Publications
My research focuses on human-computer interaction, in particular on virtual and augmented reality. You can find an overview of my research on Google Scholar and DBLP. My ORCID is 0000-0002-5072-8775.2023

Stefan Resch, Valentin Schwind, Diana Völz
Body position in virtual reality-balancing support for patients with neuropathy Journal Article
In: Proceedings on Automation in Medical Engineering, vol. 2, no. 1, pp. 744–744, 2023.
@article{resch2023body,
title = {Body position in virtual reality-balancing support for patients with neuropathy},
author = {Stefan Resch and Valentin Schwind and Diana V\"{o}lz},
url = {https://vali.de/wp-content/uploads/2023/05/744-Kurzbeitrag.pdf},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
journal = {Proceedings on Automation in Medical Engineering},
volume = {2},
number = {1},
pages = {744--744},
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Stefan Resch, Mustafa Rafati, Angela Altomare, Oumaima Raddi, Arso Tahmas, Valentin Schwind, Diana Völz
Correct Foot Positioning in Virtual Reality through Visual Agility Ladder Training Proceedings Article
In: Proceedings of Mensch Und Computer 2023, pp. 524–528, Association for Computing Machinery, Rapperswil, Switzerland, 2023, ISBN: 9798400707711.
@inproceedings{10.1145/3603555.3608558,
title = {Correct Foot Positioning in Virtual Reality through Visual Agility Ladder Training},
author = {Stefan Resch and Mustafa Rafati and Angela Altomare and Oumaima Raddi and Arso Tahmas and Valentin Schwind and Diana V\"{o}lz},
url = {https://doi.org/10.1145/3603555.3608558
https://vali.de/wp-content/uploads/2023/09/3603555.3608558.pdf},
doi = {10.1145/3603555.3608558},
isbn = {9798400707711},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {Proceedings of Mensch Und Computer 2023},
pages = {524\textendash528},
publisher = {Association for Computing Machinery},
address = {Rapperswil, Switzerland},
series = {MuC '23},
abstract = {Incorrect gait patterns and foot positioning can lead to serious consequences for the entire musculoskeletal system of the human body. While previous work indicates that training with an agility ladder in immersive environments such as in virtual reality (VR) is helpful for training foot positioning using visual feedback, it remains unknown how the visual feedback affects the users’ gait pattern. In an experimental user study (N=20) in VR, we compared the foot positioning success rate and the users’ preferences using four different visualization techniques of an agility ladder (footsteps, arrows, numbers, empty fields). The quantitative results indicate that visualization of footsteps achieved the highest accuracy in correct foot positioning without increasing the workload in VR. This is in contrast to the qualitative feedback in which most of the participants were in favor of the empty field condition. We discuss the implications and limitations for future studies using agility ladder training in VR.},
keywords = {},
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}

Martin Kocur, Lukas Jackermeier, Valentin Schwind, Niels Henze
The Effects of Avatar and Environment on Thermal Perception and Skin Temperature in Virtual Reality Proceedings Article
In: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23), ACM, 2023.
@inproceedings{Kocur2023,
title = {The Effects of Avatar and Environment on Thermal Perception and Skin Temperature in Virtual Reality},
author = {Martin Kocur and Lukas Jackermeier and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3544548.3580668
https://vali.de/wp-content/uploads/2023/01/sample-manuscript.pdf},
doi = {10.1145/3544548.3580668},
year = {2023},
date = {2023-04-23},
urldate = {2023-04-23},
booktitle = {Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23)},
volume = {1},
publisher = {ACM},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Jessica Sehrt, Tim Wißmann, Jan Breitenbach, Valentin Schwind
The Effects of Body Location and Biosignal Feedback Modality on Performance and Workload Using Electromyography in Virtual Reality Proceedings Article
In: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23), ACM, 2023.
@inproceedings{SehrtCHI2023,
title = {The Effects of Body Location and Biosignal Feedback Modality on Performance and Workload Using Electromyography in Virtual Reality},
author = {Jessica Sehrt and Tim Wi\ssmann and Jan Breitenbach and Valentin Schwind},
url = {https://doi.org/10.1145/3544548.3580738
https://vali.de/wp-content/uploads/2023/01/chi23-101.pdf},
doi = {10.1145/3544548.3580738},
year = {2023},
date = {2023-04-23},
urldate = {2023-04-23},
booktitle = {Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23)},
publisher = {ACM},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
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Valentin Schwind, Stefan Resch, Jessica Sehrt
The HCI User Studies Toolkit: Supporting Study Designing and Planning for Undergraduates and Novice Researchers in Human-Computer Interaction Proceedings Article
In: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (CHI EA '23), ACM, 2023.
@inproceedings{Schwind2023a,
title = {The HCI User Studies Toolkit: Supporting Study Designing and Planning for Undergraduates and Novice Researchers in Human-Computer Interaction},
author = {Valentin Schwind and Stefan Resch and Jessica Sehrt},
url = {https://doi.org/10.1145/3544549.3585890
https://vali.de/wp-content/uploads/2023/03/chiea23-583.pdf},
doi = {10.1145/3544549.3585890},
year = {2023},
date = {2023-04-23},
urldate = {2023-04-23},
booktitle = {Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (CHI EA '23)},
publisher = {ACM},
keywords = {},
pubstate = {published},
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}

David Halbhuber, Martin Kocur, Alexander Kalus, Kevin Angermeyer, Valentin Schwind, Niels Henze
Understanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality Proceedings Article
In: Proceedings of Mensch Und Computer 2023, pp. 1–15, Association for Computing Machinery, Rapperswil, Switzerland, 2023, ISBN: 9798400707711.
@inproceedings{10.1145/3603555.3603580,
title = {Understanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality},
author = {David Halbhuber and Martin Kocur and Alexander Kalus and Kevin Angermeyer and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3603555.3603580
https://vali.de/wp-content/uploads/2023/09/3603555.3603580.pdf},
doi = {10.1145/3603555.3603580},
isbn = {9798400707711},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {Proceedings of Mensch Und Computer 2023},
pages = {1\textendash15},
publisher = {Association for Computing Machinery},
address = {Rapperswil, Switzerland},
series = {MuC '23},
abstract = {Latency in virtual reality (VR) can decrease the feeling of presence and body ownership. How users perceive latency, however, is malleable and affected by the design of the virtual content. Previous work found that an avatar’s visual appearance, particularly its perceived fitness, can be leveraged to change user perception and behavior. Moreover, previous work investigating non-VR video games also demonstrated that controlling avatars that visually conform to users’ expectations associated with the avatars’ perceived characteristics increases the users’ latency tolerance. However, it is currently unknown if the avatar’s visual appearance can be used to modulate the users’ latency sensitivity in full-body motion-tracked VR. Therefore, we conducted two studies to investigate if the avatars’ appearance can be used to decrease the negative impact of latency. In the first study, 41 participants systematically determined two sets of avatars whose visual appearance is perceived to be more or less fit in two physically challenging tasks. In a second study (N = 16), we tested the two previously determined avatars (perceived to be more fit vs. perceived to be less fit) in the two tasks using VR with two levels of controlled latency (system vs. high). We found that embodying an avatar perceived as more fit significantly increases the participants’ physical performance, body ownership, presence, and intrinsic motivation. While we show that latency negatively affects performance, our results also suggest that the avatar’s visual appearance does not alter the effects of latency in VR.},
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2022

David Halbhuber, Julian Höpfinger, Valentin Schwind, Niels Henze
A Dataset to Investigate First-Person Shooter Players Proceedings Article
In: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, pp. 51-56, Association for Computing Machinery, Bremen, Germany, 2022, ISBN: 9781450392112.
@inproceedings{halbhuber2022dataset,
title = {A Dataset to Investigate First-Person Shooter Players},
author = {David Halbhuber and Julian H\"{o}pfinger and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3505270.3558331
https://vali.de/wp-content/uploads/2022/11/3505270.3558331.pdf},
doi = {10.1145/3505270.3558331},
isbn = {9781450392112},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play},
pages = {51-56},
publisher = {Association for Computing Machinery},
address = {Bremen, Germany},
series = {CHI PLAY '22},
abstract = {Datasets are multi-purpose research tools, enabling researchers to design, develop, and test solutions to classical computer sciences problems and novel research questions. In the gaming domain, however, there are few high-quality datasets providing both: (1) visual gameplay data and (2) additional information about the gameplay, such as user input. As a result, game researchers most of the time have to collect, process, and annotate gameplay data in time-consuming data collection studies themselves. We start closing this gap, by presenting a novel Counter-Strike: Global Offensive dataset. The contributed dataset is a collection of 12 high-skilled players playing Counter-Strike: Global Offensive. We showcase two deep learning-based examples using the presented dataset, demonstrating its versatility.},
keywords = {},
pubstate = {published},
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}

