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[1] Retargeting Technical Documentation to Augmented Reality Augmented & Virtual Reality in the Real World / Mohr, Peter / Kerbl, Bernhard / Donoser, Michael / Schmalstieg, Dieter / Kalkofen, Denis Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3337-3346
ACM Digital Library Link
Summary: We present a system which automatically transfers printed technical documentation, such as handbooks, to three-dimensional Augmented Reality. Our system identifies the most frequent forms of instructions found in printed documentation, such as image sequences, explosion diagrams, textual annotations and arrows indicating motion. The analysis of the printed documentation works automatically, with minimal user input. The system only requires the documentation itself and a CAD model or 3D scan of the object described in the documentation. The output is a fully interactive Augmented Reality application, presenting the information from the printed documentation in 3D, registered to the real object.

[2] MultiFi: Multi Fidelity Interaction with Displays On and Around the Body Multi-Device Interaction / Grubert, Jens / Heinisch, Matthias / Quigley, Aaron / Schmalstieg, Dieter Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3933-3942
ACM Digital Library Link
Summary: Display devices on and around the body such as smartwatches, head-mounted displays or tablets enable users to interact on the go. However, diverging input and output fidelities of these devices can lead to interaction seams that can inhibit efficient mobile interaction, when users employ multiple devices at once. We present MultiFi, an interactive system that combines the strengths of multiple displays and overcomes the seams of mobile interaction with widgets distributed over multiple devices. A comparative user study indicates that combined head-mounted display and smartwatch interfaces can outperform interaction with single wearable devices.

[3] Show me the invisible: visualizing hidden content Desktop search and history / Geymayer, Thomas / Steinberger, Markus / Lex, Alexander / Streit, Marc / Schmalstieg, Dieter Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3705-3714
ACM Digital Library Link
Summary: Content on computer screens is often inaccessible to users because it is hidden, e.g., occluded by other windows, outside the viewport, or overlooked. In search tasks, the efficient retrieval of sought content is important. Current software, however, only provides limited support to visualize hidden occurrences and rarely supports search synchronization crossing application boundaries. To remedy this situation, we introduce two novel visualization methods to guide users to hidden content. Our first method generates awareness for occluded or out-of-viewport content using see-through visualization. For content that is either outside the screen's viewport or for data sources not opened at all, our second method shows off-screen indicators and an on-demand smart preview. To reduce the chances of overlooking content, we use visual links, i.e., visible edges, to connect the visible content or the visible representations of the hidden content. We show the validity of our methods in a user study, which demonstrates that our technique enables a faster localization of hidden content compared to traditional search functionality and thereby assists users in information retrieval tasks.

[4] Audio stickies: visually-guided spatial audio annotations on a mobile augmented reality platform Audio and speech / Langlotz, Tobias / Regenbrecht, Holger / Zollmann, Stefanie / Schmalstieg, Dieter Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.545-554
ACM Digital Library Link
Summary: This paper describes spatially aligned user-generated audio annotations and the integration with visual augmentations into a single mobile AR system. Details of our prototype system are presented, along with an explorative usability study and technical evaluation of the design. Mobile Augmented Reality applications allow for visual augmentations as well as tagging and annotation of the surrounding environment. Texts and graphics are currently the media of choice for these applications with GPS coordinates used to determine spatial location. Our research demonstrates that the use of visually guided audio annotations that are positioned and orientated in augmented outdoor space successfully provides for additional, novel, and enhanced mobile user experience.

[5] Playing it real again: a repeated evaluation of magic lens and static peephole interfaces in public space Select and interact / Grubert, Jens / Schmalstieg, Dieter Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.99-102
ACM Digital Library Link
Summary: We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place.

[6] OmniKinect: real-time dense volumetric data acquisition and applications Apply yourself (systems track: applications) / Kainz, Bernhard / Hauswiesner, Stefan / Reitmayr, Gerhard / Steinberger, Markus / Grasset, Raphael / Gruber, Lukas / Veas, Eduardo / Kalkofen, Denis / Seichter, Hartmut / Schmalstieg, Dieter Proceedings of the 2012 ACM Symposium on Virtual Reality Software and Technology 2012-12-10 p.25-32
ACM Digital Library Link
Summary: Real-time three-dimensional acquisition of real-world scenes has many important applications in computer graphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect allow to leverage the development of such applications. However, this technology is still relatively recent, and no detailed studies on its scalability to dense and view-independent acquisition have been reported. This paper addresses the question of what can be done with a larger number of Kinects used simultaneously. We describe an interference-reducing physical setup, a calibration procedure and an extension to the KinectFusion algorithm, which allows to produce high quality volumetric reconstructions from multiple Kinects whilst overcoming systematic errors in the depth measurements. We also report on enhancing image based visual hull rendering by depth measurements, and compare the results to KinectFusion. Our system provides practical insight into achievable spatial and radial range and into bandwidth requirements for depth data acquisition. Finally, we present a number of practical applications of our system.

