Frank Steinicke

Frank Steinicke
University of Hamburg | UHH · Department of Informatics

PhD in Computer Science

About

298
Publications
65,129
Reads
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4,584
Citations
Additional affiliations
March 2014 - present
University of Hamburg
Position
  • Professor (Full)
May 2011 - March 2014
University of Wuerzburg
Position
  • Professor (Associate)
May 2010 - March 2014
University of Wuerzburg
Position
  • Professor (Associate)

Publications

Publications (298)
Conference Paper
Full-text available
In this work-in-progress paper, we present the current state of a research project regarding the use of HoloLens 2 (HL2) as single optical see-through head-mounted display (OST-HMD) in medical telementoring. In the past, some projects have been presented that show the potential of 3D reconstruction of operations and advanced communication using 3D...
Conference Paper
Full-text available
Mixed-Reality (MR) and immersive virtual environments (VE) enable the use of interaction techniques (IT)s that exceed the capabilities of the real world. In this short paper, we present the Schemata-Based Interaction Cycle (SBIC), a composite model based on different perspectives on human-computer interaction. The SBIC is currently under developmen...
Chapter
In this paper, we propose GazeTransformer, a transformer architecture for forecasting egocentric gaze points in virtual environments (VEs) presented on immersive head-mounted displays (HMDs). In contrast to previous architectures, we do not rely on information that depends on the application state, but rather focus on data modalities provided by th...
Article
Full-text available
Virtual reality technology and immersive virtual environments often support realistic hand representations via hand-posture-sensing controllers or hand tracking for natural hand-based interaction. However, one limiting factor remains as the lack of realistic haptic feedback including tactile and proprioceptive cues; even for simple haptic interacti...
Article
Virtual reality (VR) allows users to explore and experience a computer-simulated virtual environment so that VR users can be immersed in a totally artificial virtual world and interact with arbitrary virtual objects. However, the limited physical tracking space usually restricts the exploration of large virtual spaces, and VR users have to use spec...
Article
Full-text available
In this paper, we introduce a novel gaze mapping approach for free viewing conditions in dynamic immersive virtual environments (VEs), which projects recorded eye fixation data of users, who viewed the VE from different perspectives, to the current view. This generates eye fixation maps, which can serve as ground truth for training machine learning...
Article
Writing is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive technologies such as virt...
Chapter
Virtual Reality (VR) has the special ability to provide the user with the illusion of presence in a virtual world. This is one aspect of the valuable potential that VR possesses concerning the design and realization of human–machine interfaces. Whether and how successfully this potential is exploited is not only a technical problem. It is also base...
Article
Full-text available
The use of virtual reality (VR) promises enormous potential for studying human behavior. While approach and avoidance tendencies have been explored in various areas of basic and applied psychology, such as attitude and emotion research, basic learning psychology, and behavior therapy, they have rarely been studied in VR. One major focus of this res...
Article
Background Redirected jumping (RDJ) allows users to explore virtual environments (VEs) naturally by scaling a small real-world jump to a larger virtual jump with virtual camera motion manipulation, thereby addressing the problem of limited physical space in VR applications. Previous RDJ studies have mainly focused on detection threshold estimation....
Article
Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D...
Article
Full-text available
Virtual reality (VR) technology has emerged as a promising tool for studying and rehabilitating gait disturbances in different cohorts of patients (such as Parkinson's disease, post-stroke, or other neurological disorders) as it allows patients to be engaged in an immersive and artificial environment, which can be designed to address the particular...
Article
Cognitive-physical exercises can reduce the progression of dementia. However, traditional methods often induce problems (e.g., lack of motivation), whereas the success of recent virtual reality (VR) exergames such as Beat Saber may provide a playful, motivational, and immersive alternative. Yet, until now, it remains unclear which game mechanics, c...
Conference Paper
Writing is an essential cultural technique that shaped our world's societies and is an important cultural heritage. The Cluster of Excellence 'Understanding Written Artefacts' is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called 'Written Artefacts (WA)', which include all sorts of objects on which visual sign...
