Hannes KaufmannTU Wien | TU Wien · Institute of Visual Computing & Human-Centered Technology
Hannes Kaufmann
Professor
About
159
Publications
82,031
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Introduction
My ambition is to find and develop applications of mixed reality which are beneficial to society as a whole or to specific groups of people.
My research interests include virtual and augmented reality, tracking technologies and applications, motion capture, mobile applications, display technologies, medical applications of VR/AR, real time rendering, psychological topics (Cyberpsychology), education in mixed reality, 3D user interface design, AR/VR and CAD Integration.
Additional affiliations
January 2006 - December 2010
Publications
Publications (159)
Despite numerous existing vacant industrial buildings and vast unused brownfield land, new production settlements are rarely integrated within existing structures. This paper presents the RE:STOCK INDUSTRY framework, aiming to develop a method for assessing the reuse potential of industrial structures, focusing on vertical expansion and circular ec...
This article presents a brain–computer interface (BCI) coupled with an augmented reality (AR) system to support human–robot interaction in controlling a robotic arm for pick-and-place tasks. BCIs can process steady-state visual evoked potentials (SSVEPs), which are signals generated through visual stimuli. The visual stimuli may be conveyed to the...
Hand tracking systems play a crucial role in virtual reality (VR) applications, typically focusing on tracking the hands of the user who is using the system. Consequently, most existing systems are designed to track a maximum of two hands simultaneously. However, in certain colocated multiuser VR scenarios, it becomes necessary to track more than t...
Global Positioning Satellite (GPS) systems sample points on the Earth’s surface with meter accuracy. Real-Time Kinematic (RTK) devices improve GPS performances by providing real-time correction data from ground stations, achieving centimeter accuracy. Reliable tracking approaches are essential for Augmented Reality (AR) applications, especially for...
Hand tracking has become a state-of-the-art technology in the modern generation of consumer VR devices. However, off-the-shelf solutions do not support hand detection for more than two hands at the same time at distances beyond arm's length. The possibility to track multiple hands at larger distances would be beneficial for colocated multiuser VR s...
In recent years eXtended Reality (XR) technologies have matured and have become affordable, yet creating XR experiences for training and learning in many cases is still a time-consuming and costly process, hindering widespread adoption. One factor driving effort is that content and features commonly required by many applications get re-implemented...
Im SFB Advanced Computational Design werden Entwurfswerkzeuge und ‐prozesse durch multi‐ und interdisziplinäre Grundlagenforschung entwickelt. Das Ziel ist, durch eine neue Generation von Computational‐Design‐Methoden höhere Entwurfsqualität und effizientere Prozesse in Architektur und Bauwesen zu ermöglichen. Die Forschung wird in drei Bereichen d...
We propose a ray-triangle intersection algorithm with fast-rejection strategies. We intersect the ray with the triangle plane, then transform the intersection problem into 2D by applying a transformation matrix to the ray-plane intersection point. For 2D transformation, we study two different approaches. The first approach uses a transformation mat...
Precise 3D reconstruction of environments and real objects for Mixed-Reality applications can be burdensome. Photogrammetry can help to create accurate representations of actual objects in the virtual world using a high number of photos of a subject or an environment. Photogrammabot is an affordable mobile robot that facilitates photogrammetry and...
Integrated industrial building design is an interdisciplinary task, in which planning of flexible building structures requires effective communication and collaboration between all stakeholders already in early design stage. This paper presents BIMFlexi-VR, a collaborative framework which implements a real-time bidirectional link between a parametr...
Sound source localization is important for spatial awareness and immersive Virtual Reality (VR) experiences. Deaf and Hard-of-Hearing (DHH) persons have limitations in completing sound-related VR tasks efficiently because they perceive audio information differently. This paper presents and evaluates a special haptic VR suit that helps DHH persons e...
Due to product individualization, customization and rapid technological advances in manufacturing, production systems are faced with frequent reconfiguration and expansion. Industrial buildings that allow changing production scenarios require flexible load-bearing structures and a coherent planning of the production layout and building systems. Yet...
We present the VROnSite platform that supports immersive training of first responder units’ on-site squad leaders. Our training platform is fully immersive, entirely untethered to ease use and provides two means of navigation—abstract and natural walking—to simulate stress and exhaustion, two important factors for decision making. With the platform...
In colocated multi-user Virtual Reality applications, relative user positions in the virtual environment need to match their relative positions in the physical tracking space. A mismatch between virtual and real relative user positions might lead to harmful events such as physical user collisions. This paper examines three calibration methods that...
Networks provide a powerful representation of interacting components within complex systems, making them ideal for visually and analytically exploring big data. However, the size and complexity of many networks render static visualizations on typically-sized paper or screens impractical, resulting in proverbial ‘hairballs’. Here, we introduce a Vir...
We explore the potential of direct haptic interaction in a novel approach to Tangible Augmented Reality in an educational context. Employing our prototyping platform ACTO, we developed a tabletop Augmented Reality application StARboard for sailing students. In this personal viewpoint environment virtual objects, e.g. sailing ships, are physically r...
