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Julian Karlbauer

dblp:264/7074 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2024
0009-0004-7862-6764ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 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
2 papers
Immersive interaction · 60% Health and well-being technologies · 40%

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

TopicWeightPapersLastEvidence papers
Immersive interaction › head-mounted display
virtual reality head-mounted display
0.612022
Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays · ACM Trans. Comput. Hum. Interact. 2022
Immersive interaction › virtual reality
3d sketching in virtual reality
0.412020
VRSketchIn: Exploring the Design Space of Pen and Tablet Interaction for 3D Sketching in Virtual Reality · CHI 2020
Health and well-being technologies
user wellbeing
0.212022
Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays · ACM Trans. Comput. Hum. Interact. 2022
Immersive interaction
virtual reality
0.112020
VRSketchIn: Exploring the Design Space of Pen and Tablet Interaction for 3D Sketching in Virtual Reality · CHI 2020

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

user study · 0.6survey · 0.6blue light filtering · 0.6usability walkthrough · 0.4design space exploration · 0.4
YearPublicationVenuePosition
2024 VRCreatIn: Taking In-Situ Pen and Tablet Interaction Beyond Ideation to 3D Modeling Lighting and Texturing
abstract
Figure 1: VRCreatIn is a virtual reality (VR) 3D content creation solution that supports the process of 3D scene creation (a) starting from ideation and going beyond to modeling (c), lighting, and texturing (a, d).It is based on a design space focusing on in-situ interaction for unconstrained 3D mid-air and constrained 2D surface-based interaction using pen and tablet (b).
Tobias Drey, Nico Rixen, Julian Karlbauer, Enrico Rukzio
MUM3
2022 Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays
abstract
Digital eye strain (DES), caused by prolonged exposure to digital screens, stresses the visual system and negatively affects users’ well-being and productivity. While DES is well-studied in computer displays, its impact on users of virtual reality (VR) head-mounted displays (HMDs) is largely unexplored—despite that some of their key properties (e.g., the vergence-accommodation conflict) make VR-HMDs particularly prone. This work provides the first comprehensive investigation into DES in VR HMDs. We present results from a survey with 68 experienced users to understand DES symptoms in VR-HMDs. To help address DES, we investigate eye exercises resulting from survey answers and blue light filtering in three user studies (N = 71). Results demonstrate that eye exercises, but not blue light filtering, can effectively reduce DES. We conclude with an extensive analysis of the user studies and condense our findings in 10 key challenges that guide future work in this emerging research area.
Teresa Hirzle, Fabian Fischbach, Julian Karlbauer, Pascal Jansen, Jan Gugenheimer, Enrico Rukzio, Andreas Bulling
ACM Trans. Comput. Hum. Interact.3
2020 VRSketchIn: Exploring the Design Space of Pen and Tablet Interaction for 3D Sketching in Virtual Reality
abstract
Sketching in virtual reality (VR) enhances perception and understanding of 3D volumes, but is currently a challenging task, as spatial input devices (e.g., tracked controllers) do not provide any scaffolding or constraints for mid-air interaction. We present VRSketchIn, a VR sketching application using a 6DoF-tracked pen and a 6DoF-tracked tablet as input devices, combining unconstrained 3D mid-air with constrained 2D surface-based sketching. To explore what possibilities arise from this combination of 2D (pen on tablet) and 3D input (6DoF pen), we present a set of design dimensions and define the design space for 2D and 3D sketching interaction metaphors in VR. We categorize prior art inside our design space and implemented a subset of metaphors for pen and tablet sketching in our prototype. To gain a deeper understanding which specific sketching operations users perform with 2D and which with 3D metaphors, we present findings of usability walkthroughs with six participants.
Tobias Drey, Jan Gugenheimer, Julian Karlbauer, Maximilian Milo, Enrico Rukzio
CHI3