Chapter
Virtual Reality (VR) is a promising immersive technology, which provides users with place and plausibility illusions in a virtual environment (VE). However, current immersive experiences are often limited to those users wearing a VR head-mounted display (HMD). In this paper we present VR Invite, a project-independent smartphone app, which allows mu...
Article
Full-text available
Increasingly, virtual reality (VR) design and research leverages gameplay asymmetries, flattening discrepancies of interface, abilities, information or other aspects between players. A common goal is to induce social interactions that draw players without head-mounted displays into a shared game world. Exploring these asymmetries resulted in many a...
Article
Full-text available
A large number of studies have demonstrated the benefits of natural environments on people’s health and well-being. For people who have limited access to nature (e.g., elderly in nursing homes, hospital patients, or jail inmates), virtual representations may provide an alternative to benefit from the illusion of a natural environment. For this purp...
Article
Full-text available
A number of virtual reality head-mounted displays (HMDs) with integrated eye trackers have recently become commercially available. If their eye tracking latency is low and reliable enough for gaze-contingent rendering, this may open up many interesting opportunities for researchers. We measured eye tracking latencies for the Fove-0, the Varjo VR-1,...
Article
Full-text available
Intelligent virtual agents (VAs) already support us in a variety of everyday tasks such as setting up appointments, monitoring our fitness, and organizing messages. Adding a humanoid body representation to these mostly voice-based VAs has enormous potential to enrich the human–agent communication process but, at the same time, raises expectations r...
Conference Paper
In this paper, we introduce Word Saber, a virtual reality (VR) edu-game for vocabulary learning. The game design and game mechanics are inspired by Beat Saber, where players have to cut virtual cubes from predefined directions by using bi-manual interactions with two lightsabers. Word Saber uses a similar concept, but players have to cut the corres...
Article
Full-text available
In perceptual psychology, estimations of visual depth and size under different spatial layouts have been extensively studied. However, research evidence in virtual environments (VE) is relatively lacking. The emergence of human-computer interaction (HCI) and virtual reality (VR) has raised the question of how human operators perform actions based o...
Article
Full-text available
Individuals with paranoia often experience a high level of self-criticism and negative emotions. Guided compassion-focused (CF) imagery has shown to be successful in reducing these negative emotions and paranoid thoughts. However , some individuals have difficulties with CF imagery. By enabling a sense of presence, immersive virtual environments ca...
Chapter
Virtual Reality (VR) content creators usually design large virtual environments. However, the available physical spaces are typically limited and contain several interior obstacles such as furniture, cables or computers. Thus, users may experience discontinuity or even dangers while naturally walking in VR.
Article
Spatial augmented reality (SAR) technology allows one to change the appearance of objects by projecting directly onto their surface without the requirement of wearing glasses, and therefore can be used in many practical applications. In this article, we present a human–subject study, which investigates the research question whether it is possible t...
Article
Full-text available
We evaluate the ability of locally present participants to localize an avatar head's gaze direction rapidly in hosted telepresence. We performed a controlled user study to test two potential solutions to indicate a remote user's gaze. We analyze the influence of the user's distance to the avatar and display technique on localization accuracy. Furth...
Article
Full-text available
Virtual reality (VR) simulates real-world scenarios by creating a sense of presence in its users. Such immersive scenarios lead to behavior that is more similar to that displayed in real world settings, which may facilitate the transfer of knowledge and skills acquired in VR to similar real world situations. VR has already been used in education, p...
Conference Paper
Mixed reality (MR) environments allow real users and virtual agents to coexist within the same virtually augmented physical space. While tracking of different body parts such as the user’s head and hands allows virtual objects to show plausible reactions to actions of the real user, virtual agents only have a very limited influence on their physica...
Article
