Julian Kreimeier
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Julian Kreimeier has a total of 50 co-authors. Here are the top co-authors by number of shared publications:
- Daniel Roth
Human-Centered Computing and Extended Reality Lab, Technical University of Munich, Munich, Germany
9 shared publications - Hannah Schieber
Technical University of Munich, Human-Centered-Computing and Extended Reality Lab
4 shared publications - Constantin Kleinbeck
Human-Centered Computing and Extended Reality Lab, Technical University of Munich, Munich, Germany
3 shared publications - Timo Götzelmann
Department of Computer Science, Nuremberg Institute of Technology (TH Nürnberg), D-90489 Nuremberg, Germany
3 shared publications - Dirk Müller
Department of Orthopaedic Surgery, School of Medicine, Klinikum rechts der Isar Technical University of Munich Munich Germany
2 shared publications - Felix Merkl
Musculoskeletal University Center Munich at the LMU Clinic, Campus Großhadern, Munich, Germany
2 shared publications
Latest Publications
- 1 November 2026
- Published by Springer Nature
- p. 227-255
From Virtual Actions to Real-World Impact: Exploring the Normative Effects of a Virtual Reality Simulation for Climate Change Education
- 1 November 2026
- Published by Springer Nature
- p. 227-255
From Virtual Actions to Real-World Impact: Exploring the Normative Effects of a Virtual Reality Simulation for Climate Change Education
- 26 September 2026
- Published by Springer Nature
- p. 264-274
Multi-camera AR Guidance System for Surgical Instrument Handling and Assembly: Investigating Workload and Efficiency
- 26 September 2026
- Published by Springer Nature
- p. 264-274
Multi-camera AR Guidance System for Surgical Instrument Handling and Assembly: Investigating Workload and Efficiency
- Open Access
- 20 September 2026
- Published by Springer Nature in Virtual Reality
- Vol. 30 (4) , 166
Evaluation of visual guidance techniques for augmented reality-supported assembly tasks in the medical context
Handling manual assembly tasks is a crucial part of everyday life. Especially with surgical instruments, proficient handling is critical for flawless workflows, efficiency, and overall patient safety. Markerless object pose estimation and augmented reality (AR) visualization can guide users through the assembly process. There is a lack of understanding when combining state-of-the-art object tracking with different types of AR assembly visualizations. Our work introduces a comparison between tabletop in-situ, FoV-fixed, and world-fixed visual guidance techniques. We use a benchmark task with step-by-step assembly guidance via gaze control and reproducible 3D-printed assemblies of varying complexity and shape (proxies for surgical instruments). Our within-subject user study with 32 participants (16 scrub nurses and 16 laypersons) revealed that AR assembly guidance can match and partially outperform paper-based instructions regarding usability, user experience, and workload. Objective metrics (times and errors) were largely comparable to the paper baseline. We identified that world-fixed and FoV-fixed animations tend to overall outperform in-situ animations, which by design require sequential visual processing and whose augmentations’ precision is most affected by pose estimation inaccuracies. We also contrast characteristics of expert and layperson feedback. All participants commended the gaze-driven testbed interface for step-by-step AR instructions, but also revealed needs for further optimization and individualization. Our insights on visualization placement characteristics using pose estimation and involving a spectrum of users and assemblies open a new perspective in the field and aim to foster future work towards pose estimation-driven AR assembly guidance.
- 20 September 2026
- Published by Springer Nature in Virtual Reality
- Vol. 30 (4) , 166
Open AccessEvaluation of visual guidance techniques for augmented reality-supported assembly tasks in the medical context
Handling manual assembly tasks is a crucial part of everyday life. Especially with surgical instruments, proficient handling is critical for flawless workflows, efficiency, and overall patient safety. Markerless object pose estimation and augmented reality (AR) visualization can guide users through the assembly process. There is a lack of understanding when combining state-of-the-art object tracking with different types of AR assembly visualizations. Our work introduces a comparison between tabletop in-situ, FoV-fixed, and world-fixed visual guidance techniques. We use a benchmark task with step-by-step assembly guidance via gaze control and reproducible 3D-printed assemblies of varying complexity and shape (proxies for surgical instruments). Our within-subject user study with 32 participants (16 scrub nurses and 16 laypersons) revealed that AR assembly guidance can match and partially outperform paper-based instructions regarding usability, user experience, and workload. Objective metrics (times and errors) were largely comparable to the paper baseline. We identified that world-fixed and FoV-fixed animations tend to overall outperform in-situ animations, which by design require sequential visual processing and whose augmentations’ precision is most affected by pose estimation inaccuracies. We also contrast characteristics of expert and layperson feedback. All participants commended the gaze-driven testbed interface for step-by-step AR instructions, but also revealed needs for further optimization and individualization. Our insights on visualization placement characteristics using pose estimation and involving a spectrum of users and assemblies open a new perspective in the field and aim to foster future work towards pose estimation-driven AR assembly guidance.
