Sven Kratz

Sven Kratz

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Sven Kratz

Snap Inc., Seattle, WA, USA

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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4 April 2009
Verified
Conference Paper
Open access
PDF file
SKSven Kratz
Sven Kratz
RBRafael Ballagas
Rafael Ballagas

24 August 2015
Verified
Conference Paper
Open access
PDF file
SKSven Kratz
Sven Kratz
DADaniel Avrahami
Daniel Avrahami
DKDon Kimber
Don Kimber
JVJim Vaughan
Jim Vaughan
PPPatrick Proppe
Patrick Proppe
DSDon Severns
Don Severns
In this paper we report findings from two user studies that explore the problem of establishing common viewpoint in the context of a wearable telepresence system. In our first study, we assessed the ability of a local person (the guide) to identify the view orientation of the remote person by looking at the physical pose of the telepresence device. In the follow-up study, we explored visual feedback methods for communicating the relative viewpoints of the remote user and the guide via a head-mounted display. Our results show that actively observing the pose of the device is useful for viewpoint estimation. However, in the case of telepresence devices without physical directional affordances, a live video feed may yield comparable results. Lastly, more abstract visualizations lead to significantly longer recognition times, but may be necessary in more complex environments.

19 April 2023
Verified
Conference Paper
Open access
SRSamantha Reig
Samantha Reig
ECErica Principe Cruz
Erica Principe Cruz
MPMelissa M. Powers
Melissa M. Powers
JHJennifer He
Jennifer He
TCTimothy Chong
Timothy Chong
AMAndrés Monroy-Hernández
Andrés Monroy-Hernández

19 April 2023
Verified
Conference Paper
Open access
YLYimeng Liu
Yimeng Liu
JRJacob Ritchie
Jacob Ritchie
SKSven Kratz
Sven Kratz
MSMisha Sra
Misha Sra
BSBrian A. Smith
Brian A. Smith
RVRajan Vaish
Rajan Vaish
Capturing and reliving memories allow us to record, understand and share our past experiences. Currently, the most common approach to revisiting past moments is viewing photos and videos. These 2D media capture past events that reflect a recorder’s first-person perspective. The development of technology for accurately capturing 3D content presents an opportunity for new types of memory reliving, allowing greater immersion without perspective limitations. In this work, we adopt 2D and 3D moment-recording techniques and build a moment-reliving experience in AR that combines both display methods. Specifically, we use AR glasses to record 2D point-of-view (POV) videos, and volumetric capture to reconstruct 3D moments in AR. We allow seamless switching between AR and POV videos to enable immersive moment reliving and viewing of high-resolution details. Users can also navigate to a specific point in time using playback controls. Control is synchronized between multiple users for shared viewing.

28 September 2023 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
JLJoanne Leong
Joanne Leong
YTYuanyang Teng
Yuanyang Teng
XLXingyu Bruce Liu
Xingyu Bruce Liu
HJHanseul Jun
Hanseul Jun
SKSven Kratz
Sven Kratz
RVRajan Vaish
Rajan Vaish
Ubiquitous computing encapsulates the idea for technology to be interwoven into the fabric of everyday life. As computing blends into everyday physical artifacts, powerful opportunities open up for social connection. Prior connected media objects span a broad spectrum of design combinations. Such diversity suggests that people have varying needs and preferences for staying connected to one another. However, since these designs have largely been studied in isolation, we do not have a holistic understanding around how people would configure and behave within a ubiquitous social ecosystem of physically-grounded artifacts. In this paper, we create a technology probe called Social Wormholes, that lets people configure their own home ecosystem of connected artifacts. Through a field study with 24 participants, we report on patterns of behaviors that emerged naturally in the context of their daily lives and shine a light on how ubiquitous computing could be leveraged for social computing.