Jonas Auda

Jonas Auda
University of Duisburg-Essen | uni-due · Institut für Informatik und Wirtschaftsinformatik

Master of Science

About

23
Publications
11,777
Reads
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134
Citations
Citations since 2016
22 Research Items
129 Citations
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Introduction
Jonas Auda currently works at the Institut für Informatik und Wirtschaftsinformatik, University of Duisburg-Essen. Jonas does research in the field of Mixed Reality.

Publications

Publications (23)
Conference Paper
Full-text available
" Virtual worlds are infinite environments in which the user can move around freely. When shifting from controller-based movement to regular walking as an input, the limitation of the real world also limits the virtual world. Tackling this challenge, we propose the use of electrical muscle stimulation to limit the necessary real-world space to crea...
Conference Paper
Full-text available
Virtual Reality (VR) has made its way into everyday life. While VR delivers an ever-increasing level of immersion, controls and their haptics are still limited. Current VR headsets come with dedicated controllers that are used to control every virtual interface element. However, the controller input mostly differs from the virtual interface. This r...
Conference Paper
Full-text available
Cross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these systems is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept and toolkit for quick a...
Poster
Full-text available
With non-Euclidean spaces, Virtual Reality (VR) experiences can more efficiently exploit the available physical space by using overlapping virtual rooms. However, the illusion created by these spaces can be discovered, if the overlap is too large. Thus, in this work, we investigate if users can be distracted from the overlap by showing a minimap th...
Conference Paper
Full-text available
In Virtual Reality (VR), Steady-State-Visual Evoked Potentials (SSVEPs) can be used to interact with the virtual environment using brain signals. However, the design of SSVEP-eliciting stimuli often does not match the virtual environment, and thus, disrupts the virtual experience. In this paper, we investigate stimulus designs with varying suitabil...
Conference Paper
Full-text available
Nowadays, deep learning models enable numerous safety-critical applications, such as biometric authentication, medical diagnosis support, and self-driving cars. However, previous studies have frequently demonstrated that these models are attackable through slight modifications of their inputs, so-called adversarial attacks. Hence, researchers propo...
Conference Paper
Full-text available
Virtual Reality (VR) remote collaboration is becoming more and more relevant in a wide range of scenarios, such as remote assistance or group work. A way to enhance the user experience is using haptic props that make virtual objects graspable. But physical objects are only present in one location and cannot be manipulated directly by remote users....
Conference Paper
Full-text available
We envision the human body as a platform for fast take-off and landing of drones in entertainment and professional uses such as medical emergencies, rescue missions, or supporting police units. This new interaction modality challenges our knowledge of human-drone experiences, in which interaction usually occurs at a distance from the body. This wor...
Conference Paper
Full-text available
Virtual Reality (VR) enables compelling visual experiences. However, providing haptic feedback is still challenging. Previous work suggests utilizing haptic props to overcome such limitations and presents evidence that props could function as a single haptic proxy for several virtual objects. In this work, we displace users’ hands to account for vi...
Conference Paper
In diesem Beitrag wird untersucht, inwieweit verschiedene Formen von Fortbewegungstechniken in Virtual Reality UmgebungenEinfluss auf die Präzision bei der Interaktion haben. Dabei wurden insgesamt drei Techniken untersucht: Zwei der Techniken integrierendabei eine körperliche Aktivität, um einen hohen Grad an Realismus in der Bewegung zu erzeugen...
Conference Paper
Full-text available
Sketching is a vital step in design processes. While analog sketching on pen and paper is the defacto standard, Virtual Reality (VR) seems promising for improving the sketching experience. It provides myr-iads of new opportunities to express creative ideas. In contrast to reality, possible drawbacks of pen and paper drawing can be tackled by alteri...
Conference Paper
Full-text available
Virtual Reality (VR) is becoming increasingly popular both in the entertainment and professional domains. Behavioral biometrics have recently been investigated as a means to continuously and implicitly identify users in VR. VR applications can specifically benefit from this, for example, to adapt the environment and user interface as well as to aut...
Conference Paper
Full-text available
Over the last years, Augmented and Virtual Reality technology became more immersive. However, when users immerse themselves in these digital realities, they detach from their real-world environments. This detachment creates conflicts that are problematic in public spaces such as planes but also private settings. Consequently, on the one hand, the d...
Poster
Full-text available
Brain-Computer Interfaces (BCIs) are progressively adopted by the consumer market, making them available for a variety of use-cases. However, off-the-shelf BCIs are limited in their adjustments towards individual head shapes, evaluation of scalp-electrode contact, and extension through additional sensors. This work presents EasyEG, a BCI headset th...
Conference Paper
Full-text available
Virtual and mixed reality environments gain complexity due to the inclusion of multiple users and physical objects. A core challenge for developers and researchers while analyzing sessions from such environments lies in understanding the interaction between entities. Additionally, the raw data recorded from such sessions is difficult to analyze due...
Conference Paper
Full-text available
Applying Augmented Reality in education is being explored by many scientists. Therefore, we augment digital slides of lectures in higher education. We implemented a web server application, which allows professors to create their own AR slides. We also developed a mobile app for students to scan the slides and view the augmentation in lectures or le...
Conference Paper
Full-text available
We present LYRA, a modular in-flight system that enhances service and assists flight attendants during their work. LYRA enables passengers to browse and order services from their smartphones. Smart glasses and a smart shoe-clip with RFID reader module provides flight attendants with situated information. We gained first insights into how flight att...
Presentation
Full-text available
Today’s Augmented Reality (AR) devices enable users to interact almost naturally with their surroundings, e.g., by pinning digital content onto real-world objects. However, current AR display are mostly limited to optical and video see-through technologies. Nevertheless, extending Augmented Reality (AR) beyond screens by accommodating additional mo...
Conference Paper
Full-text available
Notifications on mobile devices are a prominent source of interruptions. Previous work suggests using opportune moments to deliver notifications to reduce negative effects. In this paper, we instead explore the manual deferral of notifications. We developed an Android app that allows users to "snooze" mobile notifications for a user-defined amount...
Conference Paper
Full-text available
Mobile devices generate a tremendous number of notifications every day. While some of them are important, a huge number of them are not of particular interest for the user. In this work, we investigate how users manually defer notifications using a rule-based approach. We provide three different types of rules, namely, suppressing, summarizing once...
Conference Paper
Full-text available
In this paper, we investigate the concept of gaze-based interaction with 3D user interfaces. We currently see stereo vision displays becoming ubiquitous, particularly as auto-stereoscopy enables the perception of 3D content without the use of glasses. As a result, application areas for 3D beyond entertainment in cinema or at home emerge, including...

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