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 0000-0002-5072-8775.2018

Elhassan Makled, Yomna Abdelrahman, Noha Mokhtar, Valentin Schwind, Slim Abdennadher, Albrecht Schmidt
I Like to Move It: Investigating the Effect of Head and Body Movement of Avatars in VR on User's Perception Inproceedings
In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, pp. LBW099:1–LBW099:6, ACM, Montreal QC, Canada, 2018, ISBN: 978-1-4503-5621-3.
@inproceedings{Makled:2018:ILM:3170427.3188573,
title = {I Like to Move It: Investigating the Effect of Head and Body Movement of Avatars in VR on User's Perception},
author = {Elhassan Makled and Yomna Abdelrahman and Noha Mokhtar and Valentin Schwind and Slim Abdennadher and Albrecht Schmidt},
url = {http://doi.acm.org/10.1145/3170427.3188573
https://vali.de/wp-content/uploads/2020/07/3170427.3188573.pdf},
doi = {10.1145/3170427.3188573},
isbn = {978-1-4503-5621-3},
year = {2018},
date = {2018-01-01},
booktitle = {Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems},
pages = {LBW099:1--LBW099:6},
publisher = {ACM},
address = {Montreal QC, Canada},
series = {CHI EA '18},
abstract = {Interacting with computer generated humans in virtual reality is becoming more popular with the current increase in accessibility of virtual reality head mounted displays and applications. However, simulating accurate behavior in computer generated humans remains a challenge. In this study, we tested the effects of full body behavior (Body Movement and Head Movement) in terms of viewers perception (comfortability with and realism of the computer generated human) using an animated computer generated human in virtual reality. Our findings imply the significant influence of body animation (excluding head animation) on both comfortability and realism of the computer generated human. 37.5% of the participants did not notice the exclusion of the head animation; implying the importance of body animations over head animations. Using the results, we derive guidelines on computer generated human design and realization as well as their influence on the viewer's perception. Finally, we discuss the constraints that should be taken into account when animating in virtual reality.},
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}

Valentin Schwind
Implications of the Uncanny Valley of Avatars and Virtual Characters for Human-Computer Interaction PhD Thesis
Dissertation, University of Stuttgart, 2018.
@phdthesis{Schwind2018f,
title = {Implications of the Uncanny Valley of Avatars and Virtual Characters for Human-Computer Interaction},
author = {Valentin Schwind},
url = {https://elib.uni-stuttgart.de/handle/11682/9953
https://vali.de/wp-content/uploads/2018/08/thesis.pdf},
doi = {10.18419/opus-9936},
year = {2018},
date = {2018-05-08},
address = {Stuttgart, Germany},
school = {Dissertation, University of Stuttgart},
abstract = {Technological innovations made it possible to create more and more realistic figures. Such figures are often created according to human appearance and behavior allowing interaction with artificial systems in a natural and familiar way. In 1970, the Japanese roboticist Masahiro Mori observed, however, that robots and prostheses with a very - but not perfect - human-like appearance can elicit eerie, uncomfortable, and even repulsive feelings. While real people or stylized figures do not seem to evoke such negative feelings, human depictions with only minor imperfections fall into the "uncanny valley," as Mori put it. Today, further innovations in computer graphics led virtual characters into the uncanny valley. Thus, they have been subject of a number of disciplines. For research, virtual characters created by computer graphics are particularly interesting as they are easy to manipulate and, thus, can significantly contribute to a better understanding of the uncanny valley and human perception. For designers and developers of virtual characters such as in animated movies or games, it is important to understand how the appearance and human-likeness or virtual realism influence the experience and interaction of the user and how they can create believable and acceptable avatars and virtual characters despite the uncanny valley. This work investigates these aspects and is the next step in the exploration of the uncanny valley. This dissertation presents the results of nine studies examining the effects of the uncanny valley on human perception, how it affects interaction with computing systems, which cognitive processes are involved, and which causes may be responsible for the phenomenon. Furthermore, we examine not only methods for avoiding uncanny or unpleasant effects but also the preferred characteristics of virtual faces. We bring the uncanny valley into context with related phenomena causing similar effects. By exploring the eeriness of virtual animals, we found evidence that the uncanny valley is not only related to the dimension of human-likeness, which significantly change our view on the phenomenon. Furthermore, using advanced hand tracking and virtual reality technologies, we discovered that avatar realism is connected to other factors, which are related to the uncanny valley and depend on avatar realism. Affinity with the virtual ego and the feeling of presence in the virtual world were also affected by gender and deviating body structures such as a reduced number of fingers. Considering the performance while typing on keyboards in virtual reality, we also found that the perception of the own avatar depends on the user's individual task proficiencies. This thesis concludes with implications that not only extends existing knowledge about virtual characters, avatars and the uncanny valley but also provide new design guidelines for human-computer interaction and virtual reality.},
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Markus Gärtner, Sven Mayer, Valentin Schwind, Eric Hämmerle, Emine Turcan, Florin Rheinwald, Gustav Murawski, Lars Lischke, Jonas Kuhn
NLATool: An Application for Enhanced Deep Text Understanding Inproceedings
In: Proceedings of the 27th International Conference on Computational Linguistics: System Demonstrations, pp. 4, 2018.
