Browsing by Author "Stuerzlinger, W."
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Conference Object Citation - Scopus: 0Depth3DSketch: Freehand Sketching Out of Arm's Reach in Virtual Reality(Association for Computing Machinery, 2025) Bashar, M.R.; Amini, M.; Stuerzlinger, W.; Sarac, M.; Pfeuffer, K.; Machuca, M.D.B.; Batmaz, A.U.Due to the increasing availability and popularity of virtual reality (VR) systems, 3D sketching applications have also boomed. Most of these applications focus on peripersonal sketching, e.g., within arm’s reach. Yet, sketching in larger scenes requires users to walk around the virtual environment while sketching or to change the sketch scale repeatedly. This paper presents Depth3DSketch, a 3D sketching technique that allows users to sketch objects up to 2.5 m away with a freehand sketching technique. Users can select the sketching depth with three interaction methods: using the joystick on a single controller, the intersection from two controllers, or the intersection from the controller ray and the user’s gaze. We compared these interaction methods in a user study. Results show that users preferred the joystick to select visual depth, but there was no difference in user accuracy or sketching time between the three methods. © 2025 Copyright held by the owner/author(s).Conference Object Citation - Scopus: 5Does Repeatedly Typing the Same Phrase Provide a Good Estimate of Expert Text Entry Performance?(Association for Computing Machinery, 2023) Batmaz, Anıl Ufuk; Batmaz, A.U.; Hudhud Mughrabi, M.; Stuerzlinger, W.; Mechatronics EngineeringTo identify if novel/unfamiliar keyboard layouts like OPTI can outperform QWERTY, lengthy training through longitudinal studies is typically required. To reduce this logistical bottleneck, a popular approach in the literature requires participants to type the same phrase repeatedly. However, it is still unknown whether this approach provides a good estimate of expert performance. To validate this method, we set up a study where participants were tasked with typing the same phrase 96 times for both OPTI and QWERTY. Results showed that this approach has the potential to estimate expert performance for novel/unfamiliar keyboards faster than the traditional approach with different phrases. Yet, we also found that accurate estimates still require training over several days and, therefore, do not eliminate the need for a longitudinal study. Our findings thus show the need for research on faster, easier, and more reliable empirical approaches to evaluate text entry systems. © 2023 Owner/Author.Article Citation - Scopus: 0The Influence of Eye Gaze Interaction Technique Expertise and the Guided Evaluation Method on Text Entry Performance Evaluations(Association for Computing Machinery, 2025) Mutasim, A.K.; Batmaz, A.U.; Hudhud Mughrabi, M.; Stuerzlinger, W.Any investigation of learning unfamiliar text entry systems is affected by the need to train participants on multiple new components simultaneously, such as novel interaction techniques and layouts. The Guided Evaluation Method (GEM) addresses this challenge by bypassing the need to learn layout-specific skills for text entry. However, a gap remains as the GEM's performance has not been assessed in situations where users are unfamiliar with the interaction technique involved, here eye-gaze-based dwell. To address this, we trained participants on only the eye-gaze-based interaction technique over eight days with QWERTY and then evaluated their performance on the OPTI layout with the GEM. Results showed that the unfamiliar OPTI layout outperformed QWERTY, with QWERTY's speed aligning with previous findings, suggesting that interaction technique expertise significantly impacts performance outcomes. Importantly, we also identified that for scenarios where the familiarity with the involved interaction technique(s) is the same, the GEM analyzes the performance of keyboard layouts effectively and quickly identifies the best option. © 2025 ACM.Conference Object Citation - Scopus: 2When Anchoring Fails: Interactive Alignment of Large Virtual Objects in Occasionally Failing AR Systems(Springer Science and Business Media Deutschland GmbH, 2022) Batmaz, Anıl Ufuk; Stuerzlinger, W.; Mechatronics EngineeringAugmented reality systems show virtual object models overlaid over real ones, which is helpful in many contexts, e.g., during maintenance. Assuming all geometry is known, misalignments in 3D poses will still occur without perfectly robust viewer and object 3D tracking. Such misalignments can impact the user experience and reduce the potential benefits associated with AR systems. In this paper, we implemented several interaction algorithms to make manual virtual object alignment easier, based on previously presented methods, such as HoverCam, SHOCam, and a Signed Distance Field. Our approach also simplifies the user interface for manual 3D pose alignment in 2D input systems. The results of our work indicate that our approach can reduce the time needed for interactive 3D pose alignment, which improves the user experience. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.