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 0000-0002-5072-8775.2020
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.},
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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.},
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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},
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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.
},
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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.},
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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},
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year = {2019},
date = {2019-01-01},
booktitle = {Proceedings of Mensch Und Computer 2019},
pages = {719--723},
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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.},
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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.},
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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.},
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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.},
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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.},
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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},
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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},
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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.},
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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.},
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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.},
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Martin Kocur, Niels Henze, Valentin Schwind
Utilizing the Proteus Effect to Improve Interactions using Full-Body Avatars in Virtual Reality Proceedings Article
In: Workshop on User-Embodied Interaction in Virtual Reality (UIVR) 2019, Hamburg, Germany, 2019.
@inproceedings{Kocur:2019:UPE,
title = {Utilizing the Proteus Effect to Improve Interactions using Full-Body Avatars in Virtual Reality},
author = {Martin Kocur and Niels Henze and Valentin Schwind},
url = {https://dl.gi.de/handle/20.500.12116/25214
https://vali.de/wp-content/uploads/2019/09/MUC_Workshop.pdf},
doi = {10.18420/muc2019-ws-584},
year = {2019},
date = {2019-09-09},
booktitle = {Workshop on User-Embodied Interaction in Virtual Reality (UIVR) 2019},
address = {Hamburg, Germany},
series = {MuC' Workshop19},
abstract = {Virtual Reality (VR) allows us to perceive the world through any possible embodiment \textendash the avatar. Behavioral changes due to the strong bond between the user and the virtual avatar is known as Proteus Effect. Previous work found that the Proteus Effect occurs when characteristics of the appearance are associated with knowledge and experiences gained by anticipated entities or stereotypes. Based on the findings that the Proteus Effect can trigger behavioral changes, we hypothesize that the appearance of an avatar in VR can be manipulated in a way that users will perform tasks better than they would perform them using their real or any casual embodiment. As one of the most important human behavioral characteristics is exerting force, we are planning to conduct a study investigating if muscular or wispy avatars are able to change physical forces of the physical self. Our hypothesis is that people will apply more force when they interact in a more powerful-looking appearance. An effect would have far-reaching consequences and implications for the interactions with avatars in HCI and VR.},
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2018
Valentin Schwind, Katrin Wolf, Niels Henze
Avoiding the Uncanny Valley in Virtual Character Design Journal Article
In: Interactions, vol. 25, no. 5, pp. 45–49, 2018, ISSN: 1072-5520.
@article{Schwind:2018:AUV:3271652.3236673,
title = {Avoiding the Uncanny Valley in Virtual Character Design},
author = {Valentin Schwind and Katrin Wolf and Niels Henze},
url = {https://dl.acm.org/doi/10.1145/3236673
https://vali.de/wp-content/uploads/2018/08/p45-schwind.pdf},
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year = {2018},
date = {2018-01-01},
journal = {Interactions},
volume = {25},
number = {5},
pages = {45--49},
publisher = {ACM},
address = {New York, NY, USA},
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Valentin Schwind, Niels Henze
Gender- and Age-related Differences in Designing the Characteristics of Stereotypical Virtual Faces Proceedings Article
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{Schwind2018g,
title = {Gender- and Age-related Differences in Designing the Characteristics of Stereotypical Virtual Faces},
author = {Valentin Schwind and Niels Henze},
url = {https://dl.acm.org/doi/10.1145/3242671.3242692
https://vali.de/wp-content/uploads/2018/08/chiplay18a-sub1073-cam-i15.pdf},
doi = {10.1145/3242671.3242692},
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},
publisher = {ACM Press},
abstract = {The characteristics of virtual faces can be important factors for avatars and characters in video games. Previous work investigates how users create their own avatars and determines the generally preferred characteristics of virtual faces. However, it is currently unknown how the preferred characteristics of avatar faces depend on the players' age and gender or if these demographics can be predicted based on the data provided by an avatar creation system. In this paper, we investigate the effects of gender and age on the facial characteristics of 4,215 virtual faces created by 1,475 participants (994 male, 481 female) mainly from Central Europe using a web-based avatar creation system and the Caucasian average face. Our results show that with increasing age, men and women design increasingly realistic and less stylized avatars. We also found that young persons design more androgynous avatars, while adults further increase the masculinity and femininity of their avatars. However, women with higher age decrease the femininity and increase the masculinity of stereotypical faces. Based on the data collected during the avatar creation process, we can predict the participants' gender with an accuracy up to 91%, which open up new use cases for video games and avatar creation systems. We discuss potential social, biological, and cognitive explanations for our results and contribute with design implications for games and future avatar customization systems.},
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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 Proceedings Article
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.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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.},
keywords = {},
pubstate = {published},
tppubtype = {phdthesis}
}
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 Proceedings Article
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.