@inproceedings{Gartner:2018:NLA,
title = {NLATool: An Application for Enhanced Deep Text Understanding},
author = {Markus G\"{a}rtner and Sven Mayer and Valentin Schwind and Eric H\"{a}mmerle and Emine Turcan and Florin Rheinwald and Gustav Murawski and Lars Lischke and Jonas Kuhn},
url = {https://vali.de/wp-content/uploads/2018/08/gartner2018nlatool.pdf},
year = {2018},
date = {2018-08-20},
booktitle = {Proceedings of the 27th International Conference on Computational Linguistics: System Demonstrations},
pages = {4},
series = {COLING'18},
abstract = {Today, we see an ever growing number of tools supporting text annotation. Each of these tools is optimized for specific use-cases such as named entity recognition. However, we see large growing knowledge bases such as Wikipedia or the Google Knowledge Graph. In this paper, we
introduce NLATool, a web application developed using a human-centered design process. The application combines supporting text annotation and enriching the text with additional information from a number of sources directly within the application. The tool assists users to efficiently
recognize named entities, annotate text, and automatically provide users additional information while solving deep text understanding tasks.
},
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introduce NLATool, a web application developed using a human-centered design process. The application combines supporting text annotation and enriching the text with additional information from a number of sources directly within the application. The tool assists users to efficiently
recognize named entities, annotate text, and automatically provide users additional information while solving deep text understanding tasks.

Valentin Schwind, Niels Henze, Jens Reinhardt, Rufat Rzayev, Niels Henze, Katrin Wolf
On the Need for Standardized Methods to Study the Social Acceptability of Emerging Technologies Inproceedings
In: CHI'18 Workshop (Un)Acceptable!?! – Re-thinking the Social Acceptability of Emerging Technologies, pp. 6, 2018.
@inproceedings{Schwind2018,
title = {On the Need for Standardized Methods to Study the Social Acceptability of Emerging Technologies},
author = {Valentin Schwind and Niels Henze and Jens Reinhardt and Rufat Rzayev and Niels Henze and Katrin Wolf},
url = {https://dl.acm.org/doi/pdf/10.1145/3236112.3236127
http://vali.de/wp-content/uploads/2018/05/On-the-Need-for-Standardized-Methods-to-Study-the-Social-Acceptability-of-Emerging-Technologies.pdf},
doi = {10.1145/3236112.3236127},
year = {2018},
date = {2018-01-01},
booktitle = {CHI'18 Workshop (Un)Acceptable!?! \textendash Re-thinking the Social Acceptability of Emerging Technologies},
pages = {6},
abstract = {Virtual reality (VR) glasses enable to be present in an environment while the own physical body is located in another place. Recent mobile VR glasses enable users to be present in any environment they want at any time and physical place. Still, mobile VR glasses are rarely used. One explanation is that it is not considered socially acceptable to immerse in another environment in certain situations. We conducted an online experiment that investigates the social acceptance of VR glasses in six different contexts. Our results confirm that social acceptability depends on the situation. In the bed, in the metro, or in a train, mobile VR glasses seem to be acceptable. However, while being surrounded by other people where a social interaction between people is expected, such as in a living room or a public cafe, the acceptance of mobile VR glasses is significantly reduced. If one or two persons wear glasses seems to have a negligible effect. We conclude that social acceptability of VR glasses depends on the situation and is lower when the user is supposed to interact with surrounding people.},
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Pascal Knierim, Valentin Schwind, Anna Maria Feit, Florian Nieuwenhuizen, Niels Henze
Physical Keyboards in Virtual Reality: Analysis of Typing Performance and Effects of Avatar Hands Inproceedings
In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2018.