Martin Kocur, Jessica Sehrt, Valentin Schwind, Niels Henze
Designing Interactive Avatars for Mixed Reality Applications Journal Article
In: Tutorial at Mensch und Computer 2022 (MuC'22), 2022.
@article{kocur2022designing,
title = {Designing Interactive Avatars for Mixed Reality Applications},
author = {Martin Kocur and Jessica Sehrt and Valentin Schwind and Niels Henze},
url = {https://vali.de/wp-content/uploads/2022/11/MuCTut__Irgendwas_mit_Avataren.pdf},
doi = {10.18420/muc2022-mci-tut03-408},
year = {2022},
date = {2022-09-04},
urldate = {2022-09-04},
journal = {Tutorial at Mensch und Computer 2022 (MuC'22)},
address = {Darmstadt, Germany},
keywords = {},
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David Halbhuber, Valentin Schwind, Niels Henze
Don’t Break my Flow: Effects of Switching Latency in Shooting Video Games Journal Article
In: Proc. ACM Hum.-Comput. Interact., vol. 6, no. CHI PLAY, pp. 20, 2022.
@article{Halbhuber2022a,
title = {Don’t Break my Flow: Effects of Switching Latency in Shooting Video Games},
author = {David Halbhuber and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3549492
https://vali.de/wp-content/uploads/2022/08/V6chip229-halbhuber-CC-BY-2.pdf},
doi = {10.1145/3549492},
year = {2022},
date = {2022-10-01},
urldate = {2022-10-01},
journal = {Proc. ACM Hum.-Comput. Interact.},
volume = {6},
number = {CHI PLAY},
pages = {20},
publisher = {ACM},
address = {New York, NY, USA},
organization = {Association for Computing Machinery},
series = {CHI PLAY },
abstract = {Latency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and is never constant due to multiple factors, such as updates in routing tables, users changing their location, or the system's workload. It is unclear if switching latency impairs the gaming experience stronger than a constant high latency. To elucidate, we conducted an experiment with 264 participants playing a shooting video game induced with 0 ms, 33 ms, and 66 ms controlled latency. While playing, the game switched between different latency levels based on three frequencies. Our analysis shows that switching latency significantly impaired the participants' flow. Additionally, we found effects on the perceived tension, the experienced challenge, and the players' performance. We conclude that games should prioritize constant latency, even if that entails artificially adding latency.},
keywords = {},
pubstate = {published},
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Alexander Kalus, Martin Kocur, Johanna Bogon, Niels Henze, Valentin Schwind
How to Induce a Physical and Virtual Rubber Hand Illusion Miscellaneous
Mensch und Computer 2022 (MuC ’22), 2022.
@misc{Kalus2022a,
title = {How to Induce a Physical and Virtual Rubber Hand Illusion},
author = {Alexander Kalus and Martin Kocur and Johanna Bogon and Niels Henze and Valentin Schwind},
url = {https://vali.de/wp-content/uploads/2022/09/muc22-31-2.pdf},
doi = {10.1145/3543758.3547512},
year = {2022},
date = {2022-09-04},
urldate = {2022-09-04},
abstract = {Understanding body ownership is essential when creating virtual reality (VR) applications using avatars. One of the most widelyused paradigm to investigate body ownership is the rubber hand illusion (RHI). When a real hand and a rubber hand are stroked synchronously, participants can experience the rubber hand as their own hand. Although the knowledge from RHI experiments in the real world is applied to when users embody avatars in VR, it is still unclear whether the illusory ownership of a virtual and physical body produces the same effects. In addition, conducting RHI studies in VR would allow gaining a range of novel experiments that are not possible in the real world. With this demonstration, we therefore present a system and approach to investigate the RHI in the real world and in VR.},
howpublished = {Mensch und Computer 2022 (MuC ’22)},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}

Leon O H Kroczek, Angelika Lingnau, Valentin Schwind, Christian Wolff, Andreas Mühlberger
Observers predict actions from facial emotional expressions during real-time social interactions Journal Article
In: 2022.
@article{kroczek2022observers,
title = {Observers predict actions from facial emotional expressions during real-time social interactions},
author = {Leon O H Kroczek and Angelika Lingnau and Valentin Schwind and Christian Wolff and Andreas M\"{u}hlberger},
url = {psyarxiv.com/fzcau
https://vali.de/wp-content/uploads/2022/11/Emotion_Action_VR_preprint.pdf},
doi = {10.31234/osf.io/fzcau},
year = {2022},
date = {2022-02-01},
urldate = {2022-02-01},
publisher = {PsyArXiv},
keywords = {},
pubstate = {published},
tppubtype = {article}
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Maximiliane Windl, Anna-Marie Ortloff, Niels Henze, Valentin Schwind
Privacy at a Glance: A Process to Learn Modular Privacy Icons During Web Browsing Proceedings Article
In: ACM SIGIR Conference on Human Information Interaction and Retrieval, pp. 102–112, Association for Computing Machinery, Regensburg, Germany, 2022, ISBN: 9781450391863.
@inproceedings{10.1145/3498366.3505813,
title = {Privacy at a Glance: A Process to Learn Modular Privacy Icons During Web Browsing},
author = {Maximiliane Windl and Anna-Marie Ortloff and Niels Henze and Valentin Schwind},
url = {https://doi.org/10.1145/3498366.3505813
https://vali.de/wp-content/uploads/2022/03/2022-CHIIR-PrivacyIcons.pdf},
doi = {10.1145/3498366.3505813},
isbn = {9781450391863},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {ACM SIGIR Conference on Human Information Interaction and Retrieval},
pages = {102\textendash112},
publisher = {Association for Computing Machinery},
address = {Regensburg, Germany},
series = {CHIIR '22},
abstract = {Privacy policies (PPs) are currently the only way to inform users about their rights and choices during web browsing and searching. However, users avoid engaging with them, because of their length and abstract legal language, which makes them hard to read and understand. We propose to support the understanding of PPs by using modular icons. Icons have already proven to be helpful in visualizing concepts with high information density. However, the value of using icons to supplement PPs lacks a scientific foundation. Thus, we conducted two studies to evaluate existing icon sets for their understandability and to teach participants their meaning in situ. We show that modular privacy icons can be taught using our process, which has the potential to aid quicker and easier comprehension of PPs. We contribute a set of tested modular privacy icons and a verified process on how to teach them to users incidentally during web browsing.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Jessica Sehrt, Bent Braams, Niels Henze, Valentin Schwind
Social Acceptability in Context: Stereotypical Perception of Shape, Body Location, and Usage of Wearable Devices Journal Article
In: Big Data and Cognitive Computing, vol. 6, no. 4, 2022, ISSN: 2504-2289.
@article{Sehrt2022c,
title = {Social Acceptability in Context: Stereotypical Perception of Shape, Body Location, and Usage of Wearable Devices},
author = {Jessica Sehrt and Bent Braams and Niels Henze and Valentin Schwind},
url = {https://www.mdpi.com/2504-2289/6/4/100
https://vali.de/wp-content/uploads/2022/09/BDCC-06-00100.pdf},
doi = {10.3390/bdcc6040100},
issn = {2504-2289},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
journal = {Big Data and Cognitive Computing},
volume = {6},
number = {4},
abstract = {Assessing social acceptability is vital when designing body-worn mobile devices. Previous research found evidence that using stereotyping content model (SCM) mobile devices can systematically predict ratings of the warmth and competence of their wearers. However, it is currently unknown if other contextual dimensions of mobile device usage can also systematically affect those ratings. In two studies, we investigate if and how shape and body location of a body-worn mobile device as well as the activity in which the device is being used can systematically influence stereotypical ratings. Our results suggest that this is evident in some but not all cases. We conclude that people further differentiate between the placement of the device, particularly devices in the user\’s hand, and during an activity in which the device can contextually be misused. This indicates that users further differentiate the context and that more contexual information is helpful while operationalizing the SCM as a measure for social acceptability.},
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Martin Kocur, Johanna Bogon, Manuel Mayer, Miriam Witte, Amelie Karber, Niels Henze, Valentin Schwind
Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance While Cycling in Virtual Reality Proceedings Article
In: 28th ACM Symposium on Virtual Reality Software and Technology, Association for Computing Machinery, Tsukuba, Japan, 2022, ISBN: 9781450398893.
@inproceedings{Kocur2022sweating,
title = {Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance While Cycling in Virtual Reality},
author = {Martin Kocur and Johanna Bogon and Manuel Mayer and Miriam Witte and Amelie Karber and Niels Henze and Valentin Schwind},
url = {https://doi.org/10.1145/3562939.3565628
https://vali.de/wp-content/uploads/2022/11/2022-VRST-Sweating.pdf},
doi = {10.1145/3562939.3565628},
isbn = {9781450398893},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {28th ACM Symposium on Virtual Reality Software and Technology},
publisher = {Association for Computing Machinery},
address = {Tsukuba, Japan},
series = {VRST '22},
abstract = {Avatars are used to represent users in virtual reality (VR) and create embodied experiences. Previous work showed that avatars’ stereotypical appearance can affect users’ physical performance and perceived exertion while exercising in VR. Although sweating is a natural human response to physical effort, surprisingly little is known about the effects of sweating avatars on users. Therefore, we conducted a study with 24 participants to explore the effects of sweating avatars while cycling in VR. We found that visualizing sweat decreases the perceived exertion and increases perceived endurance. Thus, users feel less exerted while embodying sweating avatars. We conclude that sweating avatars contribute to more effective exergames and fitness applications.},
keywords = {},
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Jessica Sehrt, Henrico Putra Neumann, Julian Niclas Wenzel, Luca Kindermann, Valentin Schwind
The Negative Effect on Postural Ergonomics of Non-Sedentary Workplace Desks in Virtual Reality Proceedings Article
In: Mensch und Computer 2022 (MuC '22), ACM, New York, NY, USA, 2022, ISBN: 978-1-4503-9690-5/22/09.
@inproceedings{Sehrt2022b,
title = {The Negative Effect on Postural Ergonomics of Non-Sedentary Workplace Desks in Virtual Reality},
author = {Jessica Sehrt and Henrico Putra Neumann and Julian Niclas Wenzel and Luca Kindermann and Valentin Schwind},
url = {https://dl.acm.org/doi/10.1145/3543758.3547541
https://vali.de/wp-content/uploads/2022/07/2022-MuC-ErgonomicsInVR.pdf},
doi = {10.1145/3543758.3547541},
isbn = {978-1-4503-9690-5/22/09},
year = {2022},
date = {2022-09-04},
urldate = {2022-09-04},
booktitle = {Mensch und Computer 2022 (MuC '22)},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {Virtual reality (VR) is gaining increasing importance in an increasing number of places in daily life, particularly when gaming or working. Morever, immersive activities are often performed while standing at physical desks and current devices can even register the physical properties of a virtual workplace to match the virtual content with haptics in the real world in front of the user. However, little is known about the effects of VR on how users perceive and ergonomically adapt to workplace desks when wearing a head-mounted display (HMD). In this user study, we conducted an experiment with 19 participants to investigate the effect of non-sedentary VR on the postural risk level, workload, and preferred desk height. The results indicate that being in VR negatively influences objective and subjective measures of ergonomics and increases postural risk while the preferred desk height remained unaffected. We found evidence that wearing the HMD negatively affects the neck posture at non-sedentary workplace desks. We contribute with our findings and highlight the need for improving the field-of-view and weight of HMDs for lower postural risk levels at workplace desks in non-seated VR.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Martin Kocur, Alexander Kalus, Johanna Bogon, Niels Henze, Christian Wolff, Valentin Schwind
The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different Proceedings Article
In: 28th ACM Symposium on Virtual Reality Software and Technology, Association for Computing Machinery, Tsukuba, Japan, 2022, ISBN: 9781450398893.
@inproceedings{Kocur2022rubberhand,
title = {The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different},
author = {Martin Kocur and Alexander Kalus and Johanna Bogon and Niels Henze and Christian Wolff and Valentin Schwind},
url = {https://doi.org/10.1145/3562939.3565614
https://vali.de/wp-content/uploads/2022/11/2022-VRST-Rubberhand.pdf},
doi = {10.1145/3562939.3565614},
isbn = {9781450398893},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {28th ACM Symposium on Virtual Reality Software and Technology},
publisher = {Association for Computing Machinery},
address = {Tsukuba, Japan},
series = {VRST '22},
abstract = {Feeling ownership of a virtual body is crucial for immersive experiences in VR. Knowledge about body ownership is mainly based on rubber hand illusion (RHI) experiments in the real world. Watching a rubber hand being stroked while one’s own hidden hand is synchronously stroked, humans experience the rubber hand as their own hand and underestimate the distance between the rubber hand and the real hand (proprioceptive drift). There is also evidence for a decrease in hand temperature. Although the RHI has been induced in VR, it is unknown whether effects in VR and the real world differ. We conducted a RHI experiment with 24 participants in the real world and in VR and found comparable effects in both environments. However, irrespective of the RHI, proprioceptive drift and temperature differences varied between settings. Our findings validate the utilization of the RHI in VR to increase our understanding of embodying virtual avatars.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

