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Dive into the research topics where Gerd Bruder is active.

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Featured researches published by Gerd Bruder.


IEEE Transactions on Visualization and Computer Graphics | 2010

Estimation of Detection Thresholds for Redirected Walking Techniques

Frank Steinicke; Gerd Bruder; Jason Jerald; Harald Frenz; Markus Lappe

In immersive virtual environments (IVEs), users can control their virtual viewpoint by moving their tracked head and walking through the real world. Usually, movements in the real world are mapped one-to-one to virtual camera motions. With redirection techniques, the virtual camera is manipulated by applying gains to user motion so that the virtual world moves differently than the real world. Thus, users can walk through large-scale IVEs while physically remaining in a reasonably small workspace. In psychophysical experiments with a two-alternative forced-choice task, we have quantified how much humans can unknowingly be redirected on physical paths that are different from the visually perceived paths. We tested 12 subjects in three different experiments: (E1) discrimination between virtual and physical rotations, (E2) discrimination between virtual and physical straightforward movements, and (E3) discrimination of path curvature. In experiment E1, subjects performed rotations with different gains, and then had to choose whether the visually perceived rotation was smaller or greater than the physical rotation. In experiment E2, subjects chose whether the physical walk was shorter or longer than the visually perceived scaled travel distance. In experiment E3, subjects estimate the path curvature when walking a curved path in the real world while the visual display shows a straight path in the virtual world. Our results show that users can be turned physically about 49 percent more or 20 percent less than the perceived virtual rotation, distances can be downscaled by 14 percent and upscaled by 26 percent, and users can be redirected on a circular arc with a radius greater than 22 m while they believe that they are walking straight.


symposium on 3d user interfaces | 2009

Arch-Explore: A natural user interface for immersive architectural walkthroughs

Gerd Bruder; Frank Steinicke; Klaus H. Hinrichs

In this paper we propose the Arch-Explore user interface, which supports natural exploration of architectural 3D models at different scales in a real walking virtual reality (VR) environment such as head-mounted display (HMD) or CAVE setups. We discuss in detail how user movements can be transferred to the virtual world to enable walking through virtual indoor environments. To overcome the limited interaction space in small VR laboratory setups, we have implemented redirected walking techniques to support natural exploration of comparably large-scale virtual models. Furthermore, the concept of virtual portals provides a means to cover long distances intuitively within architectural models. We describe the software and hardware setup and discuss benefits of Arch-Explore.


ieee virtual reality conference | 2012

A taxonomy for deploying redirection techniques in immersive virtual environments

Evan A. Suma; Gerd Bruder; Frank Steinicke; David M. Krum; Mark T. Bolas

Natural walking can provide a compelling experience in immersive virtual environments, but it remains an implementation challenge due to the physical space constraints imposed on the size of the virtual world. The use of redirection techniques is a promising approach that relaxes the space requirements of natural walking by manipulating the users route in the virtual environment, causing the real world path to remain within the boundaries of the physical workspace. In this paper, we present and apply a novel taxonomy that separates redirection techniques according to their geometric flexibility versus the likelihood that they will be noticed by users. Additionally, we conducted a user study of three reorientation techniques, which confirmed that participants were less likely to experience a break in presence when reoriented using the techniques classified as subtle in our taxonomy. Our results also suggest that reorientation with change blindness illusions may give the impression of exploring a more expansive environment than continuous rotation techniques, but at the cost of negatively impacting spatial knowledge acquisition.


applied perception in graphics and visualization | 2009

Transitional environments enhance distance perception in immersive virtual reality systems

Frank Steinicke; Gerd Bruder; Klaus H. Hinrichs; Markus Lappe; Brian Ries; Victoria Interrante

Several experiments have provided evidence that ego-centric distances are perceived as compressed in immersive virtual environments relative to the real world. The principal factors responsible for this phenomenon have remained largely unknown. However, recent experiments suggest that when the virtual environment (VE) is an exact replica of a users real physical surroundings, the persons distance perception improves. Furthermore, it has been shown that when users start their virtual reality (VR) experience in such a virtual replica and then gradually transition to a different VE, their sense of presence in the actual virtual world increases significantly. In this case the virtual replica serves as a transitional environment between the real and virtual world. In this paper we examine whether a persons distance estimation skills can be transferred from a transitional environment to a different VE. We have conducted blind walking experiments to analyze if starting the VR experience in a transitional environment can improve a persons ability to estimate distances in an immersive VR system. We found that users significantly improve their distance estimation skills when they enter the virtual world via a transitional environment.


international conference on human-computer interaction | 2013

Touching the Void Revisited: Analyses of Touch Behavior on and above Tabletop Surfaces

Gerd Bruder; Frank Steinicke; Wolfgang Stuerzlinger

Recent developments in touch and display technologies made it possible to integrate touch-sensitive surfaces into stereoscopic three-dimensional (3D) displays. Although this combination provides a compelling user experience, interaction with stereoscopically displayed objects poses some fundamental challenges. If a user aims to select a 3D object, each eye sees a different perspective of the same scene. This results in two distinct projections on the display surface, which raises the question where users would touch in 3D or on the two-dimensional (2D) surface to indicate the selection. In this paper we analyze the relation between the 3D positions of stereoscopically displayed objects and the on- as well as off-surface touch areas. The results show that 2D touch interaction works better close to the screen but also that 3D interaction is more suitable beyond 10cm from the screen. Finally, we discuss implications for the development of future touch-sensitive interfaces with stereoscopic display.


