Auflistung nach Autor:in "Steinicke, Frank"
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- TextdokumentActing Beyond Reality – The Role of Schemata in Mixed-Reality Super-Natural Interaction(GI VR / AR Workshop 2022, 2022) Dewitz, Bastian; Geiger, Chris; Steinicke, Frank
- KonferenzbeitragAn Active Tangible Device for Multitouch-Display Interaction(Mensch und Computer 2019 - Tagungsband, 2019) Brauer, Christoph; Ariza, Oscar; Steinicke, FrankIn this article, we introduce an interactive tangible input device (TID) for touchscreens. Our approach complements a passive TID design by active microcontroller-driven features focusing on user-experience aspects. The TID provides battery-powered wireless operation, autonomous position sensing capabilities, visual and tactile feedback as well as multiple touch inputs and momentary buttons. The device can be accurately tracked in capacitive touchscreens, enabling novel interaction techniques for content selection and manipulation in 2D or stereoscopic tabletop environments, mid-air interaction is also supported by the use of IMU and short-to-mid-range distance sensors. Overall, we present a multi-purpose device which can be built using off-the-shelf-components, features a seamless firmware integration, Unity3D integration, and a 3D-printable body enclosure.
- KonferenzbeitragAssistance in Virtual Reality Exergames: Preference for Species of Agents in Relation to Personality of Users(Mensch und Computer 2023 - Tagungsband, 2023) Lehmann, Nora; Kruse, Lucie; Steinicke, FrankVirtual agents (VAs) can be used in a variety of scenarios, e.g. as assistants or in exergame tutorials. One of the advantages of VAs is that they can be customized to the user’s needs. Still, little research is done on preferences for the appearance of agents, especially when user groups are of mixed age. This work explores the effect of the species (abstract, animal, and human) of the agent on several dependent variables: user experience, anthropomorphism, animacy, likeability, and perceived intelligence. Therefore, an experimental study with a within-subject design was conducted. Furthermore, the effect of the user’s personality on the perception was investigated. Main findings were that people that had a high score in the openness to new experiences trait rated embodied agents significantly higher in likeability and animacy than people with a low score. This work highlights the importance of tailoring the appearance of agents to the users.
- KonferenzbeitragCan WebVR further the adoption of Virtual Reality?(Mensch und Computer 2018 - Usability Professionals, 2018) Dibbern, Christian; Uhr, Manuela; Krupke, Dennis; Steinicke, FrankThe market for Head Mounted Displays (HMDs) as a means to experience Virtual Reality has grown tremendously over the past years. HMDs operate on their own platform (e.g. Cardboard, Vive), even though interaction techniques are similar across platforms and each platform has to be programmed individually. Manufacturers also advertise their HMDs with exclusive apps and games for their own platform. Though game engines like Unity or Unreal provide unified APIs to ease cross-platform development, the VR software market is still pretty scattered through the different platforms. The biggest challenge for VR right now is not hardware, but the slow growth in content that appeals to a mass audience, combined with the confusion associated with a lack of cross-platform support (Jiteshi Ubrani). Because of its inherent openness, the web can be a means to tackle this problem. Developers and consumers could have easier access to VR. In this article I explore how the web and VR can benefit each other.
- KonferenzbeitragConveying perspective in multi-user virtual reality collaborations(Mensch und Computer 2020 - Tagungsband, 2020) Freiwald, Jann Philipp; Diedrichsen, Lennart; Baur, Alexander; Manka, Oliver; Jorshery, Pedram Berendjy; Steinicke, FrankEffectively conveying the users' visual point of view in a collaborative virtual reality environment is a crucial factor in successful and efficient cooperation. Visual indicators of users' perspectives can reduce the required verbal communication and therefore increase the efficiency of work within remote teams. In this paper we compare three distinct types of visual indicators regarding task completion time, precision and error rate. These perspective conveying methods include a 3D cone indicating the boundaries of a user's field of view, highlighting the object a user is looking at, and displaying a direct video mirror of the user's view port. In an experiment these methods were used to transmit information from one person to another, that would otherwise be inaccessible. In a virtual warehouse scenario, participants moved visually obstructed boxes to a target area with a crane, while an experiment conductor provided visual cues as to where these boxes are, solely by looking at them. The results indicate that object highlighting is significantly inferior regarding precision and error rate, while the video mirror proved to be the most reliable. The view cone was however perceived as the method with the highest degree of social presence.
