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Florian Geiselhart

dblp:167/3601 · DBLP profile ↗
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7ranked-venue papers
0as first author
0since 2021 · last 2019
0009-0002-8103-3324ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6Graphics, computer vision, multimedia, augmented reality and games · 2

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
Haptics and multimodal interaction · 61% Immersive interaction · 26% Wearable and physiological sensing · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 56% Image and video processing · 44%

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

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › visuo-haptic illusion
pseudo-haptics
0.722019
Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input · UIST 2019
Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware · CHI 2018
Haptics and multimodal interaction › haptic feedback
force feedback
0.412019
Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input · UIST 2019
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.412019
A Design Space for Gaze Interaction on Head-mounted Displays · CHI 2019
Virtual and augmented reality
immersive interaction
0.312018
Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality · VR 2018
Image and video processing › image sequence processing
time manipulation
0.312018
Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality · VR 2018
Immersive interaction
virtual reality interaction
0.112019
Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input · UIST 2019
Virtual and augmented reality
presence
0.112018
Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality · VR 2018

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

user study · 0.7pseudo-haptic feedback · 0.4electromyography · 0.4design space analysis · 0.4visual motion redirection · 0.3velocity-based low-pass filter · 0.3user-elicited method · 0.3
YearPublicationVenuePosition
2019 A Design Space for Gaze Interaction on Head-mounted Displays
abstract
Augmented and virtual reality (AR/VR) has entered the mass market and, with it, will soon eye tracking as a core technology for next generation head-mounted displays (HMDs). In contrast to existing gaze interfaces, the 3D nature of AR and VR requires estimating a user's gaze in 3D. While first applications, such as foveated rendering, hint at the compelling potential of combining HMDs and gaze, a systematic analysis is missing. To fill this gap, we present the first design space for gaze interaction on HMDs. Our design space covers human depth perception and technical requirements in two dimensions aiming to identify challenges and opportunities for interaction design. As such, our design space provides a comprehensive overview and serves as an important guideline for researchers and practitioners working on gaze interaction on HMDs. We further demonstrate how our design space is used in practice by presenting two interactive applications: EyeHealth and XRay-Vision.
Teresa Hirzle, Jan Gugenheimer, Florian Geiselhart, Andreas Bulling, Enrico Rukzio
CHI3
2019 Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input
abstract
Natural haptic feedback in virtual reality (VR) is complex andchallenging, due to the intricacy of necessary stimuli and re-spective hardware. Pseudo-haptic feedback aims at providinghaptic feedback without providing actual haptic stimuli butby using other sensory channels (e.g. visual cues) for feed-back. We combine such an approach with the additional inputmodality of muscle activity that is mapped to a virtual force toinfluence the interaction flow.
Michael Rietzler, Gabriel Haas 0001, Thomas Dreja, Florian Geiselhart, Enrico Rukzio
UIST4
2018 Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware
abstract
Including haptic feedback in current consumer VR applications is frequently challenging, since technical possibilities to create haptic feedback in consumer-grade VR are limited. While most systems include and make use of the possibility to create tactile feedback through vibration, kinesthetic feedback systems almost exclusively rely on external mechanical hardware to induce actual sensations so far. In this paper, we describe an approach to create a feeling of such sensations by using unmodified off-the-shelf hardware and a software solution for a multi-modal pseudo-haptics approach. We first explore this design space by applying user-elicited methods, and afterwards evaluate our refined solution in a user study. The results show that it is indeed possible to communicate kinesthetic feedback by visual and tactile cues only and even induce its perception. While visual clipping was generally unappreciated, our approach led to significant increases of enjoyment and presence.
Michael Rietzler, Florian Geiselhart, Julian Frommel, Enrico Rukzio
CHI2
2018 Breaking the Tracking: Enabling Weight Perception using Perceivable Tracking Offsets
abstract
Virtual reality (VR) technology strives to enable a highly immersive experience for the user by including a wide variety of modalities (e.g. visuals, haptics). Current VR hardware however lacks a sufficient way of communicating the perception of weight of an object, resulting in scenarios where users can not distinguish between lifting a bowling ball or a feather. We propose a solely software based approach of simulating weight in VR by deliberately using perceivable tracking offsets. These tracking offsets nudge users to lift their arm higher and result in a visual and haptic perception of weight. We conducted two user studies showing that participants intuitively associated them with the sensation of weight and accept them as part of the virtual world. We further show that compared to no weight simulation, our approach led to significantly higher levels of presence, immersion and enjoyment. Finally, we report perceptional thresholds and offset boundaries as design guidelines for practitioners.
Michael Rietzler, Florian Geiselhart, Jan Gugenheimer, Enrico Rukzio
CHI2
2018 Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality
abstract
We perceive the flow of time as a constant factor in the real world, but there are examples in media, like films or games, where time is being manipulated and slowed down. Manipulating temporal cues is simple in linear media by slowing down video and audio. Interactive media like VR however poses additional challenges, because user interaction speed is independent from media speed. While the speed of the environment can still be manipulated easily, interaction is a new aspect to consider. We implemented such manipulation by slowing down visual feedback of user movements. In prior experiments we slowed down the virtual representation of a user by applying a velocity based low pass filter and by visually redirecting the motion. We found such a manipulation to be even contributing to realism, enjoyment or presence as long as it is consistent with the experience.
Michael Rietzler, Florian Geiselhart, Julia Brich, Enrico Rukzio
VR2
2017 The matrix has you: realizing slow motion in full-body virtual reality
abstract
While we perceive time as a constant factor in the real world, it can be manipulated in media. Being quite easy for linear media, this is used for various aspects of storytelling e.g., by applying slow motion in movies or TV. Interactive media like VR however poses additional challenges, because user interaction speed is independent from media speed. While it is still possible to change the speed of the environment, for interaction it is also necessary to deal with the emerging speed mismatch, e.g., by slowing down visual feedback of user movements. In this paper, we explore the possibility of such manipulations of visual cues, with the goal of enabling the use of slow motion also in immersive interactive media like VR. We conducted a user study to investigate the impact of limiting angular velocity of a virtual character in first person view in VR. Our findings show that it is possible to use slow motion in VR while maintaining the same levels of presence, enjoyment and susceptibility to motion sickness, while users adjust to the maximum speed quickly. Moreover, our results also show an impact of slowing down user movements on their time estimations.
Michael Rietzler, Florian Geiselhart, Enrico Rukzio
VRST2
2015 Better Than You Think: Head Gestures for Mid Air Input
Katrin Plaumann, Jan Ehlers 0001, Florian Geiselhart, Gabriel Yuras, Anke Huckauf, Enrico Rukzio
INTERACT (3)3