Auflistung nach Autor:in "Roth, Daniel"
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- Workshopbeitrag3rdWorkshop on User-Embodied Interaction in Virtual Reality (UIVR)(Mensch und Computer 2021 - Workshopband, 2021) Roth, Daniel; Podkosova, Iana; Nilsson, Niels Christian; Kulik, Alexander; Bruder, GerdThe representation of users to others and themselves is especially important for Virtual/Mixed/Augmented Reality (VR/MR/AR) applications. The development of technological solutions and the understanding of underlying cognitive effects challenges humancomputer interaction (HCI) and related disciplines. A number of interesting research questions, such as realism of appearance and behavior as well as their effects on perception and user behavior arise, that are yet to be explored. To support a discussion and the generation of a common agenda, we will organize the 3rd half-day workshop on User-Embodied Interaction in VR (UIVR) gathering researchers and practitioners emphasizing the discussion of different positions on applications and findings to collect guidelines for future developments.
- WorkshopbeitragAnti-aliasing Techniques in Virtual Reality: A User Study with Perceptual Pairwise Comparison Ranking Scheme(GI VR / AR Workshop, 2024) Waldow, Kristoffer; Scholz, Jonas; Misiak, Martin; Fuhrmann, Arnulph; Roth, Daniel; Latoschik, Marc ErichAnti-aliasing is essential for Virtual Reality (VR) applications, as the pixels of current VR displays subtend a large field of view. This makes various undersampling artifacts particularly noticeable. Un- derstanding state-of-the-art anti-aliasing techniques and their trade- offs is therefore crucial for optimizing VR experiences and develop- ing high-quality VR applications. This paper investigates multiple anti-aliasing techniques through a user study with pairwise compar- isons to determine the best method for image quality in VR, con- sidering both static and moving objects in four different plausible environments. Results indicate that the ranking of methods does not differ significantly between moving and static scenes. While naive Supersampling Anti-Aliasing provides the best image qual- ity from the tested methods and Fast Approximate Anti-Aliasing the worst, Temporal Anti-Aliasing and Multisample Anti-Aliasing achieved similar results in terms of image quality.
- WorkshopbeitragBrain 2 Communicate: EEG-based Affect Recognition to Augment Virtual Social Interactions(Mensch und Computer 2019 - Workshopband, 2019) Roth, Daniel; Westermeier, Franziska; Brübach, Larissa; Feigl, Tobias; Schell, Christian; Latoschik, Marc ErichThe perception and expression of emotion is a fundamental part of social interaction. This project aims to utilize neuronal signals to augment avatar-mediated communications. We recognize emotions with a brain-computer-interface (BCI) and supervised machine learning. Using an avatar-based communication interface that supports head tracking, gaze tracking, and speech to animation, we leverage the BCI-based affect detection to visualize emotional states.
- KonferenzbeitragComparison Between Video-mediated and Asymmetric 3D Teleconsultation During a Preclinical Scenario(Mensch und Computer 2021 - Tagungsband, 2021) Strak, Robin; Yu, Kevin; Pankratz, Frieder; Lazarovici, Marc; Sandmeyer, Benedikt; Reichling, Julia; Weidert, Simon; Kraetsch, Clemens; Roegele, Barbara; Navab, Nassir; Eck, Ulrich; Roth, DanielCurrent teleconsultation solutions for preclinical emergencies can transmit knowledge from a remote expert to a local paramedic using audio and 2D video channels. Such technology lacks precision and efficiency for medical diagnostic tasks, and visual feedback is often missing between participants. We investigate a mixed reality 3D teleconsultation solution for preclinical use, which provides a 3D reconstruction of the local scene to a remote expert, displayed in Virtual Reality. A remote expert can join the local scene virtually as an Augmented Reality avatar. The remote expert can annotate the local scene and guide the local paramedics through the procedure. We explored our system in a user study within a preclinical scenario on a collaborative task of attaching chest lead electrodes of a 12 channel electrocardiogram on a mannequin. We compared the 3D teleconsultation system to a 2D video-mediated teleconsultation via a top-mounted camera and report results from the consultee side in AR. Based on our empirical user study with 10 paramedics with an average of 17 years experience, we observe an improvement in the electrode placement quality using the 3D teleconsultation system. Results indicate no significant difference in the cognitive task-load between conditions. Participants perceived the video-mediated consultation as more usable due to their unfamiliarity with the 3D teleconsultation system. However, participants acknowledge the potential of 3D teleconsultation and believe such a system can significantly improve the preclinical treatment.
- WorkshopbeitragDeveloping a Study Design on the Effects of Different MotionTracking Approaches on the User Embodiment in Virtual Reality(Mensch und Computer 2020 - Workshopband, 2020) Ganal, Elisabeth; Bartl, Andrea; Westermeier, Franziska; Roth, Daniel; Latoschik, Marc ErichBody tracking systems often are used to capture body movements of users and to realistically animate humanoid figures in virtual reality (VR). Such systems are based on different techniques, e.g. marker-based and markerless tracking, and consequently have different advantages and disadvantages. In this paper, we highlight different quality aspects such as the reconstruction accuracy and invasiveness of tracking systems for embodied virtual reality. By a direct comparison of the systems through objective measurements and a user study we plan to investigate the effects of different motion tracking approaches. Based on objective and subjective measurements we want to reveal which parameters can influence the user experience and embodiment in a VE.