@inproceedings{Knierim2018,
title = {Physical Keyboards in Virtual Reality: Analysis of Typing Performance and Effects of Avatar Hands},
author = {Pascal Knierim and Valentin Schwind and Anna Maria Feit and Florian Nieuwenhuizen and Niels Henze},
url = {https://doi.org/10.1145/3173574.3173919
http://vali.de/wp-content/uploads/2018/01/CHI2018-Typing-In-VR.pdf},
doi = {10.1145/3173574.3173919},
year = {2018},
date = {2018-04-21},
booktitle = {Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},
journal = {Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {Entering text is one of the most common tasks when interacting with computing systems. Virtual Reality (VR) presents a challenge as neither the user's hands nor the physical input devices are directly visible. Hence, conventional desktop peripherals are very slow, imprecise, and cumbersome. We developed a apparatus that tracks the user's hands, and a physical keyboard, and visualize them in VR. In a text input study with 32 participants, we investigated the achievable text entry speed and the effect of hand representations and transparency on typing performance, workload, and presence. With our apparatus, experienced typists benefited from seeing their hands, and reach almost outside-VR performance. Inexperienced typists profited from semi-transparent hands, which enabled them to type just 5.6 WPM slower than with a regular desktop setup. We conclude that optimizing the visualization of hands in VR is important, especially for inexperienced typists, to enable a high typing performance.},
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Sven Mayer, Valentin Schwind, Robin Schweigert, Niels Henze
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments Inproceedings
In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2018.
@inproceedings{Mayer2018,
title = {The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments},
author = {Sven Mayer and Valentin Schwind and Robin Schweigert and Niels Henze},
url = {https://doi.org/10.1145/3173574.3174227
http://vali.de/wp-content/uploads/2018/01/CHI2018-The-Effect-of-Offset-Correction-and-Cursor-on-Mid-Air-Pointing-in-Real-and-Virtual-Environments.pdf},
doi = {10.1145/3173574.3174227},
year = {2018},
date = {2018-04-21},
booktitle = {Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},
journal = {Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {Pointing at remote objects to direct others' attention is a fundamental human ability. Previous work explored methods for remote pointing to select targets. Absolute pointing techniques that cast a ray from the user to a target are affected by humans' limited pointing accuracy. Recent work suggests that accuracy can be improved by compensating systematic offsets between targets a user aims at and rays cast from the user to the target. In this paper, we investigate mid-air pointing in the real world and virtual reality. Through a pointing study, we model the offsets to improve pointing accuracy and show that being in a virtual environment affects how users point at targets. In the second study, we validate the developed model and analyze the effect of compensating systematic offsets. We show that the provided model can significantly improve pointing accuracy when no cursor is provided. We further show that a cursor improves pointing accuracy but also increases the selection time.
},
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Valentin Schwind, Lorraine Lin, Massimiliano Di Luca, Sophie Jörg, James Hillis
Touch with Foreign Hands: The Effect of Virtual Hand Appearance on Visual-Haptic Integration Inproceedings
In: Proceedings of the ACM Symposium on Applied Perception (SAP '18), ACM, New York, NY, 2018.
@inproceedings{Schwind2018d,
title = {Touch with Foreign Hands: The Effect of Virtual Hand Appearance on Visual-Haptic Integration},
author = {Valentin Schwind and Lorraine Lin and Massimiliano {Di Luca} and Sophie J\"{o}rg and James Hillis},
url = {https://doi.org/10.1145/3225153.3225158
https://vali.de/wp-content/uploads/2018/06/2018-SAP-HapticIntegrationInVR.pdf},
doi = {10.1145/3225153.3225158},
year = {2018},
date = {2018-08-03},
booktitle = {Proceedings of the ACM Symposium on Applied Perception (SAP '18)},
publisher = {ACM},
address = {New York, NY},
abstract = {Hand tracking and haptics are gaining more importance as key technologies of virtual reality (VR) systems. For designing such systems, it is fundamental to understand how the appearance of the virtual hands influences user experience and how the human brain integrates vision and haptics. However, it is currently unknown whether multi-sensory integration of visual and haptic feedback can be influenced by the appearance of virtual hands in VR. We performed a user study in VR to gain insight into the effect of hand appearance on how the brain combines visual and haptic signals using a cue-conflict paradigm. In this paper, we show that the detection of surface irregularities (bumps and holes) sensed by eyes and hands is affected by the rendering of avatar hands. However, sensitivity changes do not correlate with the degree of perceived limb ownership. Qualitative feedback provides insights into potentially distracting cues in visual-haptic integration.},
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Valentin Schwind, Sven Mayer, Alexandre Comeau-Vermeersch, Robin Schweigert, Niels Henze
Up to the Fingertip: The Effect of Avatars on Mid-Air Pointing Accuracy in Virtual Reality Inproceedings
In: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18, ACM Press 2018, ISBN: 978-1-4503-5624-4/18/10.
