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Valentin Holzwarth

dblp:246/9253 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2021
0000-0002-4930-5169ORCID · verified

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

Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 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
1 paper
Immersive interaction · 87% Human-robot interaction · 13%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.512021
Visual Complexity and Scene Recognition: How Low Can You Go? · VR 2021
Immersive interaction
visual complexity
0.512021
Visual Complexity and Scene Recognition: How Low Can You Go? · VR 2021
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation
0.112021
Visual Complexity and Scene Recognition: How Low Can You Go? · VR 2021

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

user study · 0.5
YearPublicationVenuePosition
2021 Work-in-Progress-Enhancing Training in Virtual Reality with Hand Tracking and a Real Tool
abstract
The main goal of Virtual Training Environments (VTEs) is to maximize training effectiveness, which can be achieved by increasing the degree of immersion. While prior work mainly focused on the visual, auditory, and navigational aspects of immersion, proprioceptive aspects may be particularly important. In this work-in-progress paper, we explore this potential by implementing an industrial VTE, which can be interacted with, using VR gloves and a tracked real tool. Further, we evaluate the VTE in a pilot study with industry apprentices, providing initial evidence that participants experienced high presence and low task load, while being generally satisfied with the training.
Joy Gisler, Valentin Holzwarth, Christian Hirt, Andreas M. Kunz
iLRN2
2021 Visual Complexity and Scene Recognition: How Low Can You Go?
abstract
Visual realism in Virtual Reality (VR) increases both immersion and development costs. Consequently, it is important to understand the cost-benefit trade-off of specific aspects of visual realism. Determining the extent of visual realism often leads to decisions on the level of visual complexity of a Virtual Environment (VE). In this paper, we investigate the impact of visual complexity on a user's spatial orientation through a user study. To do so, we created a VE containing parts of a real-world place. Participants were asked to map their location within the VE to the corresponding real-world location. They were provided by a pop-up map of the entire VE, on which they were required to choose one named location out of a predefined set of locations. We manipulated the VE's visual complexity by varying the visual elements used to provide cartographic information, namely a map overlay and 3D blocks as buildings. This results in four scene types: i) landscape contour, ii) landscape contour with 3D buildings, iii) landscape contour overlaid with a map, and iv) landscape contour with both 3D buildings and the map overlay. Each participant performed our location recall task for each scene type. Our findings provide empirical evidence that addition of each of these two visual elements individually improved spatial orientation, while their combination only adds a slight improvement.
Joshua Peter Handali, Johannes Schneider 0002, Michael Gau, Valentin Holzwarth, Jan vom Brocke
VR4
2020 Designing Virtual Training Environments: Does Immersion increase Task Performance?
abstract
One of the main characteristics of virtual reality (VR) is immersion, which leads to comprehensive illusions of reality. Accordingly, VR is used in many applications like entertainment, marketing, and training. Especially in training applications, the effect of immersion on training success is still not entirely clear, since too much immersion may cause side effects such as users experiencing high mental demand whereas too little may disturb users’ well-being. To further investigate the matter, we developed two virtual training environments, wherein users train a typical industrial assembly task either in low or high immersive VR. In a controlled pilot study, we additionally introduced a third condition, the control group, which justifies the necessity of the training. Immediately after the VR training session, each participant completed the corresponding real assembly task in which their performance was measured. Preliminary results from our pilot study show that participants trained in high immersive VR performed better, while negative side effects could not be detected.
Joy Gisler, Christian Hirt, Andreas M. Kunz, Valentin Holzwarth
CW4