peripheral Vision on User Performance in Large Display Wall Systems
abstract
Supported by their large size and high resolution, display walls suit well for different collaboration types. However, in order to foster instead of impede collaboration processes, interaction techniques need to be carefully designed, taking into regard the possibilities and limitations of the display size, and their effects on human perception and performance. In this paper we investigate the impact of visual distractors (which, for instance, might be caused by other collaborators' input) in peripheral vision on short-term memory and attention. The distractors occur frequently when multiple users collaborate in large wall display systems and may draw attention away from the main task, as such potentially affecting performance and cognitive load. Yet, the effect of these distractors is hardly understood. Gaining a better understanding thus may provide valuable input for designing more effective user interfaces. In this article, we report on two interrelated studies that investigated the effect of distractors. Depending on when the distractor is inserted in the task performance sequence, as well as the location of the distractor, user performance can be disturbed: we will show that distractors may not affect short term memory, but do have an effect on attention. We will closely look into the effects, and identify future directions to design more effective interfaces.
Anton Sigitov, Ernst Kruijff, Christina Trepkowski, Oliver G. Staadt, André Hinkenjann
ISS3
2015 The effect of vibration and low-frequency audio on full-body haptic sensations
abstract
We report on two experiments that deploy low-frequency audio and strong vibrations to induce haptic-like sensations throughout the human body. Vibration is quite frequently deployed in immersive systems, for example to provide collision feedback, but its actual effects are not well understood [Kruijff & Pander 2005; Kruijff et al. 2015]. The starting point of our experiments was a study by Rasmussen [Rasmussen 1982], which found that different vibration frequencies were experienced differently throughout the body. We will show how vibrations affect sensations throughout the body and may provide some directional cues to some parts of the body, yet also illustrate the difficulties.
Ernst Kruijff, Christina Trepkowski, Robert W. Lindeman
VRST2