- Open Access
- 31 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3044-3054
MultiCam: On-the-fly Multi-Camera Pose Estimation Using Spatiotemporal Overlaps of Known Objects
Multi-camera dynamic Augmented Reality (AR) applications require a camera pose estimation to leverage individual information from each camera in one common system. This can be achieved by combining contextual information, such as markers or objects, across multiple views. While commonly cameras are calibrated in an initial step or updated through the constant use of markers, another option is to leverage information already present in the scene, like known objects. Another downside of marker-based tracking is that markers have to be tracked inside the field-of-view (FoV) of the cameras. To overcome these limitations, we propose a constant dynamic camera pose estimation leveraging spatiotemporal FoV overlaps of known objects on the fly. To achieve that, we enhance the state-of-the-art object pose estimator to update our spatiotemporal scene graph, enabling a relation even among non-overlapping FoV cameras. To evaluate our approach, we introduce a multi-camera, multi-object pose estimation dataset with temporal FoV overlap, including static and dynamic cameras. Furthermore, in FoV overlapping scenarios, we outperform the state-of-the-art on the widely used YCB-V and T-LESS dataset in camera pose accuracy. Our performance on both previous and our proposed datasets validates the effectiveness of our marker-less approach for AR applications. The code and dataset are available on https://github.com/roth-hex-lab/IEEE-VR-2026-MultiCam.
- 31 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3044-3054
Open AccessMultiCam: On-the-fly Multi-Camera Pose Estimation Using Spatiotemporal Overlaps of Known Objects
Multi-camera dynamic Augmented Reality (AR) applications require a camera pose estimation to leverage individual information from each camera in one common system. This can be achieved by combining contextual information, such as markers or objects, across multiple views. While commonly cameras are calibrated in an initial step or updated through the constant use of markers, another option is to leverage information already present in the scene, like known objects. Another downside of marker-based tracking is that markers have to be tracked inside the field-of-view (FoV) of the cameras. To overcome these limitations, we propose a constant dynamic camera pose estimation leveraging spatiotemporal FoV overlaps of known objects on the fly. To achieve that, we enhance the state-of-the-art object pose estimator to update our spatiotemporal scene graph, enabling a relation even among non-overlapping FoV cameras. To evaluate our approach, we introduce a multi-camera, multi-object pose estimation dataset with temporal FoV overlap, including static and dynamic cameras. Furthermore, in FoV overlapping scenarios, we outperform the state-of-the-art on the widely used YCB-V and T-LESS dataset in camera pose accuracy. Our performance on both previous and our proposed datasets validates the effectiveness of our marker-less approach for AR applications. The code and dataset are available on https://github.com/roth-hex-lab/IEEE-VR-2026-MultiCam.
- Open Access
- 9 October 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Neural Motion Tracking: Formative Evaluation of Zero Latency Rendering
Low motion-to-photon latencies between physical movement and rendering updates are crucial for an immersive virtual reality (VR) experience and to avoidusers’ discomfort and sickness. Current methods aim to minimize the delay between the motion measurement and rendering at the cost of increasing technical complexity and possibly decreasing accuracy. By relying on capturing physical motion, these strategies will, by nature, not result in zero latency rendering or will be based on prediction and resulting uncertainty. This paper presents and evaluates a novel alternative and proof of principle for VR motion tracking that could enable motion-to-photon latencies of zero and below zero in time. We termed our concept Neural Motion Tracking, which we define as the sensing and assessment of motion through human neural activation of the somatic nervous system. In contrast to measuring physical activity, the key principle is that we aim to utilize the physiological timeframe between a user’s intention and the execution of motion. We aim to foresee upcoming motion ahead of the physical movement, by sampling preceding electromyographic signals before the muscle activation. The electromechanical delay (EMD) between potential change in the muscle activation and actual physical movement opens a gap in which measurement can be taken and evaluated before the physical motion. In a first proof of principle, we evaluated the concept with two activities, arm bending and head rotation, measured with a binary activation measure. Our results indicate that it is possible to predict movement and update a rendering up to 2 ms before its physical execution, which is assessed by optical tracking after approximately 4 ms. However, to make the best use of this advantage, electromyography (EMG) sensor data should be as high quality as possible (i.e., low noise and from muscle-near electrodes). Our results empirically quantify this characteristic for the first time when compared to state-of-the-art optical tracking systems for VR. We discuss our results and potential pathways to motivate further work toward marker- and latency-less motion tracking.
