TY - CHAP A1 - Ullmann, Daniela A1 - Kreimeier, Julian A1 - Götzelmann, Timo A1 - Kipke, Harald T1 - BikeVR : a virtual reality bicycle simulator towards sustainable urban space and traffic planning T2 - Proceedings of Mensch und Computer 2020 N2 - While becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated. Y1 - 2020 SN - 978-1-4503-7540-5 U6 - https://doi.org/10.1145/3404983.3410417 PB - Association for Computing Machinery CY - New York, NY ER - TY - JOUR A1 - Kreimeier, Julian A1 - Bielmeier, Thomas A1 - Götzelmann, Timo T1 - Evaluation of Capacitive Markers Fabricated by 3D Printing, Laser Cutting and Prototyping JF - Inventions: Special Issue Innovations in 3-D Printing N2 - With Tangible User Interfaces, the computer user is able to interact in a fundamentally different and more intuitive way than with usual 2D displays. By grasping real physical objects, information can also be conveyed haptically, i.e., the user not only sees information on a 2D display, but can also grasp physical representations. To recognize such objects (“tangibles”) it is skillful to use capacitive sensing, as it happens in most touch screens. Thus, real objects can be located and identified by the touch screen display automatically. Recent work already addressed such capacitive markers, but focused on their coding scheme and automated fabrication by 3D printing. This paper goes beyond the fabrication by 3D printers and, for the first time, applies the concept of capacitive codes to laser cutting and another immediate prototyping approach using modeling clay. Beside the evaluation of additional properties, we adapt recent research results regarding the optimized detection of tangible objects on capacitive screens. As a result of our comprehensive study, the detection performance is affected by the type of capacitive signal processing (respectively the device) and the geometry of the marker. 3D printing revealed to be the most reliable technique, though laser cutting and immediate prototyping of markers showed promising results. Based on our findings, we discuss individual strengths of each capacitive marker type. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5603 VL - 2018 IS - Volume 3, Issue 1, Article 9 PB - MDPI ER - TY - CHAP A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - FeelVR: Haptic Exploration of Virtual Objects T2 - Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference (PETRA '18) N2 - The interest in virtual and augmented reality increased rapidly in the last years. Recently, haptic interaction and its applications get into focus. In this paper, we suggest the exploration of virtual objects using off-the-shelf VR game controllers. These are held like a pen with both hands and were used to palpate and identify the virtual object. Our study largely coincides with comparable previous work and shows that a ready-to-use VR system can be basically used for haptic exploration. The results indicate that virtual objects are more effectively recognized with closed eyes than with open eyes. In both cases, objects with a bigger morphological difference were identified the most frequently. The limitations due to quality and quantity of tactile feedback should be tackled in future studies that utilize currently developed wearable haptic devices and haptic rendering involving all fingers or even both hands. Thus, objects could be identifiable more intuitively and haptic feedback devices for interacting with virtual objects will be further disseminated. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5611 SN - 978-1-4503-6390-7 VL - 2018 SP - 122 EP - 125 PB - ACM CY - New York ER - TY - CHAP A1 - Kreimeier, Julian A1 - Hammer, Sebastian A1 - Friedmann, Daniel A1 - Karg, Pascal A1 - Bühner, Clemens A1 - Bankel, Lukas A1 - Götzelmann, Timo T1 - Evaluation of Different Types of Haptic Feedback Influencing the Task-based Presence and Performance in Virtual Reality T2 - Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA'19) N2 - Haptic feedback may support immersion and presence in virtual reality (VR) environments. The emerging market of consumer devices offers first devices which are expected to increase the degree of feeling being actually present in a virtual environment. In this paper we introduce a novel evaluation that examines the influence of different types of haptic feedback on presence and performance regarding manual tasks in VR. Therefore, we conducted a comprehensive user study involving 14 subjects, who performed throwing, stacking and object identification tasks in VR with visual (i.e., sensory substitution), vibrotactile or force feedback. We measured the degree of presence and task-related performance metrics. Our results indicate that regarding