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Ole Traupe

dblp:66/9606 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorHuman-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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
collaborative and social computing
0.312018
Social Presence and Cooperation in Large-Scale Multi-User Virtual Reality - The Relevance of Social Interdependence for Location-Based Environments · VR 2018
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.312018
Social Presence and Cooperation in Large-Scale Multi-User Virtual Reality - The Relevance of Social Interdependence for Location-Based Environments · VR 2018
Virtual and augmented reality
immersive interaction
0.312018
Social Presence and Cooperation in Large-Scale Multi-User Virtual Reality - The Relevance of Social Interdependence for Location-Based Environments · VR 2018
Virtual and augmented reality › presence
social presence
0.312018
Social Presence and Cooperation in Large-Scale Multi-User Virtual Reality - The Relevance of Social Interdependence for Location-Based Environments · VR 2018

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

empirical user study · 0.3
YearPublicationVenuePosition
2018 Social Presence and Cooperation in Large-Scale Multi-User Virtual Reality - The Relevance of Social Interdependence for Location-Based Environments
abstract
Introduction. An increasing number of location-based entertainment centers offers the possibility of entering multi-user virtual reality (VR) scenarios. Until now, neither cognition and emotions of users nor team experience have been scientifically evaluated in such an application. The present study investigated the gain of positive social interdependence while experiencing an adventure on the Immersive Deck of Illusion Walk (Berlin, Germany). Method. The preliminary version of a VR group adventure of the company was enriched by a task establishing social interdependence (IDP condition). The impact of IDP on social presence and cooperation (i.e., mutual importance) was evaluated relative to a control task without interdependence (nIDP condition). Results. Social IDP increased social presence and cooperation among participants. Additionally, behavioral involvement (part of presence), certain aspects of the adventure experience, and the affective evaluation during the experience were positively influenced by IDP. Discussion. The present study showed that interdependence can substantially enhance social presence and cooperation (i.e., mutual importance) in a VR setting already characterized by social co-experience. Thus, it revealed one design option (social IDP) to improve the experience, particularly the social experience, of location-based entertainment. Conclusion. The present research addressed one goal of location-based VR hosts to scientifically established design principles for social and collective adventures by supporting the impact of “collectively mastering an adventurous challenge”. In addition, our evaluation demonstrated that the multi-modal tracking, the free movement, as well as the multi-user features enabled natural interaction with other users and the environment, and thereby engendered a comfortable social experience.
Carolin Wienrich, Kristina Schindler, Nina Döllinger, Simon Kock, Ole Traupe
VR5
2011 Threat determines affective startle potentiation
abstract
Affective startle modulation often is attributed to the valence dimension of applied foreground stimuli, whereas alternative views refer to specific discrete emotions. Based on the idea of the startle reflex being a protective mechanism, the significance of threat to the acoustic startle response was tested. Affectively charged pictures were selected according to their quantified discrete-emotional distinctness: pictures primarily evoking sadness, anger, and disgust (low valence); pictures primarily evoking fear (threat; moderately low valence); and pictures primarily evoking happiness (high valence). Electromyography (EMG) of the orbicularis oculi muscle revealed substantial startle potentiation by the fear evoking stimuli. Moreover, evidence was found that disgust bears a strong relation to the startle reflex. In line with other recent studies the reported findings suggest that startle is being increased by threat to one's physical integrity, as is signaled by the discrete emotions of fear and disgust.
Ole Traupe, Christian Kaernbach
FG1