David Halbhuber, Maximilian Huber, Valentin Schwind, Niels Henze
Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency Proceedings Article
In: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, pp. 24-30, Association for Computing Machinery, Bremen, Germany, 2022, ISBN: 9781450392112.
@inproceedings{halbhuber2022understanding,
title = {Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency},
author = {David Halbhuber and Maximilian Huber and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3505270.3558333
https://vali.de/wp-content/uploads/2022/11/3505270.3558333.pdf},
doi = {10.1145/3505270.3558333},
isbn = {9781450392112},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play},
pages = {24-30},
publisher = {Association for Computing Machinery},
address = {Bremen, Germany},
series = {CHI PLAY '22},
abstract = {Visual latency is known to decrease player performance and experience starting at 25 ms. Less is known about the effects of auditory latency in video games. To investigate the effects of auditory latency, we added auditory latency to a publicly available and latency-sensitive first-person shooter game. Using the game, we conducted a study with 24 participants playing the game with four different levels of auditory latency (0 ms, 50 ms, 100 ms, 200 ms). The results of a Bayesian analysis support a model with no true effect of auditory latency on game experience and player performance in first-person shooter games. Hence, our preliminary results indicate that auditory latency may not affect gamers with the same magnitude as visual latency.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Jessica Sehrt, Feng Yi Lu, Leonard Husske, Anton Roesler, Valentin Schwind
WristConduct: Biometric User Authentication Using Bone Conduction at the Wrist Proceedings Article
In: Mensch und Computer 2022 (MuC '22), September 4-7, 2022, Darmstadt, Germany, ACM, New York, NY, USA, 2022, ISBN: 978-1-4503-9690-5/22/09.
@inproceedings{Sehrt2022a,
title = {WristConduct: Biometric User Authentication Using Bone Conduction at the Wrist},
author = {Jessica Sehrt and Feng Yi Lu and Leonard Husske and Anton Roesler and Valentin Schwind},
url = {https://dl.acm.org/doi/10.1145/3543758.3547542
https://vali.de/wp-content/uploads/2022/07/Muc2022-WristConduct.pdf},
doi = {10.1145/3543758.3547542},
isbn = {978-1-4503-9690-5/22/09},
year = {2022},
date = {2022-09-05},
urldate = {2022-09-05},
booktitle = {Mensch und Computer 2022 (MuC '22), September 4-7, 2022, Darmstadt, Germany},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {Biometric user authentication is an important factor to ensure security and privacy for personal devices. While many devices such as smartphones or laptops can be unlocked based on biometric data, smartwatches or other wrist-worn mobile devices still rely on knowledge-based schemes such as PINs or passwords. In a proof-of-concept study with 24 participants, we show that it is possible to identify individuals using soundwaves passing through the wrist bones using a bone conduction speaker and a laryngophone (microphone). We tested support vector machines (SVMs) and artificial neural networks (ANNs) for binary classification. Using ANNs our method shows an authentication accuracy of 98.7%. We discuss the implications of integrating our approach into future devices and contribute with our findings in doing the first step for continuous passive user authentication at the wrist.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2021

Leon O H Kroczek, Angelika Lingnau, Valentin Schwind, Christian Wolff, Andreas Mühlberger
Angry Facial Expressions Bias Towards Aversive Actions Journal Article
In: PLOS ONE, vol. 16, no. 9, pp. 1-13, 2021.
@article{10.1371/journal.pone.0256912,
title = {Angry Facial Expressions Bias Towards Aversive Actions},
author = {Leon O H Kroczek and Angelika Lingnau and Valentin Schwind and Christian Wolff and Andreas M\"{u}hlberger},
url = {https://doi.org/10.1371/journal.pone.0256912
https://vali.de/wp-content/uploads/2021/09/journal.pone_.0256912.pdf},
doi = {10.1371/journal.pone.0256912},
year = {2021},
date = {2021-01-01},
journal = {PLOS ONE},
volume = {16},
number = {9},
pages = {1-13},
publisher = {Public Library of Science},
abstract = {Social interaction requires fast and efficient processing of another person’s intentions. In face-to-face interactions, aversive or appetitive actions typically co-occur with emotional expressions, allowing an observer to anticipate action intentions. In the present study, we investigated the influence of facial emotions on the processing of action intentions. Thirty-two participants were presented with video clips showing virtual agents displaying a facial emotion (angry vs. happy) while performing an action (punch vs. fist-bump) directed towards the observer. During each trial, video clips stopped at varying durations of the unfolding action, and participants had to recognize the presented action. Naturally, participants’ recognition accuracy improved with increasing duration of the unfolding actions. Interestingly, while facial emotions did not influence accuracy, there was a significant influence on participants’ action judgements. Participants were more likely to judge a presented action as a punch when agents showed an angry compared to a happy facial emotion. This effect was more pronounced in short video clips, showing only the beginning of an unfolding action, than in long video clips, showing near-complete actions. These results suggest that facial emotions influence anticipatory processing of action intentions allowing for fast and adaptive responses in social interactions.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}

Dmitry Alexandrovsky, Susanne Putze, Valentin Schwind, Elisa D Mekler, Jan David Smeddinck, Denise Kahl, Antonio Krüger, Rainer Malaka
Evaluating User Experiences in Mixed Reality Workshop
CHI' 21 Association for Computing Machinery, Yokohama, Japan, 2021.
@workshop{10.1145/3411763.3441337,
title = {Evaluating User Experiences in Mixed Reality},
author = {Dmitry Alexandrovsky and Susanne Putze and Valentin Schwind and Elisa D Mekler and Jan David Smeddinck and Denise Kahl and Antonio Kr\"{u}ger and Rainer Malaka},
url = {https://doi.org/10.1145/3411763.3441337
https://vali.de/wp-content/uploads/2021/05/CHI2021-Workshop.pdf},
doi = {10.1145/3411763.3441337},
year = {2021},
date = {2021-05-07},
publisher = {Association for Computing Machinery},
address = {Yokohama, Japan},
series = {CHI' 21},
keywords = {},
pubstate = {published},
tppubtype = {workshop}
}

David Halbhuber, Niels Henze, Valentin Schwind
Increasing Player Performance and Gaming Experience in High Latency Setups Journal Article
In: Proceedings of the ACM on Human-Computer Interaction (CHIPLAY), vol. 5, no. 238, pp. 20, 2021.
@article{Halbhuber2021,
title = {Increasing Player Performance and Gaming Experience in High Latency Setups},
author = {David Halbhuber and Niels Henze and Valentin Schwind },
url = {https://doi.org/10.1145/3474710
https://vali.de/wp-content/uploads/2021/08/2021-CHIPLAY-Latency.pdf},
doi = {10.1145/3474710},
year = {2021},
date = {2021-09-01},
booktitle = {Proc. ACM Hum.-Comput. Interact. 5},
journal = {Proceedings of the ACM on Human-Computer Interaction (CHIPLAY)},
volume = {5},
number = {238},
pages = {20},
publisher = {Association for Computing Machinery},
abstract = {Cloud gaming services and remote play offer a wide range of advantages but can cause a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study the ANN compensated 60 ms, 120 ms and 180 ms of latency. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}

