Thies Pfeiffer

Thies Pfeiffer
Hochschule Emden/Leer · Electrical Engineering and Information Technology

Professor

About

166
Publications
21,569
Reads
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1,987
Citations
Citations since 2016
70 Research Items
1602 Citations
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Introduction
My research interests are in human-computer interaction, virtual prototyping, performance assistance and training. In particular, I am addressing manual workspaces in mechanical, automotive and chemical industry, as well as health-care/nursery and everyday interactions, such as shopping. Beyond that, I am interested in gaze-based interaction and the role of gaze in human-human and human-machine communication in diverse contexts. Techologies involve eye tracking, virtual reality and augmented reality.
Additional affiliations
July 2019 - present
Hochschule Emden/Leer
Position
  • Professor (Full)
Description
  • Professor for Human-Computer Interaction
August 2013 - June 2019
Bielefeld University
Position
  • Senior Researcher
Description
  • Technical Director of the Virtual Reality Lab and the Immersive Media Lab.
January 2003 - August 2013
Bielefeld University
Position
  • Senior Researcher
Description
  • Our group is active in the areas of intelligent computer graphics, virtual agents and virtual reality. One of our famous research projects is the virtual agent Max.

Publications

Publications (166)
Conference Paper
Full-text available
Dieser Beitrag beschreibt TrainAR, ein kostenloses Open-Source-Autorensystem mit dem prozedurale Smartphone-basierte Augmented-Reality-Trainings (AR-Trainings) mittels 3D-Scanning und visueller Programmierung erstellt werden können. Es soll Fachexperten befähigen, eigenständig interaktive AR-Trainings zu entwickeln und einzusetzen. TrainAR wurde be...
Conference Paper
Full-text available
Die Akademisierung der Hebammenausbildung bringt neue Herausforderungen mit sich. Die Heb@AR App ist eine innovative Augmented Reality (AR) Trainingsanwendung, um diesen Prozess nachhaltig zu unterstützen und die Umsetzung von erworbenem theoretischem Wissen in die Praxis zu fördern. Heb@AR wird derzeit für selbstgesteuertes und curriculares Lernen...
Conference Paper
Full-text available
The academization of midwifery education entails novel challenges. To second the transition process, the Heb@AR App is an innovative Augmented Reality (AR) training application. It is currently being deployed for self-directed and curricular on-site learning in several midwifery degree programs in Germany. The aim is to strengthen students' practic...
Conference Paper
Although modern consumer level head-mounted-displays of today provide high-quality room scale tracking, and thus support a high level of immersion and presence, there are application contexts in which constraining oneself to seated set-ups is necessary. Classroom sized training groups are one highly relevant example. However, what is lost when cons...
Article
Full-text available
Der Einsatz von vollimmersiven VR-Lernumgebungen fördert bei Lernenden die individuellen Fähigkeiten und ihr Vorwissen. Konkrete Lerneffekte und Integrationskonzepte sind jedoch noch nicht ausreichend untersucht. Im Rahmen eines vom BMBF geförderten Forschungsprojektes soll mit diesem Beitrag deshalb der Frage nachgegangen werden: Welche didaktisch...
Article
Seit einigen Jahren finden VR-Technologien Einzug in die Gesundheitsberufe. Häufig wird der Einsatz durch Forschungsprojekte begleitet, eine mediendidaktische Einbettung oder lerntheoretische Begründung steht hier jedoch zumeist aus. Hinzu kommt, dass Schulungsmassnahmen zur Nutzung von VR-Technologien bisweilen den Fokus auf die Vermittlung von in...
Article
Traditionally, laboratory practice aims to establish schemas learned by students in theoretical courses through concrete experiences. However, access to laboratories might not always be available to students. Therefore, it is advantageous to diversify the tools that students could use to train practical skills. This technology report describes the...
Chapter
The term real-time refers to the ability of computer systems to deliver results reliably within a predictable – usually as short as possible – time span. Real-time capability is one of the most difficult requirements for VR systems: users expect a VR system to let them experience the effects of interactions without noticeable delays. This chapter d...