- ZeitschriftenartikelHybrid Avatar-Agent Technology – A Conceptual Step Towards Mediated “Social” Virtual Reality and its Respective Challenges(i-com: Vol. 14, No. 2, 2015) Roth, Daniel; Latoschik, Marc Erich; Vogeley, Kai; Bente, GaryDriven by large industry investments, developments of Virtual Reality (VR) technologies including unobtrusive sensors, actuators and novel display devices are rapidly progressing. Realism and interactivity have been postulated as crucial aspects of immersive VR since the naissance of the concept. However, today’s VR still falls short from creating real life-like experiences in many regards. This holds particularly true when introducing the “social dimension” into the virtual worlds. Apparently, creating convincing virtual selves and virtual others and conveying meaningful and appropriate social behavior still is an open challenge for future VR. This challenge implies both, technical aspects, such as the real-time capacities of the systems, but also psychological aspects, such as the dynamics of human communication. Our knowledge of VR systems is still fragmented with regard to social cognition, although the social dimension is crucial when aiming at autonomous agents with a certain social background intelligence. It can be questioned though whether a perfect copy of real life interactions is a realistic or even meaningful goal of social VR development at this stage. Taking into consideration the specific strengths and weaknesses of humans and machines, we propose a conceptual turn in social VR which focuses on what we call “hybrid avatar-agent systems”. Such systems are required to generate i) avatar mediated interactions between real humans, taking advantage of their social intuitions and flexible communicative skills and ii) an artificial social intelligence (AIS) which monitors, and potentially moderates or transforms ongoing virtual interactions based on social signals, such as performing adaptive manipulations of behavior in intercultural conversations. The current article sketches a respective base architecture and discusses necessary research prospects and challenges as a starting point for future research and development.
- KonferenzbeitragPerceived Authenticity, Empathy, and Pro-social Intentions evoked through Avatar-mediated Self-disclosures(Mensch und Computer 2019 - Tagungsband, 2019) Roth, Daniel; Bloch, Carola; Schmitt, Josephine; Frischlich, Lena; Latoschik, Marc Erich; Bente, GaryAvatars are our digital embodied alter egos. Virtual embodiment by avatars allows social interaction with others using the full spectrum of verbal and non-verbal behaviour. Still, one's avatar appearances is elective. Hence, avatars make it possible for users to discuss and exchange sensible or even problematic personal topics potentially hiding their real identity and hence preserving anonymity and privacy. While previous works identified similarities how participants perceive avatars compared to human stimuli, there is a question as to whether avatar-mediated self-disclosure is authentic and results in similar social responses. In the present study, we created a comparable stimulus set to investigate this issue and conducted an online study (N=172) for comparison. Our results indicate that avatars can be perceived as authentic and that empathy is attributed in similar level than to a human stimulus. In an exploratory model, we found that for in the overall results, authenticity fostered emotional empathy which in turn fostered pro-social intentions. We argue that avatars may serve as a valuable supporting medium for HCI applications related to mental well-being, self-disclosure, and support.
- WorkshopbeitragTowards an Investigation of Embodiment Time in Virtual Reality(Mensch und Computer 2020 - Workshopband, 2020) Kocur, Martin; Roth, Daniel; Schwind, ValentinVirtual Reality (VR) allows us to embody any possible appearance using avatars. Previous work found that the visual appearance of an avatar can affect the user’s behavior – a phenomenon known as the Proteus effect. The illusory feeling of owning a virtual avatar – the body ownership illusion – modulates the Proteus effect. Prior investigations revealed that the time of how long users embody an avatar can affect the extent of the body ownership illusion, however, it is currently unknown whether and how behavioral changes caused by the Proteus effect are moderated by the embodiment time. Therefore, we are planning to conduct a study with 30 participants where we induce the Proteus effect using avatars of different perceived ages to evaluate the effect of embodiment time on walking speed. We hypothesize that the longer users embody an elderly avatar, the slower they will walk in VR. In this proposal, we suggest a study design to evaluate the effect of embodiment time on the body ownership illusion and behavioral changes caused by the Proteus effect in VR.
- WorkshopbeitragUser-embodied Interaction in Virtual Reality (UIVR)(Mensch und Computer 2019 - Workshopband, 2019) Roth, Daniel; Podkosova, Iana; Nilsson, Niels Christian; Kulik, Alexander; Bruder, GerdThe availability of tracking solutions allowing for the embodiment of users in Virtual- Mixed- and Augmented Reality (VR/MR/AR) applications challenges human-computer interaction (HCI) developers. Many potentials are yet to be explored. By no means is the most realistic replication of the user and the interaction a general optimum for all applications. In turn, altered body representations have perceptual impacts on the users themselves as well as on the perception of the interaction (“Kleider machen Leute”). To support a discussion and the generation of a common agenda, we will organize a half-day workshop on User-embodied Interaction in VR (UIVR) gathering researchers and practitioners emphasizing the discussion of different positions on applications and findings to collect guidelines for future developments.
- WorkshopbeitragUser-Embodied Interaction in Virtual Reality (UIVR)(Mensch und Computer 2020 - Workshopband, 2020) Roth, Daniel; Podkosova, Iana; Nilsson, Niels Christian; Kulik, Alexander; Bruder, GerdThe representation of users is specifically important for Virtual/Mixed/Augmented Reality (VR/MR/AR) applications. The development of technological solutions and the understanding of underlying cognitive effects challenges humancomputer interaction (HCI) and related disciplines. A number of interesting research questions, such as realism of appearance and behavior as well as their effects on perception and user behavior arise, that are yet to be explored. To support a discussion and the generation of a common agenda, we will organize a half-day workshop on User-Embodied Interaction in VR (UIVR) gathering researchers and practitioners emphasizing the discussion of different positions on applications and findings to collect guidelines for future developments.