2026
Marie Luisa Fiedler, Christian Merz, Lukas Schach, Jonathan Tschanter, Mario Botsch, Carolin Wienrich, Marc Erich Latoschik,
Am I Still Me? Visual Congruence Across Reality–Virtuality and Avatar Appearance in Shaping Self-Perception and Behavior
, In
IEEE Transactions on Visualization and Computer Graphics
.
2026.
To be published.
[BibTeX]
[Abstract]
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[BibSonomy]
@article{fiedler2026still,
title = {Am I Still Me? Visual Congruence Across Reality–Virtuality and Avatar Appearance in Shaping Self-Perception and Behavior},
author = {Fiedler, Marie Luisa and Merz, Christian and Schach, Lukas and Tschanter, Jonathan and Botsch, Mario and Wienrich, Carolin and Latoschik, Marc Erich},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2026},
note = {To be published.},
url = {}
}
Abstract: This paper presents the first systematic investigation of how congruence in visual self-representation influences self-perception and behavior. We span a continuum from the physical self through avatars with graded self-similarity to clearly dissimilar avatars in virtual reality (VR). In a 1x4 within-user study, participants completed movement and quiz tasks in either physical reality or a digital twin environment in VR, where they embodied one of three avatars: a photorealistic self-similar avatar, a dissimilar same-gender avatar, or a dissimilar opposite-gender avatar. Subjective measures included presence, sense of embodiment, self-identification, and perceived change, and were complemented by an objective movement metric of behavioral change. Compared to physical reality, VR, even with a self-similar avatar, produced lower presence, a weaker sense of embodiment, and reduced self-identification, revealing a persistent gap in visual congruence. Within VR, self-similar avatars enhanced body ownership, self-location, and self-identification relative to dissimilar avatars. Conversely, dissimilar avatars produced measurable behavioral changes compared with self-similar ones. Gender cues, however, had little impact in gender-neutral tasks. Overall, the findings show that photorealistic self-similar avatars reinforce embodiment and self-identification. However, VR still falls short of achieving congruence with physical reality, underscoring key challenges for avatar realism and ecological validity.
Jonathan Tschanter, Christian Merz, Carolin Wienrich, Marc Erich Latoschik,
How Harassment Shapes Self-Perception and Well-Being in Social VR: Evidence from a Controlled Lab Study
, In
IEEE Transactions on Visualization and Computer Graphics
.
2026.
To be published
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@article{tschanter2026harassment,
title = {How Harassment Shapes Self-Perception and Well-Being in Social VR: Evidence from a Controlled Lab Study},
author = {Tschanter, Jonathan and Merz, Christian and Wienrich, Carolin and Latoschik, Marc Erich},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2026},
note = {To be published},
url = {}
}
Abstract: Social Virtual Reality (SVR) allows users to meet and build relationships through embodied avatars and real-time interaction in virtual spaces. While embodiment can strengthen social connections and presence, it can also intensify negative encounters, making SVR particularly vulnerable to harassment. Despite frequent reports of verbal, visual, and "physical" violations in SVR, little is known about how harassment reshapes users' self-perception, including their sense of embodiment, self-identification, closeness, and avatar customization preferences. We conducted a controlled experiment with 52 participants who experienced either a neutral or a harassment condition in a scenario modeled after real SVR incidents. Participants perceived the harassing peer as significantly more negative, annoying, and disturbing than the neutral peer. Contrary to prior reports, harassment did not significantly affect well-being measures, including emotional state, self-esteem, and physiological arousal, within this controlled scenario. However, participants reported stronger bodily change, attributed more of their own attitudes and emotions to their avatars, and increased interpersonal distance when personal space was invaded. Self-reported coping strategies included ignoring, stepping back, using humor, and retaliating. Notably, avatar customization preferences shifted across conditions. Participants in the neutral condition favored personalized avatars, whereas those in the harassment condition more frequently preferred anonymity in public spaces. Together, these findings demonstrate that harassment in SVR not only exploits embodiment but also reshapes self-perception. We further contribute methodological insights into how harassment can be ethically and reproducibly studied in controlled SVR-like experiments.