Article
Full-text available
Zusammenfassung Hintergrund Ausbildung und Lehre müssen sich den Gegebenheiten insbesondere in Corona-Zeiten anpassen, zumal neue digitale Technologien zur Verfügung stehen. Ärztliche Interaktions- und Explorationstechniken sind die wichtigsten Werkzeuge, die Medizinstudierende im Fach Psychiatrie und Psychotherapie zu erwerben haben. Ziel der Ar...
Article
Full-text available
Digital government opens up opportunities to critically reflect on administrative and government processes and to rethink them accordingly. In the past, citizen participation processes were subject to numerous challenges, but e‑participation offers opportunities to combine them with modern technologies that enable low-threshold participation. In th...
Conference Paper
Full-text available
Im Rahmen des vom Bundesministerium für Bildung und Forschung geförderten Projektes „Augmented Reality gestütztes Lernen in der hochschulischen Hebammenausbildung – Heb@AR“ wird für den primärqualifizierenden Studiengang Hebammenkunde ein vollständiges Augmented Reality (AR) Lehr-/Lernkonzept entwickelt, evaluiert und in die Lehre implementiert [1]...
Article
During a smooth pursuit eye movement of a target stimulus, a briefly flashed stationary background appears to move in the opposite direction as the eye's motion ― an effect known as the Filehne illusion. Similar illusions occur in audition, in the vestibular system, and in touch. Recently, we found that the movement of a surface perceived from tact...
Chapter
Observing behavior can provide insights into mental states and cognitive processes. In the context of expertise measurement, research is taking advantage of analyzing gaze-based data to understand those underlying processes. The movements of the eyes represent search strategies in problem-solving scenarios, which can be used to distinguish a novice...
Article
Full-text available
The potential of Augmented Reality (AR) for educational and training purposes is well known. While large-scale deployments of head-mounted AR headsets remain challenging due to technical limitations and cost factors, advances in mobile devices and tracking solutions introduce handheld AR devices as a powerful, broadly available alternative, yet wit...
Article
Operator training in the chemical industry is important because of the potentially hazardous nature of procedures and the way operators' mistakes can have serious consequences on process operation and safety. Currently, operator training is facing some challenges, such as high costs, safety limitations and time constraints. Also, there have been so...
Conference Paper
Full-text available
The benefits of contextualising information through Augmented Reality (AR) instructions to assist cognitively impaired workers are well known, but most findings are based on AR instructions carefully designed for predefined standard tasks. Previous findings indicate that the modality and quality of provided AR instructions have a significant impact...
Conference Paper
Full-text available
Embedding virtual humans in educational settings enables the transfer of the approved concepts of learning by observation and imitation of experts to extended reality scenarios. Whilst various presentation concepts of virtual humans for learning have been investigated in sports and rehabilitation, little is known regarding industrial use cases. In...
Conference Paper
Full-text available
Augmented Reality (AR) promises great potential for training applications as it allows to provide the trainee with instructions and feedback that is contextualized. In recent years, AR reached a state of technical feasibility that not only allows for larger, long term evaluations, but also for explorations of its application to specific training us...
Article
With high-immersive virtual reality (VR) systems approaching mass markets, companies are seeking to better understand how consumers behave when shopping in VR. A key feature of high-immersive VR environments is that they can create a strong illusion of reality to the senses, which could substantially change consumer choice behavior compared to onli...
Chapter
Full-text available
The automotive industry is currently facing massive challenges. Shorter product life cycles together with mass customization lead to a high complexity for manual assembly tasks. This induces the need for effective manual assembly assistances which guide the worker faultlessly through different assembly steps while simultaneously decrease their comp...
Article
Full-text available
How can we tailor assistance systems, such as recommender systems or decision support systems, to consumers’ individual shopping motives? How can companies unobtrusively identify shopping motives without explicit user input? We demonstrate that eye movement data allow building reliable prediction models for identifying goal-directed and exploratory...
