Auflistung nach Autor:in "Schwind, Valentin"
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- WorkshopbeitragAccuracy of a Low-Cost 3D-printed Head-Mounted Eye Tracker(Mensch und Computer 2015 – Proceedings, 2015) Schwind, Valentin; Pohl, Norman; Bader, PatrickThis contribution presents a mobile modular low-cost open source 3D printed eye tracking prototype, equipped with two off-the-shelf webcams. We compared the accuracy with two state-of-the-art commercial remote eye trackers. In order to verify the benefit of head stabilization, the devices have been tested with and without a chin rest. Experiments have been conducted to determine the feasibility of an open source system and the field of application for this kind of eye tracking device in the low-cost price segment. This opens new use cases and possibilities for indoor and outdoor usability studies and offers new opportunities to apply eye tracking on mobile devices.
- KonferenzbeitragCorrect Foot Positioning in Virtual Reality through Visual Agility Ladder Training(Mensch und Computer 2023 - Tagungsband, 2023) Resch, Stefan; Rafati, Mustafa; Altomare, Angela; Raddi, Oumaima; Tahmas, Arso; Schwind, Valentin; Völz, DianaIncorrect gait patterns and foot positioning can lead to serious consequences for the entire musculoskeletal system of the human body. While previous work indicates that training with an agility ladder in immersive environments such as in virtual reality (VR) is helpful for training foot positioning using visual feedback, it remains unknown how the visual feedback affects the users’ gait pattern. In an experimental user study (N=20) in VR, we compared the foot positioning success rate and the users’ preferences using four different visualization techniques of an agility ladder (footsteps, arrows, numbers, empty fields). The quantitative results indicate that visualization of footsteps achieved the highest accuracy in correct foot positioning without increasing the workload in VR. This is in contrast to the qualitative feedback in which most of the participants were in favor of the empty field condition. We discuss the implications and limitations for future studies using agility ladder training in VR.
- KonferenzbeitragThe Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions(Mensch und Computer 2019 - Tagungsband, 2019) Rzayev, Rufat; Karaman, Gürkan; Wolf, Katrin; Henze, Niels; Schwind, ValentinVirtual reality (VR) enables users to experience informal learning activities, such as visiting museum exhibitions or attending tours independent of their physical locations. Consequently, VR offers compelling use cases by making informal learning and education accessible to a broader audience and simultaneously reducing the carbon footprint. For many learning activities, the presence of a human guide is essential for participants' experience. The effect of the presence of a guide and its appearance in VR is, however, unclear. In this paper, we compare a real-world guide with a realistic, an abstract, and an audio-only representation of a virtual guide. Participants followed four multimodal presentations while we investigated the effect on comprehension, presence, co-presence and the perception of the guide. Our results show that even a realistic presentation of a guide results in significantly lower co-presence, humanness, and attractiveness compared to a human guide. Qualitative results and participants' feedback indicate that having no visual representation of the guide helps to focus on the content but can reduce the connection with the guide.
- KonferenzbeitragEffects of position of real-time translation on AR glasses(Mensch und Computer 2020 - Tagungsband, 2020) Rzayev, Rufat; Hartl, Sabrina; Wittmann, Vera; Schwind, Valentin; Henze, NielsAugmented reality (AR) provides users with contextually relevant multimedia content by overlaying it on real-world objects. However, overlaying virtual content on real-world objects can cause occlusion. Especially for learning use cases, the occlusion might result in missing real-world information important for learning gain. Therefore, it is important to understand how virtual content should be positioned relative to the related real-world information without negatively affecting the learning experience. Thus, we conducted a study with 12 participants using AR glasses to investigate the position of virtual content using a vocabulary learning task. Participants learned foreign words shown in the surrounding while viewing translations using AR glasses as an overlay, on the right or below the foreign word. We found that showing virtual translations on top of foreign words significantly decreases comprehension and increase users' task load. Insights from our study inform the design of applications for AR glasses supporting vocabulary learning.
- KonferenzbeitragEffects of Smart Virtual Assistants’ Gender and Language(Mensch und Computer 2019 - Tagungsband, 2019) Habler, Florian; Schwind, Valentin; Henze, NielsSmart virtual assistants (SVA) are becoming increasingly popular. Prominent SVAs, including Siri, Alexa, and Cortana, have female-gendered names and voices which raised the concern that combining female-gendered voices and submissive language amplifies gender stereotypes. We investigated the effect of gendered voices and the used language on the perception of SVAs. We asked participants to assess the performance, personality and user experience of an SVA while controlling the gender of the voice and the attributed status of the language. We show that low-status language is preferred but the voice's gender has a much smaller effect. Using low-status language and female-gendered voices might be acceptable but solely combining low-status language with female-gendered voices is not.