- KonferenzbeitragThe cybersickness susceptibility questionnaire: predicting virtual reality tolerance(Mensch und Computer 2020 - Tagungsband, 2020) Freiwald, Jann Philipp; Göbel, Yvonne; Mostajeran, Fariba; Steinicke, FrankIn this paper we propose the Cybersickness Susceptibility Questionnaire (CSSQ), which predicts the likeliness of a user experiencing cybersickness related symptoms when exposed to virtual reality (VR). The items on this questionnaire were compiled from several previous works that have demonstrated the influence of various biological, chemical and psychological factors on the human senses and nervous system. A pilot study with 24 participants showed a correlation between CSSQ items and the perceived cybersickness during and after a virtual roller coaster ride. A high mean value in the CSSQ indicates a stronger perception of cybersickness during and after the exposure to VR.
- WorkshopbeitragDesigning an Interactive Visualization for Coordinating Road Construction Sites in Virtual Reality(Mensch und Computer 2019 - Workshopband, 2019) Uhr, Manuela; Haselmann, Sina; Steep, Lea; Eikhoff, Joschka; Steinicke, FrankRoad works highly affect traffic in major cities, therefore coordination is key to avoid congestion on urban streets and highways. Software tools and interactive visualizations giving insight to complex road works data as well as preexisting spatial and temporal dependencies in between sites are important for the coordination process. In existing 2D visualizations, spatio-temporal dependencies are shown in multiple views, resulting in high cognitive load. In this article we describe the design and evaluation of a visualization using Virtual Reality for exploring multi-dimensional data of road works. The relevance for expert use was reviewed in an interview with local traffic engineers. In addition, a user study was conducted to evaluate the general usability of the prototype. The results reflect an overall positive response and acceptance and show directions for further development.
- shortEchtzeit-Fingertracking in Unity 3D durch 3D Convolutional Neural Networks in einem Multi-Depth-Camera-Setup(GI VR / AR Workshop, 2021) Dewitz, Bastian; Picker, Tobias; Geiger, Chris; Steinicke, Frank
- KonferenzbeitragEdutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model(Mensch und Computer 2016 - Tagungsband, 2016) Haesler, Steffen; Obernesser, Karen; Raupp, Tino; Jahnke, Christoph; Stapf, Jonathan; Bräker, Julia; Lubos, Paul; Bruder, Gerd; Steinicke, FrankGamification in the context of interactive exhibitions has enormous potential to attract visitors and improve their engagement, flow, and learning. This paper describes a case study in which we use game-design elements for an interactive and collaborative exploration of a virtual exhibition. The goal is to collaboratively explore the possibilities of a multiplayer game using different user interfaces and input devices in the same environment. The case study was conducted using a virtual 3D model of the “Hammaburg”, which is a medieval castle of the 9th century. The idea of the multiplayer exhibition consists of a two-player game. One player is using a touch-table or other touch input devices, whereas the other player is using an immersive head-mounted display (HMD), combined with a game controller to navigate through the virtual environment (VE). Both players can interactively explore the VE while playing a mini-game together. We performed a user study to evaluate the game concepts. The results suggest that communication between the players—both spoken and technologically supported—is a challenging task, and seems especially difficult for the HMD player. Furthermore, this paper proposes a more specific exploration of other possible settings focusing on the communication of the players.
- KonferenzbeitragEffects of Avatar Appearance and Locomotion on Co-Presence in Virtual Reality Collaborations(Mensch und Computer 2021 - Tagungsband, 2021) Freiwald, Jann Philipp; Schenke, Julius; Lehmann-Willenbrock, Nale; Steinicke, FrankIn this paper we share the results of a user study designed to investigate the impact of locomotion techniques and avatar appearances in multi-user virtual reality (VR) settings. In our study we compared continuous joystick-based and non-continuous teleportation-based locomotion with regards to the observer’s perceived co-presence, cybersickness, fairness and enjoyment in a competitive game environment. Likewise, we compared the effects of humanoid and abstract avatar appearances. The results revealed significant effects of the locomotion type on perceived co-presence and subjective fairness, such that continuous locomotion yielded significantly higher perceived co-presence and fairness. However, there were no significant differences between the avatar appearances except for a weak positive effect of realistic avatars on mutual awareness. These findings suggest that a greater emphasis should be put on the visual representation of teleportation-based navigation in multi-user VR, for instance, by animating positional transitions. They further suggest that a distinction for the effect of avatar appearance has to be made based on the context of the multi-user VR application. While previous work showed a positive effect of realistic avatars on co-presence during cooperative tasks, we found no such effect in a competitive setting.