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

Johannes Pinzek

dblp:259/2533 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0002-6822-7303ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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 · 50% Collaborative and social computing · 38% Usability and user experience research · 12%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › groupware
user representation
0.612022
Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction
virtual reality
0.612022
Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction
embodiment
0.212022
Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022
Usability and user experience research › user performance
motor performance
0.212022
Impact of Information Placement and User Representations in VR on Performance and Embodiment · IEEE Trans. Vis. Comput. Graph. 2022

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

user study · 0.6dual-task paradigm · 0.6
YearPublicationVenuePosition
2022 Impact of Information Placement and User Representations in VR on Performance and Embodiment
abstract
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a user study and further explore the impact of the user's representation during interaction. We also analyze how embodiment and motor performance are influenced by these factors. In a dual-task paradigm, participants executed a motor task, either through virtual hands, virtual controllers, or a keyboard. Simultaneously, they detected visual stimuli appearing in different locations. We found that, while actively performing a motor task in the virtual environment, performance in detecting additional visual stimuli is higher when presented near the user's body. This effect is independent of how the user is represented and only occurs when the user is also engaged in a secondary task. We further found improved motor performance and increased embodiment when interacting through virtual tools and hands in VR, compared to interacting with a keyboard. This article contributes to better understanding the detectability of visual content in VR, depending on its location in the virtual environment, as well as the impact of different user representations on information processing, embodiment, and motor performance.
Sofia Seinfeld, Tiare M. Feuchtner, Johannes Pinzek, Jörg Müller 0001
IEEE Trans. Vis. Comput. Graph.3