CVOct 3, 2017Code
BodyDigitizer: An Open Source Photogrammetry-based 3D Body ScannerTravis Gesslein, Daniel Scherer, Jens Grubert
With the rising popularity of Augmented and Virtual Reality, there is a need for representing humans as virtual avatars in various application domains ranging from remote telepresence, games to medical applications. Besides explicitly modelling 3D avatars, sensing approaches that create person-specific avatars are becoming popular. However, affordable solutions typically suffer from a low visual quality and professional solution are often too expensive to be deployed in nonprofit projects. We present an open-source project, BodyDigitizer, which aims at providing both build instructions and configuration software for a high-resolution photogrammetry-based 3D body scanner. Our system encompasses up to 96 Rasperry PI cameras, active LED lighting, a sturdy frame construction and open-source configuration software. %We demonstrate the applicability of the body scanner in a nonprofit Mixed Reality health project. The detailed build instruction and software are available at http://www.bodydigitizer.org.
HCOct 29, 2024
Analyzing Multimodal Interaction Strategies for LLM-Assisted Manipulation of 3D ScenesJunlong Chen, Jens Grubert, Per Ola Kristensson
As more applications of large language models (LLMs) for 3D content for immersive environments emerge, it is crucial to study user behaviour to identify interaction patterns and potential barriers to guide the future design of immersive content creation and editing systems which involve LLMs. In an empirical user study with 12 participants, we combine quantitative usage data with post-experience questionnaire feedback to reveal common interaction patterns and key barriers in LLM-assisted 3D scene editing systems. We identify opportunities for improving natural language interfaces in 3D design tools and propose design recommendations for future LLM-integrated 3D content creation systems. Through an empirical study, we demonstrate that LLM-assisted interactive systems can be used productively in immersive environments.
HCOct 31, 2024
Generative AI for Accessible and Inclusive Extended RealityJens Grubert, Junlong Chen, Per Ola Kristensson
Artificial Intelligence-Generated Content (AIGC) has the potential to transform how people build and interact with virtual environments. Within this paper, we discuss potential benefits but also challenges that AIGC has for the creation of inclusive and accessible virtual environments. Specifically, we touch upon the decreased need for 3D modeling expertise, benefits of symbolic-only as well as multimodal input, 3D content editing, and 3D model accessibility as well as foundation model-specific challenges.
HCJan 28, 2025
Text-to-Image Generation for Vocabulary Learning Using the Keyword MethodNuwan T. Attygalle, Matjaž Kljun, Aaron Quigley et al.
The 'keyword method' is an effective technique for learning vocabulary of a foreign language. It involves creating a memorable visual link between what a word means and what its pronunciation in a foreign language sounds like in the learner's native language. However, these memorable visual links remain implicit in the people's mind and are not easy to remember for a large set of words. To enhance the memorisation and recall of the vocabulary, we developed an application that combines the keyword method with text-to-image generators to externalise the memorable visual links into visuals. These visuals represent additional stimuli during the memorisation process. To explore the effectiveness of this approach we first run a pilot study to investigate how difficult it is to externalise the descriptions of mental visualisations of memorable links, by asking participants to write them down. We used these descriptions as prompts for text-to-image generator (DALL-E2) to convert them into images and asked participants to select their favourites. Next, we compared different text-to-image generators (DALL-E2, Midjourney, Stable and Latent Diffusion) to evaluate the perceived quality of the generated images by each. Despite heterogeneous results, participants mostly preferred images generated by DALL-E2, which was used also for the final study. In this study, we investigated whether providing such images enhances the retention of vocabulary being learned, compared to the keyword method only. Our results indicate that people did not encounter difficulties describing their visualisations of memorable links and that providing corresponding images significantly improves memory retention.
