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Dive into the research topics where Sebastian Freitag is active.

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Featured researches published by Sebastian Freitag.


symposium on 3d user interfaces | 2014

Reorientation in virtual environments using interactive portals

Sebastian Freitag; Dominik Rausch; Torsten W. Kuhlen

Real walking is the most natural method of navigation in virtual environments. However, physical space limitations often prevent or complicate its continuous use. Thus, many real walking interfaces, among them redirected walking techniques, depend on a reorientation technique that redirects the user away from physical boundaries when they are reached. However, existing reorientation techniques typically actively interrupt the user, or depend on the application of rotation gain that can lead to simulator sickness. In our approach, the user is reoriented using portals. While one portal is placed automatically to guide the user to a safe position, she controls the target selection and physically walks through the portal herself to perform the reorientation. In a formal user study we show that the method does not cause additional simulator sickness, and participants walk more than with point-and-fly navigation or teleportation, at the expense of longer completion times.


symposium on 3d user interfaces | 2016

Collision avoidance in the presence of a virtual agent in small-scale virtual environments

Andrea Bönsch; Benjamin Weyers; Jonathan Wendt; Sebastian Freitag; Torsten W. Kuhlen

Computer-controlled, human-like virtual agents (VAs), are often embedded into immersive virtual environments (IVEs) in order to enliven a scene or to assist users. Certain constraints need to be fulfilled, e.g., a collision avoidance strategy allowing users to maintain their personal space. Violating this flexible protective zone causes discomfort in real-world situations and in IVEs. However, no studies on collision avoidance for small-scale IVEs have been conducted yet. Our goal is to close this gap by presenting the results of a controlled user study in a CAVE. 27 participants were immersed in a small-scale office with the task of reaching the office door. Their way was blocked either by a male or female VA, representing their co-worker. The VA showed different behavioral patterns regarding gaze and locomotion. Our results indicate that participants preferred collaborative collision avoidance: they expect the VA to step aside in order to get more space to pass while being willing to adapt their own walking paths.


international conference on artificial reality and telexistence | 2015

Comparison and evaluation of viewpoint quality estimation algorithms for immersive virtual environments

Sebastian Freitag; Benjamin Weyers; Andrea Bönsch; Torsten W. Kuhlen

The knowledge of which places in a virtual environment are interesting or informative can be used to improve user interfaces and to create virtual tours. Viewpoint Quality Estimation algorithms approximate this information by calculating quality scores for viewpoints. However, even though several such algorithms exist and have also been used, e.g., in virtual tour generation, they have never been comparatively evaluated on virtual scenes. In this work, we introduce three new Viewpoint Quality Estimation algorithms, and compare them against each other and six existing metrics, by applying them to two different virtual scenes. Furthermore, we conducted a user study to obtain a quantitative evaluation of viewpoint quality. The results reveal strengths and limitations of the metrics on actual scenes, and provide recommendations on which algorithms to use for real applications.


symposium on 3d user interfaces | 2016

Automatic speed adjustment for travel through immersive virtual environments based on viewpoint quality

Sebastian Freitag; Benjamin Weyers; Torsten W. Kuhlen

When traveling virtually through large scenes, long distances and different detail densities render fixed movement speeds impractical. However, to manually adjust the travel speed, users have to control an additional parameter, which may be uncomfortable and requires cognitive effort. Although automatic speed adjustment techniques exist, many of them can be problematic in indoor scenes. Therefore, we propose to automatically adjust travel speed based on viewpoint quality, originally a measure of the informativeness of a viewpoint. In a user study, we show that our technique is easy to use, allowing users to reach targets faster and use less cognitive resources than when choosing their speed manually.


IEEE Transactions on Visualization and Computer Graphics | 2016

Examining Rotation Gain in CAVE-like Virtual Environments

Sebastian Freitag; Benjamin Weyers; Torsten W. Kuhlen

When moving through a tracked immersive virtual environment, it is sometimes useful to deviate from the normal one-to-one mapping of real to virtual motion. One option is the application of rotation gain, where the virtual rotation of a user around the vertical axis is amplified or reduced by a factor. Previous research in head-mounted display environments has shown that rotation gain can go unnoticed to a certain extent, which is exploited in redirected walking techniques. Furthermore, it can be used to increase the effective field of regard in projection systems. However, rotation gain has never been studied in CAVE systems, yet. In this work, we present an experiment with 87 participants examining the effects of rotation gain in a CAVE-like virtual environment. The results show no significant effects of rotation gain on simulator sickness, presence, or user performance in a cognitive task, but indicate that there is a negative influence on spatial knowledge especially for inexperienced users. In secondary results, we could confirm results of previous work and demonstrate that they also hold for CAVE environments, showing a negative correlation between simulator sickness and presence, cognitive performance and spatial knowledge, a positive correlation between presence and spatial knowledge, a mitigating influence of experience with 3D applications and previous CAVE exposure on simulator sickness, and a higher incidence of simulator sickness in women.


