Human-Computer Interaction
XR Hub @ Girls' Day
The Girls' Day took place on April 25th, 2024, and was a great success! Together with the XR Hum Nuremberg we conducted parallel workshops where the girls got familiar with XR technologies and learned about the background of designing XR experiences.
Ceremonial inauguration of the CAIDAS building
The HCI and PIIS working groups actively contributed to the success of the event with demos and organization.
Programming Course Interface Development Results of WS 2023/24
The winter semester has come to an end and we are happy to present the results of the Programming Course Interface Development.
XR Expo Stuttgart 2024
The XR Hub Würzburg and HiAvA attended the XR Expo in Stuttgart, where they made valuable connections with attendees from academia and industry.
HCI, PIIS and PsyErgo at the IEEE VR 24 Conference in Orlando
HCI, PIIS and PsyErgo their works at the IEEE VR 24 Conference in Orlando, Florida
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Open Positions

Wissenschaftliche:r Mitarbeiter:in (m/w/d) für AIL AT WORK Projekt gesucht
Wir haben eine offene Stelle im wissenschaftlichen Dienst für das AIL AT WORK Projekt.


Recent Publications

Damian Kutzias, Sebastian von Mammen, Recent Advances in Procedural Generation of Buildings: From Diversity to Integration., In IEEE Trans. Games, Vol. 16(1), pp. 16-35. 2024.
[Download] [BibSonomy]
@article{journals/tciaig/KutziasM24, author = {Damian Kutzias and Sebastian von Mammen}, journal = {IEEE Trans. Games}, number = {1}, url = {http://dblp.uni-trier.de/db/journals/tciaig/tciaig16.html#KutziasM24}, year = {2024}, pages = {16-35}, title = {Recent Advances in Procedural Generation of Buildings: From Diversity to Integration.} }
Abstract:
Sooraj K Babu, Mounsif Chetitah, Sebastian von Mammen, Recommender-based User Guidance Framework, In 2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR), pp. 275-280. 2024.
[BibSonomy] [Doi]
@inproceedings{10445551, author = {Sooraj K Babu and Mounsif Chetitah and Sebastian von Mammen}, year = {2024}, booktitle = {2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)}, pages = {275-280}, title = {Recommender-based User Guidance Framework} }
Abstract: User guidance is crucial for a seamless user experience in a software system. This paper explores the need for effective user guidance mechanisms to enhance user experience and reduce human errors and frustration. In order to do that, we formalise and symbolically represent user guidance for versatile applications across diverse contexts by considering the knowledge base on users and software systems. We comprehensively analyse four distinct categories of user guidance mechanisms, namely, familiarisation, continuation, navigation, and customisation, with examples and expected data needed for each category. In addition, we investigate whether a recommender system (RS) can function as an appropriate tool to intelligently guide a user through a virtual reality (VR) authoring platform and describe the implementation of the corresponding RS-based guidance mechanism that aligns with the proposed formalisation. The paper concludes with a discussion of the present state of affairs and prospects for future research.
Damian Kutzias, Sebastian von Mammen, Handling Interfaces for the Procedural Generation of Complete Buildings, In Proceedings of ICSE GAS Workshop 2024, Vol. 8th International Workshop on Games and Software Engineering. 2024.