Marie Luisa Fiedler, Christian Merz, Jonathan Tschanter, Carolin Wienrich, Marc Erich Latoschik,
Technological Advances in Two Generations of Consumer-Grade VR Systems: Effects on User Experience and Task Performance
.
2026.
[BibTeX]
[Download]
[BibSonomy]
@misc{fiedler2026technologicaladvances,
title = {Technological Advances in Two Generations of Consumer-Grade VR Systems: Effects on User Experience and Task Performance},
author = {Fiedler, Marie Luisa and Merz, Christian and Tschanter, Jonathan and Wienrich, Carolin and Latoschik, Marc Erich},
year = {2026},
url = {https://arxiv.org/abs/2601.09610}
}
Jonathan Tschanter, Christian Merz, Marie Luisa Fiedler, Carolin Wienrich, Marc Erich Latoschik,
Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VR
, In
IEEE Transactions on Visualization and Computer Graphics
.
2026.
To be published
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@article{tschanter2026matters,
title = {Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VR},
author = {Tschanter, Jonathan and Merz, Christian and Fiedler, Marie Luisa and Wienrich, Carolin and Latoschik, Marc Erich},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2026},
note = {To be published},
url = {}
}
Abstract: Integrated Virtual Reality (IVR) systems are central to avatar-mediated use cases in Virtual Reality (VR), reconstructing users' movements on avatars. They differ primarily in their tracking architectures, which determine how completely and accurately users' movements are captured and reconstructed on avatars.
Many current IVR systems reduce user-worn hardware, trading reconstruction accuracy against cost and setup complexity, yet their impact on user experience and task performance across use cases remains underexplored. We compared three reduced user-worn IVR systems. Each system has distinct technical approaches: (1) Captury (markerless outside-in optical tracking), (2) Meta Movement SDK (markerless inside-out optical tracking), and (3) Vive Trackers (marker-based outside-in optical tracking with IMUs).
In a 3x5 mixed-design, participants performed five tasks, simulating different use cases, to probe distinct aspects of these systems. No system consistently outperformed the others. Meta excelled in hand-based, fast-paced interactions, while Captury and Vive performed better in lower-body tasks and during full-body pose observation. These findings underscore the need to evaluate reduced user-worn IVR systems within the specific use case. We offer practical guidance for system selection based on use-case demands and released our tasks as an open-source, extensible framework to support future evaluations for selecting IVR systems.
2025
Jonathan Tschanter, Christian Merz, Carolin Wienrich, Marc Erich Latoschik,
Towards Understanding Harassment in Social Virtual Reality: A Study Design on the Impact of Avatar Self-Similarity
, In
2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (IEEE VRW)
.
IEEE Computer Science
, 2025.
IDEATExR Best Paper 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{tschanter2025harassment,
title = {Towards Understanding Harassment in Social Virtual Reality: A Study Design on the Impact of Avatar Self-Similarity},
author = {Tschanter, Jonathan and Merz, Christian and Wienrich, Carolin and Latoschik, Marc Erich},
booktitle = {2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (IEEE VRW)},
year = {2025},
publisher = {IEEE Computer Science},
note = {IDEATExR Best Paper 🏆},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2025-ieeevrw-towards-understanding-harassment-in-social-virtual-reality.pdf}
}
Abstract: In social virtual reality (VR), harassment persists as a pervasive and critical issue. Prior work emphasizes its perceived realness and emotional impact. However, the influence of avatar design, particularly the role of self-similarity, remains underexplored. Self-similar avatars can enhance user identification and engagement, yet potentially intensify the psychological and physiological effects of harassment. Existing studies often rely on interviews or user-generated content, lacking systematic analysis and controlled comparisons. To address these gaps, we present a process for creating realistic VR harassment scenarios. We built a scenario based on existing literature and validated it with expert reviews and user feedback. We propose a 2 x 2 between-subjects design to systematically examine users' emotional and physiological states, their identification with avatars, and the effects of avatar self-similarity. The study design will deepen the understanding of harassment dynamics in VR. Additionally, it can provide actionable insights for designing safer, more inclusive virtual environments that promote user well-being and foster equitable communities.