@inproceedings{Schwind2018e,
title = {Up to the Fingertip: The Effect of Avatars on Mid-Air Pointing Accuracy in Virtual Reality},
author = {Valentin Schwind and Sven Mayer and Alexandre Comeau-Vermeersch and Robin Schweigert and Niels Henze},
url = {https://doi.org/10.1145/3242671.3242675
https://vali.de/wp-content/uploads/2018/08/chiplay18a-sub1021-cam-i15.pdf},
doi = {10.1145/3242671.3242675},
isbn = {978-1-4503-5624-4/18/10},
year = {2018},
date = {2018-10-28},
booktitle = {Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18},
journal = {Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18},
organization = {ACM Press},
abstract = {Avatars in virtual reality (VR) increase the immersion and provide an interface between the user's physical body and the virtual world. Thus, avatars enable referential gestures, which are essential for targeting, selection, locomotion, and collaboration in VR. However, players of immersive games can have another virtual appearance deviating from human-likeness and previous work suggests that avatars can have an effect on the accuracy of referential gestures in VR. One of the most important referential gestures is mid-air pointing. It has been shown that mid-air pointing is affected by systematic errors, which can be compensated using different methods. Thus, it is unknown if the avatar must be considered in corrections of the systematic error. In this paper, we investigate the effect of the avatar on pointing accuracy. We show that the systematic error in pointing is significantly affected by the virtual appearance but does not correlate with the degree to which the appearance deviates from the perceived human-likeness. Moreover, we confirm that people only rely on their fingertip and not on their forearm or index finger orientation. We present compensation models and contribute with design implications to increase the accuracy of pointing in VR.},
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Valentin Schwind, Jens Reinhardt, Rufat Rzayev, Niels Henze, Katrin Wolf
Virtual Reality on the Go? A Study on Social Acceptance of VR Glasses Inproceedings
In: Adjunct proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services, ACM Press, 2018, ISBN: 9781450359412.
@inproceedings{Schwind2018b,
title = {Virtual Reality on the Go? A Study on Social Acceptance of VR Glasses},
author = {Valentin Schwind and Jens Reinhardt and Rufat Rzayev and Niels Henze and Katrin Wolf},
url = {https://doi.org/10.1145/3236112.3236127
https://vali.de/wp-content/uploads/2018/07/mobilehci18f-sub1036-cam-i15.pdf},
doi = {10.1145/3236112.3236127},
isbn = {9781450359412},
year = {2018},
date = {2018-01-01},
booktitle = {Adjunct proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services},
publisher = {ACM Press},
abstract = {Virtual reality (VR) glasses enable to be present in an environment while the own physical body is located in another place. Recent mobile VR glasses enable users to be present in any environment they want at any time and physical place. Still, mobile VR glasses are rarely used. One explanation is that it is not considered socially acceptable to immerse in another environment in certain situations. We conducted an online experiment that investigates the social acceptance of VR glasses in six different contexts. Our results confirm that social acceptability depends on the situation. In the bed, in the metro, or in a train, mobile VR glasses seem to be acceptable. However, while being surrounded by other people where a social interaction between people is expected, such as in a living room or a public cafe, the acceptance of mobile VR glasses is significantly reduced. If one or two persons wear glasses seems to have a negligible effect. We conclude that social acceptability of VR glasses depends on the situation and is lower when the user is supposed to interact with surrounding people.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
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2017

Valentin Schwind, Pascal Knierim, Cagri Tasci, Patrick Franczak, Nico Haas, Niels Henze
“These are not my hands!”: Effect of Gender on the Perception of Avatar Hands in Virtual Reality Inproceedings
In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2017, (Honorable Mention Award).
@inproceedings{Schwind2017,
title = {“These are not my hands!”: Effect of Gender on the Perception of Avatar Hands in Virtual Reality},
author = {Valentin Schwind and Pascal Knierim and Cagri Tasci and Patrick Franczak and Nico Haas and Niels Henze},
url = {http://vali.de/wp-content/uploads/2017/02/2017-CHI-These-are-not-my-hands.pdf},
doi = {10.1145/3025453.3025602},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},
publisher = {ACM},
address = {New York, NY, USA},
note = {Honorable Mention Award},
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Valentin Schwind, Pascal Knierim, Lews Chuang, Niels Henze
“Where's Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality Inproceedings
In: Proceedings of the 2017 CHI Conference on Computer-Human Interaction in Play (CHI PLAY), ACM, Amsterdam, Netherlands, 2017, ISBN: 978-1-4503-4898-0.