symposium on spatial user interaction | 2015

BlowClick: A Non-Verbal Vocal Input Metaphor for Clicking

Daniel Zielasko; Sebastian Freitag; Dominik Rausch; Yuen C. Law; Benjamin Weyers; Torsten W. Kuhlen

In contrast to the wide-spread use of 6-DOF pointing devices, free-hand user interfaces in Immersive Virtual Environments (IVE) are non-intrusive. However, for gesture interfaces, the definition of trigger signals is challenging. The use of mechanical devices, dedicated trigger gestures, or speech recognition are often used options, but each comes with its own drawbacks. In this paper, we present an alternative approach, which allows to precisely trigger events with a low latency using microphone input. In contrast to speech recognition, the user only blows into the microphone. The audio signature of such blow events can be recognized quickly and precisely. The results of an user study show that the proposed method allows to successfully complete a standard selection task and performs better than expected against a standard interaction device, the Flystick.


ieee virtual reality conference | 2016

Evaluation of hands-free HMD-based navigation techniques for immersive data analysis

Daniel Zielasko; Sven Horn; Sebastian Freitag; Benjamin Weyers; Torsten W. Kuhlen

To use the full potential of immersive data analysis when wearing a head-mounted display, users have to be able to navigate through the spatial data. We collected, developed and evaluated 5 different hands-free navigation methods that are usable while seated in the analysts usual workplace. All methods meet the requirements of being easy to learn and inexpensive to integrate into existing workplaces. We conducted a user study with 23 participants which showed that a body leaning metaphor and an accelerometer pedal metaphor performed best. In the given task the participants had to determine the shortest path between various pairs of vertices in a large 3D graph.


ieee vgtc conference on visualization | 2016

Tracking space-filling features by two-step optimization

Andrea Schnorr; Sebastian Freitag; Torsten W. Kuhlen; Bernd Hentschel

We present a novel approach for tracking space-filling features, i.e., a set of features covering the entire domain. The assignment between successive time steps is determined by a two-step, global optimization scheme. First, a maximum-weight, maximal matching on a bi-partite graph is computed to provide one-to-one assignments between features of successive time steps. Second, events are detected in a subsequent step; here the matching step serves to restrict the exponentially large set of potential solutions. To this end, we compute an independent set on a graph representing conflicting event explanations. The method is evaluated by tracking dissipation elements, a structure definition from turbulent flow analysis.


Archive | 2015

Comparison and Evaluation of Viewpoint Quality Estimation Algorithms for Immersive Virtual Environments : Additional Material

Sebastian Freitag; Andrea Bönsch; Torsten W. Kuhlen; Benjamin Weyers

The knowledge of which places in a virtual environment are interesting or informative can be used to improve user interfaces and to create virtual tours. Viewpoint Quality Estimation (VQE) algorithms approximate this information by calculating quality scores for viewpoints. In [FWBK15], we introduced three new VQE algorithms, and compared them against each other and six existing techniques, by applying them to two different virtual scenes. Furthermore, we conducted a user study to obtain a quantitative evaluation of viewpoint quality. This document describes the additional material provided for [FWBK15], which includes additional scene information, and raw data from algorithm outputs and the user study.


symposium on 3d user interfaces | 2017

Efficient approximate computation of scene visibility based on navigation meshes and applications for navigation and scene analysis

Sebastian Freitag; Benjamin Weyers; Torsten W. Kuhlen

Scene visibility—the information of which parts of the scene are visible from a certain location—can be used to derive various properties of a virtual environment. For example, it enables the computation of viewpoint quality to determine the informativeness of a viewpoint, helps in constructing virtual tours, and allows to keep track of the objects a user may already have seen. However, computing visibility at runtime may be too computationally expensive for many applications, while sampling the entire scene beforehand introduces a costly precomputation step and may include many samples not needed later on. Therefore, in this paper, we propose a novel approach to precompute visibility information based on navigation meshes, a polygonal representation of a scenes navigable areas. We show that with only limited precomputation, high accuracy can be achieved in these areas. Furthermore, we demonstrate the usefulness of the approach by means of several applications, including viewpoint quality computation, landmark and room detection, and exploration assistance. In addition, we present a travel interface based on common visibility that we found to result in less cybersickness in a user study.

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