Alexander Plopski

Dr. Alexander Plopski


Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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25 March 2022 in ACM Computing Surveys
Verified
Journal Article
Open access
APAlexander Plopski
Alexander Plopski
THTeresa Hirzle
Teresa Hirzle
NNNahal Norouzi
Nahal Norouzi
LQLong Qian
Long Qian
Gerd BruderGerd Bruder
Gerd Bruder
TLTobias Langlotz
Tobias Langlotz
With innovations in the field of gaze and eye tracking, a new concentration of research in the area of gaze-tracked systems and user interfaces has formed in the field of Extended Reality (XR). Eye trackers are being used to explore novel forms of spatial human–computer interaction, to understand human attention and behavior, and to test expectations and human responses. In this article, we review gaze interaction and eye tracking research related to XR that has been published since 1985, which includes a total of 215 publications. We outline efforts to apply eye gaze for direct interaction with virtual content and design of attentive interfaces that adapt the presented content based on eye gaze behavior and discuss how eye gaze has been utilized to improve collaboration in XR. We outline trends and novel directions and discuss representative high-impact papers in detail.

14 August 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
Dawar KhanDawar Khan
Dawar Khan
APAlexander Plopski
Alexander Plopski
YFYuichiro Fujimoto
Yuichiro Fujimoto
MKMasayuki Kanbara
Masayuki Kanbara
GJGul Jabeen
Gul Jabeen
HKHirokazu Kato
Hirokazu Kato
Triangle meshes are used in many important shape-related applications including geometric modeling, animation production, system simulation, and visualization. However, these meshes are typically generated in raw form with several defects and poor-quality elements, obstructing them from practical application. Over the past decades, different surface remeshing techniques have been presented to improve these poor-quality meshes prior to the downstream utilization. A typical surface remeshing algorithm converts an input mesh into a higher quality mesh with consideration of given quality requirements as well as an acceptable approximation to the input mesh. In recent years, surface remeshing has gained significant attention from researchers and engineers, and several remeshing algorithms have been proposed. However, there has been no survey article on remeshing methods in general with a defined search strategy and article selection mechanism covering the recent approaches in surface remeshing domain with a good connection to classical approaches. In this article, we present a survey on surface remeshing techniques, classifying all collected articles in different categories and analyzing specific methods with their advantages, disadvantages, and possible future improvements. Following the systematic literature review methodology, we define step-by-step guidelines throughout the review process, including search strategy, literature inclusion/exclusion criteria, article quality assessment, and data extraction. With the aim of literature collection and classification based on data extraction, we summarized collected articles, considering the key remeshing objectives, the way the mesh quality is defined and improved, and the way their techniques are compared with other previous methods. Remeshing objectives are described by angle range control, feature preservation, error control, valence optimization, and remeshing compatibility. The metrics used in the literature for the evaluation of surface remeshing algorithms are discussed. Meshing techniques are compared with other related methods via a comprehensive table with indices of the method name, the remeshing challenge met and solved, the category the method belongs to, and the year of publication. We expect this survey to be a practical reference for surface remeshing in terms of literature classification, method analysis, and future prospects.

29 September 2023 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Open access
LSLucchas Ribeiro Skreinig
Lucchas Ribeiro Skreinig
DKDenis Kalkofen
Denis Kalkofen
ASAna Stanescu
Ana Stanescu
PMPeter Mohr
Peter Mohr
FHFrank Heyen
Frank Heyen
APAlexander Plopski
Alexander Plopski
This article presents guitARhero, an Augmented Reality application for interactively teaching guitar playing to beginners through responsive visualizations overlaid on the guitar neck. We support two types of visual guidance, a highlighting of the frets that need to be pressed and a 3D hand overlay, as well as two display scenarios, one using a desktop magic mirror and one using a video see-through head-mounted display. We conducted a user study with 20 participants to evaluate how well users could follow instructions presented with different guidance and display combinations and compare these to a baseline where users had to follow video instructions. Our study highlights the trade-off between the provided information and visual clarity affecting the user’s ability to interpret and follow instructions for fine-grained tasks. We show that the perceived usefulness of instruction integration into an HMD view highly depends on the hardware capabilities and instruction details.

