
Tiare FeuchtnerUniversity of Konstanz · Department of Computer and Information Science
Tiare Feuchtner
PhD
About
35
Publications
11,980
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356
Citations
Introduction
Tiare Feuchtner is Assistant Professor at the University of Konstanz. Her main interest as a computer scientist lies in HCI (human computer interaction) - in particular relating to immersive virtual reality and augmented reality. She study the impact of virtual user representations on the sense of self in immersive mixed reality experiences and research approaches for digital assistance in industry scenarios.
Additional affiliations
March 2015 - June 2018
Publications
Publications (35)
Determining the correct orientation of objects can be critical to succeed in tasks like assembly and quality assurance. In particular, near-symmetrical objects may require careful inspection of small visual features to disambiguate their orientation. We propose CADTrack, a digital assistant for providing instructions and support for tasks where the...
Hybrid user interfaces combine the visual and interaction spaces of complementary device technologies (such as augmented reality headsets and handheld devices) to take advantage of the strong points of each. The simultaneous use of multiple interactive devices with input and output capabilities offers a large design space for novel interaction tech...
We present Colibri, an open source networking toolkit for data exchange , model synchronization, and voice transmission to support rapid development of distributed cross reality research prototypes. Development of such prototypes often involves multiple heterogeneous components, which necessitates data exchange across a network. However, existing n...
Smartphones conveniently place large information spaces in the palms of our hands. While research has shown that larger screens positively affect spatial memory, workload, and user experience, smartphones remain fairly compact for the sake of device ergonomics and portability. Thus, we investigate the use of hybrid user interfaces to virtually incr...
Workspace awareness is critical for remote assistance with physical tasks, yet it remains difficult to facilitate. For example, if the remote helper is limited to the single viewpoint provided by the worker’s hand-held or head-mounted camera, she lacks the ability to gain an overview of the workspace. This may be addressed by granting the helper vi...
With increasing complexity in visual computing tasks, a single device may not be sufficient to adequately support the user’s workflow. Here, we can employ multi-device ecologies such as cross-device interaction, where a workflow can be split across multiple devices, each dedicated to a specific role. But what makes these multi-device ecologies comp...
Adaptive visualization and interfaces pervade our everyday tasks to improve interaction from the point of view of user performance and experience. This approach allows using several user inputs, whether physiological , behavioral, qualitative, or multimodal combinations , to enhance the interaction. Due to the multitude of approaches, we outline th...
Arm discomfort is a common issue in Cross Reality applications involving prolonged mid-air interaction. Solving this problem is difficult because of the lack of tools and guidelines for 3D user interface design. Therefore, we propose a method to make existing ergonomic metrics available to creators during design by estimating the interaction cost a...
Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-m...
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a user study and further explore the impact of the user's representation during interaction. We also analyze how em...
Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users to interact with computers such as PCs, game consoles or virtual reality systems. We analyze the role of these various objects from a user perspective under the unifying concept of “User Representations”. These representations are virtual objects that artif...
We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-le...
Through technological advancements more and more companies consider virtual reality (VR) for training of their workforce, in particular for situations that occur rarely, are dangerous, expensive, or very difficult to recreate in the real world. This creates the need for understanding the potentials and limitations of VR training and establish best...
We present a digital assistance approach for applied metrology on near-symmetrical objects. In manufacturing, systematically measuring products for quality assurance is often a manual task, where the primary challenge for the workers lies in accurately identifying positions to measure and correctly documenting these measurements. This paper focuses...
We present Ownershift, an interaction technique for easing overhead manipulation in virtual reality, while preserving the illusion that the virtual hand is the user's own hand. In contrast to previous approaches, this technique does not alter the mapping of the virtual hand position for initial reaching movements towards the target. Instead, the vi...
This thesis explores the body ownership illusion during interaction in virtual and augmented reality; in particular, how the body ownership illusion can be leveraged to overcome the limitations of our physical bodies and to create more efficient and engaging interactions. Body ownership is the feeling that we inhabit a physical body through which w...
In this paper, we explore how users can control remote devices
with a virtual long arm, while preserving the perception
that the artificial arm is actually part of their own body. Instead
of using pointing, speech, or a remote control, the users’
arm is extended in augmented reality, allowing access to devices
that are out of reach. Thus, we allow...
We present a quantitative and qualitative analysis of interruptions of interaction with a public display game, and explore the use of a manual pause mode in this scenario. In previous public display installations we observed users frequently interrupting their interaction. To explore ways of supporting such behavior, we implemented a gesture contro...
Drunken Ed is a 2D balance game specifically designed for public displays in which the player has to balance a swaying drunkard with her body pose. We show that this casual game is well suited for public context and that camera based body tracking offers convenient interaction techniques for large screen displays. The game setting with its drunken...