Eyal Ofek

HC
16papers
581citations
Novelty34%
AI Score23

16 Papers

CVJun 17, 2022
Validation of Vector Data using Oblique Images

Pragyana Mishra, Eyal Ofek, Gur Kimchi · amazon-science, cmu

Oblique images are aerial photographs taken at oblique angles to the earth's surface. Projections of vector and other geospatial data in these images depend on camera parameters, positions of the geospatial entities, surface terrain, occlusions, and visibility. This paper presents a robust and scalable algorithm to detect inconsistencies in vector data using oblique images. The algorithm uses image descriptors to encode the local appearance of a geospatial entity in images. These image descriptors combine color, pixel-intensity gradients, texture, and steerable filter responses. A Support Vector Machine classifier is trained to detect image descriptors that are not consistent with underlying vector data, digital elevation maps, building models, and camera parameters. In this paper, we train the classifier on visible road segments and non-road data. Thereafter, the trained classifier detects inconsistencies in vectors, which include both occluded and misaligned road segments. The consistent road segments validate our vector, DEM, and 3-D model data for those areas while inconsistent segments point out errors. We further show that a search for descriptors that are consistent with visible road segments in the neighborhood of a misaligned road yields the desired road alignment that is consistent with pixels in the image.

HCJan 17, 2022
PoVRPoint: Authoring Presentations in Mobile Virtual Reality

Verena Biener, Travis Gesslein, Daniel Schneider et al.

Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint -- a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with the interaction capabilities afforded by VR. We study the utility of extended display space to, for example, assist users in identifying target slides, supporting spatial manipulation of objects on a slide, creating animations, and facilitating arrangements of multiple, possibly occluded, shapes. Among other things, our results indicate that 1) the wide field of view afforded by VR results in significantly faster target slide identification times compared to a tablet-only interface for visually salient targets; and 2) the three-dimensional view in VR enables significantly faster object reordering in the presence of occlusion compared to two baseline interfaces. A user study further confirmed that the interaction techniques were found to be usable and enjoyable.

HCNov 6, 2021
Extended Reality for Knowledge Work in Everyday Environments

Verena Biener, Eyal Ofek, Michel Pahud et al.

Virtual and Augmented Reality have the potential to change information work. The ability to modify the workers senses can transform everyday environments into a productive office, using portable head-mounted displays combined with conventional interaction devices, such as keyboards and tablets. While a stream of better, cheaper and lighter HMDs have been introduced for consumers in recent years, there are still many challenges to be addressed to allow this vision to become reality. This chapter summarizes the state of the art in the field of extended reality for knowledge work in everyday environments and proposes steps to address the open challenges.

HCSep 22, 2021
Accuracy Evaluation of Touch Tasks in Commodity Virtual and Augmented Reality Head-Mounted Displays

Daniel Schneider, Verena Biener, Alexander Otte et al.

An increasing number of consumer-oriented head-mounted displays (HMD) for augmented and virtual reality (AR/VR) are capable of finger and hand tracking. We report on the accuracy of off-the-shelf VR and AR HMDs when used for touch-based tasks such as pointing or drawing. Specifically, we report on the finger tracking accuracy of the VR head-mounted displays Oculus Quest, Vive Pro and the Leap Motion controller, when attached to a VR HMD, as well as the finger tracking accuracy of the AR head-mounted displays Microsoft HoloLens 2 and Magic Leap. We present the results of two experiments in which we compare the accuracy for absolute and relative pointing tasks using both human participants and a robot. The results suggest that HTC Vive has a lower spatial accuracy than the Oculus Quest and Leap Motion and that the Microsoft HoloLens 2 provides higher spatial accuracy than Magic Leap One. These findings can serve as decision support for researchers and practitioners in choosing which systems to use in the future.

HCAug 27, 2021
Two-In-One: A Design Space for Mapping Unimanual Input into Bimanual Interactions in VR for Users with Limited Movement

Momona Yamagami, Sasa Junuzovic, Mar Gonzalez-Franco et al.

Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions -- thus increasing realism and improving immersion -- they can also pose significant accessibility challenges to people with limited mobility, such as for people who have full use of only one hand. An opportunity exists to create accessible techniques that take advantage of users' abilities, but designers currently lack structured tools to consider alternative approaches. To begin filling this gap, we propose Two-in-One, a design space that facilitates the creation of accessible methods for bimanual interactions in VR from unimanual input. Our design space comprises two dimensions, bimanual interactions and computer assistance, and we provide a detailed examination of issues to consider when creating new unimanual input techniques that map to bimanual interactions in VR. We used our design space to create three interaction techniques that we subsequently implemented for a subset of bimanual interactions and received user feedback through a video elicitation study with 17 people with limited mobility. Our findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional settings and methods to make VR accessible to people with limited mobility.

ROAug 24, 2021
HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile Robots

Ryo Suzuki, Eyal Ofek, Mike Sinclair et al.

HapticBots introduces a novel encountered-type haptic approach for Virtual Reality (VR) based on multiple tabletop-size shape-changing robots. These robots move on a tabletop and change their height and orientation to haptically render various surfaces and objects on-demand. Compared to previous encountered-type haptic approaches like shape displays or robotic arms, our proposed approach has an advantage in deployability, scalability, and generalizability -- these robots can be easily deployed due to their compact form factor. They can support multiple concurrent touch points in a large area thanks to the distributed nature of the robots. We propose and evaluate a novel set of interactions enabled by these robots which include: 1) rendering haptics for VR objects by providing just-in-time touch-points on the user's hand, 2) simulating continuous surfaces with the concurrent height and position change, and 3) enabling the user to pick up and move VR objects through graspable proxy objects. Finally, we demonstrate HapticBots with various applications, including remote collaboration, education and training, design and 3D modeling, and gaming and entertainment.

HCSep 7, 2020
Towards a Practical Virtual Office for Mobile Knowledge Workers

Eyal Ofek, Jens Grubert, Michel Pahud et al.

As more people work from home or during travel, new opportunities and challenges arise around mobile office work. On one hand, people may work at flexible hours, independent of traffic limitations, but on the other hand, they may need to work at makeshift spaces, with less than optimal working conditions and decoupled from co-workers. Virtual Reality (VR) has the potential to change the way information workers work: it enables personal bespoke working environments even on the go and allows new collaboration approaches that can help mitigate the effects of physical distance. In this paper, we investigate opportunities and challenges for realizing a mobile VR offices environments and discuss implications from recent findings of mixing standard off-the-shelf equipment, such as tablets, laptops or desktops, with VR to enable effective, efficient, ergonomic, and rewarding mobile knowledge work. Further, we investigate the role of conceptual and physical spaces in a mobile VR office.

HCSep 7, 2020
Back to the Future: Revisiting Mouse and Keyboard Interaction for HMD-based Immersive Analytics

Jens Grubert, Eyal Ofek, Michel Pahud et al.

With the rise of natural user interfaces, immersive analytics applications often focus on novel forms of interaction modalities such as mid-air gestures, gaze or tangible interaction utilizing input devices such as depth-sensors, touch screens and eye-trackers. At the same time, traditional input devices such as the physical keyboard and mouse are used to a lesser extent. We argue, that for certain work scenarios, such as conducting analytic tasks at stationary desktop settings, it can be valuable to combine the benefits of novel and established input devices as well as input modalities to create productive immersive analytics environments.

HCAug 11, 2020
Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers

Verena Biener, Daniel Schneider, Travis Gesslein et al.

Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications.

HCAug 11, 2020
Pen-based Interaction with Spreadsheets in Mobile Virtual Reality

Travis Gesslein, Verena Biener, Philipp Gagel et al.

Virtual Reality (VR) can enhance the display and interaction of mobile knowledge work and in particular, spreadsheet applications. While spreadsheets are widely used yet are challenging to interact with, especially on mobile devices, using them in VR has not been explored in depth. A special uniqueness of the domain is the contrast between the immersive and large display space afforded by VR, contrasted by the very limited interaction space that may be afforded for the information worker on the go, such as an airplane seat or a small work-space. To close this gap, we present a tool-set for enhancing spreadsheet interaction on tablets using immersive VR headsets and pen-based input. This combination opens up many possibilities for enhancing the productivity for spreadsheet interaction. We propose to use the space around and in front of the tablet for enhanced visualization of spreadsheet data and meta-data. For example, extending sheet display beyond the bounds of the physical screen, or easier debugging by uncovering hidden dependencies between sheet's cells. Combining the precise on-screen input of a pen with spatial sensing around the tablet, we propose tools for the efficient creation and editing of spreadsheets functions such as off-the-screen layered menus, visualization of sheets dependencies, and gaze-and-touch-based switching between spreadsheet tabs. We study the feasibility of the proposed tool-set using a video-based online survey and an expert-based assessment of indicative human performance potential.

