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Dr. Jonas Auda

Virtual Reality, Drones, Brain-Computer Interfaces – Supervisor: Prof. Dr. Stefan Schneegaß

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Publications

List of publications

Augmented Reality augmented surfaces Augmented Virtuality Brain-Computer Interfaces Bystander Inclusion Collaboration Cross-Reality Systems Deep Learning Drones education EEG Haptics HCI ; Research ; Generative AI ; LLMs ; Stable Diffusion ; ChatGPT human-robot interaction Illusions Locomotion manual sampling Notifications Point Clouds Reality-Virtuality Continuum remote tutoring RGBD sampling Security spatial augmented reality SSVEP teleoperation Toolkit Transitional Interfaces Ubiquitous computing Virtual Reality

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2023

Auda, Jonas; Gruenefeld, Uwe; Faltaous, Sarah; Mayer, Sven; Schneegass, Stefan

A Scoping Survey on Cross-Reality Systems Journal Article

In: ACM Comput. Surv., 2023, ISSN: 0360-0300, (Just Accepted).

Abstract | Links | BibTeX | Tags: Augmented Reality, Augmented Virtuality, Bystander Inclusion, Collaboration, Cross-Reality Systems, Reality-Virtuality Continuum, Transitional Interfaces, Virtual Reality

@article{10.1145/3616536,
title = {A Scoping Survey on Cross-Reality Systems},
author = {Jonas Auda and Uwe Gruenefeld and Sarah Faltaous and Sven Mayer and Stefan Schneegass},
url = {https://doi.org/10.1145/3616536
https://jonasauda.de/wp-content/uploads/2023/09/Auda_CSUR_2023_A_Scoping_Survey_on_Cross-Reality_Systems_Literature_Classification.xlsx},
doi = {10.1145/3616536},
issn = {0360-0300},
year = {2023},
date = {2023-09-01},
urldate = {2023-09-01},
journal = {ACM Comput. Surv.},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
abstract = {Immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) empower users to experience digital realities. Known as distinct technology classes, the lines between them are becoming increasingly blurry with recent technological advancements. New systems enable users to interact across technology classes or transition between them – referred to as cross-reality systems. Nevertheless, these systems are not well-understood. Hence, in this paper, we conducted a scoping literature review to classify and analyze cross-reality systems proposed in previous work. First, we define these systems by distinguishing three different types. Thereafter, we compile a literature corpus of 306 relevant publications, analyze the proposed systems, and present a comprehensive classification, including research topics, involved environments, and transition types. Based on the gathered literature, we extract nine guiding principles that can inform the development of cross-reality systems. We conclude with research challenges and opportunities.},
note = {Just Accepted},
keywords = {Augmented Reality, Augmented Virtuality, Bystander Inclusion, Collaboration, Cross-Reality Systems, Reality-Virtuality Continuum, Transitional Interfaces, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}

Close

Immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) empower users to experience digital realities. Known as distinct technology classes, the lines between them are becoming increasingly blurry with recent technological advancements. New systems enable users to interact across technology classes or transition between them – referred to as cross-reality systems. Nevertheless, these systems are not well-understood. Hence, in this paper, we conducted a scoping literature review to classify and analyze cross-reality systems proposed in previous work. First, we define these systems by distinguishing three different types. Thereafter, we compile a literature corpus of 306 relevant publications, analyze the proposed systems, and present a comprehensive classification, including research topics, involved environments, and transition types. Based on the gathered literature, we extract nine guiding principles that can inform the development of cross-reality systems. We conclude with research challenges and opportunities.

Close

  • https://doi.org/10.1145/3616536
  • https://jonasauda.de/wp-content/uploads/2023/09/Auda_CSUR_2023_A_Scoping_Survey_[...]
  • doi:10.1145/3616536

Close

A Scoping Survey on Cross-Reality Systems

2022

Gruenefeld, Uwe; Auda, Jonas; Mathis, Florian; Schneegass, Stefan; Khamis, Mohamed; Gugenheimer, Jan; Mayer, Sven

VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality Proceedings Article

In: 🏆Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 2022.

Abstract | Links | BibTeX | Tags: Augmented Reality, Augmented Virtuality, Bystander Inclusion, Collaboration, Cross-Reality Systems, Reality-Virtuality Continuum, Transitional Interfaces, Virtual Reality

@inproceedings{gruenefeld2022vrception,
title = {VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality},
author = {Uwe Gruenefeld and Jonas Auda and Florian Mathis and Stefan Schneegass and Mohamed Khamis and Jan Gugenheimer and Sven Mayer},
url = {https://dl.acm.org/doi/10.1145/3491102.3501821},
doi = {10.1145/3491102.3501821},
year = {2022},
date = {2022-04-30},
urldate = {2022-04-30},
booktitle = {🏆Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
series = {Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems},
abstract = {Cross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these systems is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept and toolkit for quick and easy prototyping of cross-reality systems. By simulating all levels of the reality-virtuality continuum entirely in Virtual Reality, our concept overcomes the asynchronicity of realities, eliminating technical obstacles. Our VRception Toolkit leverages this concept to allow rapid prototyping of cross-reality systems and easy remixing of elements from all continuum levels. We replicated six cross-reality papers using our toolkit and presented them to their authors. Interviews with them revealed that our toolkit sufficiently replicates their core functionalities and allows quick iterations. Additionally, remote participants used our toolkit in pairs to collaboratively implement prototypes in about eight minutes that they would have otherwise expected to take days. },
keywords = {Augmented Reality, Augmented Virtuality, Bystander Inclusion, Collaboration, Cross-Reality Systems, Reality-Virtuality Continuum, Transitional Interfaces, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}

Close

Cross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these systems is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept and toolkit for quick and easy prototyping of cross-reality systems. By simulating all levels of the reality-virtuality continuum entirely in Virtual Reality, our concept overcomes the asynchronicity of realities, eliminating technical obstacles. Our VRception Toolkit leverages this concept to allow rapid prototyping of cross-reality systems and easy remixing of elements from all continuum levels. We replicated six cross-reality papers using our toolkit and presented them to their authors. Interviews with them revealed that our toolkit sufficiently replicates their core functionalities and allows quick iterations. Additionally, remote participants used our toolkit in pairs to collaboratively implement prototypes in about eight minutes that they would have otherwise expected to take days.

Close

  • https://dl.acm.org/doi/10.1145/3491102.3501821
  • doi:10.1145/3491102.3501821

Close

VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality

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