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

Aljoscha Schmidt

dblp:182/7402 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

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

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
1 paper
Immersive interaction · 77% Interaction techniques and input · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
walking-in-place
0.212016
Detecting movement patterns from inertial data of a mobile head-mounted-display for navigation via walking-in-place · VR 2016
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.112016
Detecting movement patterns from inertial data of a mobile head-mounted-display for navigation via walking-in-place · VR 2016

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

user study · 0.2inertial sensor data analysis · 0.2
YearPublicationVenuePosition
2016 Detecting movement patterns from inertial data of a mobile head-mounted-display for navigation via walking-in-place
abstract
While display quality and rendering for Head-Mounted-Displays (HMDs) has increased in quality and performance, the interaction capabilities with these devices are still very limited or relying on expensive technology. Current experiences offered for mobile HMDs often stick to dome-like looking around, automatic or gaze-triggered movement, or flying techniques. We developed an easy to use walking-in-place technique that does not require additional hardware to enable basic navigation, such as walking, running, or jumping, in virtual environments. Our approach is based on the analysis of data from the inertial unit embedded in mobile HMDs. In a first prototype realized for the Samsung Galaxy Gear VR we detect steps and jumps. A user study shows that users novice to virtual reality easily pick up the method. In comparison to a classic input device, using our walking-in-place technique study participants felt more present in the virtual environment and preferred our method for exploration of the virtual world.
Thies Pfeiffer, Aljoscha Schmidt, Patrick Renner
VR2