We introduce a novel framework for 3D scene reconstruction with simultaneous object annotation, using a pre-trained 2D convolutional neural network (CNN), incremental data streaming, and remote exploration, with a virtual reality setup. It enables versatile integration of any 2D box detection or segmentation network. We integrate new approaches to...
The analysis of human motion opens up a wide range of possibilities, such as realistic training simulations or authentic motions in robotics or animation. One of the problems underlying motion analysis is the meaningful comparison of actions based on similarity measures. Since the motion analysis is application-dependent, it is essential to find th...
Virtual Reality (VR) has a great potential to improve skills of Deaf and Hard-of-Hearing (DHH) people. Most VR applications and devices are designed for persons without hearing problems. Therefore, DHH persons have many limitations when using VR. Adding special features in a VR environment, such as subtitles, or haptic devices will help them. Previ...
The spelling of Hannes Kaufmann’s family name was incorrect. The correct wording is given here.
In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study wit...
The purpose of the experiment presented in this paper is to investigate co-presence and locomotory patterns in a walkable shared virtual environment. In particular, trajectories of users that use a walkable tracking space alone are compared to those of users who use the tracking space in pairs. Co-presence, in a sense of perception of another perso...
Three-dimensional reconstructions of indoor environments are useful in various augmented and virtual scenarios. Creating a realistic virtual apartment in 3D manually does not only take time, but also needs skilled people for implementation. Analyzing a floor plan is a complicated task. Due to the lack of engineering standards in creating these draw...
In walkable multi-user HMD-based VR immersed users have to avoid colliding with each other while performing tasks or exploring the virtual environment. This paper presents an experiment in which we compare mutual collision avoidance behaviour of pairs of users walking in the matched real and virtual environments. To generalize our study, we investi...
IEEE VR 2018 conference panel.
PANEL TITLE: Getting close to domain users: VR and AR in support of application domains
OVERVIEW:
The last couple of years have been marked by an explosion of solutions in the VR and AR domains: the accepted norm of this market has been to provide users with lightweight VR and AR displays, input controllers that recognize human gestures, superior...
Complex public buildings, such as airports, use various systems to guide people to a certain destination. Such approaches are usually implemented by showing a floor plan that has guiding signs or color coded lines on the floor. With a technology that supports six degrees of freedom (6DoF) tracking in indoor environments, it is possible to guide peo...
Creating high quality virtual reality (VR) experience takes time and requires extensive practice. Although, multiple virtual and augmented reality courses existed for years all over the world, high costs of the equipment were always in the way of building up the up to date knowledge. Rapid development of the technology caused the new VR boom and ex...
In this paper, we present a system that automatically populates indoor virtual scenes with furniture objects and optimizes their positions and orientations with respect to aesthetic, ergonomic and functional rules called interior design guidelines. These guidelines are represented as mathematical expressions which form the cost function. Our system...
In practice, real-world physical workspaces and technological limitations restrict the free and unlimited exploration of an arbitrary large-scale virtual environment. This article provides an overview of the existing approaches and techniques for enlarging the walkable virtual space. The authors specifically focus on the methods that use spatial ma...
We present the design and development of a fully immersive
virtual reality (VR) system that can provide prop-based haptic
feedback in an infinite virtual environment. It is conceived as a
research tool for studying topics related to haptics in VR and
based on off-the-shelf components. A robotic arm moves physical
props, dynamically matching pose an...
Space available for any virtual reality experience is often strictly limited and abridges the virtual world to a size of a room. To extend the amount of virtual space accessible by walking within the same real workspace the methods of spatial compression were proposed. Scene manipulation with a controlled spatial overlap has been shown to be an eff...
Especially for young children measuring their physiological
parameters to assess their health can be stressful, even when
conducted at home by their parents. Therefore we present a
concept that can relieve some of the anxiety correlated with
an examination and implemented it in a test setup we call
“MediCubes” to investigate how this approach is re...
Spatialized audio is the only output that players receive in audio games. In order to provide a realistic view of the environment, it has to be of superior quality in terms of immersion and realism. Complex sound models can be used to generate realistic sound effects, including reflections and reverb. An implementation of a hybrid sound model based...
We present preliminary results of work on a low-cost multi-user immersive Virtual Reality system that enables collaborative experiences in large virtual environments. In the proposed setup at least three users can walk and interact freely and untethered in a 200 m2 area. The required equipment is worn on the body and rendering is performed locally...
Retargeting approaches aim at providing a unified framework for image rendering in
which both the intended scene luminance and the actual luminance of the display are taken
into account. At the core of any color retargeting method, a color vision model and its
inverse are employed. Such a color appearance model should be invertible and cover the
en...
Abstract Retargeting approaches aim at providing a unified framework for image rendering in which both the intended scene luminance and the actual luminance of the display are taken into account. At the core of any color retargeting method, a color vision model and its inverse are employed. Such a color appearance model should be invertible and cov...