@inproceedings{Schwind2017bb,
title = {“Where's Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality},
author = { Valentin Schwind and Pascal Knierim and Lews Chuang and Niels Henze},
url = {http://vali.de/wp-content/uploads/2017/08/CHIPLAY17-Schwind-WhereIsPinky.pdf
https://doi.org/10.1145/3116595.3116596},
doi = {10.1145/3116595.3116596},
isbn = {978-1-4503-4898-0},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 2017 CHI Conference on Computer-Human Interaction in Play (CHI PLAY)},
publisher = {ACM},
address = {Amsterdam, Netherlands},
series = {CHI PLAY'17},
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Kiss,Francisco, Schwind,Valentin, Schneegass,Stefan, Henze,Niels
Design and Evaluation of a Computer-Actuated Mouse Inproceedings
In: 16th International Conference on Mobile and Ubiquitous Multimedia (MUM 2017), ACM Press, 2017, ISBN: 978-1-4503-5378-6.
@inproceedings{Kiss2017,
title = {Design and Evaluation of a Computer-Actuated Mouse},
author = {Kiss,Francisco and Schwind,Valentin and Schneegass,Stefan and Henze,Niels},
url = {http://vali.de/wp-content/uploads/2017/12/Kiss-2017-Design-and-Evaluation-of-a-Computer-Actuated-Mouse.pdf},
doi = {10.1145/3152832.3152862},
isbn = {978-1-4503-5378-6},
year = {2017},
date = {2017-01-01},
booktitle = {16th International Conference on Mobile and Ubiquitous Multimedia (MUM 2017)},
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Valentin Schwind, Katrin Wolf, Niels Henze
FaceMaker - A Procedural Face Generator to Foster Character Design Research Book Chapter
In: Korn, Oliver; Lee, Newton (Ed.): Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation, pp. 95-113, Springer International Publishing, Cham, 2017, ISBN: 978-3-319-53088-8.
@inbook{Schwind2017b,
title = {FaceMaker - A Procedural Face Generator to Foster Character Design Research},
author = { Valentin Schwind and Katrin Wolf and Niels Henze},
editor = {Oliver Korn and Newton Lee},
url = {http://dx.doi.org/10.1007/978-3-319-53088-8_6},
doi = {10.1007/978-3-319-53088-8_6},
isbn = {978-3-319-53088-8},
year = {2017},
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booktitle = {Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation},
pages = {95-113},
publisher = {Springer International Publishing},
address = {Cham},
series = {Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation},
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Niels Henze, Sven Mayer, Huy Viet Le, Valentin Schwind
Improving Software-Reduced Touchscreen Latency Inproceedings
In: Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, Association for Computing Machinery, Vienna, Austria, 2017, ISBN: 9781450350754.
@inproceedings{10.1145/3098279.3122150,
title = {Improving Software-Reduced Touchscreen Latency},
author = {Niels Henze and Sven Mayer and Huy Viet Le and Valentin Schwind},
url = {https://doi.org/10.1145/3098279.3122150
https://vali.de/wp-content/uploads/2020/03/3098279.3122150-1.pdf},
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booktitle = {Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services},
publisher = {Association for Computing Machinery},
address = {Vienna, Austria},
series = {MobileHCI ’17},
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Valentin Schwind, Katharina Leicht, Solveigh Jäger, Katrin Wolf, Niels Henze
Is there an Uncanny Valley of Virtual Animals? A Quantitative and Qualitative Investigation Journal Article
In: International Journal of Human-Computer Studies, vol. 111C, pp. 49–61, 2017, ISSN: 10715819.
@article{Schwind2017b,
title = {Is there an Uncanny Valley of Virtual Animals? A Quantitative and Qualitative Investigation},
author = {Valentin Schwind and Katharina Leicht and Solveigh J\"{a}ger and Katrin Wolf and Niels Henze},
url = {https://www.sciencedirect.com/science/article/pii/S1071581917301593
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Huy Viet Le, Valentin Schwind, Philipp Göttlich, Niels Henze
PredicTouch: A System to Reduce Touchscreen Latency using Neural Networks and Inertial Measurement Units Inproceedings
In: Proceedings of the Interactive Surfaces and Spaces on ZZZ - ISS '17, pp. 230–239, ACM Press, New York, New York, USA, 2017, ISBN: 9781450346917.
