Stephan Streuber |
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Max-Planck-Institut für biologische Kybernetik
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Department of Human Perception, Cognition and Action
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3.24
Skills (15)
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8 Questions597 Followers
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1 Question79 Followers
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1 Question0 Followers
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5 Questions1272 Followers
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0 Questions1 Follower
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274 Questions6631 Followers
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31 Questions2924 Followers
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57 Questions2786 Followers
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0 Questions1 Follower
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274 Questions6631 Followers
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1 Question0 Followers
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41 Questions11463 Followers
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274 Questions6631 Followers
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57 Questions2786 Followers
Other
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Languagesgerman, english
Publications (9) View all
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Article: Joint and individual walking in an immersive collaborative virtual environment
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ABSTRACT: The aim of this experiment was to determine to which extent humans optimize their walking behavior in different conditions while navigating in a virtual maze. In two conditions participants either walked individually or jointly connected - carrying a physical stretcher. The results showed that an extra effort due to the task-required cooperation was split evenly within the group, even though the sensory feedback about the physical and social environment was significantly different for leader (e.g. was not able to see the follower) and follower (e.g. was able to see the leader). These results might indicate the emergence of a joint body: a phenomenon in which two individual action-perception loops are tuned towards each other in order to optimize a common goal.Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization (APGV 08), 191-191 (2008). -
SourceAvailable from: Stephan Streuber
Article: Human Interaction in Multi-User Virtual Reality
S. Streuber, A. Chatziastros[show abstract] [hide abstract]
ABSTRACT: In this paper we will present an immersive multi- user environment for studying joint action and so- cial interaction. Besides the technical challenges of immersing multiple persons into a single virtual environment, additional research questions arise: Which parameters are coordinated during a joint action transportation task? In what way does the visual absence of the interaction partner affect the coordination task? What role does haptic feed- back play in a transportation task? To answer these questions and to test the new experimental environment we instructed pairs of subjects to per- form a classical joint action transportation task: carrying a stretcher through an obstacle course. With this behavioral experiment we demonstrated that joint action behavior (resulting from the co- ordination task) is a stable process. Even though visual and haptic information about the interac- tion partner were reduced, humans quickly com- pensated for the lack of information. After a short time they did not perform significantly differently from normal joint action behavior.Proceedings of the 10th International Conference on Humans and Computers (HC 2007), 1-7 (2007). -
SourceAvailable from: Stephan Streuber
Article: Tech-note: Iterative design and test of a multimodal experience
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ABSTRACT: The goal of the Turtle surf project described in this tech-note is to design, implement and evaluate a multimodal installation that should provide a good user experience in a virtual 3D world. For this purpose we combine audio-visual media forms and different types of haptic/tactile feedback. For the latter, we focus on the application of vibrational feedback, wind and water spray and heat. We follow a user-centered design approach and try to get user feedback as early as possible during the iterative design process. We present the conceptual idea of the Turtle surf project, and the iterative design and test of prototypes that helped us to refine the final design based on collected user feedback.Proceedings of the IEEE Symposium on 3D User Interfaces (3DUI 2009), 99-102 (2009). -
Article: Tricking people into feeling like they are moving when they are not paying attention
L.-C. Trutoiu, S. Streuber, B.J. Mohler, J. Schulte-Pelkum, H.H. Bülthoff, S. H. Creem-Regehr, K. Myszkowski[show abstract] [hide abstract]
ABSTRACT: Vection refers to illusion of self motion in stationary obervers usually by means of moving visual stimuli [Fischer and Kornmüller 1930]. Linear vection naturally occurs when seated in a train and observing another train on an adjacent track start moving. The very compelling but brief illusion happens as observers are not paying particular attention to the environment but are rather "defocused" from the scene. We studied the effect of two visual attention tasks on the perception of linear vection. The results show a significant decrease in vection onset time with an attention task.Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization (APGV 08), 190-190 (2008). -
SourceAvailable from: Stephan Streuber
Article: Does Brief Exposure to a Self-avatar Affect Common Human Behaviors in Immersive Virtual Environments?
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ABSTRACT: A plausible assumption is that self-avatars increase the realism of immersive virtual environments (VEs), because self-avatars provide the user with a visual representation of his/her own body. Consequently having a self-avatar might lead to more realistic human behavior in VEs. To test this hypothesis we compared human behavior in VE with and without providing knowledge about a self-avatar with real human behavior in real-space. This comparison was made for three tasks: a locomotion task (moving through the content of the VE), an object interaction task (interacting with the content of the VE), and a social interaction task (interacting with other social entities within the VE). Surprisingly, we did not find effects of a self-avatar exposure on any of these tasks. However, participants VE and real world behavior differed significantly. These results challenge the claim that knowledge about the self-avatar substantially influences natural human behavior in immersive VEs.Eurographics 2009: The 30th Annual Conference of the European Association for Computer Graphics, 1-4 (2009).
About
My goal is to investigate the importance of different sources of sensory information on human interaction. I am especially interested in joint action in which humans have to coordinate their actions in time and space (e.g. sports or dancing). In particular I am using Virtual Reality (VR) technology in my experiments because VR allows good experimental control over visual information and precise measurements, while at the same time providing a high degree of realism and enabling natural behavior.