Navigating in unknown big indoor environments with static 2D maps is a challenge, especially when time is a critical factor. In order to provide a mobile assistant, capable of supporting people while navigating in indoor locations, an accurate and reliable localization system is required in almost every corner of the building. We present a solution...
Consistent illumination of virtual and real objects in augmented reality (AR) is essential to achieve visual coherence. This paper presents a practical method for rendering with consistent illumination in AR in two steps. In the first step, a user scans the surrounding environment by rotational motion of the mobile device and the real illumination...
In mobile applications, it is crucial to provide intuitive means for 2D and 3D interaction. A large number of techniques exist to support a natural user interface (NUI) by detecting the user's hand posture in RGB+D (depth) data. Depending on the given interaction scenario and its environmental properties, each technique has its advantages and disad...
In this paper we present a wide area tracking system based on consumer hardware and available motion capture modules and middleware. We are using multiple depth cameras for human pose tracking in order to increase the captured space. Commercially available cameras can capture human movements in a non-intrusive way, while associated software-modules...
Stereo matching under complex circumstances, such as low-textured areas and high dynamic range (HDR) scenes, is an ill-posed problem. In this paper, we introduce a stereo matching approach for real-world HDR scenes which is backward compatible to conventional stereo matchers. For this purpose, (1) we compare and evaluate the tone-mapped disparity m...
Real walking in large virtual indoor environments within a limited real world workspace requires effective spatial compression methods. These methods should be unnoticed by the user. Scene manipulation that creates overlapping spaces has been suggested in recent work. However, there is little research focusing on users' perception of overlapping sp...
An emerging line of research attempts to reveal underlying mechanisms of Autism Spectrum Disorder (ASD) by studying differences in sensory processing in individuals with ASD. One sense that has not been studied well yet in this context is proprioception, a sensory system that processes information from muscles and joints about body position and for...
In many virtual reality applications the virtual world is larger than the available physical workspace. Multiple mechanical solutions have been developed to support the exploration of large virtual environments. However, real walking is still the most immersive way of supporting locomotion in a virtual environment. Redirected walking techniques ena...
We introduce a customizable, reusable actuated tangible user interface object: ACTO. Its modular design allows quick adaptations for different scenarios and setups on tabletops, making otherwise integral parts like the actuation mechanism or the physical configuration interchangeable. Drawing on the resources of well-established maker communities m...
An emerging line of research that attempts to reveal underlying mechanisms of Autism Spectrum Disorder (ASD) studies differences in sensory processing in individuals with ASD. In this paper, we introduce new methods to measure proprioceptive functions of children with ASD. The instruments use a low-cost Arduino board and shield to acquire data from...
In mobile applications it is crucial to provide intuitive means for
2D and 3D interaction. A large number of techniques exist to
support a natural user interface (NUI) by detecting the user’s hand
posture in RGB+D (depth) data. Depending on a given interaction
scenario, each technique has its advantages and disadvantages. To
evaluate the performanc...
Purpose – The authors present a low-cost unmanned aerial vehicle (UAV) for autonomous flight and
navigation in GPS-denied environments using an off-the-shelf smartphone as its core on-board
processing unit. Thereby, the approach is independent from additional ground hardware and the
UAV core unit can be easily replaced with more powerful hardware t...
A sense of spatial presence as a feeling of " being there " is an important part of the virtual experience. Navigation is a fundamental task in virtual environments and the specific navigation methods that are employed influence a user's sense of presence. In this paper we investigate how different metaphors for vertical navigation impact spatial p...
To address the need of highly automated positioning systems in underground construction, we present a long-range 3D tracking system based on infrared optical markers. It provides continuous 3D position estimation of static or kinematic targets with low latency over a tracking volume of 12mx8mx70m(width x height x depth). Over the entire volume, 3D...
In this paper, we present a robust infrared optical 3D position tracking
system for wide area indoor environments up to 30m. The system
consists of two shutter-synchronized cameras that track multiple
targets, which are equipped with infrared light emitting diodes.
Our system is able to learn targets as well as to perform extrinsic
calibration and...
In this paper, we present a low-weight and low-cost Un- manned Aerial Vehicle (UAV) for autonomous flight and navigation in GPS-denied environments using an off-the- shelf smartphone as its core on-board processing unit. There- by, our approach is independent from additional ground hardware and the UAV core unit can be easily replaced with more pow...
Fast and realistic synthesis of real videos with computer generated content has been a challenging problem in computer graphics. It involves computationally expensive light transport calculations. We present a novel and efficient algorithm for diffuse light transport calculation between virtual and real worlds called Differential Irradiance Caching...
Over recent years, the popularity of videogames has gone beyond youth and gamers and is slowly entering the field of professional healthcare. Exergames are an attractive alternative to physical therapy. The primary aim of this pilot study was to explore the user experience (usability, satisfaction, level of motivation, and game experience) of the p...
In this paper we present a novel method for real-time high quality previsualization and cinematic relighting. The physically based Path Tracing algorithm is used within an Augmented Reality setup to preview high-quality light transport. A novel differential version of progressive path tracing is proposed, which calculates two global light transport...