Martin Kocur, Florian Habler, Valentin Schwind, Paweł W Woźniak, Christian Wolf, Niels Henze
Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality Proceedings Article
In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, Yokohama, Japan, 2021.
@inproceedings{10.1145/3411764.3445160,
title = {Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality},
author = {Martin Kocur and Florian Habler and Valentin Schwind and Pawe\l W Wo\'{z}niak and Christian Wolf and Niels Henze},
url = {https://doi.org/10.1145/3411764.3445160
https://vali.de/wp-content/uploads/2021/05/chi21-121.pdf},
doi = {10.1145/3411764.3445160},
year = {2021},
date = {2021-05-08},
booktitle = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {Yokohama, Japan},
series = {CHI' 21},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Rufat Rzayev, Polina Ugnivenko, Sarah Graf, Valentin Schwind, Niels Henze
Reading in VR: The Effect of Text Presentation Type and Location Proceedings Article
In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, Yokohama, Japan, 2021.
@inproceedings{10.1145/3411764.3445606,
title = {Reading in VR: The Effect of Text Presentation Type and Location},
author = {Rufat Rzayev and Polina Ugnivenko and Sarah Graf and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3411764.3445606
https://vali.de/wp-content/uploads/2021/05/CHI2021-Reading-in-VR.pdf},
doi = {10.1145/3411763.3441337},
year = {2021},
date = {2021-05-08},
booktitle = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {Yokohama, Japan},
series = {CHI' 21},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Martin Kocur, Niels Henze, Valentin Schwind
The Extent of the Proteus Effect as a Behavioral Measure for Assessing User Experience in Virtual Reality Proceedings Article
In: CHI 2021 - Workshop on Evaluating User Experiences in Mixed Reality, pp. 1–3, 2021.
@inproceedings{epub45543,
title = {The Extent of the Proteus Effect as a Behavioral Measure for Assessing User Experience in Virtual Reality},
author = {Martin Kocur and Niels Henze and Valentin Schwind},
url = {https://epub.uni-regensburg.de/45543/
https://vali.de/wp-content/uploads/2021/05/CHI2021-Workshop-ProteusEffectUX-1.pdf},
year = {2021},
date = {2021-01-01},
booktitle = {CHI 2021 - Workshop on Evaluating User Experiences in Mixed Reality},
pages = {1--3},
abstract = {Assessing the user experience (UX) while being immersed in a virtual environment (VE) is crucial to obtain insights about the quality and vividness of the experience created by virtual reality (VR) systems. These valuable insights are necessary to understand a user's response to VEs and, therefore, to advance in VR research. However, a standardized and effective measure for assessing UX is still missing. Consequently, this lack of suitable measures hinders researchers to gain knowledge and understanding about the effects of VEs on users and in turn slows down the progress in VR technology. To tackle this problem, we propose a behavioral measure for assessing UX based on a phenomenon known as the Proteus effect, which describes changes in behavior and attitude due to the embodiment of avatars with stereotypical characteristics. As avatars are a crucial part of an immersive experience, the extent of behavioral changes caused by the embodiment of avatars may pose an opportunity to implicitly quantify the UX of a VE. This paper discusses an alternative behavioral measure and contributes to the debate about suitable methods for assessing UX in VR systems.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2020

Valentin Schwind, Niels Henze
Anticipated User Stereotypes Systematically Affect the Social Acceptability of Mobile Devices Proceedings Article
In: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, pp. 12, Association for Computing Machinery, Tallinn, Estonia, 2020, ISBN: 9781450375795.
@inproceedings{Schwind2020,
title = {Anticipated User Stereotypes Systematically Affect the Social Acceptability of Mobile Devices},
author = {Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3419249.3420113
https://vali.de/wp-content/uploads/2020/08/nordichi20-52.pdf},
doi = {10.1145/3419249.3420113},
isbn = {9781450375795},
year = {2020},
date = {2020-10-25},
booktitle = {Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society},
pages = {12},
publisher = {Association for Computing Machinery},
address = {Tallinn, Estonia},
series = {NordiCHI ’20},
abstract = {Understanding social perception is crucial when designing socially accepted mobile devices. Using the stereotype content model (SCM), recent work showed that mobile devices systematically attract stereotypical users' warmth and competence. It was concluded that the SCM can predict a device's social acceptability. There is, however, no empirical evidence for the assumption that the SCM can predict social acceptability and it also unclear what causes a device's stereotypical perception. In this paper, we first verify that the SCM's dimensions strongly correlate with social acceptance and show that social acceptance can be explained through stereotypical perception. In a second study, we independently asked participants to assess the warmth and competence of mobile devices, human stereotypes, and the probability that human stereotypes use the devices. We found that warmth and competence of anticipated stereotypical users predict a device's position in the SCM. The combined results of both studies show that the stereotypical perception of anticipated users can explain the social acceptability of mobile devices.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Francisco Kiss, Sven Mayer, Valentin Schwind
Audio VR: Did Video Kill the Radio Star? Journal Article
In: Interactions, vol. 27, no. 3, pp. 46–51, 2020, ISSN: 1072-5520.
@article{10.1145/3386385,
title = {Audio VR: Did Video Kill the Radio Star?},
author = {Francisco Kiss and Sven Mayer and Valentin Schwind},
url = {https://dl.acm.org/doi/abs/10.1145/3386385
https://vali.de/wp-content/uploads/2020/04/3386385.pdf},
doi = {10.1145/3386385},
issn = {1072-5520},
year = {2020},
date = {2020-01-01},
journal = {Interactions},
volume = {27},
number = {3},
pages = {46\textendash51},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
keywords = {},
pubstate = {published},
tppubtype = {article}
}

