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Martin Feick

Doctoral Researcher

German Research Center for Artificial Intelligence

Martin Feick

Doctoral Researcher

Saarland Informatics Campus

German Research Center for Artificial Intelligence

My name is Martin Feick, and I am a PhD candidate in the Ubiquitous Media Technology Lab (UMTL) at Saarland University, and a member of the Cognitive Assistants Department at the German Research Center for Artificial Intelligence (DFKI).

I finished my Master’s Thesis research in Human-Computer Interaction (HCI) at the University College London, UCLIC (United Kingdom). During my master studies, I also worked part-time as a HCI researcher at Saarland University, HCI-lab. I previously spent six months in the ILab at the University of Calgary (Canada) writing my Bachelor’s thesis. I hold a Master and Bachelor of Sciences in Applied Computer Science from the Saarland University of Applied Sciences.

My Research

“My research interests lie in bringing the gap between the real- and virtual world by designing and developing haptic devices and concepts pushing towards virtual environments that are indistinguishable from the real world. Particularly, I combine XR, fabrication and illusions techniques to craft novel interfaces that enable people to experience virtual content in more realistic, intuitive and direct ways.

Portfolio

Visuo-haptic Illusions for Linear Translation and Stretching using Physical Proxies in Virtual Reality:

Providing haptic feedback when manipulating virtual objects is an essential part of immersive virtual reality experiences; however, it is challenging to replicate all of an object’s properties and characteristics. We propose the use of visuo-haptic illusions alongside physical proxies to enhance the scope of proxy-based interactions with virtual objects. 

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In this work, we focus on two manipulation techniques, linear translation and stretching across different distances, and investigate how much discrepancy between the physical proxy and the virtual object may be introduced without participants noticing. In a study with 24 participants, we found that manipulation technique and travel distance significantly affect the detection thresholds, and that visuo-haptic illusions impact performance and accuracy. We show that this technique can be used to enable functional proxy objects that act as stand-ins for multiple virtual objects, illustrating the technique through a showcase VR-DJ application.

vrQuestionnaireToolkit

The Virtual Reality Questionnaire Toolkit:

In this work, we present the VRQuestionnaireToolkit, which enables the research community to easily collect subjective measures within virtual reality (VR). We contribute a highly customizable and reusable open-source toolkit which can be integrated in existing VR projects rapidly.

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The toolkit comes with a pre-installed set of standard questionnaires such as NASA TLX, SSQ and SUS Presence questionnaire. Our system aims to lower the entry barrier to use questionnaires in VR and to significantly reduce development time and cost needed to run pre-, in between- and post-study questionnaires.

TanGi: Tangible Proxies For Embodied Object Exploration And Manipulation In Virtual Reality:

Exploring and manipulating complex virtual objects is challenging due to limitations of conventional controllers and free-hand interaction techniques. We present the TanGi toolkit which enables novices to rapidly build physical proxy objects using Composable Shape Primitives.

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TanGi also provides Manipulators allowing users to build objects including movable parts, making them suitable for rich object exploration and manipulation in VR. With a set of different use cases and applications we show the capabilities of the TanGi toolkit and evaluate its use. In a study with 16 participants, we demonstrate that novices can quickly build physical proxy objects using the Composable Shape Primitives and explore how different levels of object embodiment affect virtual object exploration. In a second study with 12 participants we evaluate TanGi’s Manipulators and investigate the effectiveness of embodied interaction. Findings from this study show that TanGi’s proxies outperform traditional controllers and were generally favored by participants.

Tactlets: Adding Tactile Feedback to 3D Objects Using Custom Printed Controls:

Rapid prototyping of haptic output on 3D objects promises to enable a more widespread use of the tactile channel for ubiquitous, tangible, and wearable computing. Existing prototyping approaches, however, have limited tactile output capabilities, require advanced skills for design and fabrication, or are incompatible with curved object geometries.

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 In this paper, we present a novel digital fabrication approach for printing custom, high-resolution controls for electro-tactile output with integrated touch sensing on interactive objects. It supports curved geometries of everyday objects. We contribute a design tool for modeling, testing, and refining tactile input and output at a high level of abstraction, based on parameterized electro-tactile controls. We further contribute an inventory of 10 parametric Tactlet controls that integrate sensing of user input with real-time electro-tactile feedback. We present two approaches for printing Tactlets on 3D objects, using conductive inkjet printing or FDM 3D printing. Empirical results from a psychophysical study and findings from two practical  application cases confirm the functionality and practical feasibility of the Tactlets approach.

Perspective on and Re-Orientation of Physical Proxies in Object-Focused Remote Collaboration:

Remote collaborators working together on physical object have difficulty building shared understanding of what each person is talking about. Conventional video chat systems are insufficient for many situations because they present a single view of the object in a flattened image.

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To understand how this limited perspective affects collaboration, we designed the Remote Manipulator (ReMa), which can reproduce orientation manipulations on a proxy object at a remote site. We conducted two studies with ReMa, with two main findings. First, a shared perspective is more effective and preferred compared to the opposing perspective offered by conventional video chat systems. Second, the physical proxy and video chat complement one another in a combined system: people used the physical proxy to understand object, and used video chat to perform gestures and confirm remote actions.

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