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Tiare Feuchtner

Publications and source records attributed to Tiare Feuchtner.

4 recordsLinked to original sources

Visualizing Placement Proposals for Window Arrangement in Mixed Reality: A Comparative User Study

Adaptive mixed reality (MR) interfaces typically optimize window layouts on behalf of the user, with limited consideration for individual preferences. A promising alternative keeps users in the loop by presenting layout proposals for them to select from, but how these proposals should be visualized remains underexplored. We compare three proposal-visualization techniques for window placement, Situated Icon Preview, Situated Window Preview, and 3D Preview, against a Manual Positioning baseline. The techniques differ in level of detail and degree of interaction-space context. In a within-subjects user study, 24 participants completed a multi-stage trip-planning task in VR, individually placing seven sequentially introduced windows using each technique. We thereby focus on single-window placement under predefined proposal positions. We measured layouting time, number of layout changes, task load, user experience, and preference, complemented by semi-structured interviews. Although Situated Icon Preview and Situated Window Preview reduced layouting time compared to Manual Positioning - with Situated Window Preview also faster than 3D Preview - participants preferred direct manual control. We discuss the factors shaping this preference (perceived control, cognitive cost, familiarity, and informativeness of the proposal) and outline implications for hybrid approaches, as a promising combination of proposal-based suggestions with manual refinement.

cs.HC

Hybrid User Interfaces: Past, Present, and Future of Complementary Cross-Device Interaction in Mixed Reality

We investigate hybrid user interfaces (HUIs), aiming to establish a cohesive understanding and adopt consistent terminology for this nascent research area. HUIs combine heterogeneous devices in complementary roles, leveraging the distinct benefits of each. Our work focuses on cross-device interaction between 2D devices and mixed reality environments, which are particularly compelling, leveraging the familiarity of traditional 2D platforms while providing spatial awareness and immersion. Although such HUIs have been prominently explored in the context of mixed reality by prior work, we still lack a cohesive understanding of the unique design possibilities and challenges of such combinations, resulting in a fragmented research landscape. We conducted a systematic survey and present a taxonomy of HUIs that combine conventional display technology and mixed reality environments. Based on this, we discuss past and current challenges, the evolution of definitions, and prospective opportunities to tie together the past 30 years of research with our vision of future HUIs.

cs.HC

ARTHUR: Authoring Human-Robot Collaboration Processes with Augmented Reality using Hybrid User Interfaces

While augmented reality shows promise for supporting human-robot collaboration, creating such interactive systems still poses great challenges. Addressing this, we introduce ARTHUR, an open-source authoring tool for augmented reality-supported human-robot collaboration. ARTHUR supports 20 types of multi-modal feedback to convey robot, task, and system state, 10 actions that enable the user to control the robot and system, and 18 conditions for feedback customization and triggering of actions. By combining these elements, users can create interaction spaces, controls, and information visualizations in augmented reality for collaboration with robot arms. With ARTHUR, we propose to combine desktop interfaces and touchscreen devices for effective authoring, with head-mounted displays for testing and in-situ refinements. To demonstrate the general applicability of ARTHUR for human-robot collaboration scenarios, we replicate representative examples from prior work. Further, in an evaluation with five participants, we reflect on the usefulness of our hybrid user interface approach and the provided functionality, highlighting directions for future work.

cs.HC

Impact of Information Placement and User Representations in VR on Performance and Embodiment

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 embodiment and motor performance are influenced by these factors. In a dual-task paradigm, participants executed a motor task, either through virtual hands, virtual controllers, or a keyboard. Simultaneously, they detected visual stimuli appearing in different locations. We found that, while actively performing a motor task in the virtual environment, performance in detecting additional visual stimuli is higher when presented near the user's body. This effect is independent of how the user is represented and only occurs when the user is also engaged in a secondary task. We further found improved motor performance and increased embodiment when interacting through virtual tools and hands in VR, compared to interacting with a keyboard. This study contributes to better understanding the detectability of visual content in VR, depending on its location in the virtual environment, as well as the impact of different user representations on information processing, embodiment, and motor performance.

cs.HC