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Lina K. Klein

dblp:247/3973 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0002-0892-7228ORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorGraphics, 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
Interaction techniques and input · 33% Immersive interaction · 33% Human-robot interaction · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
object interaction
0.412019
Grasping objects in immersive Virtual Reality · VR 2019
Immersive interaction › 3d object manipulation
virtual grasping
0.412019
Grasping objects in immersive Virtual Reality · VR 2019
Virtual and augmented reality › immersive interaction
hand tracking
0.112019
Grasping objects in immersive Virtual Reality · VR 2019
Virtual and augmented reality
immersive interaction
0.112019
Grasping objects in immersive Virtual Reality · VR 2019

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

user study · 0.8motion tracking · 0.8
YearPublicationVenuePosition
2020 Predicting precision grip grasp locations on three-dimensional objects
abstract
We rarely experience difficulty picking up objects, yet of all potential contact points on the surface, only a small proportion yield effective grasps. Here, we present extensive behavioral data alongside a normative model that correctly predicts human precision grasping of unfamiliar 3D objects. We tracked participants' forefinger and thumb as they picked up objects of 10 wood and brass cubes configured to tease apart effects of shape, weight, orientation, and mass distribution. Grasps were highly systematic and consistent across repetitions and participants. We employed these data to construct a model which combines five cost functions related to force closure, torque, natural grasp axis, grasp aperture, and visibility. Even without free parameters, the model predicts individual grasps almost as well as different individuals predict one another's, but fitting weights reveals the relative importance of the different constraints. The model also accurately predicts human grasps on novel 3D-printed objects with more naturalistic geometries and is robust to perturbations in its key parameters. Together, the findings provide a unified account of how we successfully grasp objects of different 3D shape, orientation, mass, and mass distribution.
Lina K. Klein, Guido Maiello, Vivian C. Paulun, Roland W. Fleming
PLoS Comput. Biol.1
2019 Grasping objects in immersive Virtual Reality
abstract
Grasping is one of the fundamental actions we perform to interact with objects in real environments, and in the real world we rarely experience difficulty picking up objects. Grasping plays a fundamental role for interactive virtual reality (VR) systems that are increasingly employed not only for recreational purposes, but also for training in industrial contexts, in medical tasks, and for rehabilitation protocols. To ensure the effectiveness of such VR applications, we must understand whether the same grasping behaviors and strategies employed in the real world are adopted when interacting with objects in VR. To this aim, we replicated in VR an experimental paradigm employed to investigate grasping behavior in the real world. We tracked participants' forefinger and thumb as they picked up, in a VR environment, unfamiliar objects presented at different orientations, and exhibiting the same physics behavior of their real counterparts. We compared grasping behavior within and across participants, in VR and in the corresponding real world situation. Our findings highlight the similarities and differences in grasping behavior in real and virtual environments.
Manuela Chessa, Guido Maiello, Lina K. Klein, Vivian C. Paulun, Fabio Solari
VR3
2019 Goal-related feedback guides motor exploration and redundancy resolution in human motor skill acquisition
abstract
The plasticity of the human nervous system allows us to acquire an open-ended repository of sensorimotor skills in adulthood, such as the mastery of tools, musical instruments or sports. How novel sensorimotor skills are learned from scratch is yet largely unknown. In particular, the so-called inverse mapping from goal states to motor states is underdetermined because a goal can often be achieved by many different movements (motor redundancy). How humans learn to resolve motor redundancy and by which principles they explore high-dimensional motor spaces has hardly been investigated. To study this question, we trained human participants in an unfamiliar and redundant visually-guided manual control task. We qualitatively compare the experimental results with simulation results from a population of artificial agents that learned the same task by Goal Babbling, which is an inverse-model learning approach for robotics. In Goal Babbling, goal-related feedback guides motor exploration and thereby enables robots to learn an inverse model directly from scratch, without having to learn a forward model first. In the human experiment, we tested whether different initial conditions (starting positions of the hand) influence the acquisition of motor synergies, which we identified by Principal Component Analysis in the motor space. The results show that the human participants' solutions are spatially biased towards the different starting positions in motor space and are marked by a gradual co-learning of synergies and task success, similar to the dynamics of motor learning by Goal Babbling. However, there are also differences between human learning and the Goal Babbling simulations, as humans tend to predominantly use Degrees of Freedom that do not have a large effect on the hand position, whereas in Goal Babbling, Degrees of Freedom with a large effect on hand position are used predominantly. We conclude that humans use goal-related feedback to constrain motor exploration and resolve motor redundancy when learning a new sensorimotor mapping, but in a manner that differs from the current implementation of Goal Babbling due to different constraints on motor exploration.
Marieke Rohde, Kenichi Narioka, Jochen J. Steil, Lina K. Klein, Marc O. Ernst
PLoS Comput. Biol.4