@inproceedings{Le2017,
title = {PredicTouch: A System to Reduce Touchscreen Latency using Neural Networks and Inertial Measurement Units},
author = { Huy Viet Le and Valentin Schwind and Philipp G\"{o}ttlich and Niels Henze},
url = {http://dl.acm.org/citation.cfm?doid=3132272.3134138},
doi = {10.1145/3132272.3134138},
isbn = {9781450346917},
year = {2017},
date = {2017-01-01},
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address = {New York, New York, USA},
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Oliver Korn, Michael Blatz, Adrian Rees, Jakob Schaal, Valentin Schwind, Daniel Görlich
Procedural Content Generation for Game Props? A Study on the Effects on User Experience Journal Article
In: Computers in Entertainment, vol. 15, no. 2, pp. 1:1–1:15, 2017, ISSN: 1544-3574.
@article{Korn2017,
title = {Procedural Content Generation for Game Props? A Study on the Effects on User Experience},
author = { Oliver Korn and Michael Blatz and Adrian Rees and Jakob Schaal and Valentin Schwind and Daniel G\"{o}rlich},
url = {http://doi.acm.org/10.1145/2974026},
doi = {10.1145/2974026},
issn = {1544-3574},
year = {2017},
date = {2017-01-01},
journal = {Computers in Entertainment},
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address = {New York, NY, USA},
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Pascal Knierim, Thomas Kosch, Valentin Schwind, Markus Funk, Francisco Kiss, Stefan Schneegass, Niels Henze
Tactile Drones - Providing Immersive Tactile Feedback in Virtual Reality through Quadcopters Inproceedings
In: CHI EA '17 - Proceedings of the 2017 Annual Symposium on Computer-Human Interaction, ACM Press, New York, NY, USA, 2017, ISBN: 9781450346566.
@inproceedings{Knierim2017,
title = {Tactile Drones - Providing Immersive Tactile Feedback in Virtual Reality through Quadcopters},
author = {Pascal Knierim and Thomas Kosch and Valentin Schwind and Markus Funk and Francisco Kiss and Stefan Schneegass and Niels Henze},
url = {http://dx.doi.org/10.1145/3027063.3050426},
doi = {10.1145/3027063.3050426},
isbn = {9781450346566},
year = {2017},
date = {2017-05-06},
booktitle = {CHI EA '17 - Proceedings of the 2017 Annual Symposium on Computer-Human Interaction},
publisher = {ACM Press},
address = {New York, NY, USA},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2016

Lars Lischke, Valentin Schwind, Kai Friedrich, Albrecht Schmidt, Niels Henze
MAGIC-Pointing on Large High-Resolution Displays Inproceedings
In: CHI EA '16 Proceedings of the 34rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, ACM Press, 2016, ISBN: 9781450340823.
@inproceedings{Lischke2016,
title = {MAGIC-Pointing on Large High-Resolution Displays},
author = { Lars Lischke and Valentin Schwind and Kai Friedrich and Albrecht Schmidt and Niels Henze},
url = {http://dx.doi.org/10.1145/2851581.2892479},
doi = {10.1145/2851581.2892479},
isbn = {9781450340823},
year = {2016},
date = {2016-01-01},
booktitle = {CHI EA '16 Proceedings of the 34rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems},
publisher = {ACM Press},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Tilman Dingler, Rufat Rzayev, Valentin Schwind, Niels Henze
RSVP on the go - Implicit Reading Support on Smart Watches Through Eye Tracking Inproceedings
In: Proceedings of the 2016 ACM International Symposium on Wearable Computers - ISWC '16, pp. 116–119, ACM Press, New York, New York, USA, 2016, ISBN: 9781450344609.
@inproceedings{Dingler2016a,
title = {RSVP on the go - Implicit Reading Support on Smart Watches Through Eye Tracking},
author = { Tilman Dingler and Rufat Rzayev and Valentin Schwind and Niels Henze},
url = {http://dl.acm.org/citation.cfm?doid=2971763.2971794},
doi = {10.1145/2971763.2971794},
isbn = {9781450344609},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 2016 ACM International Symposium on Wearable Computers - ISWC '16},
pages = {116--119},
publisher = {ACM Press},
address = {New York, New York, USA},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind, Solveigh Jäger
The Uncanny Valley and the Importance of Eye Contact Journal Article
In: i-com, vol. 15, no. 1, pp. 93–104, 2016.