- 9 October 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessNeural Motion Tracking: Formative Evaluation of Zero Latency Rendering
Low motion-to-photon latencies between physical movement and rendering updates are crucial for an immersive virtual reality (VR) experience and to avoidusers’ discomfort and sickness. Current methods aim to minimize the delay between the motion measurement and rendering at the cost of increasing technical complexity and possibly decreasing accuracy. By relying on capturing physical motion, these strategies will, by nature, not result in zero latency rendering or will be based on prediction and resulting uncertainty. This paper presents and evaluates a novel alternative and proof of principle for VR motion tracking that could enable motion-to-photon latencies of zero and below zero in time. We termed our concept Neural Motion Tracking, which we define as the sensing and assessment of motion through human neural activation of the somatic nervous system. In contrast to measuring physical activity, the key principle is that we aim to utilize the physiological timeframe between a user’s intention and the execution of motion. We aim to foresee upcoming motion ahead of the physical movement, by sampling preceding electromyographic signals before the muscle activation. The electromechanical delay (EMD) between potential change in the muscle activation and actual physical movement opens a gap in which measurement can be taken and evaluated before the physical motion. In a first proof of principle, we evaluated the concept with two activities, arm bending and head rotation, measured with a binary activation measure. Our results indicate that it is possible to predict movement and update a rendering up to 2 ms before its physical execution, which is assessed by optical tracking after approximately 4 ms. However, to make the best use of this advantage, electromyography (EMG) sensor data should be as high quality as possible (i.e., low noise and from muscle-near electrodes). Our results empirically quantify this characteristic for the first time when compared to state-of-the-art optical tracking systems for VR. We discuss our results and potential pathways to motivate further work toward marker- and latency-less motion tracking.
- Open Access
- 7 June 2024
- Published by Springer Nature in International Journal of Computer Assisted Radiology and Surgery
- Vol. 19 (11) , 2287-2296
Requirement analysis for an AI-based AR assistance system for surgical tools in the operating room: stakeholder requirements and technical perspectives
Purpose: We aim to investigate the integration of augmented reality (AR) within the context of increasingly complex surgical procedures and instrument handling toward the transition to smart operating rooms (OR). In contrast to cumbersome paper-based surgical instrument manuals still used in the OR, we wish to provide surgical staff with an AR head-mounted display that provides in-situ visualization and guidance throughout the assembly process of surgical instruments. Our requirement analysis supports the development and provides guidelines for its transfer into surgical practice. Methods: A three-phase user-centered design approach was applied with online interviews, an observational study, and a workshop with two focus groups with scrub nurses, circulating nurses, surgeons, manufacturers, clinic IT staff, and members of the sterilization department. The requirement analysis was based on key criteria for usability. The data were analyzed via structured content analysis. Results: We identified twelve main problems with the current use of paper manuals. Major issues included sterile users’ inability to directly handle non-sterile manuals, missing details, and excessive text information, potentially delaying procedure performance. Major requirements for AR-driven guidance fall into the categories of design, practicability, control, and integration into the current workflow. Additionally, further recommendations for technical development could be obtained. Conclusion: In conclusion, our insights have outlined a comprehensive spectrum of requirements that are essential for the successful implementation of an AI- and AR-driven guidance for assembling surgical instruments. The consistently appreciative evaluation by stakeholders underscores the profound potential of AR and AI technology as valuable assistance and guidance.
