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Leon Lindlein

dblp:355/3267 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous 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
2 papers
Immersive interaction · 46% Interaction techniques and input · 23% Usability and user experience research · 23%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
0.812024
Accented Character Entry Using Physical Keyboards in Virtual Reality · ISMAR 2024
Immersive interaction › virtual reality
virtual reality for knowledge work
0.812024
Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR Through Video Analysis · IEEE Trans. Vis. Comput. Graph. 2024

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

video analysis · 0.8user study · 0.8eye gaze selection · 0.8behavioral pattern analysis · 0.8
YearPublicationVenuePosition
2024 Accented Character Entry Using Physical Keyboards in Virtual Reality
abstract
Research on text entry in Virtual Reality (VR) has gained popularity but the efficient entry of accented characters, characters with diacritical marks, in VR remains underexplored. Entering accented characters is supported on most capacitive touch keyboards through a long press on a base character and a subsequent selection of the accented character. However, entering those characters on physical keyboards is still challenging, as they require a recall and an entry of respective numeric codes. To address this issue this paper investigates three techniques to support accented character entry on physical keyboards in VR. Specifically, we compare a contextaware numeric code technique that does not require users to recall a code, a key-press-only condition in which the accented characters are dynamically remapped to physical keys next to a base character, and a multimodal technique, in which eye gaze is used to select the accented version of a base character previously selected by keypress on the keyboard. The results from our user study $(n=18)$ reveal that both the key-press-only and the multimodal technique outperform the baseline technique in terms of text entry speed.
Snehanjali Kalamkar, Verena Biener, Daniel Pauls, Leon Lindlein, Morteza Izadifar, Per Ola Kristensson, Jens Grubert
ISMAR4
2024 Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR Through Video Analysis
abstract
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR such as a study observing 16 participants working in VR and a physical environment for one work-week each and reporting mainly on subjective feedback. As a nuanced understanding of participants' behavior in VR and how it evolves over time is still missing, we report on the results from an analysis of 559 hours of video material obtained in this prior study. Among other findings, we report that (1) the frequency of actions related to adjusting the headset reduced by 46% and the frequency of actions related to supporting the headset reduced by 42% over the five days; (2) the HMD was removed 31% less frequently over the five days but for 41% longer periods; (3) wearing an HMD is disruptive to normal patterns of eating and drinking, but not to social interactions, such as talking. The combined findings in this work demonstrate the value of long-term studies of deployed VR systems and can be used to inform the design of better, more ergonomic VR systems as tools for knowledge workers.
Verena Biener, Forouzan Farzinnejad, Rinaldo Schuster, Seyedmasih Tabaei, Leon Lindlein, Jinghui Hu, Negar Nouri, John J. Dudley, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert
IEEE Trans. Vis. Comput. Graph.5