@article{Schwind2016,
title = {The Uncanny Valley and the Importance of Eye Contact},
author = { Valentin Schwind and Solveigh J\"{a}ger},
url = {http://www.degruyter.com/view/j/icom.2016.15.issue-1/icom-2016-0001/icom-2016-0001.xml},
doi = {10.1515/icom-2016-0001},
year = {2016},
date = {2016-01-01},
journal = {i-com},
volume = {15},
number = {1},
pages = {93--104},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2015

Valentin Schwind, Norman Pohl, Patrick Bader
Accuracy of a Low-Cost 3D-printed Head-Mounted Eye Tracker Inproceedings
In: 2015.
@inproceedings{schwind2015c,
title = {Accuracy of a Low-Cost 3D-printed Head-Mounted Eye Tracker},
author = {Valentin Schwind and Norman Pohl and Patrick Bader},
url = {http://www.degruyter.com/view/books/9783110443929/9783110443929-028/9783110443929-028.xml},
doi = {10.1515/9783110443929-028},
year = {2015},
date = {2015-09-09},
journal = {Mensch \& Computer 2015 - Tagungsband},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind, Katrin Wolf, Niels Henze, Oliver Korn
Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator Inproceedings
In: Proceedings of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), 2015, ISBN: 978-1-4503-3466-2.
@inproceedings{Schwind2015a,
title = {Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator},
author = {Valentin Schwind and Katrin Wolf and Niels Henze and Oliver Korn},
url = {http://dl.acm.org/citation.cfm?id=2793116\&CFID=551380884\&CFTOKEN=54644610},
doi = {10.1145/2793107.2793116},
isbn = {978-1-4503-3466-2},
year = {2015},
date = {2015-10-08},
booktitle = {Proceedings of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY)},
volume = {2},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind
Historical, Cultural, and Aesthetic Aspects of the Uncanny Valley Book Chapter
In: Misselhorn, Catrin (Ed.): vol. 122, Chapter 5, pp. 81-107, Springer International Publishing, Collective Agency and Cooperation in Natural and Artificial Systems, 2015, ISBN: 978-3-319-15514-2.
@inbook{Schwind2015d,
title = {Historical, Cultural, and Aesthetic Aspects of the Uncanny Valley},
author = {Valentin Schwind},
editor = {Catrin Misselhorn},
url = {http://link.springer.com/chapter/10.1007/978-3-319-15515-9_5},
doi = {10.1007/978-3-319-15515-9_5},
isbn = {978-3-319-15514-2},
year = {2015},
date = {2015-10-14},
journal = {Collective Agency and Cooperation in Natural and Artificial Systems},
volume = {122},
pages = {81-107},
publisher = {Springer International Publishing},
edition = {Collective Agency and Cooperation in Natural and Artificial Systems},
chapter = {5},
series = {Philosophical Studies},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}

Patrick Bader, Norman Pohl, Valentin Schwind, Niels Henze, Katrin Wolf, Stefan Schneegass, Albrecht Schmidt
Remote Drawing on Vertical Surfaces with a Self-Actuated Display Inproceedings
In: Mensch und Computer 2015 - Tagungsband, pp. 447–450, 2015.
@inproceedings{Bader2015b,
title = {Remote Drawing on Vertical Surfaces with a Self-Actuated Display},
author = {Patrick Bader and Norman Pohl and Valentin Schwind and Niels Henze and Katrin Wolf and Stefan Schneegass and Albrecht Schmidt},
url = {http://www.degruyter.com/view/books/9783110443929/9783110443929-074/9783110443929-074.xml},
doi = {10.1515/9783110443929-074},
year = {2015},
date = {2015-01-01},
booktitle = {Mensch und Computer 2015 - Tagungsband},
pages = {447--450},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Patrick Bader, Valentin Schwind, Norman Pohl, Niels Henze, Katrin Wolf, Stefan Schneegass, Albrecht Schmidt
Self-Actuated Displays for Vertical Surfaces Inproceedings
In: Interact, pp. 282–299, 2015.
@inproceedings{Bader2015,
title = {Self-Actuated Displays for Vertical Surfaces},
author = {Patrick Bader and Valentin Schwind and Norman Pohl and Niels Henze and Katrin Wolf and Stefan Schneegass and Albrecht Schmidt},
url = {http://link.springer.com/10.1007/978-3-319-22723-8_23},
doi = {10.1007/978-3-319-22723-8_23},
year = {2015},
date = {2015-01-01},
booktitle = {Interact},
pages = {282--299},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind, Solveigh Jäger
The Uncanny Valley and the Importance of Eye Contact Inproceedings
In: Mensch& Computer 2015 - Tagungsband, 2015, (Best Paper Award).