Conference Paper
Famous examples like the Amazon headquarter in New York City or the Stuttgart 21 train station demonstrate that construction projects are often subjects of common interest and can therefore produce protests if citizens feel unheard in urban planning. In this manuscript, we would therefore like to investigate whether e-participation can be used as a...
Conference Paper
Augmented Reality (AR) is a promising technology for assistance and training in work environments, as it can provide instructions and feedback contextualised. Not only, but especially impaired workers can benefit from this technology. While previous work mostly focused on using AR to assist or train specific predefined tasks, "general purpose" AR a...
Chapter
Der Begriff Echtzeit beschreibt die Fähigkeit eines Computersystems (oder hier VR-Systems) Ergebnisse zuverlässig innerhalb einer vorhersagbaren – in der Regel möglichst kurzen – Zeitspanne zu liefern. Echtzeitfähigkeit ist eine der härtesten Anforderungen an VR-Systeme: Nutzer erwarten, dass ein VR-System Auswirkungen von Interaktionen ohne wahrne...
Article
Companies have the opportunity to better engage potential customers by presenting products to them in a highly immersive virtual reality (VR) shopping environment. However, a minimal amount is known about why and whether customers will adopt such fully immersive shopping environments. We therefore develop and experimentally validate a theoretical m...
Article
Full-text available
Ouija board sessions are illustrious examples of how subjective feelings of control – the Sense of Agency (SoA) - can be manipulated in real life settings. We present findings from a field experiment at a paranormal conference, where Ouija enthusiasts were equipped with eye trackers while using the Ouija board. Our results show that participants ha...
Conference Paper
For head mounted displays, like they are used in mixed reality applications, eye gaze seems to be a natural interaction modality. EyeMRTK provides building blocks for eye gaze interaction in virtual and augmented reality. Based on a hardware abstraction layer, it allows interaction researchers and developers to focus on their interaction concepts,...
Conference Paper
For head mounted displays, like they are used in mixed reality applications, eye gaze seems to be a natural interaction modality. EyeMRTK provides building blocks for eye gaze interaction in virtual and augmented reality. Based on a hardware abstraction layer, it allows interaction researchers and developers to focus on their interaction concepts,...
Conference Paper
Augmented reality (AR) is a promising tool for many situations in which assistance is needed, as it allows for instructions and feedback to be contextualized. While research and development in this area have been primarily driven by industry, AR could also have a huge impact on those who need assistance the most: cognitively impaired people of all...
Article
Full-text available
Due to mass customization product variety increased steeply in the automotive industry, entailing the increment of worker’s cognitive load during manual assembly tasks. Although worker assistance methods for cognitive automation already exist, they proof insufficient in terms of usability and achieved time saving. Given the rising importance of sim...
Article
Full-text available
Referential success is crucial for collaborative task-solving in shared environments. In face-to-face interactions, humans, therefore, exploit speech, gesture, and gaze to identify a specific object. We investigate if and how the gaze behavior of a human interaction partner can be used by a gaze-aware assistance system to improve referential succes...
Conference Paper
Full-text available
Recently, the significant technological developments of head-mounted displays and tracking systems have boosted a widespread use of immersive virtual reality in the manufacturing industry. Regardless of the respective use-case, however, methods to ensure the validity of the human motion being performed in such virtual environments remain largely un...
Article
One key aspect of the Internet of Things (IoT) is, that human machine interfaces are disentangled from the physicality of the devices. This provides designers with more freedom, but also may lead to more abstract interfaces, as they lack the natural context created by the presence of the machine. Mixed Reality (MR) on the other hand, is a key techn...
Article
Zusammenfassung Seit Jahrzehnten versucht die Universitätsbibliothek Bielefeld neue, innovative Services, meist als digitale Dienste, zu implementieren. Es werden drei beispielhafte Entwicklungen vorgestellt, die basierend auf vorhandener digitaler Expertise und etablierten Netzwerkstrukturen innerhalb der Hochschule kooperative Projekte in Zusamme...