presence vibrotactile feedback outperforms haptic feedback which performs better than visual feedback only. In addition, force feedback significantly lowered the execution time for the throwing and the stacking task. In object identification tasks, the vibrotactile feedback increased the detection rates compared to the vibrotactile and force feedback, but also increased the required time of identification. Despite the inadequacies of the still young consumer technology, there were nevertheless strong indications of connections between presence, task fulfillment and the type of haptic feedback. Y1 - 2019 SN - 978-1-4503-6232-0 U6 - https://doi.org/10.1145/3316782.3321536 SP - 289 EP - 298 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo T1 - Concept of the Joint Use of Smartphone Camera and Projector for Keyboard Inputs N2 - The efficiency of text input by today’s smartphones is significantly limited by the small extents of the virtual keyboard displayed for allowing alphanumeric inputs. Future smartphones will integrate projectors which allow to project multimedia content as well as the smartphones’ dialogs. This paper introduces a concept to project the whole smartphone’s display onto a surface allowing the user to realize text inputs by interacting with the virtual keyboard projection. This projection is analyzed by standard image processing algorithms. Finally, an experimental implementation shows the feasibility of this concept. KW - Human Computer Interaction KW - Smartphone KW - Projector KW - Virtual keyboard KW - Limited input space KW - Mensch-Maschine-Kommunikation KW - Smartphone KW - Projektionsapparat KW - Tastatur Y1 - 2013 SN - 2147-9097 PB - Gediz University Press CY - Gediz ER - TY - CHAP A1 - Deitsch, Sergiu A1 - Götzelmann, Timo A1 - Gallwitz, Florian T1 - Smartphone Input Using Its Integrated Projector and Built-In Camera N2 - Touch input on modern smartphones can be tedious, especially if the touchscreen is small. Smartphones with integrated projectors can be used to overcome this limitation by projecting the screen contents onto a surface, allowing the user to interact with the projection by means of simple hand gestures. In this work, we propose a novel approach for projector smartphones that allows the user to remotely interact with the smartphone screen via its projection. We detect user's interaction using the built-in camera, and forward detected hand gestures as touch input events to the operating system. In order to avoid costly computations, we additionally use built-in motion sensors. We verify the proposed method using an implementation for the consumer smartphone Samsung Galaxy Beam equipped with a deflection mirror. © 2014 Springer International Publishing. KW - Mobile computing KW - Touch input KW - Projector KW - Smartphone KW - Limited input space KW - App KW - Programmierung KW - Projektionsapparat Y1 - 2014 SN - 978-3-319-07226-5 U6 - https://doi.org/10.1007/978-3-319-07227-2_13 PB - Springer CY - Cham ER - TY - CHAP A1 - Karg, Pascal A1 - Stöhr, Roman A1 - Jonas, Lisa A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Reflect-AR: Insights into Mirror-Based Augmented Reality Instructions to Support Manual Assembly Tasks T2 - Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Manual assembly tasks can be difficult and tedious without assistance. Here, augmented reality (AR) can help to ease the task load and lower the time and error rates by interactive in-situ instructions. Such approaches are often implemented by video or optical see-through AR. In order to test a system that is as low-threshold as possible and easy to implement, we developed a prototype with a mirror display supplemented by a RGB-D camera and evaluated it against an well-established AR HMD (HoloLens 2). For this purpose, in our study 10 participants placed 3D printed bricks via both technologies. The quantitative and qualitative analysis revealed that the fulfillment of this task with a professional, established product AR HMD yet remains unmatched in terms of the time required, error rate, usability and task load due to the prototype status and the remaining technical shortcomings. However, the mirror display setup prototype met with interest from the participants as a novel, but unfamiliar and thus more difficult to use way of interaction. Furthermore, we report implementation challenges and advises. The empirical insights of our prototype and the first-time comparison to an established AR HMD aims to foster refining future work with half-silvered AR mirrors as an little researched field and many different fields of application. Y1 - 2023 U6 - https://doi.org/10.1145/3594806.3594866 SP - 62 EP - 68 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Oumard, Christina