@inproceedings{Schwind2015b,
title = {The Uncanny Valley and the Importance of Eye Contact},
author = {Valentin Schwind and Solveigh J\"{a}ger},
url = {http://www.degruyter.com/view/books/9783110443929/9783110443929-017/9783110443929-017.xml},
doi = {10.1515/9783110443929-017},
year = {2015},
date = {2015-09-09},
booktitle = {Mensch\& Computer 2015 - Tagungsband},
note = {Best Paper Award},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Katrin Wolf, Stefan Schneegass, Niels Henze, Dominik Weber, Valentin Schwind, Pascal Knierim, Sven Mayer, Tilman Dingler, Yomna Abdelrahman, Thomas Kubitza, Markus Funk, Anja Mebus, Albrecht Schmidt
TUIs in the Large: Using Paper Tangibles with Mobile Devices Inproceedings
In: ACM, (Ed.): Adjunct Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (to be published), ACM, New York, NY, USA, 2015.
@inproceedings{Wolf2015pTUI,
title = {TUIs in the Large: Using Paper Tangibles with Mobile Devices},
author = {Katrin Wolf and Stefan Schneegass and Niels Henze and Dominik Weber and Valentin Schwind and Pascal Knierim and Sven Mayer and Tilman Dingler and Yomna Abdelrahman and Thomas Kubitza and Markus Funk and Anja Mebus and Albrecht Schmidt},
editor = {ACM},
url = {http://dl.acm.org/citation.cfm?id=2702613.2732863},
doi = {10.1145/2702613.2732863},
year = {2015},
date = {2015-01-01},
booktitle = {Adjunct Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (to be published)},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2014

Patrick Bader, Stefan Schneegass, Niels Henze, Valentin Schwind, Katrin Wolf
A Mobile See-through 3D Display with Front- and Back-touch Inproceedings
In: Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, pp. 1063–1066, ACM, Helsinki, Finland, 2014, ISBN: 978-1-4503-2542-4.
@inproceedings{Bader2014mobileSeeThrough,
title = {A Mobile See-through 3D Display with Front- and Back-touch},
author = {Patrick Bader and Stefan Schneegass and Niels Henze and Valentin Schwind and Katrin Wolf},
url = {http://doi.acm.org/10.1145/2639189.2670276},
doi = {10.1145/2639189.2670276},
isbn = {978-1-4503-2542-4},
year = {2014},
date = {2014-01-01},
booktitle = {Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational},
pages = {1063--1066},
publisher = {ACM},
address = {Helsinki, Finland},
series = {NordiCHI '14},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Patrick Bader, Valentin Schwind, Niels Henze, Stefan Schneegass, Nora Broy, Albrecht Schmidt
Design and Evaluation of a Layered Handheld 3D Display with Touch-sensitive Front and Back Inproceedings
In: Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, pp. 315–318, ACM, Helsinki, Finland, 2014, ISBN: 978-1-4503-2542-4.
@inproceedings{Bader20143DTouch,
title = {Design and Evaluation of a Layered Handheld 3D Display with Touch-sensitive Front and Back},
author = {Patrick Bader and Valentin Schwind and Niels Henze and Stefan Schneegass and Nora Broy and Albrecht Schmidt},
url = {http://doi.acm.org/10.1145/2639189.2639257},
doi = {10.1145/2639189.2639257},
isbn = {978-1-4503-2542-4},
year = {2014},
date = {2014-01-01},
booktitle = {Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational},
pages = {315--318},
publisher = {ACM},
address = {Helsinki, Finland},
series = {NordiCHI '14},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Valentin Schwind, Patrick Bader, Stefan Schneegass, Katrin Wolf, Niels Henze
Towards Transparent Handheld See-Through Devices Inproceedings
In: Proceedings of the NordiCHI Workshop on Interactions and Applications for See-Through Technologies, 2014.
@inproceedings{schwind2014towards,
title = {Towards Transparent Handheld See-Through Devices},
author = {Valentin Schwind and Patrick Bader and Stefan Schneegass and Katrin Wolf and Niels Henze},
url = {http://seethroughworkshop2014.icg.tugraz.at/papers/seeti2014ws_submission_1.pdf},
year = {2014},
date = {2014-01-01},
booktitle = {Proceedings of the NordiCHI Workshop on Interactions and Applications for See-Through Technologies},
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
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