2025
Samantha Monty, Dennis Alexander Mevißen, Marc Erich Latoschik,
Improving Mid-Air Sketching in Room-Scale Virtual Reality with Dynamic Color-to-Depth and Opacity Cues
, In
IEEE Transactions on Visualization and Computer Graphics
.
2025.
To be published.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@article{monty2025improving,
title = {Improving Mid-Air Sketching in Room-Scale Virtual Reality with Dynamic Color-to-Depth and Opacity Cues},
author = {Monty, Samantha and Mevißen, Dennis Alexander and Latoschik, Marc Erich},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2025},
note = {To be published.},
url = {}
}
Abstract: Immersive 3D mid-air sketching systems liberate users from the confines of traditional 2D sketching canvases. However, complications from perceptual challenges in Virtual Reality (VR), combined with the ergonomic and cognitive challenges of sketching in all three dimensions in mid-air lower the accuracy and aesthetic quality of 3D sketches. This paper explores how color-to-depth and opacity cues support users to create and perceive freehand, 3D strokes in room-scale sketching, unlocking a full 360° of freedom for creation. We implemented three graphic depth shader cues modifying the (1) alpha, (2) hue, and (3) value levels of a single color to dynamically adjust the color and transparency of meshes relative to their depth from the user. We investigated how these depth cues influence sketch efficiency, sketch quality, and total sketch experience with 24 participants in a comparative, counterbalanced, 4 x 1 within-subjects user study. First, with our graphic depth shader cues we could successfully transfer results of prior research in seated sketching tasks to room-scale scenarios. Our color-to-depth cues improved the similarity of sketches to target models. This highlights the usefulness of the color-to-depth approach even for the increased range of motion and depth in room-scale sketching. Second, our shaders assisted participants to complete tasks faster, spend a greater percentage of task time sketching, reduced the feeling of mental tiredness and improved the feeling of sketch efficiency in room-scale sketching. We discuss these findings and share our insights and conclusions to advance the research on improving spatial cognition in immersive sketching systems.
2024
Samantha Monty, Florian Kern, Marc Erich Latoschik,
Analysis of Immersive Mid-Air Sketching Behavior, Sketch Quality, and
User Experience in Design Ideation Tasks
, In
23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
.
IEEE Computer Society
, 2024.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{monty2024,
title = {Analysis of Immersive Mid-Air Sketching Behavior, Sketch Quality, and
User Experience in Design Ideation Tasks},
author = {Monty, Samantha and Kern, Florian and Latoschik, Marc Erich},
booktitle = {23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR)},
year = {2024},
publisher = {IEEE Computer Society},
url = {https://ieeexplore.ieee.org/document/10765456},
doi = {10.1109/ISMAR62088.2024.00041}
}
Abstract: Immersive 3D sketching systems empower users with tools to create
sketches directly in the air around themselves, in all three dimensions,
using only simple hand gestures. These sketching systems
have the potential to greatly extend the interactive capabilities
of immersive learning environments. The perceptual challenges of
Virtual Reality (VR), however, combined with the ergonomic and
cognitive challenges of creating mid-air 3D sketches reduce the effectiveness
of immersive sketching used for problem-solving, reflection,
and to capture fleeting ideas. We contribute to the understanding
of the potential challenges of mid-air sketching systems in
educational settings, where expression is valued higher than accuracy,
and sketches are used to support problem-solving and to explain
abstract concepts. We conducted an empirical study with 36
participants with different spatial abilities to investigate if the way
that people sketch in mid-air is dependent on the goal of the sketch.
We compare the technique, quality, efficiency, and experience of
participants as they create 3D mid-air sketches in three different
tasks. We examine how users approach mid-air sketching when the
sketches they create serve to convey meaning and when sketches are
merely reproductions of geometric models created by someone else.
We found that in tasks aimed at expressing personal design ideas,
between starting and ending strokes, participants moved their heads
more and their controllers at higher velocities and created strokes
in faster times than in tasks aimed at recreating 3D geometric figures.
They reported feeling less time pressure to complete sketches
but redacted a larger percentage of strokes. These findings serve to
inform the design of creative virtual environments that support reasoning
and reflection through mid-air sketching. With this work, we
aim to strengthen the power of immersive systems that support midair
3D sketching by exploiting natural user behavior to assist users
to more quickly and faithfully convey their meaning in sketches.
2022
Dr Vova, Oyudari, Sarah König, Samantha Monty,
WueDive - Complex systems ``Climate Change and the Effects on Health'' - an innovative teaching project to enhance digital culture in medical education.
, In
AGU Fall Meeting Abstracts
, Vol.
2022
, pp. ED15C-0378
.
2022.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{2022AGUFMED15C0378V,
title = {WueDive - Complex systems ``Climate Change and the Effects on Health'' - an innovative teaching project to enhance digital culture in medical education.},
author = {Vova, Oyudari, Dr and König, Sarah and Monty, Samantha},
booktitle = {AGU Fall Meeting Abstracts},
year = {2022},
volume = {2022},
pages = {ED15C-0378},
url = {}
}
2021
Negin Hamzeheinejad, Daniel Roth, Samantha Monty, Julian Breuer, Anuschka Rodenberg, Marc Erich Latoschik,
The Impact of Implicit and Explicit Feedback on Performance and Experience during VR-Supported Motor Rehabilitation
, In
2021 IEEE Virtual Reality and 3D User Interfaces (VR)
, pp. 382-391
.
IEEE
, 2021.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{hamzeheinejad2021impact,
title = {The Impact of Implicit and Explicit Feedback on Performance and Experience during VR-Supported Motor Rehabilitation},
author = {Hamzeheinejad, Negin and Roth, Daniel and Monty, Samantha and Breuer, Julian and Rodenberg, Anuschka and Latoschik, Marc Erich},
booktitle = {2021 IEEE Virtual Reality and 3D User Interfaces (VR)},
year = {2021},
pages = {382-391},
publisher = {IEEE},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2021-ieeevr-vrgait-feedback-preprint.pdf},
doi = {10.1109/VR50410.2021.00061}
}
Abstract: This paper examines the impact of implicit and explicit feedback in Virtual Reality (VR) on performance and user experience during motor rehabilitation. In this work, explicit feedback consists of visual and auditory cues provided by a virtual trainer, compared to traditional feedback provided by a real physiotherapist. Implicit feedback was generated by the walking motion of the virtual trainer accompanying the patient during virtual walks. Here, the potential synchrony of movements between the trainer and trainee is intended to create an implicit visual affordance of motion adaption. We hypothesize that this will stimulate the activation of mirror neurons, thus fostering neuroadaptive processes. We conducted a clinical user study in a rehabilitation center employing a gait robot. We investigated the performance outcome and subjective experience of four resulting VR-supported rehabilitation conditions: with/without explicit feedback, and with/without implicit (synchronous motion) stimulation by a virtual trainer. We further included two baseline conditions reflecting the current NonVR procedure in the rehabilitation center. Our results show that additional feedback generally resulted in better patient performance, objectively assessed by the necessary applied support force of the robot. Additionally, our VR supported rehabilitation procedure improved enjoyment and satisfaction, while no negative impacts could be observed. Implicit feedback and adapted motion synchrony by the virtual trainer led to higher mental demand, giving rise to hopes of increased neural activity and neuroadaptive stimulation.