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Jonas Schild

dblp:42/9399 · DBLP profile ↗
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19ranked-venue papers
9as first author
2since 2021 · last 2022
0000-0002-1931-9359ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 16 · 9 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 6 first-author · 1 since 2021Artificial intelligence and machine learning · 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
7 papers
Games and playful interaction · 76% Health and well-being technologies · 13% User interface design and tools · 7%
Computer graphics and multimedia
7 papers
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.722022
Visual Delegate Generalization Frame - Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments · CHI 2022
Understanding user experience in stereoscopic 3D games · CHI 2012
Games and playful interaction
serious games
0.412019
EPICSAVE Lifesaving Decisions - a Collaborative VR Training Game Sketch for Paramedics · VR 2019
Virtual and augmented reality
cybersickness
0.312018
Reducing VR Sickness Through Peripheral Visual Effects · VR 2018
Health and well-being technologies
medical simulation
0.312018
Applying Multi-User Virtual Reality to Collaborative Medical Training · VR 2018
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.222019
EPICSAVE Lifesaving Decisions - a Collaborative VR Training Game Sketch for Paramedics · VR 2019
Applying Multi-User Virtual Reality to Collaborative Medical Training · VR 2018
Games and playful interaction
game design
0.212014
Altering gameplay behavior using stereoscopic 3D vision-based video game design · CHI 2014
Virtual and augmented reality › virtual environment
interactive virtual environments
0.212022
Visual Delegate Generalization Frame - Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments · CHI 2022
Virtual and augmented reality › 3d display
stereoscopic 3d
0.132014
Altering gameplay behavior using stereoscopic 3D vision-based video game design · CHI 2014
Creating and analyzing stereoscopic 3D graphical user interfaces in digital games · CHI 2013
Understanding user experience in stereoscopic 3D games · CHI 2012
Immersive interaction
head-mounted display
0.112018
Reducing VR Sickness Through Peripheral Visual Effects · VR 2018

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

within-design user study · 0.7optical flow manipulation · 0.7game metrics · 0.4between-subjects study · 0.4user study · 0.3design space · 0.3questionnaire · 0.3psychophysiological measurement · 0.3
YearPublicationVenuePosition
2022 Visual Delegate Generalization Frame - Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments
abstract
Visual effects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g., proprioception, presence, pain) to players and users, thus increasing perceptual diversity via the visual modality. Such elements or effects are referred to as visual delegates (VDs). Current findings on the experiences that VDs can elicit relate to specific VDs, not to VDs in general. Deductive and comprehensive VD evaluation frameworks are lacking. We analyzed VDs in video games to generalize VDs in terms of their visual properties. We conducted a systematic paper analysis to explore player and user experiences observed in association with specific VDs in user studies. We conducted semi-structured interviews with expert players to determine their preferences and the impact of VD properties. The resulting VD framework (VD-frame) contributes to a more strategic approach to identifying the impact of VDs on player and user experiences.
Sebastian Misztal, Jonas Schild
CHI2
2022 Visualizing Perceptions of Non-Player Characters in Interactive Virtual Reality Environments
abstract
Visual effects and elements to visualize the perceptions of one’s own virtual character (also referred to as Visual Delegates) are often used in video games, e.g., status bars visualize the character’s sense of health, filters on the interface layer visualize the character’s state of mind. It is still largely unexplored whether Visual Delegates can also be used to transfer the perception of non-player characters comprehensibly. Therefore, we developed a medical virtual reality scenario using five different types of Visual Delegates to visualize three different perceptions of a virtual non-player patient. We tested for character assignment in a qualitative user study (N = 20). Our results can be used to decide more effectively what types of Visual Delegates can be used to convey perceptions of non-player characters.
Sebastian Misztal, Anna Tarrach, Madeline Ebeling, Artur Ritter, Jonas Schild
VRST5
2020 Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance
abstract
Performing jumps in 3D video games from first-person perspective can be excessively challenging because of the difficulty of estimating distances and lack of precision. To address this problem, we created a jumping assistance tool called jumphair that dynamically visualizes distances between the player character and forthcoming edges before performing a jump. Our aim was to create a jumping assistance that helps players to enhance their distance perception for performing their jumps more successfully without being distracted by the tool. We integrated the jumphair into a self-developed video game called Couch Jumper and evaluated user performance and user experience in comparison to using a static icon in two user studies (each N = 30) on a 2D display and a 3D head-mounted display (HMD), respectively. On a 2D output device, results show that the jumphair can improve jumping performances without distracting players. The jumphair is also rated helpful and can be considered an accepted game element. When used on a 3D HMD, the jumphair did not yield advantages in terms of jumping performances in its current implementation but significantly reduced simulator sickness. Our studies have implications for game research and for interface design in first-person video games with jumping mechanics.
Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild
FDG4
2020 Intensifying Stress Perception Using Visual Effects in VR Games
abstract
Visual effects are used in commercial video games to enhance the players’ perception without being investigated in terms of their actual impact on the players. In our work, we implemented five visual effects, namely vignetting, image noise, chromatic aberration, color grading, and blur and investigated their impact on the players’ perceived stress, presence, and simulator sickness. A user study (N = 6), conducted with a virtual reality (VR) head-mounted display (HMD), shows that these visual effects can intensify the players’ stress perception without negatively effecting perceived presence and without increasing simulator sickness.
Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild
FDG4
2020 Portals With a Twist: Cable Twist-Free Natural Walking in Room-Scaled Virtual Reality
abstract
To provide naturally walking in small virtual reality (VR) tracking spaces while preventing cables of head-mounted displays (HMDs) getting twisted, we developed Portals With A Twist (PorTwist), a redirected walking method using a portal metaphor. We compared PorTwist with a teleportation method in a 2m × 2.7m tracking space in a within-design user study (N = 34). PorTwist resulted in significantly longer natural walking distances and could prevent HMD cables from getting twisted while providing comparable levels of perceived presence and simulator sickness as teleportation. We further identified potential to improve usability in the future.
Sebastian Misztal, Guillermo Carbonell, Nils Ganther, Jonas Schild
VRST4
2019 EPICSAVE Lifesaving Decisions - a Collaborative VR Training Game Sketch for Paramedics
abstract
Practical, collaborative training of severe emergencies that occur too rarely within regular curricular training programs (e.g., anaphylactic shock in children patients) is difficult to realize. Multi-user virtual reality and serious game technologies can be used to provide collaborative training in dynamic settings [1], [2]. However, actual training effects seem to depend on a high presence and supportive usability [2]. EPICSAVE Lifesaving Decisions shows a novel approach that aims at further improving on these factors using an emotional scenario and collaborative game mechanics. We present a trailer video of a game sketch which creatively explores serious game design for collaborative virtual reality training systems. The game invites two paramedic trainees and one paramedic trainer into a dramatic scenario at a family theme park: A 5-year old child shows symptoms of anaphylactic shock. While the trainees begin their diagnostics procedures, a bystander, the girl's grandfather, intervenes and challenges the players' authority. Our research explores how VR game mechanics, i.e., optional narrative, authority skills and rewards, mini games, and interactive virtual characters may extend training quality and user experience over pure VR training simulations. The video exemplifies a concept that extends prior developments of a multi-user VR training simulation setup presented in [2], [3].
Jonas Schild, Leonard Flock, Patrick Martens, Benjamin Roth 0002, Niklas Schünernann, Eduard Heller, Sebastian Misztal
VR1
2018 Reducing VR Sickness Through Peripheral Visual Effects
abstract
This paper proposes and evaluates two novel visual effects that can be applied to Virtual Reality (VR) applications to reduce VR sickness with head-mounted displays (HMD). Unlike other techniques that pursue the same goal, our approach allows a user to move continuously through a virtual environment without reducing the perceived field of view (FOV). A within-design study with 18 users compares reported sickness between the two effects and baseline. The results show lower means of sickness in the two novel effects; however, the difference is not statistically significant across all users, replicating large variety in individual reactions found in previous studies. In summary, reducing optical flow in peripheral vision is a promising approach. Future potential lies in adjusting visual effect parameters to maximize impact for large user groups.
Helmut Buhler, Sebastian Misztal, Jonas Schild
VR3
2018 Applying Multi-User Virtual Reality to Collaborative Medical Training
abstract
We present a multi-user virtual reality (VR) setup that aims at providing novel training tools for paramedics that enhances current learning methods. The hardware setup consists of a two-user full-scale VR environment with head-mounted displays for two interactive trainees and one additional desktop pc for one trainer participant. The software provides a connected multi-user environment, showcasing a paramedic emergency simulation with focus on anaphylactic shock, a representative scenario for critical medical cases that happen too rare to eventually occur within a regular curricular term of vocational training. The prototype offers hands-on experience on multi-user VR in an applied scenario, generating discussion around current state and future development concerning three important research areas: (a) user navigation, (b) interaction, (c) level of visual abstraction, and (d) level of task abstraction.