Rufat Rzayev, Susanne Korbely, Milena Maul, Alina Schark, Valentin Schwind, Niels Henze
Effects of Position and Alignment of Notifications on AR Glasses during Social Interaction Proceedings Article
In: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, Association for Computing Machinery, Tallinn, Estonia, 2020, ISBN: 9781450375795.
@inproceedings{10.1145/3419249.3420095,
title = {Effects of Position and Alignment of Notifications on AR Glasses during Social Interaction},
author = {Rufat Rzayev and Susanne Korbely and Milena Maul and Alina Schark and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3419249.3420095
https://vali.de/wp-content/uploads/2020/10/rufatNordiCHI2020.pdf},
doi = {10.1145/3419249.3420095},
isbn = {9781450375795},
year = {2020},
date = {2020-01-01},
booktitle = {Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society},
publisher = {Association for Computing Machinery},
address = {Tallinn, Estonia},
series = {NordiCHI '20},
abstract = {Notifications are one of the smartphones’ key features. However, notifications can be disruptive, especially during social interaction. Augmented reality (AR) glasses can embed notifications directly into the user’s field of view and enable reading them while being engaged in a primary task. However, for efficient notification presentation using AR glasses, it is necessary to understand how notifications should be displayed without negatively affecting social interaction. Therefore, we conducted a study with 32 participants (16 pairs) using AR glasses to investigate how to display notifications during face-to-face communication. We compared center and top-right positions for notifications while aligning them relative to the user’s field of view or with the conversation partner. We found significant effects of notification position and alignment on how notifications are perceived using AR glasses during face-to-face communication. Insights from our study inform the design of applications for AR glasses that support displaying digital notifications.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Rufat Rzayev, Sabrina Hartl, Vera Wittmann, Valentin Schwind, Niels Henze
Effects of Position of Real-Time Translation on AR Glasses Proceedings Article
In: Proceedings of the Conference on Mensch Und Computer, pp. 251–257, Association for Computing Machinery, Magdeburg, Germany, 2020, ISBN: 9781450375405.
@inproceedings{10.1145/3404983.3405523,
title = {Effects of Position of Real-Time Translation on AR Glasses},
author = {Rufat Rzayev and Sabrina Hartl and Vera Wittmann and Valentin Schwind and Niels Henze},
url = {https://doi.org/10.1145/3404983.3405523
https://vali.de/wp-content/uploads/2020/11/2020-MUC-HoloTranslate.pdf},
doi = {10.1145/3404983.3405523},
isbn = {9781450375405},
year = {2020},
date = {2020-01-01},
booktitle = {Proceedings of the Conference on Mensch Und Computer},
pages = {251\textendash257},
publisher = {Association for Computing Machinery},
address = {Magdeburg, Germany},
series = {MuC '20},
abstract = {Augmented reality (AR) provides users with contextually relevant multimedia content by overlaying it on real-world objects. However, overlaying virtual content on real-world objects can cause occlusion. Especially for learning use cases, the occlusion might result in missing real-world information important for learning gain. Therefore, it is important to understand how virtual content should be positioned relative to the related real-world information without negatively affecting the learning experience. Thus, we conducted a study with 12 participants using AR glasses to investigate the position of virtual content using a vocabulary learning task. Participants learned foreign words shown in the surrounding while viewing translations using AR glasses as an overlay, on the right or below the foreign word. We found that showing virtual translations on top of foreign words significantly decreases comprehension and increase users' task load. Insights from our study inform the design of applications for AR glasses supporting vocabulary learning.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Martin Kocur, Melanie Kloss, Valentin Schwind, Christian Wolff, Niels Henze
Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance Proceedings Article
In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 193–205, Association for Computing Machinery, Virtual Event, Canada, 2020, ISBN: 9781450380744.
@inproceedings{10.1145/3410404.3414261,
title = {Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance},
author = {Martin Kocur and Melanie Kloss and Valentin Schwind and Christian Wolff and Niels Henze},
url = {https://doi.org/10.1145/3410404.3414261
https://vali.de/wp-content/uploads/2020/11/2020-CHIPLAY-PowerVR.pdf},
doi = {10.1145/3410404.3414261},
isbn = {9781450380744},
year = {2020},
date = {2020-01-01},
booktitle = {Proceedings of the Annual Symposium on Computer-Human Interaction in Play},
pages = {193\textendash205},
publisher = {Association for Computing Machinery},
address = {Virtual Event, Canada},
series = {CHI PLAY '20},
abstract = {Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereotypical assessments are known as the Proteus effect. Exergames involve physical activities of players, however, it is currently unknown if behavioral changes caused by an avatar's appearance can affect players' performance in physically engaging tasks. Therefore, we conducted a study with 30 participants to determine the effect of avatars' muscularity on physical performance and perception of effort. We found that participants in muscular avatars had a lower perceived exertion during an isometric force task. Furthermore, male participants embodying a muscular avatar had a higher grip strength. Results suggest that embodying avatars associated with power and strength can decrease the perception of effort and enhance physical performance. We discuss how body ownership, user identification, and gender moderate avatars' effects.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Anna-Marie Ortloff, Maximiliane Windl, Valentin Schwind, Niels Henze
Implementation and In Situ Assessment of Contextual Privacy Policies Proceedings Article
In: Proceedings of the 2020 on Designing Interactive Systems Conference, pp. 14, Association for Computing Machinery, Eindhoven, Netherlands, 2020, ISBN: 9781450369749.
@inproceedings{Ortloff2020,
title = {Implementation and In Situ Assessment of Contextual Privacy Policies},
author = {Anna-Marie Ortloff and Maximiliane Windl and Valentin Schwind and Niels Henze},
url = {https://dx.doi.org/10.1145/3357236.3395549
https://vali.de/wp-content/uploads/2020/05/CPP_camera_ready.pdf},
doi = {10.1145/3357236.3395549},
isbn = {9781450369749},
year = {2020},
date = {2020-07-06},
booktitle = {Proceedings of the 2020 on Designing Interactive Systems Conference},
pages = {14},
publisher = {Association for Computing Machinery},
address = {Eindhoven, Netherlands},
series = {DIS ’20},
abstract = {Online services collect an increasing amount of data about their users. Privacy policies are currently the only common way to inform users about the kinds of data collected, stored and processed by online services. Previous work showed that users do not read and understand privacy policies, due to their length, difficult language, and often non-prominent location. Embedding privacy-relevant information directly in the context of use could help users understand the privacy implications of using online services. We implemented Contextual Privacy Policies (CPPs) as a browser extension and provide it to the community to make privacy information accessible for end-users. We evaluated CPPs through a one-week deployment and in situ questionnaires as well as pre- and post-study interviews. We found that CPPs were well received by participants. The analysis revealed that provided information should be as compact as possible, be adjusted to user groups and enable users to take action.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Sven Mayer, Jens Reinhardt, Robin Schweigert, Brighten Jelke, Valentin Schwind, Katrin Wolf, Niels Henze
Improving Humans’ Ability to Interpret Deictic Gestures in Virtual Reality Proceedings Article
In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, ACM, Honolulu, HI, USA, 2020.
@inproceedings{Mayer:2020:IHA,
title = {Improving Humans’ Ability to Interpret Deictic Gestures in Virtual Reality},
author = {Sven Mayer and Jens Reinhardt and Robin Schweigert and Brighten Jelke and Valentin Schwind and Katrin Wolf and Niels Henze},
url = {https://dl.acm.org/doi/10.1145/3313831.3376340
https://vali.de/wp-content/uploads/2020/02/2020-CHI-Improving-HumansAbility.pdf},
doi = {10.1145/3313831.3376340},
year = {2020},
date = {2020-04-25},
booktitle = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
publisher = {ACM},
address = {Honolulu, HI, USA},
series = {CHI '20},
abstract = {Collaborative Virtual Environments (CVEs) offer unique opportunities for human communication. Humans can interact with each other over a distance in any environment and visual embodiment they want. Although deictic gestures are especially important as they can guide other humans' attention, humans make systematic errors when using and interpreting them. Recent work suggests that the interpretation of vertical deictic gestures can be significantly improved by warping the pointing arm. In this paper, we extend previous work by showing that models enable to also improve the interpretation of deictic gestures at targets all around the user. Through a study with 28 participants in a CVE, we analyzed the errors users make when interpreting deictic gestures. We derived a model that rotates the arm of a pointing user's avatar to improve the observing users' accuracy. A second study with 24 participants shows that we can improve observers' accuracy by 22.9%. As our approach is not noticeable for users, it improves their accuracy without requiring them to learn a new interaction technique or distracting from the experience.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Sarah Graf, Valentin Schwind
Inconsistencies of Presence Questionnaires in Virtual Reality Proceedings Article
In: 26th ACM Symposium on Virtual Reality Software and Technology, pp. 3, Association for Computing Machinery, Virtual Event, Canada, 2020, ISBN: 9781450376198/20/11.
@inproceedings{Graf2020,
title = {Inconsistencies of Presence Questionnaires in Virtual Reality},
author = {Sarah Graf and Valentin Schwind},
url = {https://vali.de/wp-content/uploads/2020/09/2020-VRST-BIPsInVR.pdf
https://doi.org/10.1145/3385956.3422105},
doi = {10.1145/3385956.3422105},
isbn = {9781450376198/20/11},
year = {2020},
date = {2020-11-01},
booktitle = {26th ACM Symposium on Virtual Reality Software and Technology},
pages = {3},
publisher = {Association for Computing Machinery},
address = {Virtual Event, Canada},
series = {VRST '20},
abstract = {Presence in virtual reality (VR) is typically assessed through questionnaires in the real world and after leaving an immersive experience. Previous research suggests that questionnaires in VR reduce biases caused by the real-world setup. However, it remains unclear whether presence questionnaires still provide valid results when subjects are being surveyed while the construct is perceived. In a user study with 36 participants, two standardized presence questionnaires (IPQ, SUSa) were either completed in the real lab, in a virtual lab scene, or in the actual scene after a virtual gaming experience. Our results show inconsistencies between the measurements and that main scores, as well as subscales of the presence measures are significantly affected by the subjects' environment. As presence questionnaires have been designed to be answered after an immersive experience, we recommend revising those tools for measuring presence in VR.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Rufat Rzayev, Florian Habler, Polina Ugnivenko, Niels Henze, Valentin Schwind
It’s Not Always Better When We’re Together: Effects of Being Accompanied in Virtual Reality Proceedings Article
In: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, Honolulu, HI, USA, 2020, ISBN: 978-1-4503-6819-3/20/04.
@inproceedings{Rzayev2020,
title = {It’s Not Always Better When We’re Together: Effects of Being Accompanied in Virtual Reality},
author = {Rufat Rzayev and Florian Habler and Polina Ugnivenko and Niels Henze and Valentin Schwind},
url = {https://dl.acm.org/doi/10.1145/3334480.3382826
https://vali.de/wp-content/uploads/2020/02/LBW325.pdf},
doi = {10.1145/3334480.3382826},
isbn = {978-1-4503-6819-3/20/04},
year = {2020},
date = {2020-04-25},
booktitle = {Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems},
journal = {Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems},
address = {Honolulu, HI, USA},
abstract = {Virtual reality (VR) enables immersive applications that make rich content available independent of time and space. By replacing or supplementing physical face-to-face meetings, VR could also radically change how we socially interact with others. Despite this potential, the effect of transferring physical collaborative experience into a virtual one is unclear. Therefore, we investigated the experience differences between a collaborative virtual environment (CVE) and a physical environment. We used a museum visit as a task since it is a typical social experience and a promising use case for VR. 48 participants experienced the task in real and virtual environments, either alone or with a partner. Despite the potential of CVEs, we found that being in a virtual environment has adverse effects on the experience which is reinforced by being in the environment with another person. Based on quantitative and qualitative results, we provide recommendations for the design of future multi-user virtual environments.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Niels Henze, Valentin Schwind, Katrin Wolf, Martin Kocur, Albrecht Schmidt
Preparing an Online Lecture That We Wouldn't Hate to Attend Journal Article
In: IEEE Pervasive Computing, vol. 19, no. 3, pp. 51-55, 2020.
@article{Henze2020,
title = {Preparing an Online Lecture That We Wouldn't Hate to Attend},
author = {Niels Henze and Valentin Schwind and Katrin Wolf and Martin Kocur and Albrecht Schmidt},
editor = {Andrew Kun},
doi = {10.1109/MPRV.2020.2997614},
year = {2020},
date = {2020-07-01},
journal = {IEEE Pervasive Computing},
volume = {19},
number = {3},
pages = {51-55},
keywords = {},
pubstate = {published},
tppubtype = {article}
}