The coupling between perception and action has seldom been explored in sophisticated motor behaviour such as 3D pointing. In this study, we investigated how 3D pointing accuracy, measured by a depth estimation task, could be affected by the target appearing in different visual eccentricities. Specifically, we manipulated the visual eccentricity of...
Chapter
Ein wesentliches Potential von VR als Mensch-Maschine-Schnittstelle liegt in der Möglichkeit, dem Nutzer die Illusion der Anwesenheit in der dargestellten Virtuellen Welt zu suggerieren. Ob und wie gut dies gelingt, ist nicht nur ein technisches Problem, sondern beruht auch auf Prozessen der menschlichen Wahrnehmung zur Interpretation der dargebote...
Chapter
Dieses Kapitel enthält eine Sammlung von ausgewählten erfolgreichen Fallbeispielen für VR/AR aus Forschung und Praxis.
Conference Paper
Bipedal walking is generally considered to be the most natural and common locomotion technique in the physical world, for humans, and the most presence-enhancing form of locomotion in virtual reality (VR). However, there are significant differences in the way people walk in VR compared to their walking behaviour in the real world. For instance, pre...
Conference Paper
Redirected walking (RDW) enables virtual reality (VR) users to explore large virtual environments (VE) in confined tracking spaces by guiding users on different paths in the real world than in the VE. However, so far, spaces larger than typical room-scale setups of 5m × 5m are still required to allow infinitely straight walking, i. e., to prevent a...
Conference Paper
We present in this article the results of a study based on a 3D user interface toolkit we developed which can be easily adapted and reused in VR applications featuring hand-tracking. We evaluated hand-based and widget-based manipulation techniques as well as different multimodal cues for 3D manipulation and system-control tasks. Our study compared...
Conference Paper
We introduce an interactive tangible input device (TID) for touchscreens. Our approach complements a passive TID design by active micro-controller-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 i...
Conference Paper
Rotational tracking enables Virtual Reality (VR) users to turn their head around freely 360° while looking around the environment. However, there are situations when physical head rotation is only possible for not more than a certain range, e. g., when the user sits in a bus or plane while she is wearing a VR headset. For these situations, rotation...
Conference Paper
Navigation and obstacle avoidance, especially regarding head-level objects, are of major concern to visually impaired people. This paper describes the advances on the design of an augmented white cane, STIC (Sensory and Tactile Improved Cane), making use of an ultrasonic distance sensor for head-level and a laser-based distance sensor for ground-le...
Conference Paper
In traditional fitness or exercise situations, people often lack motivation. Fitness video games try to enhance exercise by combining cognitive game demands with physical activity and body coordination. We designed and evaluated a dynamically-adaptive fitness game environment that has motivating effects and can be used besides, or as an alternative...
Conference Paper
Single-hand microgestures are a promising interaction concept for ubiquitous and mobile interaction. Due to the technical difficulty of accurately tracking small movements of fingers that are exploited in this type of interface, most research in this field is currently aimed at providing a good foundation for the future application in the real word...
Conference Paper
Full-text available
We proposed a method that using arm swing of a mixed-reality avatar upon the robot platform to present the moving speed of it. Then a series of studies were designed and performed to investigate the effectiveness of this method and the proxemics when human have dynamic interaction with the mixed-reality avatar robot (Figure 3). Our findings suggest...
Conference Paper
Redirected walking (RDW) denotes a collection of techniques for immersive virtual environments (IVEs), in which users are unknowingly guided on paths in the real world that vary from the paths they perceive in the IVE. For this Emerging Technologies exhibit we present a playful virtual reality (VR) experience that introduces a combination of those...
Article
With the emergence of speech-controlled virtual agents (VAs) in consumer devices such as Amazon’s Echo or Apple’s HomePod, we have seen a large public interest in related technologies. While most of the current interactive conversational VAs appear in the form of voice-only assistants, other representations showing, for example, a contextually rela...
Article
Full-text available
It is well documented that there is a strong relationship between gait asymmetry and the freezing of gait (FOG) in Parkinson’s Disease. The purpose of this pilot study was to find a “virtual reality (VR)- based” gait manipulation strategy to improve gait symmetry by equalizing step length. Fifteen male PD patients (mean age of 67.6 years) with FOG...