[7] Indoor navigation with mixed reality world-in-miniature views and sparse localization on mobile devices Mobile interfaces / Mulloni, Alessandro / Seichter, Hartmut / Schmalstieg, Dieter Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012-05-22 p.212-215
ACM Digital Library Link
Summary: We present the design of an interface that provides continuous navigational support for indoor scenarios where localization is only available at sparse, discrete locations (info points). Our interface combines turn-by-turn instructions with a World-in-Miniature (WIM). In a previous study, we showed that using an Augmented Reality WIM at info points, and turn-by-turn instructions elsewhere, is a valid support for navigation inside an unknown building. In particular, we highlighted that users value the WIM as a tool for monitoring their location in the building. In this work, we focus on using the WIM continuously, not only at info points, to support navigation. We adapt the WIM views to the quality of localization by transitioning within Mixed Reality: we use Augmented Reality to provide an overview of the whole path at info points and Virtual Reality to communicate the next instruction when localization is not available. Our results from a new user study validate our interface design and show that users exploit not only turn-by-turn instructions but also the WIM throughout the path, to navigate with our interface. This paper provides insight on how a low-infrastructure indoor solution can support human navigational abilities effectively.

[8] 360° panoramic overviews for location-based services Right where i am: UX in complex environments / Mulloni, Alessandro / Seichter, Hartmut / Dünser, Andreas / Baudisch, Patrick / Schmalstieg, Dieter Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2565-2568
ACM Digital Library Link
Summary: We investigate 360° panoramas as overviews to support users in the task of locating objects in the surrounding environment. Panoramas are typically visualized as rectangular photographs, but this does not provide clear cues for physical directions in the environment. In this paper, we conduct a series of studies with three different shapes: Frontal, Top-Down and Bird's Eye; the last two shapes are chosen because they provide a clearer representation of the spatial mapping between panorama and environment. Our results show that good readability of the panorama is most important and that a clear representation of the spatial mapping plays a secondary role. This paper is the first to provide understanding on how users exploit 360° panoramic over-views to locate objects in the surrounding environment and how different design factors can affect user performance.

[9] Display-adaptive window management for irregular surfaces Multi-surface / Waldner, Manuela / Grasset, Raphael / Steinberger, Markus / Schmalstieg, Dieter Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.222-231
ACM Digital Library Link
Summary: Current projectors can easily be combined to create an everywhere display, using all suitable surfaces in offices or meeting rooms for the presentation of information. However, the resulting irregular display is not well supported by traditional desktop window managers, which are optimized for rectangular screens. In this paper, we present novel display-adaptive window management techniques, which provide semi-automatic placement for desktop elements (such as windows or icons) for users of large, irregularly shaped displays. We report results from an exploratory study, which reveals interesting emerging strategies of users in the manipulation of windows on large irregular displays and shows that the new techniques increase subjective satisfaction with the window management interface.

[10] Handheld augmented reality indoor navigation with activity-based instructions Indoor navigation / Mulloni, Alessandro / Seichter, Hartmut / Schmalstieg, Dieter Proceedings of the 13th Conference on Human-computer interaction with mobile devices and services 2011-08-30 p.211-220
ACM Digital Library Link
Summary: We present a novel design of an augmented reality interface to support indoor navigation. We combine activity-based instructions with sparse 3D localisation at selected info points in the building. Based on localisation accuracy and the users' activities, such as walking or standing still, the interface adapts the visualisation by changing the density and quality of information shown. We refine and validate our design through user involvement in pilot studies. We finally present the results of a comparative study conducted to validate the effectiveness of our design and to explore how the presence of info points affects users' performance on indoor navigation tasks. The results of this study validate our design and show an improvement in task performance when info points are present, which act as confirmation points and provide an overview of the task.