Article
Full-text available
With the rise of immersive visualization techniques, many domains within the manufacturing industry are increasingly validating production processes in virtual reality (VR). The validity of the results gathered in such simulations, however, is widely unknown—in particular, with regard to human locomotion behavior. To bridge this gap, this article p...
Conference Paper
Driven by endeavors towards Industry 4.0, there is increasing interest in augmented reality (AR) as an approach for assistance in areas like picking, assembly and maintenance. In this work our focus is on AR-based assistance in manual assembly. The design space for AR instructions in this context includes, e.g., side-by-side, 3D or projected 2D pre...
Conference Paper
The current best practice for hands-free selection using Virtual and Augmented Reality (VR/AR) head-mounted displays is to use head-gaze for aiming and dwell-time or clicking for triggering the selection. There is an observable trend for new VR and AR devices to come with integrated eye-tracking units to improve rendering, to provide means for atte...
Chapter
The exciting thing about augmented reality (AR) as an emerging technology is that there is not yet a common design language, nor a set of standard functionalities or patterns. Users and designers do not have much experience with AR interfaces. When designing AR projects for customers, this is a huge challenge. It is our conviction that prototypes p...
Technical Report
Full-text available
In einer praxisnahen Ausbildung steht der Transfer des Erlernten, seien es technische, motorische oder kommunikative Fähigkeiten, an vorderster Stelle. Eine besondere Lehrform stellt hier das SkillsLab dar, welches psychomotorische Fähigkeiten und implizites Kontextwissen durch praktisches Handeln, emotionales Lernen, sowie wiederholtes Üben schult...
Conference Paper
Mobile robots start to appear in our everyday life, e.g., in shopping malls, airports, nursing homes or warehouses. Often, these robots are operated by non-technical staff with no prior experience/education in robotics. Additionally, as with all new technology, there is certain reservedness when it comes to accepting robots in our personal space. I...
Conference Paper
Mobile robots start to appear in everyday life, e.g., in shopping malls or nursing homes. Often, they are operated by staff with no prior experience in robotics. False expectations regarding the capabilities of robots, however, may lead to disappointments and reservations when it comes to accepting robots in ones personal space. We make use of stat...
Conference Paper
Full-text available
Ein aufmerksamer Assistent liefert proaktiv relevante Informationen immer genau zum richtigen Zeitpunkt. Er muss dafür über den aktuellen Handlungskontext und das erforderliche Domänenwissen verfügen und in der Lage sein, die aktuelle kognitive Situation des Nutzers gut einschätzen zu können. Die vorliegende Arbeit untersucht unter Einsatz eines He...
Conference Paper
Full-text available
Dieser Artikel befasst sich mit der Frage, ob durch den Einsatz von kontaktfreiem Tracking natürlicher Handbewegungen in einem VR-Trainingsprogramm ein signifikant positiver Einfluss auf Lerneffekt und Nutzererfahrung erzielt werden kann im Vergleich zur Nutzung von Controllern. Als Evaluationsumgebung dient ein virtuelles Labor, in welchem eine me...
Article
Since its inception, explaining the cognitive foundations governing sensory experiences of supernatural agents has been a central topic in the cognitive science of religion. Following recent developments in perceptual psychology, this pre-registered study examines the effects of expectations and sensory reliability on agency detection. Participants...
Article
Technological advances in eye tracking methodology have made it possible to unobtrusively measure consumer visual attention during the shopping process. Mobile eye tracking in field settings however has several limitations, including a highly cumbersome data coding process. In addition, field settings allow only limited control of important interfe...
Conference Paper
Full-text available
Here we demonstrate our Intelligent Coaching Space, an immersive virtual environment in which users learn a motor action (e.g. a squat) under the supervision of a virtual coach. We detail how we assess the ability of the coachee in executing the motor action, how the intelligent coaching space and its features are realized and how the virtual coach...