- KonferenzbeitragEyePointing: A Gaze-Based Selection Technique(Mensch und Computer 2019 - Tagungsband, 2019) Schweigert, Robin; Schwind, Valentin; Mayer, SvenInteracting with objects from a distance is not only challenging in the real world but also a common problem in virtual reality (VR). One issue concerns the distinction between attention for exploration and attention for selection - also known as the Midas-touch problem. Researchers proposed numerous approaches to overcome that challenge using additional devices, gaze input cascaded pointing, and using eye blinks to select the remote object. While techniques such as MAGIC pointing still require additional input for confirming a selection using eye gaze and, thus, forces the user to perform unnatural behavior, there is still no solution enabling a truly natural and unobtrusive device free interaction for selection. In this paper, we propose EyePointing: a technique which combines the MAGIC pointing technique and the referential mid-air pointing gesture to selecting objects in a distance. While the eye gaze is used for referencing the object, the pointing gesture is used as a trigger. Our technique counteracts the Midas-touch problem.
- KonferenzbeitragHow to Induce a Physical and Virtual Rubber Hand Illusion(Mensch und Computer 2022 - Tagungsband, 2022) Kalus, Alexander; Kocur, Martin; Henze, Niels; Bogon, Johanna; Schwind, ValentinUnderstanding body ownership is essential when creating virtual reality (VR) applications using avatars. One of the most widely-used paradigm to investigate body ownership is the rubber hand illusion (RHI). When a real hand and a rubber hand are stroked synchronously, participants can experience the rubber hand as their own hand. Although the knowledge from RHI experiments in the real world is applied to when users embody avatars in VR, it is still unclear whether the illusory ownership of a virtual and physical body produce the same effects. In addition, conducting RHI studies in VR would allow gaining a range of novel experiments that are not possible in the real world. With this demonstration, we therefore present a system and approach to investigate the RHI in the real world and in VR.
- KonferenzbeitragThe Negative Effect on Postural Ergonomics of Non-Sedentary Workplace Desks in Virtual Reality(Mensch und Computer 2022 - Tagungsband, 2022) Sehrt, Jessica; Neumann, Henrico Putra; Wenzel, Julian Niclas; Kindermann, Luca; Schwind, ValentinVirtual reality (VR) is gaining increasing importance in an increasing number of places in daily life, particularly when gaming or working. Moreover, immersive activities are often performed while standing at physical desks and current devices can even register the physical properties of a virtual workplace to match the virtual content with haptics in the real world in front of the user. However, little is known about the effects of VR on how users perceive and ergonomically adapt to workplace desks when wearing a head-mounted display (HMD). In this user study, we conducted an experiment with 19 participants to investigate the effects of non-sedentary VR on the postural risk level, workload, and preferred desk height. The results indicate that being in VR negatively influences objective and subjective measures of ergonomics and increases postural risk while the preferred desk height remained unaffected. We found evidence that wearing the HMD negatively affects the neck posture at non-sedentary workplace desks. We contribute with our findings and highlight the need for improving the field-of-view and weight of HMDs for lower postural risk levels at workplace desks in non-seated VR.
- WorkshopbeitragRemote Drawing on Vertical Surfaces with a Self-Actuated Display(Mensch und Computer 2015 – Proceedings, 2015) Bader, Patrick; Pohl, Norman; Schwind, Valentin; Henze, Niels; Wolf, Katrin; Schneegass, Stefan; Schmidt, AlbrechtToday, most digital devices are either stationary, often placed on horizontal surfaces like tables, or so-called mobile devices which are carried around by the user. In this demonstration we showcase our ongoing work on a novel type of self-actuated display. It can be placed on walls, or whiteboards and other arbitrarily oriented surfaces like ceilings. It is equipped with a whiteboard marker which allows the device to draw on surfaces it is attached to. In this work, we demonstrate the device's capabilities using an interactive scenario in which users are able to remotely control the self-actuated display to draw lines on a whiteboard. They control the device either by using their own smart phone or a provided tablet computer.
- KonferenzbeitragText Analysis Using Large High-Resolution Displays(Mensch und Computer 2019 - Tagungsband, 2019) Mayer, Sven; Lischke, Lars; Schwind, Valentin; Gärtner, Markus; Hämmerle, Eric; Turcan, Emine; Rheinwald, Florin; Murawski, Gustav; Kuhn, Jonas; Henze, NielsLarge high-resolution displays (LHRDs) are entering into our daily life. Today, we already see them in installations where they display tailored applications, e.g. in exhibitions. However, while heavily studied under lab conditions, real-world applications for personal use which utilize the extended screen space are rarely available. Thus, today’s studies of LHRD are particularly designed to embrace the large screen space. In contrast, in this paper, we investigate a real-world application designed for researchers working on large text corpora to support them in deep text understanding. We conducted a study with 14 experts from the humanities and computational linguistics which solved a text analysis task using a standard desktop version on a 24-inch screen and an LHRD version on three 50 inch screens. Surprisingly, the smaller display condition outperformed the LHRD in terms of task completion time and error rate. While participants appreciated the overview provided by the large screen, qualitative feedback also revealed that the need for head movement and the scrolling mechanism decreased the usability of the LHRD condition.