[11] Importance-driven compositing window management Predicting & modeling human behaviors / Waldner, Manuela / Steinberger, Markus / Grasset, Raphael / Schmalstieg, Dieter Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.959-968
ACM Digital Library Link
Summary: In this paper we present importance-driven compositing window management, which considers windows not only as basic rectangular shapes but also integrates the importance of the windows' content using a bottom-up visual attention model. Based on this information, importance-driven compositing optimizes the spatial window layout for maximum visibility and interactivity of occluded content in combination with see-through windows. We employ this technique for emerging window manager functions to minimize information overlap caused by popping up windows or floating toolbars and to improve the access to occluded window content. An initial user study indicates that our technique provides a more effective and satisfactory access to occluded information than the well-adopted Alt+Tab window switching technique and see-through windows without optimized spatial layout.

[12] Directing attention and influencing memory with visual saliency modulation Visualization & perception / Veas, Eduardo E. / Mendez, Erick / Feiner, Steven K. / Schmalstieg, Dieter Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1471-1480
ACM Digital Library Link
Summary: In augmented reality, it is often necessary to draw the user's attention to particular objects in the real world without distracting her from her task. We explore the effectiveness of directing a user's attention by imperceptibly modifying existing features of a video. We present three user studies of the effects of applying a saliency modulation technique to video; evaluating modulation awareness, attention, and memory. Our results validate the saliency modulation technique as an alternative means to convey information to the user, suggesting attention shifts and influencing recall of selected regions without perceptible changes to visual input.

[13] Bridging gaps with pointer warping in multi-display environments Short papers / Waldner, Manuela / Kruijff, Ernst / Schmalstieg, Dieter Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010-10-16 p.813-816
Keywords: multi-display environments, pointer warping
ACM Digital Library Link
Summary: Pointer warping can be an effective alternative to relocate the mouse pointer to a remote display in multi-display environments. It minimizes the mouse pointer travel and does not require the user to search for a path to the target display. However, little is known about the factors that influence the performance of pointer warping. In this paper we explore the characteristics of pointer warping compared to standard mouse behavior on a dual-monitor setup with varying physical distance. Our results show that the performance of pointer warping is hardly affected by the distance of the pointer warp, but is influenced by the direction of the warp.

[14] Zooming interfaces for augmented reality browsers Visualization and interaction techniques / Alessandro, Mulloni / Dünser, Andreas / Schmalstieg, Dieter Proceedings of 12th Conference on Human-computer interaction with mobile devices and services 2010-09-07 p.161-170
Keywords: mobile augmented reality, zooming interfaces
ACM Digital Library Link
Summary: Augmented Reality combines real world and virtual information in interactive visualizations. Since phones started integrating GPS, compass and accelerometer, several Augmented Reality browsers for phones have hit the market. These are applications that access large amounts of geo-referenced information from online sources and present it at corresponding physical locations, superimposed onto a live video stream. However, Augmented Reality is constrained by the camera's field of view and restricted to first-person views, limiting the amount of overview that users can gain. We present two zooming interfaces that compensate for these constraints by enabling users to smoothly zoom between the Augmented Reality view and (1) an egocentric panoramic view of 360°, and (2) an exocentric top-down view. We present the results from two studies that show how in most search tasks our zooming interfaces are faster and require less panning than an overlay-based tool, scaling better as the amount of information grows.

[15] Visual links across applications Best student papers / Waldner, Manuela / Puff, Werner / Lex, Alexander / Streit, Marc / Schmalstieg, Dieter Proceedings of the 2010 Conference on Graphics Interface 2010-05-31 p.129-136
ACM Digital Library Link
Summary: The tasks carried out by modern information workers become increasingly complex and time-consuming. They often require to evaluate, interpret, and compare information from different sources presented in multiple application windows. With large, high resolution displays, multiple application windows can be arranged in a way so that a large amount of information is visible simultaneously. However, individual application windows' contents and visual representations are isolated and relations between information items contained in these windows are not explicit. Thus, relating and comparing information across applications has to be executed manually by the user, which is a tedious and error-prone task.
    In this paper we present visual links connecting related pieces of information across application windows and thereby guiding the user's attention to relevant information. Applications are coordinated by a management application accessible via a light-weight interface. User selections are synchronized across registered applications and visual links are rendered on top of the desktop content by a window manager. Initial user feedback was very positive and indicates that visual links improve task efficiency when analyzing information from multiple sources.