Conference Paper
Augmented Reality (AR) gains increased attention as a means to provide assistance for different human activities. Hereby the suitability of AR does not only depend on the respective task, but also to a high degree on the respective device. In a standardized assembly task, we tested AR-based in-situ assistance against conventional pictorial instruct...
Chapter
The eyes play an important role both in perception and communication. Technical interfaces that make use of their versatility can bring significant improvements to those who are unable to speak or to handle selection tasks elsewise such as with their hands, feet, noses or tools handled with the mouth. Using the eyes to enter texts into a computer s...
Conference Paper
In many everyday purchase decisions, consumers have to trade-off their decisions between alternatives. For example, consumers often have to decide whether to buy the more expensive high quality product or the less expensive product of lower quality. Marketing researchers are especially interested in finding out how consumers make decisions when fac...
Conference Paper
Intelligent personal assistance systems for manual tasks may support users on multiple levels. A general function is guiding the visual attention of the user towards the item relevant for the next action. This is a challenging task, as the user may be in arbitrary positions and orientations relative to the target. Optical see-through head-mounted-d...
Conference Paper
A limiting factor of current smart glasses-based augmented reality (AR) systems is their small field of view. AR assistance systems designed for tasks such as order picking or manual assembly are supposed to guide the visual attention of the user towards the item that is relevant next. This is a challenging task, as the user may initially be in an...
Conference Paper
Full-text available
In einem kooperativen Lehrprojekt zwischen Fachhochschule und Universität wurde ein immersives Trainingsprogramm für das Head-Mounted-Display (HMD) Samsung Gear VR entwickelt. Anwendungsbeispiel ist die Vorbereitung einer Infusion, wie sie im Rahmen der Lehre für die Pflege geschult wird. Motivatoren sind Einsparungen von Kosten, sowie das Bereitst...
Conference Paper
Full-text available
Augmented-Reality (AR)-fähige Endgeräte durchdringen mittlerweile den Markt. Es gibt jedoch noch viel zu wenig Erfahrungen mit dem Einsatz und der Gestaltung von AR Lösungen. Insbesondere stellen sich Fragen z.B. nach der Relevanz von Field-of-View oder Latenz beim Tracking für die jeweiligen Anwendungskontexte, die früh im Projekt entschieden werd...
Article
Industrie 4.0 (English translation: Industry 4.0) stands for functional integration, dynamic reorganization, and resource efficiency. Technical advances in control and communication create infrastructures that handle more and more tasks automatically. As a result, the complexity of today's and future technical systems is hidden from the user. These...
Conference Paper
With the launch of ultra-portable systems, mobile eye tracking finally has the potential to become mainstream. While eye movements on their own can already be used to identify human activities, such as reading or walking, linking eye movements to objects in the environment provides even deeper insights into human cognitive processing. We present a...
Conference Paper
Heat maps, or more generally, attention maps or saliency maps are an often used technique to visualize eye-tracking data. With heat maps qualitative information about visual processing can be easily visualized and communicated between experts and laymen. They are thus a versatile tool for many disciplines, in particular for usability engineering, a...
Conference Paper
Full-text available
Virtual Reality (VR) has the potential to support motor learning in ways exceeding beyond the possibilities provided by real world environments. New feedback mechanisms can be implemented that support motor learning during the performance of the trainee and afterwards as a performance review. As a consequence, VR environments excel in controlled ev...
Chapter
We present research-in-progress on an attentive in-store mobile recommender system that is integrated into the user’s glasses and worn during purchase decisions. The system makes use of the Attentive Mobile Interactive Cognitive Assistant (AMICA) platform prototype designed as a ubiquitous technology that supports people in their everyday-life. Thi...
Article
The authors describe the creation of a tridimensional fly-through animation across the largest map of galaxies to date. This project represented a challenge: creating a scientifically accurate representation of the galaxy distribution that was aesthetically pleasing. The animation shows almost half a million galaxies as the viewer travels through t...