Valentin Schwind, David Halbhuber, Jakob Fehle, Jonathan Sasse, Andreas Pfaffelhuber, Christoph Tögel, Julian Dietz, Niels Henze
The Effects of Full-Body Avatar Movement Predictions in Virtual Reality using Neural Networks Proceedings Article
In: 26th ACM Symposium on Virtual Reality Software and Technology, pp. 11, Association for Computing Machinery, Virtual Event, Canada, 2020, ISBN: 9781450376198/20/11.
@inproceedings{Schwind2020a,
title = {The Effects of Full-Body Avatar Movement Predictions in Virtual Reality using Neural Networks},
author = {Valentin Schwind and David Halbhuber and Jakob Fehle and Jonathan Sasse and Andreas Pfaffelhuber and Christoph T\"{o}gel and Julian Dietz and Niels Henze},
url = {https://vali.de/wp-content/uploads/2020/08/vrst20-2.pdf
https://doi.org/10.1145/3385956.3418941},
doi = {10.1145/3385956.3418941},
isbn = {9781450376198/20/11},
year = {2020},
date = {2020-11-01},
booktitle = {26th ACM Symposium on Virtual Reality Software and Technology},
pages = {11},
publisher = {Association for Computing Machinery},
address = {Virtual Event, Canada},
series = {VRST '20},
abstract = {Motion tracking technologies and avatars in virtual reality (VR) showing the movements of the own body enable high levels of presence and a strong illusion of body ownership (IBO) -- key features of immersive systems and gaming experiences in virtual environments. Previous work suggests using software-based algorithms that can not only compensate system latency but also predict future movements of the user to increase input performance. However, the effects of movement prediction in VR on input performance are largely unknown. In this paper, we investigate neural network-based predictions of full-body avatar movements in two scenarios: In the first study, we used a standardized 2D Fitts' Law task to examine the information throughput in VR. In the second study, we utilized a full-body VR game to determine the users' performance. We found that both performance and subjective measures in a standardized 2D Fitts' law task could not benefit from the predicted avatar movements. In an immersive gaming scenario, however, the perceived accuracy of the own body location improved. Presence and body assessments remained more stable and were higher than during the Fitts' task. We conclude that machine-learning-based predictions could be used to compensate system-related latency but participants only subjectively benefit under certain conditions.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Martin Kocur, Philipp Schaubhuber, Valentin Schwind, Christian Wolff, Niels Henze
The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality Proceedings Article
In: 26th ACM Symposium on Virtual Reality Software and Technology, pp. 11, Association for Computing Machinery, Virtual Event, Canada, 2020, ISBN: 9781450376198/20/11.
@inproceedings{Kocur2020,
title = {The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality},
author = {Martin Kocur and Philipp Schaubhuber and Valentin Schwind and Christian Wolff and Niels Henze},
url = {https://vali.de/wp-content/uploads/2020/09/vrst20a-sub1086-cam-i6.pdf
https://doi.org/10.1145/3385956.3418969},
doi = {10.1145/3385956.3418969},
isbn = {9781450376198/20/11},
year = {2020},
date = {2020-11-01},
booktitle = {26th ACM Symposium on Virtual Reality Software and Technology},
pages = {11},
publisher = {Association for Computing Machinery},
address = {Virtual Event, Canada},
series = {VRST '20},
abstract = {Virtual Reality (VR) allows embodying any possible avatar. Known as the textitProteus effect, avatars can change users' behavior and attitudes. Previous work found that embodying Albert Einstein can increase cognitive task performance. The behavioral confirmation paradigm, however, predicts that our behavior is also affected by others' perception of us. Therefore, we investigated the cognitive performance in collaborative VR when self-perception and external perception of the own avatar differ. 32 male participants performed a Tower of London task in pairs. One participant embodied Einstein or a young adult while the other perceived the participant as Einstein or a young adult. We show that the perception by others affects cognitive performance. The Einstein avatar also decreased the perceived workload. Results imply that avatars' appearance to both, the user and the others must be considered when designing for cognitively demanding tasks.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Martin Kocur, Sarah Graf, Valentin Schwind
The Impact of Missing Fingers in Virtual Reality Proceedings Article
In: 26th ACM Symposium on Virtual Reality Software and Technology, pp. 5, Association for Computing Machinery, Virtual Event, Canada, 2020, ISBN: 9781450376198/20/11.
@inproceedings{Kocur2020b,
title = {The Impact of Missing Fingers in Virtual Reality},
author = {Martin Kocur and Sarah Graf and Valentin Schwind},
url = {https://vali.de/wp-content/uploads/2020/09/2020-VRST-ImportanceOfFingers.pdf
https://doi.org/10.1145/3385956.3418973},
doi = {10.1145/3385956.3418973},
isbn = {9781450376198/20/11},
year = {2020},
date = {2020-11-01},
booktitle = {26th ACM Symposium on Virtual Reality Software and Technology},
pages = {5},
publisher = {Association for Computing Machinery},
address = {Virtual Event, Canada},
series = {VRST '20},
abstract = {Avatars in virtual reality (VR) can have body structures that differ from the physical self. Game designers, for example, often stylize virtual characters by reducing the number of fingers. Previous work found that the sensation of presence in VR depends on avatar realism and the number of limbs. However, it is currently unknown how the removal of individual fingers affects the VR experience, body perception, and how fingers are used instead. In a study with 24 participants, we investigate the effects of missing fingers and avatar realism on presence, phantom pain perception, and finger usage. Our results show that particularly missing index fingers decrease presence, show the highest phantom pain ratings, and significantly change hand interaction behavior. We found that relative usage of thumb and index fingers in contrast to middle, ring, and little finger usage was higher with abstract hands than with realistic ones -- even when the fingers were missing. We assume that dominant fingers are firstly integrated into the own body schema when an avatar does not resemble one's own appearance. We discuss cognitive mechanisms in experiencing virtual limb loss.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Martin Kocur, Daniel Roth, Valentin Schwind
Towards an Investigation of Embodiment Time in Virtual Reality Workshop
Mensch und Computer 2020 - Workshopband, MuC'20 Workshops Gesellschaft für Informatik e.V., Bonn, 2020.
@workshop{Kocur2020a,
title = {Towards an Investigation of Embodiment Time in Virtual Reality},
author = {Martin Kocur and Daniel Roth and Valentin Schwind},
editor = {Hansen, C., N\"{u}rnberger, A. \& Preim, B.},
url = {https://vali.de/wp-content/uploads/2020/09/2020-MuC-UIVR-ExposureTime.pdf
https://doi.org/10.18420/muc2020-ws134-339},
doi = {10.18420/muc2020-ws134-339},
year = {2020},
date = {2020-09-07},
booktitle = {Mensch und Computer 2020 - Workshopband},
pages = {11},
publisher = {Gesellschaft f\"{u}r Informatik e.V.},
address = {Bonn},
series = {MuC'20 Workshops},
abstract = {Virtual Reality (VR) allows us to embody any possible appearance using avatars. Previous work found that the visual appearance of an avatar can affect the user's behavior -- a phenomenon known as the Proteus effect. The illusory feeling of owning a virtual avatar -- the body ownership illusion -- modulates the Proteus effect. Prior investigations revealed that the time of how long users embody an avatar can affect the extent of the body ownership illusion, however, it is currently unknown whether and how behavioral changes caused by the Proteus effect are moderated by the embodiment time. Therefore, we are planning to conduct a study with 30 participants where we induce the Proteus effect using avatars of different perceived ages to evaluate the effect of embodiment time on walking speed. We hypothesize that the longer users embody an elderly avatar, the slower they will walk in VR. In this proposal, we suggest a study design to evaluate the effect of embodiment time on the body ownership illusion and behavioral changes caused by the Proteus effect in VR.},
keywords = {},
pubstate = {published},
tppubtype = {workshop}
}
2019

Marion Koelle, Ceenu George, Valentin Schwind, Daniel Perry, Yumiko Sakamoto, Khalad Hasan, Robb Mitchell, Thomas Olsson
Human-Computer Interaction -- INTERACT 2019, Springer International Publishing, Cham, 2019, ISBN: 978-3-030-29390-1.
@workshop{10.1007/978-3-030-29390-1_73,
title = {#SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms},
author = {Marion Koelle and Ceenu George and Valentin Schwind and Daniel Perry and Yumiko Sakamoto and Khalad Hasan and Robb Mitchell and Thomas Olsson},
editor = {David Lamas and Fernando Loizides and Lennart Nacke and Helen Petrie and Marco Winckler and Panayiotis Zaphiris},
url = {https://link.springer.com/chapter/10.1007/978-3-030-29390-1_73},
isbn = {978-3-030-29390-1},
year = {2019},
date = {2019-01-01},
booktitle = {Human-Computer Interaction -- INTERACT 2019},
pages = {741--746},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {The spread of information and communication technologies (ICTs) in all aspects of our lives increases the range and scale of potential issues with social acceptance. In the HCI community there is a growing interest and recognition of social acceptability issues with emerging technologies and novel interaction paradigms. This workshop builds on the success of the CHI 2018 workshop on social acceptability by bringing together academics and practitioners to discuss what social acceptance and acceptability mean in the context of various emerging technologies and modern human-computer interaction. We aim to bring the concept of social acceptability in line with the current technology landscape, as well as to identify relevant research steps for making it more useful, actionable and researchable with well-operationalized metrics. The intended outcome of the workshop is two-fold: first, we will continue the efforts to provide an actionable conceptualization of social acceptability in HCI. Second, we will start a collection of best practices and practical examples to be brought together as a continuously updated ``case book'' of social acceptability in HCI.},
keywords = {},
pubstate = {published},
tppubtype = {workshop}
}