[16] Techniques for view transition in multi-camera outdoor environments Virtual and augmented reality / Veas, Eduardo / Mulloni, Alessandro / Kruijff, Ernst / Regenbrecht, Holger / Schmalstieg, Dieter Proceedings of the 2010 Conference on Graphics Interface 2010-05-31 p.193-200
ACM Digital Library Link
Summary: Environment monitoring using multiple observation cameras is increasingly popular. Different techniques exist to visualize the incoming video streams, but only few evaluations are available to find the best suitable one for a given task and context. This article compares three techniques for browsing video feeds from cameras that are located around the user in an unstructured manner. The techniques allow mobile users to gain extra information about the surroundings, the objects and the actors in the environment by observing a site from different perspectives. The techniques relate local and remote cameras topologically, via a tunnel, or via bird's eye viewpoint. Their common goal is to enhance spatial awareness of the viewer, without relying on a model or previous knowledge of the environment. We introduce several factors of spatial awareness inherent to multi-camera systems, and present a comparative evaluation of the proposed techniques with respect to spatial understanding and workload.

[17] Bimanual handheld mixed reality interfaces for urban planning Interfaces to go / Sareika, Markus / Schmalstieg, Dieter Proceedings of the 2010 International Conference on Advanced Visual Interfaces 2010-05-26 p.189-196
Keywords: 3D interaction, Urban planning, architecture, augmented reality, bimanual interaction, design, mixed reality
ACM Digital Library Link
Summary: Tabletop models are common in architectural and urban planning tasks. We report here on an investigation for view navigation in and manipulation of tracked tabletop models using a handheld Mixed Reality interface targeted at a user group with varying professional background and skill level. Users were asked to complete three basic task types: searching, inserting and creating content in a mixed reality scene, each requiring the user to navigate in the scene while interacting. This study was designed to naturally progress on classic problems like travel, selection and manipulation in an applied scenario concerned with urban planning. The novel bimanual interface configurations utilize a handheld touch screen display for Mixed Reality, with the camera/viewpoint attached or handheld separately. Usability aspects and user satisfaction are scrutinized by a user study, aimed at optimizing usability and supporting the user's intentions in a natural way. We present the results from the user study showing significant differences in task completion times as well as user preferences and practical issues concerning both interface and view navigation design.

[18] Experiences with mouse control in multi-display environments Workshops / Waldner, Manuela / Schmalstieg, Dieter Proceedings of the 2010 International Conference on Advanced Visual Interfaces 2010-05-26 p.411
ACM Digital Library Link
Summary: It is now increasingly common to extend private workstations with large public displays into a shared multi-display environment (MDE). Mouse-based interaction across multiple displays provides a convenient way to quickly shift between private work on the personal monitor and tightly coupled collaboration on shared display spaces (Figure 1). However, mouse pointer navigation can be negatively influenced by display factors in the environment and thereby limit fluid interaction across displays. We report findings from an experiment comparing four mouse pointer navigation techniques in a heterogeneous MDE.

[19] Gaze-directed ubiquitous interaction using a Brain-Computer Interface / Schmalstieg, Dieter / Bornik, Alexander / Müller-Putz, Gernot / Pfurtscheller, Gert Proceedings of the 2010 Augmented Human International Conference 2010-04-02 p.4
Keywords: authentication, biometrics, brain computer interface, electroencephalogram, gaze tracking, object selection
ACM Digital Library Link
Summary: n this paper, we present a first proof-of-concept for using a mobile Brain-Computer Interface (BCI) coupled to a wearable computer as an ambient input device for a ubiquitous computing service. BCI devices, such as electroencephalogram (EEG) based BCI, can be used as a novel form of human-computer interaction device. A user can log into a nearby computer terminal by looking at its screen. This feature is enabled by detecting a user's gaze through the analysis of the brain's response to visually evoked patterns. We present the experimental setup and discuss opportunities and limitations of the technique.

[20] Automatic configuration of spatially consistent mouse pointer navigation in multi-display environments Short paper presentations (posters) / Waldner, Manuela / Pirchheim, Christian / Kruijff, Ernst / Schmalstieg, Dieter Proceedings of the 2010 International Conference on Intelligent User Interfaces 2010-02-07 p.397-400
Keywords: cross-display mouse navigation, multi-display environment
ACM Digital Library Link
Summary: Multi-display environments combine displays of various form factors into a common interaction space. Cross-display navigation techniques have to provide transitions to move the mouse pointer across display boundaries to reach distant display locations. A spatially consistent description of display relationships thereby supports fluid cross-display navigation. In this paper, we present two spatially consistent navigation techniques for seamless cross-display navigation in multi-user multi-display environments. These navigation techniques are automatically configured from a spatial model of the environment, which is generated in a camera-assisted calibration step. We describe the implementation in a distributed system and present results of a comparative experiment.