- 7 June 2024
- Published by Springer Nature in International Journal of Computer Assisted Radiology and Surgery
- Vol. 19 (11) , 2287-2296
Open AccessRequirement analysis for an AI-based AR assistance system for surgical tools in the operating room: stakeholder requirements and technical perspectives
Purpose: We aim to investigate the integration of augmented reality (AR) within the context of increasingly complex surgical procedures and instrument handling toward the transition to smart operating rooms (OR). In contrast to cumbersome paper-based surgical instrument manuals still used in the OR, we wish to provide surgical staff with an AR head-mounted display that provides in-situ visualization and guidance throughout the assembly process of surgical instruments. Our requirement analysis supports the development and provides guidelines for its transfer into surgical practice. Methods: A three-phase user-centered design approach was applied with online interviews, an observational study, and a workshop with two focus groups with scrub nurses, circulating nurses, surgeons, manufacturers, clinic IT staff, and members of the sterilization department. The requirement analysis was based on key criteria for usability. The data were analyzed via structured content analysis. Results: We identified twelve main problems with the current use of paper manuals. Major issues included sterile users’ inability to directly handle non-sterile manuals, missing details, and excessive text information, potentially delaying procedure performance. Major requirements for AR-driven guidance fall into the categories of design, practicability, control, and integration into the current workflow. Additionally, further recommendations for technical development could be obtained. Conclusion: In conclusion, our insights have outlined a comprehensive spectrum of requirements that are essential for the successful implementation of an AI- and AR-driven guidance for assembling surgical instruments. The consistently appreciative evaluation by stakeholders underscores the profound potential of AR and AI technology as valuable assistance and guidance.
- Open Access
GBOT: Graph-Based 3D Object Tracking for Augmented Reality-Assisted Assembly Guidance
Guidance for assemblable parts is a promising field for augmented reality. Augmented reality assembly guidance requires 6D object poses of target objects in real time. Especially in time-critical medical or industrial settings, continuous and markerless tracking of individual parts is essential to visualize instructions superimposed on or next to the target object parts. In this regard, occlusions by the user's hand or other objects and the complexity of different assembly states complicate robust and real-time markerless multi-object tracking. To address this problem, we present Graph-based Object Tracking (GBOT), a novel graph-based single-view RGB-D tracking approach. The real-time markerless multi-object tracking is initialized via 6D pose estimation and updates the graph-based assembly poses. The tracking through various assembly states is achieved by our novel multi-state assembly graph. We update the multi-state assembly graph by utilizing the relative poses of the individual assembly parts. Linking the individual objects in this graph enables more robust object tracking during the assembly process. For evaluation, we introduce a synthetic dataset of publicly available and 3D printable assembly assets as a benchmark for future work. Quantitative experiments in synthetic data and further qualitative study in real test data show that GBOT can outperform existing work towards enabling context-aware augmented reality assembly guidance. Dataset and code will be made publically available.
Open AccessGBOT: Graph-Based 3D Object Tracking for Augmented Reality-Assisted Assembly Guidance
Guidance for assemblable parts is a promising field for augmented reality. Augmented reality assembly guidance requires 6D object poses of target objects in real time. Especially in time-critical medical or industrial settings, continuous and markerless tracking of individual parts is essential to visualize instructions superimposed on or next to the target object parts. In this regard, occlusions by the user's hand or other objects and the complexity of different assembly states complicate robust and real-time markerless multi-object tracking. To address this problem, we present Graph-based Object Tracking (GBOT), a novel graph-based single-view RGB-D tracking approach. The real-time markerless multi-object tracking is initialized via 6D pose estimation and updates the graph-based assembly poses. The tracking through various assembly states is achieved by our novel multi-state assembly graph. We update the multi-state assembly graph by utilizing the relative poses of the individual assembly parts. Linking the individual objects in this graph enables more robust object tracking during the assembly process. For evaluation, we introduce a synthetic dataset of publicly available and 3D printable assembly assets as a benchmark for future work. Quantitative experiments in synthetic data and further qualitative study in real test data show that GBOT can outperform existing work towards enabling context-aware augmented reality assembly guidance. Dataset and code will be made publically available.