HCOct 28, 2024
Large Language Model-assisted Speech and Pointing Benefits Multiple 3D Object Selection in Virtual RealityJunlong Chen, Jens Grubert, Per Ola Kristensson
Selection of occluded objects is a challenging problem in virtual reality, even more so if multiple objects are involved. With the advent of new artificial intelligence technologies, we explore the possibility of leveraging large language models to assist multi-object selection tasks in virtual reality via a multimodal speech and raycast interaction technique. We validate the findings in a comparative user study (n=24), where participants selected target objects in a virtual reality scene with different levels of scene perplexity. The performance metrics and user experience metrics are compared against a mini-map based occluded object selection technique that serves as the baseline. Results indicate that the introduced technique, AssistVR, outperforms the baseline technique when there are multiple target objects. Contrary to the common belief for speech interfaces, AssistVR was able to outperform the baseline even when the target objects were difficult to reference verbally. This work demonstrates the viability and interaction potential of an intelligent multimodal interactive system powered by large laguage models. Based on the results, we discuss the implications for design of future intelligent multimodal interactive systems in immersive environments.
HCJan 17, 2022
PoVRPoint: Authoring Presentations in Mobile Virtual RealityVerena 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 EnvironmentsVerena 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 DisplaysDaniel 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.
HCMar 10, 2021
Mixed Reality Interaction TechniquesJens Grubert
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based interaction, gesture-based, pen-based, gaze-based, keyboard and mouse-based, as well as haptic interaction are discussed. Furthermore, the combination of multiple modalities in multisensory and multimodal interaction, as well as interaction using multiple physical or virtual displays, are presented. Finally, interaction with intelligent virtual agents is considered.
HCSep 7, 2020
Towards a Practical Virtual Office for Mobile Knowledge WorkersEyal 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 AnalyticsJens 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 WorkersVerena 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 RealityTravis 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.
HCFeb 12, 2020
C-D Ratio in multi-display environmentsTravis Gesslein, Jens Grubert
Research in user interaction with mixed reality environments using multiple displays has become increasingly relevant with the prevalence of mobile devices in everyday life and increased commoditization of large display area technologies using projectors or large displays. Previous work often combines touch-based input with other approaches, such as gesture-based input, to expand the possible interaction space or deal with limitations of other two-dimensional input methods. In contrast to previous methods, we examine the possibilities when the control-display (C-D) ratio is significantly smaller than one and small input movements result in large output movements. To this end one specific multi-display configuration is implemented in the form of a spatial-augmented reality sandbox environment, and used to explore various interaction techniques based on a variety of mobile device touch-based input and optical marker tracking-based finger input. A small pilot study determines the most promising input candidate, which is compared to traditional touch-input based techniques in a user study that tests it for practical relevance. Results and conclusions of the study are presented.
HCFeb 7, 2020
Above Surface Interaction for Multiscale Navigation in Mobile Virtual RealityTim Menzner, Travis Gesslein, Alexander Otte et al.
Virtual Reality enables the exploration of large information spaces. In physically constrained spaces such as airplanes or buses, controller-based or mid-air interaction in mobile Virtual Reality can be challenging. Instead, the input space on and above touch-screen enabled devices such as smartphones or tablets could be employed for Virtual Reality interaction in those spaces. In this context, we compared an above surface interaction technique with traditional 2D on-surface input for navigating large planar information spaces such as maps in a controlled user study (n = 20). We find that our proposed above surface interaction technique results in significantly better performance and user preference compared to pinch-to-zoom and drag-to-pan when navigating planar information spaces.
HCSep 6, 2019
Effects of Depth Layer Switching between an Optical See-Through Head-Mounted Display and a Body-Proximate DisplayAnna Eiberger, Per Ola Kristensson, Susanne Mayr et al.