IEEE Transactions on Visualization and Computer Graphics | 2011

Natural Perspective Projections for Head-Mounted Displays

Frank Steinicke; Gerd Bruder; Scott A. Kuhl; Peter Willemsen; Markus Lappe; Klaus H. Hinrichs

The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE has to be adjusted to the limitations caused by the HMD characteristics. In particular, the geometric field of view (GFOV), which defines the virtual aperture angle used for rendering of the 3D scene, is set up according to the display field of view (DFOV). A discrepancy between these two fields of view distorts the geometry of the VE in a way that either minifies or magnifies the imagery displayed to the user. It has been shown that this distortion has the potential to affect a users perception of the virtual space, sense of presence, and performance on visual search tasks. In this paper, we analyze the users perception of a VE displayed in a HMD, which is rendered with different GFOVs. We introduce a psychophysical calibration method to determine the HMDs actual field of view, which may vary from the nominal values specified by the manufacturer. Furthermore, we conducted two experiments to identify perspective projections for HMDs, which are identified as natural by subjects-even if these perspectives deviate from the perspectives that are inherently defined by the DFOV. In the first experiment, subjects had to adjust the GFOV for a rendered virtual laboratory such that their perception of the virtual replica matched the perception of the real laboratory, which they saw before the virtual one. In the second experiment, we displayed the same virtual laboratory, but restricted the viewing condition in the real world to simulate the limited viewing condition in a HMD environment. We found that subjects evaluate a GFOV as natural when it is larger than the actual DFOV of the HMD-in some cases up to 50 percent-even when subjects viewed the real space with a limited field of view.


acm symposium on applied perception | 2012

Analyzing effects of geometric rendering parameters on size and distance estimation in on-axis stereographics

Gerd Bruder; Andreas Pusch; Frank Steinicke

Accurate perception of size and distance in a three-dimensional virtual environment is important for many applications. However, several experiments have revealed that spatial perception of virtual environments often deviates from the real world, even when the virtual scene is modeled as an accurate replica of a familiar physical environment. While previous research has elucidated various factors that can facilitate perceptual shifts, the effects of geometric rendering parameters on spatial cues are still not well understood. In this paper, we model and evaluate effects of spatial transformations caused by variations of the geometric field of view and the interpupillary distance in on-axis stereographic display environments. We evaluated different predictions in a psychophysical experiment in which subjects were asked to judge distance and size properties of virtual objects placed in a realistic virtual scene. Our results suggest that variations in the geometric field of view have a strong influence on distance judgments, whereas variations in the geometric interpupillary distance mainly affect size judgments.


IEEE Transactions on Visualization and Computer Graphics | 2012

Redirecting Walking and Driving for Natural Navigation in Immersive Virtual Environments

Gerd Bruder; Victoria Interrante; Lane Phillips; Frank Steinicke

Walking is the most natural form of locomotion for humans, and real walking interfaces have demonstrated their benefits for several navigation tasks. With recently proposed redirection techniques it becomes possible to overcome space limitations as imposed by tracking sensors or laboratory setups, and, theoretically, it is now possible to walk through arbitrarily large virtual environments. However, walking as sole locomotion technique has drawbacks, in particular, for long distances, such that even in the real world we tend to support walking with passive or active transportation for longer-distance travel. In this article we show that concepts from the field of redirected walking can be applied to movements with transportation devices. We conducted psychophysical experiments to determine perceptual detection thresholds for redirected driving, and set these in relation to results from redirected walking. We show that redirected walking-and-driving approaches can easily be realized in immersive virtual reality laboratories, e. g., with electric wheelchairs, and show that such systems can combine advantages of real walking in confined spaces with benefits of using vehiclebased self-motion for longer-distance travel.


cyberworlds | 2009

Enhancing Presence in Head-Mounted Display Environments by Visual Body Feedback Using Head-Mounted Cameras

Gerd Bruder; Frank Steinicke; Kai Rothaus; Klaus H. Hinrichs

A fully-articulated visual representation of a user in an immersive virtual environment (IVE) can enhance the users subjective sense of feeling present in the virtual world. Usually this requires the user to wear a full-body motion capture suit to track real-world body movements and to map them to a virtual body model. In this paper we present an augmented virtuality approach that allows to incorporate a realistic view of oneself in virtual environments using cameras attached to head mounted displays. The described system can easily be integrated into typical virtual reality setups. Egocentric camera images captured by a video-see-through system are segmented in real-time into foreground, showing parts of the users body, e. g., her hands or feet, and background. The segmented foreground is then displayed as inset in the users current view of the virtual world. Thus the user is able to see her physical body in an arbitrary virtual world, including individual characteristics such as skin pigmentation and hairiness.


ieee virtual reality conference | 2010

Change blindness phenomena for stereoscopic projection systems

Frank Steinicke; Gerd Bruder; Klaus H. Hinrichs; Peter Willemsen

In visual perception, change blindness describes the phenomenon that persons viewing a visual scene may apparently fail to detect significant changes in that scene. These phenomena have been observed in both computer generated imagery and real-world scenes. Several studies have demonstrated that change blindness effects occur primarily during visual disruptions such as blinks or saccadic eye movements. However, until now the influence of stereoscopic vision on change blindness has not been studied thoroughly in the context of visual perception research. In this paper we introduce change blindness techniques for stereoscopic projection systems, providing the ability to substantially modify a virtual scene in a manner that is difficult for observers to perceive. We evaluate techniques for passive and active stereoscopic viewing and compare the results to those of monoscopic viewing conditions. For stereoscopic viewing conditions, we found that change blindness phenomena occur with the same magnitude as in monoscopic viewing conditions. Furthermore, we have evaluated the potential of the presented techniques for allowing abrupt, and yet significant, changes of a stereoscopically displayed virtual reality environment.

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Scott A. Kuhl

Michigan Technological University

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