- Open Access
- 3 October 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 29 (11) , 4503-4513
Injured Avatars: The Impact of Embodied Anatomies and Virtual Injuries on Well-Being and Performance
Human cognition relies on embodiment as a fundamental mechanism. Virtual avatars allow users to experience the adaptation, control, and perceptual illusion of alternative bodies. Although virtual bodies have medical applications in motor rehabilitation and therapeutic interventions, their potential for learning anatomy and medical communication remains underexplored. For learners and patients, anatomy, procedures, and medical imaging can be abstract and difficult to grasp. Experiencing anatomies, injuries, and treatments virtually through one's own body could be a valuable tool for fostering understanding. This work investigates the impact of avatars displaying anatomy and injuries suitable for such medical simulations. We ran a user study utilizing a skeleton avatar and virtual injuries, comparing to a healthy human avatar as a baseline. We evaluate the influence on embodiment, well-being, and presence with self-report questionnaires, as well as motor performance via an arm movement task. Our results show that while both anatomical representation and injuries increase feelings of eeriness, there are no negative effects on embodiment, well-being, presence, or motor performance. These findings suggest that virtual representations of anatomy and injuries are suitable for medical visualizations targeting learning or communication without significantly affecting users' mental state or physical control within the simulation.
- 3 October 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 29 (11) , 4503-4513
Open AccessInjured Avatars: The Impact of Embodied Anatomies and Virtual Injuries on Well-Being and Performance
Human cognition relies on embodiment as a fundamental mechanism. Virtual avatars allow users to experience the adaptation, control, and perceptual illusion of alternative bodies. Although virtual bodies have medical applications in motor rehabilitation and therapeutic interventions, their potential for learning anatomy and medical communication remains underexplored. For learners and patients, anatomy, procedures, and medical imaging can be abstract and difficult to grasp. Experiencing anatomies, injuries, and treatments virtually through one's own body could be a valuable tool for fostering understanding. This work investigates the impact of avatars displaying anatomy and injuries suitable for such medical simulations. We ran a user study utilizing a skeleton avatar and virtual injuries, comparing to a healthy human avatar as a baseline. We evaluate the influence on embodiment, well-being, and presence with self-report questionnaires, as well as motor performance via an arm movement task. Our results show that while both anatomical representation and injuries increase feelings of eeriness, there are no negative effects on embodiment, well-being, presence, or motor performance. These findings suggest that virtual representations of anatomy and injuries are suitable for medical visualizations targeting learning or communication without significantly affecting users' mental state or physical control within the simulation.
- Open Access
- 5 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 62-68
Reflect-AR: Insights into Mirror-Based Augmented Reality Instructions to Support Manual Assembly Tasks
Manual assembly tasks can be difficult and tedious without assistance. Here, augmented reality (AR) can help to ease the task load and lower the time and error rates by interactive in-situ instructions. Such approaches are often implemented by video or optical see-through AR. In order to test a system that is as low-threshold as possible and easy to implement, we developed a prototype with a mirror display supplemented by a RGB-D camera and evaluated it against an well-established AR HMD (HoloLens 2). For this purpose, in our study 10 participants placed 3D printed bricks via both technologies. The quantitative and qualitative analysis revealed that the fulfillment of this task with a professional, established product AR HMD yet remains unmatched in terms of the time required, error rate, usability and task load due to the prototype status and the remaining technical shortcomings. However, the mirror display setup prototype met with interest from the participants as a novel, but unfamiliar and thus more difficult to use way of interaction. Furthermore, we report implementation challenges and advises. The empirical insights of our prototype and the first-time comparison to an established AR HMD aims to foster refining future work with half-silvered AR mirrors as an little researched field and many different fields of application.
- 5 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 62-68
Open AccessReflect-AR: Insights into Mirror-Based Augmented Reality Instructions to Support Manual Assembly Tasks
Manual assembly tasks can be difficult and tedious without assistance. Here, augmented reality (AR) can help to ease the task load and lower the time and error rates by interactive in-situ instructions. Such approaches are often implemented by video or optical see-through AR. In order to test a system that is as low-threshold as possible and easy to implement, we developed a prototype with a mirror display supplemented by a RGB-D camera and evaluated it against an well-established AR HMD (HoloLens 2). For this purpose, in our study 10 participants placed 3D printed bricks via both technologies. The quantitative and qualitative analysis revealed that the fulfillment of this task with a professional, established product AR HMD yet remains unmatched in terms of the time required, error rate, usability and task load due to the prototype status and the remaining technical shortcomings. However, the mirror display setup prototype met with interest from the participants as a novel, but unfamiliar and thus more difficult to use way of interaction. Furthermore, we report implementation challenges and advises. The empirical insights of our prototype and the first-time comparison to an established AR HMD aims to foster refining future work with half-silvered AR mirrors as an little researched field and many different fields of application.