HCJul 18, 2019
ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality

Daniel Schneider, Alexander Otte, Travis Gesslein et al.

Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area.

HCDec 5, 2018
The Office of the Future: Virtual, Portable and Global

Jens Grubert, Eyal Ofek, Michel Pahud et al.

Virtual Reality has the potential to change the way we work. We envision the future office worker to be able to work productively everywhere solely using portable standard input devices and immersive head-mounted displays. Virtual Reality has the potential to enable this, by allowing users to create working environments of their choice and by relieving them from physical world limitations such as constrained space or noisy environments. In this article, we investigate opportunities and challenges for realizing this vision and discuss implications from recent findings of text entry in virtual reality as a core office task.

HCApr 9, 2018
Mobiles as Portals for Interacting with Virtual Data Visualizations

Michel Pahud, Eyal Ofek, Nathalie Henry Riche et al.

We propose a set of techniques leveraging mobile devices as lenses to explore, interact and annotate n-dimensional data visualizations. The democratization of mobile devices, with their arrays of integrated sensors, opens up opportunities to create experiences for anyone to explore and interact with large information spaces anywhere. In this paper, we propose to revisit ideas behind the Chameleon prototype of Fitzmaurice et al. initially envisioned in the 90s for navigation, before spatially-aware devices became mainstream. We also take advantage of other input modalities such as pen and touch to not only navigate the space using the mobile as a lens, but interact and annotate it by adding toolglasses.

HCFeb 2, 2018
Text Entry in Immersive Head-Mounted Display-based Virtual Reality using Standard Keyboards

Jens Grubert, Lukas Witzani, Eyal Ofek et al.

We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual feedback, and examine the efficiency of different strategies of use. We analyze a total of 24 hours of typing data in VR from 24 participants and find that novice users are able to retain about 60% of their typing speed on a desktop keyboard and about 40-45\% of their typing speed on a touchscreen keyboard. We also find no significant learning effects, indicating that users can transfer their typing skills fast into VR. Besides investigating baseline performances, we study the position in which keyboards and hands are rendered in space. We find that this does not adversely affect performance for desktop keyboard typing and results in a performance trade-off for touchscreen keyboard typing.

HCFeb 2, 2018
Effects of Hand Representations for Typing in Virtual Reality

Jens Grubert, Lukas Witzani, Eyal Ofek et al.

Alphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of the keyboard, without occlusion by the user's physical hands. Several hand representations have been proposed for typing in VR on standard physical keyboards. However, to date, these hand representations have not been compared regarding their performance and effects on presence for VR text entry. Our work addresses this gap by comparing existing hand representations with minimalistic fingertip visualization. We study the effects of four hand representations (no hand representation, inverse kinematic model, fingertip visualization using spheres and video inlay) on typing in VR using a standard physical keyboard with 24 participants. We found that the fingertip visualization and video inlay both resulted in statistically significant lower text entry error rates compared to no hand or inverse kinematic model representations. We found no statistical differences in text entry speed.

HCJan 14, 2017
Towards Interaction Around Unmodified Camera-equipped Mobile Devices

Jens Grubert, Eyal Ofek, Michel Pahud et al.

Around-device interaction promises to extend the input space of mobile and wearable devices beyond the common but restricted touchscreen. So far, most around-device interaction approaches rely on instrumenting the device or the environment with additional sensors. We believe, that the full potential of ordinary cameras, specifically user-facing cameras, which are integrated in most mobile devices today, are not used to their full potential, yet. We To this end, we present a novel approach for extending the input space around unmodified mobile devices using built-in front-facing cameras of unmodified handheld devices. Our approach estimates hand poses and gestures through reflections in sunglasses, ski goggles or visors. Thereby, GlassHands creates an enlarged input space, rivaling input reach on large touch displays. We discuss the idea, its limitations and future work.