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Florian Geiselhart

Researcher at University of Ulm

Publications -  14
Citations -  287

Florian Geiselhart is an academic researcher from University of Ulm. The author has contributed to research in topics: Virtual reality & Haptic technology. The author has an hindex of 7, co-authored 14 publications receiving 190 citations.

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Proceedings ArticleDOI

Breaking the Tracking: Enabling Weight Perception using Perceivable Tracking Offsets

TL;DR: This work proposes a solely software based approach of simulating weight in VR by deliberately using perceivable tracking offsets that nudge users to lift their arm higher and result in a visual and haptic perception of weight.
Proceedings ArticleDOI

A Design Space for Gaze Interaction on Head-mounted Displays

TL;DR: This work presents the first design space for gaze interaction on HMDs, which covers human depth perception and technical requirements in two dimensions aiming to identify challenges and opportunities for interaction design and serves as an important guideline for researchers and practitioners working on gaze interaction in AR/VR.
Proceedings ArticleDOI

Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware

TL;DR: The results show that it is indeed possible to communicate kinesthetic feedback by visual and tactile cues only and even induce its perception, and while visual clipping was generally unappreciated, the approach led to significant increases of enjoyment and presence.
Journal ArticleDOI

On the Use of Multi-Depth-Camera Based Motion Tracking Systems in Production Planning Environments

TL;DR: A novel multi-depth-camera approach, able to register itself only by observing the worker's trajectory, which is able to reliably track the worker movements across a large space and also optimize the skeletal tracking is proposed.
Proceedings ArticleDOI

The matrix has you: realizing slow motion in full-body virtual reality

TL;DR: This work slowed down the virtual representation of a user by applying a velocity based low pass filter and by visually redirecting the motion by slowing down visual feedback of user movements to help with realism, enjoyment or presence.