},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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 Proceedings Article
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.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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 Proceedings Article
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.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Sven Mayer, Valentin Schwind, Robin Schweigert, Niels Henze
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments Proceedings Article
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.
},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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 Proceedings Article
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.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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 Proceedings Article
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.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Valentin Schwind, Jens Reinhardt, Rufat Rzayev, Niels Henze, Katrin Wolf
Virtual Reality on the Go? A Study on Social Acceptance of VR Glasses Proceedings Article
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}
}
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 Honorable Mention Proceedings Article
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},
urldate = {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},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Valentin Schwind, Pascal Knierim, Lews Chuang, Niels Henze
“Where's Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality Proceedings Article
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},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kiss,Francisco, Schwind,Valentin, Schneegass,Stefan, Henze,Niels
Design and Evaluation of a Computer-Actuated Mouse Proceedings Article
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)},
publisher = {ACM Press},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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},
date = {2017-01-01},
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},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}
Niels Henze, Sven Mayer, Huy Viet Le, Valentin Schwind
Improving Software-Reduced Touchscreen Latency Proceedings Article
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},
doi = {10.1145/3098279.3122150},
isbn = {9781450350754},
year = {2017},
date = {2017-01-01},
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},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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
http://vali.de/wp-content/uploads/2018/04/Is-there-an-uncanny-valley-of-virtual-animals-A-quantitative-and-qualitative-investigation.pdf},
doi = {10.1016/j.ijhcs.2017.11.003},
issn = {10715819},
year = {2017},
date = {2017-12-01},
journal = {International Journal of Human-Computer Studies},
volume = {111C},
pages = {49--61},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Huy Viet Le, Valentin Schwind, Philipp Göttlich, Niels Henze
PredicTouch: A System to Reduce Touchscreen Latency using Neural Networks and Inertial Measurement Units Proceedings Article
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},
booktitle = {Proceedings of the Interactive Surfaces and Spaces on ZZZ - ISS '17},
pages = {230--239},
publisher = {ACM Press},
address = {New York, New York, USA},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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},
volume = {15},
number = {2},
pages = {1:1--1:15},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
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 Proceedings Article
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 Proceedings Article
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},
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}
Tilman Dingler, Rufat Rzayev, Valentin Schwind, Niels Henze
RSVP on the go - Implicit Reading Support on Smart Watches Through Eye Tracking Proceedings Article
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},
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tppubtype = {article}
}
2015
Valentin Schwind, Norman Pohl, Patrick Bader
Accuracy of a Low-Cost 3D-printed Head-Mounted Eye Tracker Proceedings Article
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 Proceedings Article
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},
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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},
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chapter = {5},
series = {Philosophical Studies},
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}
Patrick Bader, Norman Pohl, Valentin Schwind, Niels Henze, Katrin Wolf, Stefan Schneegass, Albrecht Schmidt
Remote Drawing on Vertical Surfaces with a Self-Actuated Display Proceedings Article
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 Proceedings Article
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},
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}
Valentin Schwind, Solveigh Jäger
The Uncanny Valley and the Importance of Eye Contact Best Paper Proceedings Article
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},
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year = {2015},
date = {2015-09-09},
urldate = {2015-09-09},
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note = {Best Paper Award},
keywords = {},
pubstate = {published},
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}
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 Proceedings Article
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 Proceedings Article
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 Proceedings Article
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 Proceedings Article
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 Symposium on Human-Computer Interaction (Associate Chair)
- CHI PLAY Symposium on Human-Computer Interaction in Play (Associate Chair)
- INTERACT Int. Conference on Human-Computer Interaction (Associate Chair)
- MUC Mensch und Computer 2017 (Program Committee)
- VRST Symposium on Virtual Reality Software and Technology (2017, Publicity Chair)
Reviewer
- CHI SIGCHI Conference on Human Factors in Computing Systems
- SIGGRAPH SIGGRAPH Conference on Computer Graphics & Interactive Techniques
- NATURE Springer Nature Scientific Reports
- 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
- IMWUT Proceedings 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
In Press
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