Jonas Schild, Sebastian Misztal, Benjamin Roth 0002, Leonard Flock, Thomas Luiz, Dieter Lerner, Markus Herkersdorf, Konstantin Wegner, Markus Neuberaer, Andreas Franke 0003, Claus Kemp, Johannes Pranqhofer, Sven Seele, Helmut Buhler, Rainer Herpers
VR1
2017 Integration of Multi-modal Cues in Synthetic Attention Processes to Drive Virtual Agent Behavior
Sven Seele, Tobias Haubrich, Tim Metzler, Jonas Schild, Rainer Herpers, Marcin Grzegorzek
IVA4
2017 Designed emotions: challenges and potential methodologies for improving multisensory cues to enhance user engagement in immersive systems
Ernst Kruijff, Alexander Marquardt, Christina Trepkowski, Jonas Schild, André Hinkenjann
Vis. Comput.4
2014 Altering gameplay behavior using stereoscopic 3D vision-based video game design
abstract
We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S3D-specific game called Deepress3D. Our game utilizes established S3D design principles for optimizing GUI design, visual comfort and game mechanics which rely on depth perception in time-pressured spatial conflicts. The game collects detailed S3D player metrics and allows players to choose between different, evenly matched strategies. We conducted a between subjects study comparing S3D and monoscopic versions of Deepress3D that examined player behavior and performance and measured user-reported data on presence, simulator sickness, and game experience. Confirming previous results, stereo users reported higher spatial presence. More importantly, for the first time, our game metrics indicate that S3D vision can measurably change player behavior depending on actual game content and level design, without necessarily affecting performance or emotional experience. These findings indicate the potential for optimizing applications for stereo users distinguishing them as a distinct group in HCI research.
Jonas Schild, Joseph J. LaViola Jr., Maic Masuch
CHI1
2013 Creating and analyzing stereoscopic 3D graphical user interfaces in digital games
abstract
Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs.
Jonas Schild, Liane Bölicke, Joseph J. LaViola Jr., Maic Masuch
CHI1
2012 Understanding user experience in stereoscopic 3D games
abstract
Recent advances in digital game technology are making stereoscopic games more popular. Stereoscopic 3D graphics promise a better gaming experience but this potential has not yet been proven empirically. In this paper, we present a comprehensive study that evaluates player experience of three stereoscopic games in comparison with their monoscopic counterparts. We examined 60 participants, each playing one of the three games, using three self-reporting questionnaires and one psychophysiological instrument. Our main results are (1) stereoscopy in games increased experienced immersion, spatial presence, and simulator sickness; (2) the effects strongly differed across the three games and for both genders, indicating more affect on male users and with games involving depth animations; (3) results related to attention and cognitive involvement indicate more direct and less thoughtful interactions with stereoscopic games, pointing towards a more natural experience through stereoscopy.
Jonas Schild, Joseph J. LaViola Jr., Maic Masuch
CHI1
2012 Evaluating user performance in 3D stereo and motion enabled video games
abstract
We present a study that investigates user performance benefits of playing video games using 3D motion controllers in 3D stereoscopic vision in comparison to monoscopic viewing. Using the PlayStation 3 game console coupled with the PlayStation Move Controller, we explored five different games that combine 3D stereo and 3D spatial interaction. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game expertise pre-questionnaire was used to classify participants into beginners and expert game player categories to analyze a possible impact on performance differences. The results show two cases where the 3D stereo display did help participants perform significantly better than with a 2D display. For the first time, we can report a positive effect on gaming performance based on stereoscopic vision, although reserved to isolated tasks and depending on game expertise. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of 3D stereoscopic vision and 3D motion control to enhance game experiences.
Arun K. Kulshreshth, Jonas Schild, Joseph J. LaViola Jr.
FDG2
2011 Creativity room 5555: evoking creativity in game design amongst CS students
abstract
This paper highlights the importance of computer-free meeting places for Computer Science (CS) students participating in game design courses in the sense of learning spaces. Such environments have the potential of countering possible negative attitudes of CS students towards creative processes. During a game design course we offered a unique meeting room that offered playful and creative elements. Furthermore, the room had to be rearranged by the participants of the course. We describe the course and analyze it through observations and three formal surveys. Both the results and the quality of resulting prototypes indicate that CS students strongly benefit in their creative processes from working in individually arranged playful environments.
Timo Göttel, Jonas Schild
ITiCSE2
2011 Fundamentals of Stereoscopic 3D Game Design
Jonas Schild, Maic Masuch
ICEC1
2011 Integrating Stereoscopic Video in 3D Games
Jonas Schild, Sven Seele, Maic Masuch
ICEC1
2011 Multi-pass rendering of stereoscopic video on consumer graphics cards
abstract
Multi-pass stereoscopic video rendering (MSVR) allows to present stereoscopic video streams within game engines on consumer graphics boards. We present our approach and discuss aspects of performance and occlusion of virtual objects.
Jonas Schild, Sven Seele, Jonas Fischer, Maic Masuch
SI3D1
2010 ABC-Sprints: adapting Scrum to academic game development courses
abstract
We propose a course design that fits a practical game development project into a regular game design lecture course. As this approach requires a consistent structure, our concept proposes an adaption of Scrum that is based on the game development life-cycle: ABC-Sprints consist of three Sprints to iteratively create Alpha, Beta and Completed versions of a game. We present a detailed walkthrough of the course and give results of a formal evaluation. These indicate that ABC-Sprints help students to manage their workload and to increase productivity over time. Consequently, three teams each presented a game at the end of the course that technically exceeded typical outcomes of game projects without lectures. We hence encourage to apply ABC-Sprints to other curricula and provide a set of recommendations.
Jonas Schild, Robert Walter, Maic Masuch
FDG1