A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Pardon? An Overview of the Current State and Requirements of Voice User Interfaces for Blind and Visually Impaired Users T2 - Lecture Notes in Computer Science N2 - People with special needs like blind and visually impaired (BVI) people can particularly benefit from using voice assistants providing spoken information input and output in everyday life. However, it is crucial to understand their needs and include them in developing accessible and useful assistance systems. By conducting an online survey with 146 BVI people, this paper revealed that common voice assistants like Apple’s Siri or Amazon’s Alexa are used by a majority of BVI people and are also considered helpful. In particular, features in audio entertainment, internet access, and everyday life practical things like weather queries, time-related information (e.g., setting an alarm clock), checking calendar entries, and taking notes are particularly often used and appreciated. The participants also indicated that the integration of smart home devices, the optimization of existing functionalities, and voice input are important. Still, also potentially negative aspects such as data privacy and data security are relevant. Therefore, it seems particularly interesting to implement offline data processing as far as possible. Our results contribute to this development by providing an overview of empirically collected requirements for functions and implementation-related aspects. Y1 - 2022 SN - 9783031086472 U6 - https://doi.org/10.1007/978-3-031-08648-9_45 SN - 0302-9743 SP - 388 EP - 398 PB - Springer International Publishing CY - Cham ER - TY - CHAP A1 - Ly, Kim A1 - Karg, Pascal A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Development and Evaluation of a Low-cost Wheelchair Simulator for the Haptic Rendering of Virtual Road Conditions T2 - Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Many streets and buildings are not accessible for wheelchair users, which impedes a major challenge for their mobility. Often, such challenges can be considered during the planning stage, which is why it is important to include this user group in the planning process. Ideally, these planning efforts should also be made visually and haptically navigable using Virtual Reality (VR) technology to allow for better imagination, accurate conclusions, and awareness of wheelchair users. This work optimizes previous approaches so that different roadway conditions can be made haptically perceptible. The proposed prototype provides a non-contact and adjustable brake for simulating inclined planes, which can be adjusted depending on personal and environmental parameters. In addition, it can simulate roads such as cobblestones using a tactile transducer. The individually optimized components were combined into a complete VR system and integrated into a virtual environment for evaluation. The qualitative and quantitative results showed that realistic simulation is possible, but further development steps towards holistic and dissemination-capable hardware and software are needed. To this end, our contribution aims to improve the long-term involvement of wheelchair users in planning processes and increase awareness of their mobility situation. Y1 - 2022 U6 - https://doi.org/10.1145/3529190.3529195 SP - 32 EP - 39 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Karg, Pascal A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Build-and-Touch: A Low-Cost, DIY, Open-Source Approach Towards Touchable Virtual Reality T2 - Proceedings of the 14th PErvasive Technologies Related to Assistive Environments Conference N2 - Virtual Reality (VR) is attracting more and more attention from academic research and practical application with the current availability of low-cost and end-user friendly devices. In terms of haptic (rather than visual) interaction, however, this technology is still in its infancy and there are few devices that are inexpensive and technologically simple to operate, respectively to procure. In this context, we present a concept of how haptic interaction with VR data gloves can also succeed by means of a commercially available web cam, sophisticated tracking software, and homemade low-cost hardware. All hardware and software components are to be obtained inexpensively or are open-source in order to achieve the greatest possible dissemination potential. With this work, we intend to provide an important trigger for future improvements and dissemination in terms of both technology and areas of application. KW - Haptic feedback, virtual reality, data gloves Y1 - 2021 U6 - https://doi.org/10.1145/3453892.3462217 SP - 258 EP - 259 PB - ACM CY - New York, NY, USA ER -