Masahiro Mori, Karl F. MacDorman, Valentin Schwind
Das unheimliche Tal (Übersetzung aus dem Japanischen) Book Chapter
In: Haensch, Konstantin Daniel; Nelke, Lara; Planitzer, Matthias (Ed.): pp. 212-219, Textem Verlag, Hamburg, 2019, ISBN: 978–3–86485–217–6.
@inbook{Mori2019,
title = {Das unheimliche Tal (\"{U}bersetzung aus dem Japanischen)},
author = {Masahiro Mori and Karl F. MacDorman and Valentin Schwind},
editor = {Konstantin Daniel Haensch and Lara Nelke and Matthias Planitzer},
url = {http://www.textem.de/uncanny.html},
isbn = { 978\textendash3\textendash86485\textendash217\textendash6},
year = {2019},
date = {2019-04-22},
pages = {212-219},
publisher = {Textem Verlag},
address = {Hamburg},
series = {Uncanny Interfaces},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}

Sven Mayer, Valentin Schwind, Huy Viet Le, Dominik Weber, Jonas Vogelsang, Johannes Wolf, Niels Henze
Effect of Orientation on Unistroke Touch Gestures Proceedings Article
In: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), pp. 9, ACM, Glasgow, Scotland UK, 2019.
@inproceedings{Mayer2019a,
title = {Effect of Orientation on Unistroke Touch Gestures},
author = {Sven Mayer and Valentin Schwind and Huy Viet Le and Dominik Weber and Jonas Vogelsang and Johannes Wolf and Niels Henze},
url = {https://dl.acm.org/doi/10.1145/3290605.3300928
https://vali.de/wp-content/uploads/2019/01/2019-CHI-OrientationGestures.pdf},
doi = {10.1145/3290605.3300928},
year = {2019},
date = {2019-05-04},
booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019)},
pages = {9},
publisher = {ACM},
address = { Glasgow, Scotland UK},
abstract = {As touchscreens are the most successful input method of current mobile devices, touch gestures became a widely used input technique. While gestures provide users with advantages to express themselves, they also introduce challenges regarding accuracy and memorability. In this paper, we investigate the effect of a gesture's orientation on how well the gesture can be performed. We conducted a study in which participants performed systematically rotated unistroke gestures. For straight lines as well as for compound lines, we found that users tend to align gestures with the primary axes. We show that the error can be described by a Clausen function with R² = .93. Based on our findings, we suggest design implications and highlight the potential for recognizing flick gestures, visualizing gestures and improving recognition of compound gestures.
},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Florian Habler, Valentin Schwind, Niels Henze
Effects of Smart Virtual Assistants' Gender and Language Proceedings Article
In: Proceedings of Mensch Und Computer 2019, pp. 469–473, ACM, Hamburg, Germany, 2019, ISBN: 978-1-4503-7198-8.
@inproceedings{Habler2019,
title = {Effects of Smart Virtual Assistants' Gender and Language},
author = {Florian Habler and Valentin Schwind and Niels Henze},
url = {https://dl.acm.org/doi/10.1145/3340764.3344441
https://vali.de/wp-content/uploads/2019/09/p469-habler.pdf},
doi = {10.1145/3340764.3344441},
isbn = {978-1-4503-7198-8},
year = {2019},
date = {2019-01-01},
booktitle = {Proceedings of Mensch Und Computer 2019},
pages = {469--473},
publisher = {ACM},
address = {Hamburg, Germany},
series = {MuC'19},
abstract = {Smart virtual assistants (SVA) are becoming increasingly popular. Prominent SVAs, including Siri, Alexa, and Cortana, have female-gendered names and voices which raised the concern that combining female-gendered voices and submissive language amplifies gender stereotypes. We investigated the effect of gendered voices and the used language on the perception of SVAs. We asked participants to assess the performance, personality and user experience of an SVA while controlling the gender of the voice and the attributed status of the language. We show that low-status language is preferred but the voice's gender has a much smaller effect. Using low-status language and female-gendered voices might be acceptable but solely combining low-status language with female-gendered voices is not.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Robin Schweigert, Valentin Schwind, Sven Mayer
EyePointing: A Gaze-Based Selection Technique Proceedings Article
In: Proceedings of Mensch Und Computer 2019, pp. 719–723, ACM, Hamburg, Germany, 2019, ISBN: 978-1-4503-7198-8.
@inproceedings{Schweigert:2019:EGS:3340764.3344897,
title = {EyePointing: A Gaze-Based Selection Technique},
author = {Robin Schweigert and Valentin Schwind and Sven Mayer},
url = {http://doi.acm.org/10.1145/3340764.3344897
https://vali.de/wp-content/uploads/2019/09/p719-schweigert.pdf},
doi = {10.1145/3340764.3344897},
isbn = {978-1-4503-7198-8},
year = {2019},
date = {2019-01-01},
booktitle = {Proceedings of Mensch Und Computer 2019},
pages = {719--723},
publisher = {ACM},
address = {Hamburg, Germany},
series = {MuC'19},
abstract = {Interacting with objects from a distance is not only challenging in the real world but also a common problem in virtual reality (VR). One issue concerns the distinction between attention for exploration and attention for selection -- also known as the Midas-touch problem. Researchers proposed numerous approaches to overcome that challenge using additional devices, gaze input cascaded pointing, and using eye blinks to select the remote object. While techniques such as MAGIC pointing still require additional input for confirming a selection using eye gaze and, thus, forces the user to perform unnatural behavior, there is still no solution enabling a truly natural and unobtrusive device free interaction for selection. In this paper, we propose EyePointing: a technique which combines the MAGIC pointing technique and the referential mid-air pointing gesture to selecting objects in a distance. While the eye gaze is used for referencing the object, the pointing gesture is used as a trigger.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Alexandra Voit, Sven Mayer, Valentin Schwind, Niels Henze
Online, VR, AR, Lab, and In-Situ: Comparison of Research Methods to Evaluate Smart Artifacts Proceedings Article
In: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), pp. 12, ACM, Glasgow, Scotland UK, 2019.
@inproceedings{Voit2019a,
title = {Online, VR, AR, Lab, and In-Situ: Comparison of Research Methods to Evaluate Smart Artifacts},
author = {Alexandra Voit and Sven Mayer and Valentin Schwind and Niels Henze},
url = {https://dl.acm.org/doi/10.1145/3290605.3300737
https://vali.de/wp-content/uploads/2019/01/2019-CHI-Comparison.pdf},
doi = {10.1145/3290605.3300737},
year = {2019},
date = {2019-05-04},
booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019)},
journal = { CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019)},
pages = {12},
publisher = {ACM},
address = {Glasgow, Scotland UK},
abstract = {Empirical studies are a cornerstone of HCI research. Technical progress constantly enables new study methods. Online surveys, for example, make it possible to collect feedback from remote users. Progress in augmented and virtual reality enables to collect feedback with early designs. In-situ studies enable researchers to gather feedback in natural environments. While these methods have unique advantages and disadvantages, it is unclear if and how using a specific method affects the results. Therefore, we conducted a study with 60 participants comparing five different methods (online, virtual reality, augmented reality, lab setup, and in-situ) to evaluate early prototypes of smart artifacts. We asked participants to assess four different smart artifacts using standardized questionnaires. We show that the method significantly affects the study result and discuss implications for HCI research. Finally, we highlight further directions to overcome the effect of the used methods.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Sven Mayer, Lars Lischke, Valentin Schwind, Markus Gärtner, Eric Hämmerle, Emine Turcan, Florin Rheinwald, Gustav Murawski, Jonas Kuhn, Niels Henze
Text Analysis Using Large High-Resolution Displays Proceedings Article
In: Proceedings of Mensch Und Computer 2019, pp. 189–197, ACM, Hamburg, Germany, 2019, ISBN: 978-1-4503-7198-8.
@inproceedings{Mayer:2019:TAU:3340764.3340768,
title = {Text Analysis Using Large High-Resolution Displays},
author = {Sven Mayer and Lars Lischke and Valentin Schwind and Markus G\"{a}rtner and Eric H\"{a}mmerle and Emine Turcan and Florin Rheinwald and Gustav Murawski and Jonas Kuhn and Niels Henze},
url = {http://doi.acm.org/10.1145/3340764.3340768
https://vali.de/wp-content/uploads/2019/09/p189-mayer.pdf},
doi = {10.1145/3340764.3340768},
isbn = {978-1-4503-7198-8},
year = {2019},
date = {2019-01-01},
booktitle = {Proceedings of Mensch Und Computer 2019},
pages = {189--197},
publisher = {ACM},
address = {Hamburg, Germany},
series = {MuC'19},
abstract = {Large high-resolution displays (LHRDs) are entering into our daily life. Today, we already see them in installations where they display tailored applications, e.g. in exhibitions. However, while heavily studied under lab conditions, real-world applications for personal use, which utilize the extended screen space are rarely available. Thus, today's studies of LHRD are particularly designed to embrace the large screen space. In contrast, in this paper, we investigate a real-world application designed for researchers working on large text corpora to support them in deep text understanding. We conducted a study with 14 experts from the humanities and computational linguistics which solved a text analysis task using a standard desktop version on a 24 inch screen and an LHRD version on three 50 inch screens. Surprisingly, the smaller display condition outperformed the LHRD in terms of task completion time and error rate. While participants appreciated the overview provided by the large screen, qualitative feedback also revealed that the need for head movement and the scrolling mechanism decreased the usability of the LHRD condition.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Rufat Rzayev, Gürkan Karaman, Katrin Wolf, Niels Henze, Valentin Schwind
The Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions Proceedings Article
In: Proceedings of Mensch Und Computer 2019, pp. 11–20, ACM, Hamburg, Germany, 2019, ISBN: 978-1-4503-7198-8.
@inproceedings{Rzayev:2019:EPA:3340764.3340802,
title = {The Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions},
author = {Rufat Rzayev and G\"{u}rkan Karaman and Katrin Wolf and Niels Henze and Valentin Schwind},
url = {http://doi.acm.org/10.1145/3340764.3340802
https://vali.de/wp-content/uploads/2019/09/p11-rzayev.pdf},