[21] Importance masks for revealing occluded objects in augmented reality Poster abstracts / Mendez, Erick / Schmalstieg, Dieter Proceedings of the 2009 ACM Symposium on Virtual Reality Software and Technology 2009-11-18 p.247-248
Keywords: augmented reality, focus and context, importance masks, x-ray vision
ACM Digital Library Link
Summary: When simulating "X-ray vision" in Augmented Reality, a critical aspect is ensuring correct perception of the occluded objects position. Naïve overlay rendering of occluded objects on top of real-world occluders can lead to a misunderstanding of the visual scene and a poor perception of the depth. We present a simple technique to enhance the perception of the spatial arrangements in the scene. An importance mask associated with occluders informs the rendering what information can be overlaid and what should be preserved. This technique is independent of scene properties such as illumination and surface properties, which may be unknown. The proposed solution is computed efficiently in a single-pass fragment shaders on the GPU.

[22] Interactive editing of segmented volumetric datasets in a hybrid 2D/3D virtual environment Interaction / Bornik, Alexander / Beichel, Reinhard / Schmalstieg, Dieter Proceedings of the 2006 ACM Symposium on Virtual Reality Software and Technology 2006-11-01 p.197-206
Keywords: 3D user interfaces, hybrid user interfaces, interactive segmentation, segmentation refinement, virtual reality
ACM Digital Library Link
Summary: In this paper we present a novel system for segmentation refinement, which allows for interactive correction of surface models generated from imperfect automatic segmentations of arbitrary volumetric data. The proposed approach is based on a deformable surface model allowing interactive manipulation with a hybrid user interface consisting of an immersive stereoscopic display and a Tablet PC. The user interface features visualization methods and manipulation tools specifically designed for quick inspection and correction of typical defects resulting from automated segmentation of medical datasets. A number of experiments show that typical segmentation problems can be fixed within a few minutes using the system, while maintaining real-time responsiveness of the system.

[23] Extending the scene graph with a dataflow visualization system Hardware & systems / Kalkusch, Michael / Schmalstieg, Dieter Proceedings of the 2006 ACM Symposium on Virtual Reality Software and Technology 2006-11-01 p.252-260
Keywords: dataflow visualization system, object hierarchies, scene graph, visualization
ACM Digital Library Link
Summary: Data ow graphs are a very successful paradigm in scientific visualization, while scene graphs are a leading approach in interactive graphics and virtual reality. Both approaches have their distinct advantages, and both build on a common set of basic techniques based on graph data structures. However, despite these similarities, no unified implementation of the two paradigms exists. This paper presents an in-depth analysis of the architectural components of dataflow visualization and scene graphs, and derives a design that integrates both these approaches.
    The implementation of this design builds on a common software infrastructure based on a scene graph, and extends it with virtualized dataflow, which allows the use of the scene graph structure and traversal mechanism for dynamically building and evaluating dataflow.

[24] Tactylus, a pen-input device exploring audiotactile sensory binding Haptics in VR (special session) / Kruijff, Ernst / Wesche, Gerold / Riege, Kai / Goebbels, Gernot / Kunstman, Martijn / Schmalstieg, Dieter Proceedings of the 2006 ACM Symposium on Virtual Reality Software and Technology 2006-11-01 p.312-315
Keywords: 3D user interfaces, audiotactile feedback, sensory, substitution
ACM Digital Library Link
Summary: Recent studies have shown that through a careful combination of multiple sensory channels, so called multisensory binding effects can be achieved that can be beneficial for collision detection and texture recognition feedback. During the design of a new pen-input device called Tactylus, specific focus was put on exploring multisensory effects of audiotactile cues to create a new, but effective way to interact in virtual environments with the purpose to overcome several of the problems noticed in current devices.

[25] Using neuromuscular electrical stimulation for pseudo-haptic feedback Haptics in VR (special session) / Kruijff, Ernst / Schmalstieg, Dieter / Beckhaus, Steffi Proceedings of the 2006 ACM Symposium on Virtual Reality Software and Technology 2006-11-01 p.316-319
Keywords: 3D user interfaces, biofeedback, haptic feedback, neuroelectrical stimulation
ACM Digital Library Link
Summary: This paper focuses at the usage of neuromuscular electrical stimulation (NMES) for achieving pseudo-haptic feedback. By stimulating the motor nerves, muscular contractions can be triggered that can be matched to a haptic event. Reflecting an initial user test, we will explain how this process can be realized, by investigating the physiological processes involved. Relating the triggered feedback to general haptics, its potential in future interfaces will be identified and laid out in a development roadmap.
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