Prof. Dr. André Hinkenjann
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- Virtual Reality (4)
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- 3D user interfaces (2)
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We present an interactive system that uses ray tracing as a rendering technique. The system consists of a modular Virtual Reality framework and a cluster-based ray tracing rendering extension running on a number of Cell Broadband Engine-based servers. The VR framework allows for loading rendering plugins at runtime. By using this combination it is possible to simulate interactively effects from geometric optics, like correct reflections and refractions.
Real-Time Simulation of Camera Errors and Their Effect on Some Basic Robotic Vision Algorithms
(2013)
Robust Indoor Localization Using Optimal Fusion Filter For Sensors And Map Layout Information
(2014)
We present a novel forearm-and-glove tactile interface that can enhance 3D interaction by guiding hand motor planning and coordination. In particular, we aim to improve hand motion and pose actions related to selection and manipulation tasks. Through our user studies, we illustrate how tactile patterns can guide the user, by triggering hand pose and motion changes, for example to grasp (select) and manipulate (move) an object. We discuss the potential and limitations of the interface, and outline future work.
Large display environments are highly suitable for immersive analytics. They provide enough space for effective co-located collaboration and allow users to immerse themselves in the data. To provide the best setting - in terms of visualization and interaction - for the collaborative analysis of a real-world task, we have to understand the group dynamics during the work on large displays. Among other things, we have to study, what effects different task conditions will have on user behavior.
In this paper, we investigated the effects of task conditions on group behavior regarding collaborative coupling and territoriality during co-located collaboration on a wall-sized display. For that, we designed two tasks: a task that resembles the information foraging loop and a task that resembles the connecting facts activity. Both tasks represent essential sub-processes of the sensemaking process in visual analytics and cause distinct space/display usage conditions. The information foraging activity requires the user to work with individual data elements to look into details. Here, the users predominantly occupy only a small portion of the display. In contrast, the connecting facts activity requires the user to work with the entire information space. Therefore, the user has to overview the entire display.
We observed 12 groups for an average of two hours each and gathered qualitative data and quantitative data. During data analysis, we focused specifically on participants' collaborative coupling and territorial behavior.
We could detect that participants tended to subdivide the task to approach it, in their opinion, in a more effective way, in parallel. We describe the subdivision strategies for both task conditions. We also detected and described multiple user roles, as well as a new coupling style that does not fit in either category: loosely or tightly. Moreover, we could observe a territory type that has not been mentioned previously in research. In our opinion, this territory type can affect the collaboration process of groups with more than two collaborators negatively. Finally, we investigated critical display regions in terms of ergonomics. We could detect that users perceived some regions as less comfortable for long-time work.
Supported by their large size and high resolution, display walls suit well for different collaboration types. However, in order to foster instead of impede collaboration processes, interaction techniques need to be carefully designed, taking into regard the possibilities and limitations of the display size, and their effects on human perception and performance. In this paper we investigate the impact of visual distractors (which, for instance, might be caused by other collaborators' input) in peripheral vision on short-term memory and attention. The distractors occur frequently when multiple users collaborate in large wall display systems and may draw attention away from the main task, as such potentially affecting performance and cognitive load. Yet, the effect of these distractors is hardly understood. Gaining a better understanding thus may provide valuable input for designing more effective user interfaces. In this article, we report on two interrelated studies that investigated the effect of distractors. Depending on when the distractor is inserted in the task performance sequence, as well as the location of the distractor, user performance can be disturbed: we will show that distractors may not affect short term memory, but do have an effect on attention. We will closely look into the effects, and identify future directions to design more effective interfaces.
This paper describes the work done at our Lab to improve visual and other quality of Virtual Environments. To be able to achieve better quality we built a new Virtual Environments framework called basho. basho is a renderer independent VE framework. Although renderers are not limited to graphics renderers we first concentrated on improving visual quality. Independence is gained from designing basho to have a small kernel and several plug-ins.
Large, high-resolution displays are highly suitable for creation of digital environments for co-located collaborative task solving. Yet, placing multiple users in a shared environment may increase the risk of interferences, thus causing mental discomfort and decreasing efficiency of the team. To mitigate interferences coordination strategies and techniques were introduced. However, in a mixed-focus collaboration scenarios users switch now and again between loosely and tightly collaboration, therefore different coordination techniques might be required depending on the current collaboration state of team members. For that, systems have to be able to recognize collaboration states as well as transitions between them to ensure a proper adjustment of the coordination strategy. Previous studies on group behavior during collaboration in front of large displays investigated solely collaborative coupling states, not transitions between them though. To address this gap, we conducted a study with 12 participant dyads in front of a tiled display and let them solve two tasks in two different conditions (focus and overview). We looked into group dynamics and categorized transitions by means of changes in proximity, verbal communication, visual attention, visual interface, and gestures. The findings can be valuable for user interface design and development of group behavior models.
In this paper we present the steps towards a well-designed concept of a 5VR6 system for school experiments in scientific domains like physics, biology and chemistry. The steps include the analysis of system requirements in general, the analysis of school experiments and the analysis of input and output devices demands. Based on the results of these steps we show a taxonomy of school experiments and provide a comparison between several currently available devices which can be used for building such a system. We also compare the advantages and shortcomings of 5VR6 and 5AR6 systems in general to show why, in our opinion, 5VR6 systems are better suited for school-use.