[BibSonomy]
@inproceedings{damian2024handling, author = {Damian Kutzias and Sebastian von Mammen}, year = {2024}, booktitle = {Proceedings of ICSE GAS Workshop 2024}, series = {Emerging Advanced Technologies for Game Engineering}, title = {Handling Interfaces for the Procedural Generation of Complete Buildings} }
Abstract:
Vivek Nair, Mark Roman Miller, Rui Wang, Brandon Huang, Christian Rack, Marc Erich Latoschik, James O'Brien, Effect of Data Degradation on Motion Re-Identification, In Proceedings of the International Workshop on Privacy and Security in Augmented, Virtual, and eXtended Realities (SEPAR). 2024. To be published
[BibSonomy]
@inproceedings{nair2024effect, author = {Vivek Nair and Mark Roman Miller and Rui Wang and Brandon Huang and Christian Rack and Marc Erich Latoschik and James O'Brien}, year = {2024}, booktitle = {Proceedings of the International Workshop on Privacy and Security in Augmented, Virtual, and eXtended Realities (SEPAR)}, title = {Effect of Data Degradation on Motion Re-Identification} }
Abstract:
Erik Wolf, Individual-, System-, and Application-Related Factors Influencing the Perception of Virtual Humans in Virtual Environments. 2024. Under Review
[BibSonomy]
@phdthesis{wolf2024thesis, author = {Erik Wolf}, year = {2024}, title = {Individual-, System-, and Application-Related Factors Influencing the Perception of Virtual Humans in Virtual Environments} }
Abstract: Mixed, augmented, and virtual reality, collectively known as extended reality (XR), allows users to immerse themselves in virtual environments and engage in experiences surpassing reality's boundaries. Virtual humans are ubiquitous in such virtual environments and can be utilized for myriad purposes, offering the potential to greatly impact daily life. Through the embodiment of virtual humans, XR offers the opportunity to influence how we see ourselves and others. In this function, virtual humans serve as a predefined stimulus whose perception is elementary for researchers, application designers, and developers to understand. This dissertation aims to investigate the influence of individual-, system-, and application-related factors on the perception of virtual humans in virtual environments, focusing on their potential use as stimuli in the domain of body perception. Individual-related factors encompass influences based on the user's characteristics, such as appearance, attitudes, and concerns. System-related factors relate to the technical properties of the system that implements the virtual environment, such as the level of immersion. Application-related factors refer to design choices and specific implementations of virtual humans within virtual environments, such as their rendering or animation style. This dissertation provides a contextual framework and reviews the relevant literature on factors influencing the perception of virtual humans. To address identified research gaps, it reports on five empirical studies analyzing quantitative and qualitative data from a total of 165 participants. The studies utilized a custom-developed XR system, enabling users to embody rapidly generated, photorealistically personalized virtual humans that can be realistically altered in body weight and observed using different immersive XR displays. The dissertation's findings showed, for example, that embodiment and personalization of virtual humans serve as self-related cues and moderate the perception of their body weight based on the user's body weight. They also revealed a display bias that significantly influences the perception of virtual humans, with disparities in body weight perception of up to nine percent between different immersive XR displays. Based on all findings, implications for application design were derived, including recommendations regarding reconstruction, animation, body weight modification, and body weight estimation methods for virtual humans, but also for the general user experience. By revealing influences on the perception of virtual humans, this dissertation contributes to understanding the intricate relationship between users and virtual humans. The findings and implications presented have the potential to enhance the design and development of virtual humans, leading to improved user experiences and broader applications beyond the domain of body perception.
Kristoffer Waldow, Lukas Decker, Martin Mišiak, Arnulph Fuhrmann, Daniel Roth, Marc Erich Latoschik, Investigating Incoherent Depth Perception Features in Virtual Reality using Stereoscopic Impostor-Based Rendering, In Proceedings of the 31st IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR '24). IEEE, 2024. Best poster award 🏆
[BibSonomy]
@inproceedings{waldow2024investigating, author = {Kristoffer Waldow and Lukas Decker and Martin Mišiak and Arnulph Fuhrmann and Daniel Roth and Marc Erich Latoschik}, year = {2024}, booktitle = {Proceedings of the 31st IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR '24)}, publisher = {IEEE}, title = {Investigating Incoherent Depth Perception Features in Virtual Reality using Stereoscopic Impostor-Based Rendering} }
Abstract: Depth perception is essential for our daily experiences, aiding in orientation and interaction with our surroundings. Virtual Reality allows us to decouple such depth cues mainly represented through binocular disparity and motion parallax. Dealing with fully mesh-based rendering methods these cues are not problematic as they originate from the object’s underlying geometry. However, manipulating motion parallax, as seen in stereoscopic imposter-based rendering, raises multiple perceptual questions. Therefore, we conducted a user experiment to investigate how varying object sizes affect such visual errors and perceived 3-dimensionality, revealing an interestingly significant negative correlation and new assumptions about visual quality.