Optical see-through head-mounted displays (OST HMDs) typically display virtual content at a fixed focal distance while users need to integrate this information with real-world information at different depth layers. This problem is pronounced in body-proximate multi-display systems, such as when an OST HMD is combined with a smartphone or smartwatch. While such joint systems open up a new design space, they also reduce users' ability to integrate visual information. We quantify this cost by presenting the results of an experiment (n=24) that evaluates human performance in a visual search task across an OST HMD and a body-proximate display at 30 cm. The results reveal that task completion time increases significantly by approximately 50 % and the error rate increases significantly by approximately 100 % compared to visual search on a single depth layer. These results highlight a design trade-off when designing joint OST HMD-body proximate display systems.
HCJul 18, 2019
ReconViguRation: Reconfiguring Physical Keyboards in Virtual RealityDaniel 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 GlobalJens 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.
CVApr 23, 2018
Efficient Pose Tracking from Natural Features in Standard Web BrowsersFabian Göttl, Philipp Gagel, Jens Grubert
Computer Vision-based natural feature tracking is at the core of modern Augmented Reality applications. Still, Web-based Augmented Reality typically relies on location-based sensing (using GPS and orientation sensors) or marker-based approaches to solve the pose estimation problem. We present an implementation and evaluation of an efficient natural feature tracking pipeline for standard Web browsers using HTML5 and WebAssembly. Our system can track image targets at real-time frame rates tablet PCs (up to 60 Hz) and smartphones (up to 25 Hz).
HCApr 9, 2018
Mobiles as Portals for Interacting with Virtual Data VisualizationsMichel 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 KeyboardsJens 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 RealityJens 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.
HCSep 13, 2017
A Survey of Calibration Methods for Optical See-Through Head-Mounted DisplaysJens Grubert, Yuta Itoh, Kenneth Moser et al.
Optical see-through head-mounted displays (OST HMDs) are a major output medium for Augmented Reality, which have seen significant growth in popularity and usage among the general public due to the growing release of consumer-oriented models, such as the Microsoft Hololens. Unlike Virtual Reality headsets, OST HMDs inherently support the addition of computer-generated graphics directly into the light path between a user's eyes and their view of the physical world. As with most Augmented and Virtual Reality systems, the physical position of an OST HMD is typically determined by an external or embedded 6-Degree-of-Freedom tracking system. However, in order to properly render virtual objects, which are perceived as spatially aligned with the physical environment, it is also necessary to accurately measure the position of the user's eyes within the tracking system's coordinate frame. For over 20 years, researchers have proposed various calibration methods to determine this needed eye position. However, to date, there has not been a comprehensive overview of these procedures and their requirements. Hence, this paper surveys the field of calibration methods for OST HMDs. Specifically, it provides insights into the fundamentals of calibration techniques, and presents an overview of both manual and automatic approaches, as well as evaluation methods and metrics. Finally, it also identifies opportunities for future research. % relative to the tracking coordinate system, and, hence, its position in 3D space.
HCSep 5, 2017
Authoring and Living Next-Generation Location-Based ExperiencesOlivier Balet, Boriana Koleva, Jens Grubert et al.
Authoring location-based experiences involving multiple participants, collaborating or competing in both indoor and outdoor mixed realities, is extremely complex and bound to serious technical challenges. In this work, we present the first results of the MAGELLAN European project and how these greatly simplify this creative process using novel authoring, augmented reality (AR) and indoor geolocalisation techniques.
HCSep 4, 2017
Die Zukunft sehen: Die Chancen und Herausforderungen der Erweiterten und Virtuellen Realität für industrielle AnwendungenJens Grubert
Digitalization offers chances as well as risks for industrial companies. This article describes how the area of Mixed Reality, with its manifestations Augmented and Virtual Reality, can support industrial applications in the age of digitalization. Starting from a historical perspective on Augmented and Virtual Reality, this article surveys recent developments in the domain of Mixed Reality, relevant for industrial use cases. --- Die Digitalisierung bietet für Industrieunternehmen neue Chancen, stellt diese jedoch auch vor Herausforderungen. Dieser Artikel beleuchtet wie das Gebiet der vermischten Realität mit seinen Ausprägungen der erweiterten Realität und der virtuellen Realität für industriellen Anwendungen im Zeitalter der Digitalisierung Vorteile schaffen kann. Ausgehend von einer historischen Betrachtung, werden aktuelle Entwicklungen auf dem Gebiet der erweiterten und virtuellen Realität diskutiert.