27 August 2021 in Sensors
Verified
Journal Article
Open access
PDF file
NANuwan Attygalle
Nuwan Attygalle
LLLuis A. Leiva
Luis A. Leiva
Matjaž KljunMatjaž Kljun
Matjaž Kljun
CSChristian Sandor
Christian Sandor
APAlexander Plopski
Alexander Plopski
KPKlen Čopič Pucihar
Klen Čopič Pucihar
Physical objects are usually not designed with interaction capabilities to control digital content. Nevertheless, they provide an untapped source for interactions since every object could be used to control our digital lives. We call this the missing interface problem: Instead of embedding computational capacity into objects, we can simply detect users’ gestures on them. However, gesture detection on such unmodified objects has to date been limited in the spatial resolution and detection fidelity. To address this gap, we conducted research on micro-gesture detection on physical objects based on Google Soli’s radar sensor. We introduced two novel deep learning architectures to process range Doppler images, namely a three-dimensional convolutional neural network (Conv3D) and a spectrogram-based ConvNet. The results show that our architectures enable robust on-object gesture detection, achieving an accuracy of approximately 94% for a five-gesture set, surpassing previous state-of-the-art performance results by up to 39%. We also showed that the decibel (dB) Doppler range setting has a significant effect on system performance, as accuracy can vary up to 20% across the dB range. As a result, we provide guidelines on how to best calibrate the radar sensor.

11 May 2024
Verified
Conference Paper
Open access
JSJonathan Sutton
Jonathan Sutton
TLTobias Langlotz
Tobias Langlotz
APAlexander Plopski
Alexander Plopski
KHKasper Hornbæk
Kasper Hornbæk
Providing attention guidance, such as assisting in search tasks, is a prominent use for Augmented Reality. Typically, this is achieved by graphically overlaying geometrical shapes such as arrows. However, providing visual guidance can cause side effects such as attention tunnelling or scene occlusions, and introduce additional visual clutter. Alternatively, visual guidance can adjust saliency but this comes with different challenges such as hardware requirements and environment dependent parameters. In this work we advocate for using flicker as an alternative for real-world guidance using Augmented Reality. We provide evidence for the effectiveness of flicker from two user studies. The first compared flicker against alternative approaches in a highly controlled setting, demonstrating efficacy (N = 28). The second investigated flicker in a practical task, demonstrating feasibility with higher ecological validity (N = 20). Finally, our discussion highlights the opportunities and challenges when using flicker to provide real-world visual guidance using Augmented Reality.

Verified
Journal Article
Open access
PDF file
DRDamien Rompapas
Damien Rompapas
ARAitor Rovira
Aitor Rovira
APAlexander Plopski
Alexander Plopski
CSChristian Sandor
Christian Sandor
TTTakafumi Taketomi
Takafumi Taketomi
SISei Ikeda
Sei Ikeda
Augmented Reality (AR) superimposes computer graphics (CG) onto a user’s view of the real world. A key quality problem in this field is to achieve coherence between reality and CG when the user’s eyes refocus or change pupil size. We designed and evaluated a display that improves coherence by measuring the user’s eye state and continuously adapting CG accordingly. Our tabletop prototype emulates an Optical See-Through Head-Mounted Display, a common AR display device. In our evaluation, participants observed three pillars at different depths. We then challenged them to identify a virtual pillar among the three while freely refocusing their eyes. Results show that our design significantly improved realism. Compared to Light Field Displays, our design aims to simplify display-optics while providing similar quality. We could only partially achieve this goal. We discuss the lessons we learned and how we plan to overcome the remaining challenges. The experimental protocol from our evaluation is useful for display developers as it can be used to measure the coherence of a display.