Philipp Krop, Martin J. Koch, Astrid Carolus, Marc Erich Latoschik, Carolin Wienrich, The Effects of Expertise, Humanness, and Congruence on Perceived Trust, Warmth, Competence and Intention to Use Embodied AI, In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’24), p. 9. New York, NY, USA: ACM, 2024.
[Download] [BibSonomy] [Doi]
@inproceedings{krop2024effects, author = {Philipp Krop and Martin J. Koch and Astrid Carolus and Marc Erich Latoschik and Carolin Wienrich}, url = {https://dl.acm.org/doi/pdf/10.1145/3613905.3650749}, year = {2024}, booktitle = {Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’24)}, publisher = {ACM}, address = {New York, NY, USA}, pages = {9}, title = {The Effects of Expertise, Humanness, and Congruence on Perceived Trust, Warmth, Competence and Intention to Use Embodied AI} }
Abstract: Even though people imagine different embodiments when asked which AI they would like to work with, most studies investigate trust in AI systems without specific physical appearances. This study aims to close this gap by combining influencing factors of trust to analyze their impact on the perceived trustworthiness, warmth, and competence of an embodied AI. We recruited 68 par- ticipants who observed three co-working scenes with an embodied AI, presented as expert/novice (expertise), human/AI (humanness), or congruent/slightly incongruent to the environment (congruence). Our results show that the expertise condition had the largest im- pact on trust, acceptance, and perceived warmth and competence. When controlled for perceived competence, the humanness of the AI and the congruence of its embodiment to the environment also influence acceptance. The results show that besides expertise and the perceived competence of the AI, other design variables are rele- vant for successful human-AI interaction, especially when the AI is embodied.
David Mal, Nina Döllinger, Erik Wolf, Stephan Wenninger, Mario Botsch, Carolin Wienrich, Marc Erich Latoschik, Am I the Odd One? Exploring (In)Congruencies in the Realism of Avatars and Virtual Others in Virtual Reality, In arXiv. 2024. Preprint
[Download] [BibSonomy] [Doi]
@article{mal2024oddone, author = {David Mal and Nina Döllinger and Erik Wolf and Stephan Wenninger and Mario Botsch and Carolin Wienrich and Marc Erich Latoschik}, journal = {arXiv}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-arxiv-vhp-group-preprint.pdf}, year = {2024}, title = {Am I the Odd One? Exploring (In)Congruencies in the Realism of Avatars and Virtual Others in Virtual Reality} }
Abstract: Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans. The resulting variety in higher-order anthropomorphic and realistic cues introduces multiple (in)congruencies, eventually impacting the plausibility of the experience. In this work, we consider the impact of (in)congruencies in the realism of a group of virtual humans, including co-located others and one's self-avatar. In a 2 x 3 mixed design, participants embodied either (1) a personalized realistic or (2) a customized stylized self-avatar across three consecutive VR exposures in which they were accompanied by a group of virtual others being either (1) all realistic, (2) all stylized, or (3) mixed. Our results indicate groups of virtual others of higher realism, i.e., potentially more congruent with participants' real-world experiences and expectations, were considered more human-like, increasing the feeling of co-presence and the impression of interaction possibilities. (In)congruencies concerning the homogeneity of the group did not cause considerable effects. Furthermore, our results indicate that a self-avatar's congruence with the participant's real-world experiences concerning their own physical body yielded notable benefits for virtual body ownership and self-identification for realistic personalized avatars. Notably, the incongruence between a stylized self-avatar and a group of realistic virtual others resulted in diminished ratings of self-location and self-identification. We conclude on the implications of our findings and discuss our results within current theories of VR experiences, considering (in)congruent visual cues and their impact on the perception of virtual others, self-representation, and spatial presence.
See all publications here
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