doi = {10.1145/3340764.3340802},
isbn = {978-1-4503-7198-8},
year = {2019},
date = {2019-01-01},
booktitle = {Proceedings of Mensch Und Computer 2019},
pages = {11--20},
publisher = {ACM},
address = {Hamburg, Germany},
series = {MuC'19},
abstract = {Virtual reality (VR) enables users to experience informal learning activities, such as visiting museum exhibitions or attending tours independent of their physical locations. Consequently, VR offers compelling use cases by making informal learning and education accessible to a broader audience and simultaneously reducing the carbon footprint. For many learning activities, the presence of a human guide is essential for participants' experience. The effect of the presence of a guide and its appearance in VR is, however, unclear. In this paper, we compare a real-world guide with a realistic, an abstract, and an audio-only representation of a virtual guide. Participants followed four multimodal presentations while we investigated the effect on comprehension, presence, co-presence and the perception of the guide. Our results show that even a realistic presentation of a guide results in significantly lower co-presence, humanness, and attractiveness compared to a human guide. Qualitative results and participants' feedback indicate that having no visual representation of the guide helps to focus on the content but can reduce the connection with the guide.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Lars Lischke, Valentin Schwind, Robin Schweigert, Paweł Woźniak, Niels Henze
Understanding Pointing for Workspace Tasks on Large High-Resolution Displays Proceedings Article
In: Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery, Pisa, Italy, 2019, ISBN: 9781450376242.
@inproceedings{10.1145/3365610.3365636,
title = {Understanding Pointing for Workspace Tasks on Large High-Resolution Displays},
author = {Lars Lischke and Valentin Schwind and Robin Schweigert and Pawe\l Wo\'{z}niak and Niels Henze},
url = {https://doi.org/10.1145/3365610.3365636
https://vali.de/wp-content/uploads/2020/07/Lischke2020.pdf},
doi = {10.1145/3365610.3365636},
isbn = {9781450376242},
year = {2019},
date = {2019-01-01},
booktitle = {Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia},
publisher = {Association for Computing Machinery},
address = {Pisa, Italy},
series = {MUM ’19},
abstract = {Navigating on large high-resolution displays (LHRDs) using devices built for traditional desktop computers can be strenuous and negatively impact user experience. As LHRDs transition to everyday use, new user-friendly interaction techniques need to be designed to capitalise on the potential offered by the abundant screen space on LHRDs. We conducted a study which compared mouse pointing and eye-tracker assisted pointing (MAGIC pointing) on LHRDs. In a controlled experiment with 35 participants, we investigated user performance in a one-dimensional pointing task and a map-based search task. We determined that MAGIC pointing had a lower throughput, but participants had the perception of higher performance. Our work contributes insights for the design of pointing techniques for LHRDs. The results indicate that the choice of technique is scenario-dependent which contrasts with desktop computers.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind, Niklas Deierlein, Romina Poguntke, Niels Henze
Understanding the Social Acceptability of Mobile Devices using the Stereotype Content Model Proceedings Article
In: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), pp. 12, ACM, Glasgow, Scotland Uk, 2019.
@inproceedings{Schwind2019a,
title = {Understanding the Social Acceptability of Mobile Devices using the Stereotype Content Model},
author = {Valentin Schwind and Niklas Deierlein and Romina Poguntke and Niels Henze},
url = {https://dl.acm.org/doi/10.1145/3290605.3300591
https://vali.de/wp-content/uploads/2019/01/2019-CHI-StereotypicalContentModel.pdf},
doi = {10.1145/3290605.3300591},
year = {2019},
date = {2019-05-04},
booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019)},
journal = { CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019)},
pages = {12},
publisher = {ACM},
address = {Glasgow, Scotland Uk},
abstract = {Understanding social perception is important for designing mobile devices that are socially acceptable. Previous work not only investigated the social acceptability of mobile devices and interaction techniques but also provided tools to measure social acceptance. However, we lack a robust model that explains the underlying factors that make devices socially acceptable. In this paper, we consider mobile devices as social objects and investigate if the stereotype content model (SCM) can be applied to those devices. Through a study that assesses combinations of mobile devices and group stereotypes, we show that mobile devices have a systematic effect on the stereotypes' warmth and competence. Supported by a second study, which combined mobile devices without a specific stereotypical user, our result suggests that mobile devices are perceived stereotypically by themselves. Our combined results highlight mobile devices as social objects and the importance of considering stereotypes when assessing social acceptance of mobile devices.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind, Jan Leusmann, Niels Henze
Understanding Visual-Haptic Integration of Avatar Hands Using a Fitts’ Law Task in Virtual Reality Proceedings Article
In: Mensch und Computer 2019, ACM Press, 2019.
@inproceedings{Schwind2019d,
title = {Understanding Visual-Haptic Integration of Avatar Hands Using a Fitts’ Law Task in Virtual Reality},
author = {Valentin Schwind and Jan Leusmann and Niels Henze},
url = {https://doi.org/10.1145/3340764.3340769
https://vali.de/wp-content/uploads/2019/09/2019-MUC-FittsInVR-1.pdf},
doi = {10.1145/3340764.3340769},
year = {2019},
date = {2019-09-08},
booktitle = {Mensch und Computer 2019},
publisher = {ACM Press},
abstract = {Virtual reality (VR) is becoming more and more ubiquitous to interact with digital content and often requires renderings of avatars as they enable improved spatial localization and high levels of presence. Previous work shows that visual-haptic integration of virtual avatars depends on body ownership and spatial localization in VR. However, there are different conclusions about how and which stimuli of the own appearance are integrated into the own body scheme. In this work, we investigate if systematic changes of model and texture of a users' avatar affect the input performance measured in a two-dimensional Fitts' law target selection task. Interestingly, we found that the throughput remained constant between our conditions and that neither model nor texture of the avatar significantly affected the average duration to complete the task even when participants felt different levels of presence and body ownership. In line with previous work, we found that the illusion of virtual limb-ownership does not necessarily correlate to the degree to which vision and haptics are integrated into the own body scheme. Our work supports findings indicating that body ownership and spatial localization are potentially independent mechanisms in visual-haptic integration.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind, Pascal Knierim, Nico Haas, Niels Henze
Using Presence Questionnaires in Virtual Reality Proceedings Article
In: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), pp. 12, ACM, Glasgow, Scotland Uk, 2019.
@inproceedings{Schwind2019b,
title = {Using Presence Questionnaires in Virtual Reality},
author = {Valentin Schwind and Pascal Knierim and Nico Haas and Niels Henze},
url = {https://doi.org/10.1145/3290605.3300590
https://vali.de/wp-content/uploads/2019/01/2019-CHI-QuestionnairesInVR.pdf},
doi = {10.1145/3290605.3300590},
year = {2019},
date = {2019-05-04},
booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019)},
pages = {12},
publisher = {ACM},
address = {Glasgow, Scotland Uk},
organization = { },
abstract = {Virtual Reality (VR) is gaining increasing importance in science, education, and entertainment. A fundamental characteristic of VR is creating presence, the experience of 'being' or 'acting', when physically situated in another place. Measuring presence is vital for VR research and development. It is typically repeatedly assessed through questionnaires completed after leaving a VR scene. Requiring participants to leave and re-enter the VR costs time and can cause disorientation. In this paper, we investigate the effect of completing presence questionnaires directly in VR. Thirty-six participants experienced two immersion levels and filled three standardized presence questionnaires in the real world or VR. We found no effect on the questionnaires' mean scores; however, we found that the variance of those measures significantly depends on the realism of the virtual scene and if the subjects had left the VR. The results indicate that, besides reducing a study's duration and reducing disorientation, completing questionnaires in VR does not change the measured presence but can increase the consistency of the variance.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Chairs/Committee
CHI PLAY Symposium on Human-Computer Interaction in Play (Associate Chair) |
INTERACT Int. Conference on Human-Computer Interaction (Associate Chair) |
VRST Symposium on Virtual Reality Software and Technology 2017 (Publicity Chair) |
MUC Mensch und Computer 2017 (Program Committee) |
Reviewer
CHI SIGCHI Conference on Human Factors in Computing Systems |
AH Augmented Humans International Conference |
IEEE VR IEEE Conference on Virtual Reality and 3D User Interfaces |
MobileHCI ACM Int. Conference on Human-Computer Interaction with Mobile Devices and Services |
IJHCI Int. Journal of Human-Computer Interaction |
ISMAR Int. Symposium on Mixed and Augmented Reality |
EICS ACM SIGCHI Symposium on Engineering Interactive Computing Systems |
TEI Int. Conference on Tangible, Embedded, and Embodied Interactions |
VRST Symposium on Virtual Reality Software and Technology |
CHI PLAY Symposium on Human-Computer Interaction in Play |
IJHCS International Journal of Human-Computer Studies |
IMWUTProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies |
ACMMM ACM Multimedia Conference |
MUM International Conference on Mobile and Ubiquitous Multimedia |
MUC Mensch und Computer |
Press
SPIEGEL ONLINE about faceMaker |
WELT/N24 about faceMaker |
HEISE ONLINE about faceMaker |
HEISE ONLINE about our Computer Mouse event with Rainer Mallebrein |
STUTTGARTER ZEITUNG about faceMaker |
STUTTGARTER NACHRICHTEN about faceMaker |
SÜDWEST PRESSE about faceMaker |