HCSep 4, 2017
Towards Around-Device Interaction using Corneal ImagingDaniel Schneider, Jens Grubert
Around-device interaction techniques aim at extending the input space using various sensing modalities on mobile and wearable devices. In this paper, we present our work towards extending the input area of mobile devices using front-facing device-centered cameras that capture reflections in the human eye. As current generation mobile devices lack high resolution front-facing cameras we study the feasibility of around-device interaction using corneal reflective imaging based on a high resolution camera. We present a workflow, a technical prototype and an evaluation, including a migration path from high resolution to low resolution imagers. Our study indicates, that under optimal conditions a spatial sensing resolution of 5 cm in the vicinity of a mobile phone is possible.
HCSep 4, 2017
Feasibility of Corneal Imaging for Handheld Augmented RealityDaniel Schneider, Jens Grubert
Smartphones are a popular device class for mobile Augmented Reality but suffer from a limited input space. Around-device interaction techniques aim at extending this input space using various sensing modalities. In this paper we present our work towards extending the input area of mobile devices using front-facing device-centered cameras that capture reflections in the cornea. As current generation mobile devices lack high resolution front-facing cameras, we study the feasibility of around-device interaction using corneal reflective imaging based on a high resolution camera. We present a workflow, a technical prototype and a feasibility evaluation.
HCMar 22, 2017
Adaptive User Perspective Rendering for Handheld Augmented RealityPeter Mohr, Markus Tatzgern, Jens Grubert et al.
Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. To this end, approaches usually apply face-tracking algorithms on the front camera of the mobile device. However, this demands high computational resources and therefore commonly affects the performance of the application beyond the already high computational load of AR applications. In this paper, we present a method to reduce the computational demands for user perspective rendering by applying lightweight optical flow tracking and an estimation of the user's motion before head tracking is started. We demonstrate the suitability of our approach for computationally limited mobile devices and we compare it to device perspective rendering, to head tracked user perspective rendering, as well as to fixed point of view user perspective rendering.
HCJan 14, 2017
Towards Interaction Around Unmodified Camera-equipped Mobile DevicesJens 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.
HCJul 22, 2016
3D Character Customization for Non-Professional Users in Handheld Augmented RealityIris Seidinger, Jens Grubert
In gaming, customizing individual characters, can create personal bonds between players and their characters. Hence, character customization is a standard component in many games. While mobile Augmented Reality (AR) games become popular, to date, no 3D character editor for AR games exists. We investigate the feasibility of 3D character customization for smartphone-based AR in an iterative design process. Specifically, we present findings from creating AR prototypes in a handheld AR setting. In a first user study, we found that a tangible AR prototype resulted in higher hedonistic measures than a camera-based approach. In a follow up study, we compared the tangible AR prototype with a non-AR touchscreen version for selection, scaling, translation and rotation tasks in a 3D character customization setting. The tangible AR version resulted in significantly better results for stimulation and novelty measures than the non-AR version. At the same time, it maintained a proficient level in pragmatic measures such as accuracy and efficiency.
HCMay 25, 2016
Challenges in Mobile Multi-Device EcosystemsJens Grubert, Matthias Kranz, Aaron Quigley
Coordinated multi-display environments from the desktop, second-screen to gigapixel display walls are increasingly common. Personal and intimate mobile and wearable devices such as head-mounted displays, smartwatches, smartphones and tablets are rarely part of such multi-device ecosystems. With this paper, we contribute to a better understanding about factors that impede the creation and use of such mobile multi-device ecosystems. We base our findings on literature research and an expert survey. Specifically, we present grounded challenges relevant for the design, development and use of mobile multi-device environments.