2024
Florian Kern, Jonathan Tschanter, Marc Erich Latoschik,
Handwriting for Text Input and the Impact of XR Displays, Surface Alignments, and Sentence Complexities
, In
IEEE Transactions on Visualization and Computer Graphics
, pp. 1-11
.
2024.
[BibTeX]
[Abstract]
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[BibSonomy]
[Doi]
@article{10460576,
title = {Handwriting for Text Input and the Impact of XR Displays, Surface Alignments, and Sentence Complexities},
author = {Kern, Florian and Tschanter, Jonathan and Latoschik, Marc Erich},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2024},
pages = {1-11},
url = {https://ieeexplore.ieee.org/document/10460576},
doi = {10.1109/TVCG.2024.3372124}
}
Abstract: Text input is desirable across various eXtended Reality (XR) use cases and is particularly crucial for knowledge and office work. This article compares handwriting text input between Virtual Reality (VR) and Video See-Through Augmented Reality (VST AR), facilitated by physically aligned and mid-air surfaces when writing simple and complex sentences. In a 2x2x2 experimental design, 72 participants performed two ten-minute handwriting sessions, each including ten simple and ten complex sentences representing text input in real-world scenarios. Our developed handwriting application supports different XR displays, surface alignments, and handwriting recognition based on digital ink. We evaluated usability, user experience, task load, text input performance, and handwriting style. Our results indicate high usability with a successful transfer of handwriting skills to the virtual domain. XR displays and surface alignments did not impact text input speed and error rate. However, sentence complexities did, with participants achieving higher input speeds and fewer errors for simple sentences (17.85 WPM, 0.51% MSD ER) than complex sentences (15.07 WPM, 1.74% MSD ER). Handwriting on physically aligned surfaces showed higher learnability and lower physical demand, making them more suitable for prolonged handwriting sessions. Handwriting on mid-air surfaces yielded higher novelty and stimulation ratings, which might diminish with more experience. Surface alignments and sentence complexities significantly affected handwriting style, leading to enlarged and more connected cursive writing in both mid-air and for simple sentences. The study also demonstrated the benefits of using XR controllers in a pen-like posture to mimic styluses and pressure-sensitive tips on physical surfaces for input detection. We additionally provide a phrase set of simple and complex sentences as a basis for future text input studies, which can be expanded and adapted.
Christian Merz, Jonathan Tschanter, Florian Kern, Jean-Luc Lugrin, Carolin Wienrich, Marc Erich Latoschik,
Pipelining Processors for Decomposing Character Animation
, In
30th ACM Symposium on Virtual Reality Software and Technology
.
New York, NY, USA
:
Association for Computing Machinery
, 2024.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{merz2024processor,
title = {Pipelining Processors for Decomposing Character Animation},
author = {Merz, Christian and Tschanter, Jonathan and Kern, Florian and Lugrin, Jean-Luc and Wienrich, Carolin and Latoschik, Marc Erich},
booktitle = {30th ACM Symposium on Virtual Reality Software and Technology},
year = {2024},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3641825.3689533},
doi = {10.1145/3641825.3689533}
}
Abstract: This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.
2023
Florian Kern, Jonathan Tschanter, Marc Erich Latoschik,
Virtual-to-Physical Surface Alignment and Refinement Techniques for Handwriting, Sketching, and Selection in XR
, In
2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
, pp. 502-506
.
2023.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{10108564,
title = {Virtual-to-Physical Surface Alignment and Refinement Techniques for Handwriting, Sketching, and Selection in XR},
author = {Kern, Florian and Tschanter, Jonathan and Latoschik, Marc Erich},
booktitle = {2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
year = {2023},
pages = {502-506},
url = {https://ieeexplore.ieee.org/document/10108564/},
doi = {10.1109/VRW58643.2023.00109}
}
Abstract: The alignment of virtual to physical surfaces is essential to improve symbolic input and selection in XR. Previous techniques optimized for efficiency can lead to inaccuracies. We investigate regression-based refinement techniques and introduce a surface accuracy eval-uation. The results revealed that refinement techniques can highly improve surface accuracy and show that accuracy depends on the gesture shape and surface dimension. Our reference implementation and dataset are publicly available.