Christoph Walter Borst

Prof. Christoph Walter Borst


Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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2 November 2022 in Computers & Graphics
Verified
Journal Article
Open access
SASarker Monojit Asish
Sarker Monojit Asish
Arun K. KulshreshthArun K. Kulshreshth
Arun K. Kulshreshth
CBChristoph Walter Borst
Christoph Walter Borst

5 November 2024 in Virtual Reality
Verified
Journal Article
Open access
PDF file
MMMadhur Mangalam
Madhur Mangalam
SOSanjay Oruganti
Sanjay Oruganti
GBGavin Buckingham
Gavin Buckingham
CBChristoph Walter Borst
Christoph Walter Borst
The realism and immersion of Virtual Reality (VR) experiences depend on the quality of interactions between the virtual hand and virtual objects. The current drawbacks, such as seemingly artificial hand-object interactions and erratic post-collision behaviors of both virtual objects and the virtual hand, curtail the effectiveness of VR in tasks requiring precise manipulation, precluding sustained and successful adoption of VR in precision manual tasks. To address these limitations, we advocate a strategic approach across three related domains: (1) Developing a sufficiently realistic virtual hand model (i.e., a set of rigid bodies or deformable meshes) that can implement the complex movements of a biological hand. (2) Exploiting synergistic patterns of multi-digit motion and contact forces revealed by research on neuroscience, psychophysics, and manual actions to develop hand-object collision handling algorithms. (3) Implementing seamless and fluid releases of whole-hand virtual grasps, especially involving complex grasps and in-hand manipulation tasks. This article explores various aspects of virtual grasping that go beyond traditional physics simulations, proposing innovative solutions to overcome technical barriers across these domains.

6 September 2022 in Virtual Worlds
Verified
Journal Article
Open access
PDF file
SASarker Monojit Asish
Sarker Monojit Asish
Arun K. KulshreshthArun K. Kulshreshth
Arun K. Kulshreshth
CBChristoph Walter Borst
Christoph Walter Borst
Emerging Virtual Reality (VR) displays with embedded eye trackers are currently becoming a commodity hardware (e.g., HTC Vive Pro Eye). Eye-tracking data can be utilized for several purposes, including gaze monitoring, privacy protection, and user authentication/identification. Identifying users is an integral part of many applications due to security and privacy concerns. In this paper, we explore methods and eye-tracking features that can be used to identify users. Prior VR researchers explored machine learning on motion-based data (such as body motion, head tracking, eye tracking, and hand tracking data) to identify users. Such systems usually require an explicit VR task and many features to train the machine learning model for user identification. We propose a system to identify users utilizing minimal eye-gaze-based features without designing any identification-specific tasks. We collected gaze data from an educational VR application and tested our system with two machine learning (ML) models, random forest (RF) and k-nearest-neighbors (kNN), and two deep learning (DL) models: convolutional neural networks (CNN) and long short-term memory (LSTM). Our results show that ML and DL models could identify users with over 98% accuracy with only six simple eye-gaze features. We discuss our results, their implications on security and privacy, and the limitations of our work.

9 September 2024 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
SASarker Monojit Asish
Sarker Monojit Asish
Arun K. KulshreshthArun K. Kulshreshth
Arun K. Kulshreshth
CBChristoph Walter Borst
Christoph Walter Borst
SSShaon Sutradhar
Shaon Sutradhar
Achieving precise real-time localization and ensuring robustness are critical challenges in multi-user mobile AR applications. Leveraging collaborative information to augment tracking accuracy on lightweight devices and fortify overall system robustness emerges as a crucial necessity. In this paper, we propose a robust centralized collaborative rnulti-agent VI-SLAM system for mobile AR interaction and server-side efficient consistent mapping. The system deploys a lightweight VIO frontend on mobile devices for real-time tracking, and a backend running on a remote server to update multiple submaps. When overlapping areas between submaps across agents are detected, the system performs submap fusion to establish a globally consistent map. Additionally, we propose a map registration and fusion strategy based on covisibility areas for online registration and fusion in multi-agent scenarios. To improve the tracking accuracy of the frontend on agent, we introduce a strategy for updating the global map to the local map at a moderate frequency between the camera-rate pose estimation of the frontend VIO and the low-frequency global map optimization, using a tightly coupled strategy to achieve consistency of the multi-agent frontend poses estimation in the global map. The effectiveness of the proposed method is further confirmed by executing backend mapping on the server and deploying VIO frontends on multiple mobile devices for AR demostration. Additionally, we discuss the scalability of the proposed system by analyzing network traffic, synchronization frequency, and other factors at both the agent and server ends.

1 December 2022
Verified
Conference Paper
Open access
AKAdil Khokhar
Adil Khokhar
CBChristoph Walter Borst
Christoph Walter Borst
In a guided virtual field trip, students often need to pay attention to the correct objects in a 3D scene. Distractions or misunderstandings of a virtual agent’s spatial guidance may cause students to miss critical information. We present a generalizable virtual reality (VR) avatar animation architecture that is responsive to a viewer’s eye gaze and we evaluate the rated effectiveness (e.g., naturalness) of enabled agent responses. Our novel annotation-driven sequencing system modifies the playing, seeking, rewinding, and pausing of teacher recordings to create appropriate teacher avatar behavior based on a viewer’s eye-tracked visual attention. Annotations are contextual metadata that modify sequencing behavior during critical time points and can be adjusted in a timeline editor. We demonstrate the success of our architecture with a study that compares 3 different teacher agent behavioral responses when pointing to and explaining objects on a virtual oil rig while an in-game mobile device provides an experiment control mechanism for 2 levels of distractions. Results suggest that users consider teacher agent behaviors with increased interactivity to be more appropriate, more natural, and less strange than default agent behaviors, implying that more elaborate agent behaviors can improve a student’s educational VR experience. Results also provide insights into how or why a minimal response (Pause) and a more dynamic response (Respond) are perceived differently.

31 July 2009 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
CBChristoph Walter Borst
Christoph Walter Borst
JTJan-Phillip Tiesel
Jan-Phillip Tiesel
CBChristopher M. Best
Christopher M. Best
We present and evaluate a new approach for real-time rendering of composable 3D lenses for polygonal scenes. Such lenses, usually called ¿volumetric lenses,¿ are an extension of 2D Magic Lenses to 3D volumes in which effects are applied to scene elements. Although the composition of 2D lenses is well known, 3D composition was long considered infeasible due to both geometric and semantic complexity. Nonetheless, for a scene with multiple interactive 3D lenses, the problem of intersecting lenses must be considered. Intersecting 3D lenses in meaningful ways supports new interfaces such as hierarchical 3D windows, 3D lenses for managing and composing visualization options, or interactive shader development by direct manipulation of lenses providing component effects. Our 3D volumetric lens approach differs from other approaches and is one of the first to address efficient composition of multiple lenses. It is well-suited to head-tracked VR environments because it requires no view-dependent generation of major data structures, allowing caching and reuse of full or partial results. A Composite Shader Factory module composes shader programs for rendering composite visual styles and geometry of intersection regions. Geometry is handled by Boolean combinations of region tests in fragment shaders, which allows both convex and nonconvex CSG volumes for lens shape. Efficiency is further addressed by a Region Analyzer module and by broad-phase culling. Finally, we consider the handling of order effects for composed 3D lenses.