Paper

Während und mach meinem Studium habe ich immer wieder die Möglichkeit bekommen, Paper zu schreiben bzw. mitzuschreiben. Aktuell haben wir ein Paper zum Thema „AR-Erweiterungen bei Mobile-Games“ eingereicht, mal schauen ob es genommen wird. Aus meiner Master-Thesis sind zwei Veröffentlichungen entstanden, mit VR- und Stereo-Wahrnehmung befassen sich die anderen beiden Paper.

Journal: Investigating Multimodal Warnings for Distracted Smartphone Users on the Move in Potentially Dangerous Situations

The use of smart devices has become an integrated part of our everyday life. Communication is now possible any place and any time. The distraction caused by these devices, however, can lead to potentially dangerous situations. To mitigate these situations, various researchers have proposed and developed solutions to analyze the environment and to alert the user if a situation is evaluated dangerous. While seeking technical solutions, the concerns of the users are usually not addressed. With our studies we put the needs of the user into focus and investigated the acceptance, potential dangers, events to be warned about, type of warning, reaction time and legal regulations.

Journalbeitrag

Paper: Willingness of Distracted Smartphone Users on the Move to be Interrupted in Potentially Dangerous Situations

The use of smart devices has become an integrated part of our everyday life. Communication is now possible everywhere at any time. The distraction caused by these devices, however, can lead to potentially dangerous situations. To mitigate these situations various researchers have proposed and developed solutions to analyze the environment and to alert the user if a situation is determined dangerous. While seeking technical solutions the concerns of the users are usually not addressed. With our study we put the belongings of the user into focus and investigated the acceptance and other issues of such type of applications. We found that environment awareness for users receiving warnings over those who do not can be significantly improvement. We found that 56% of the participants who tested a safety application and received warnings would use it while only 46% would use it a-priori without experiencing it. We can also confirm that females are more willing to use a safety application in comparison to men.

Paper

Paper: Evaluation of observers‘ sensitivity to lens distortion discrepancies in stereoscopic moving pictures

 

One potential factor of distorted stereoscopic perception of a 3D movie may be slightly different lens aberrations between the two lenses of the stereoscopic camera. We considered typical lens distortions discrepancies of several stereoscopic camera types ranging from cine to small action cameras. The determination of a detection threshold of different groups of observers with respect to gender, stereoscopic ability, media affinity, etc. was a main research topic. In one of our subjective assessments we used a gaze tracking system by which the eye movement of the observers could be roughly determined. We found out that image texture and content-driven gaze sequence had a strong impact on observer’s detection of stereoscopic aberrations. Minimal lens distortion discrepancy was already detected by at least 15.4% of the participants. The number of irritation statements increased with the magnitude of discrepancy. Observers showed highest sensitivity in still images or smooth camera travelling presenting many simple geometric objects. Still, up to 29% of the participants seemed to be quite immune against lens distortion discrepancies in spite of good stereo acuity as proven in Randot Stereo Vision test.

Paper

Virtual Reality – Quo Vadis? How to Address the Complete Audience of an Emerging Technology

With the introduction of the HTC Vive and Oculus Rift in 2016 the old technology (Sutherland 1965) of Virtual Reality (VR) has experienced quite a boost: it seems foreseeable that the once “ geek and nerd “ (Mizer 2013) technology will attract a growing consumer audience and is going to find its place within the universe of entertainment. However, when consumer VR applications are presented the two focused key audiences are on the one hand the cliché young male (intended use: gaming) (Hern 2014) on the other hand high end professionals (intended use: engineering, etc.). If this trend continues not only a majority of potential users will be excluded but rather the applications and their content cannot tap the full potential of this technology at all.

Paper