Human-Computer Interaction
Assaults in the metaverse: Prof. Dr Marc Erich Latoschik gives insights to Die Tageszeitung.
A recent article from taz deals with assaults in the metaverse. In the article, Prof. Dr. Marc Erich Latoschik emphasises the need for platforms to incorporate security measures and provides insights into the potential and risks of virtual environments. Read the full article on the taz website.
Winter Expo 2023/24 Recap
The Winter EXPO 2023/24 for MCS/HCI was a great success! Thank you to all those involved and to all visitors!
Exploring the Metaverse: Prof. Dr. Marc Erich Latoschik gives insights into the Intersection of AI and Our Future in 'Arbeit, Bildung, Zukunft' Podcast
In a recent appearance on the podcast 'Arbeit, Bildung, Zukunft,' Prof. Dr. Marc Erich Latoschik delved into the metaverse and its intersection with artificial intelligence. For a comprehensive exploration of these topics, tune in to the podcast on the 'Arbeit, Bildung, Zukunft' website.
Winter Expo 2023/24
Save-the-date: The winter Expo will take place on the 9th February!
The MAILS Questionnaire is now online!
The Ail at Work Team presents the META AI LITERACY SCALE. You can try it out yourself!
Show more

Open Positions

Student Worker for ViLeArn more
Unity development and research support
Student Workers for the VHB courses
We are looking for student workers to help develop and administer two VHB online courses
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.
Student Workers for CoTeach Project
Unity development and research support
Open Research and PhD Position (TVL E13 100%)
The HCI-group has an open position for a research assistant (and PhD candidate) in the general area of interactive systems and related research projects, e.g., VR, AR, avatars, or multimodal interfaces.
Student Workers for the CoTeach Project
We are looking for student workers to help develop and investigate fully immersive learning environments


Recent Publications

Carolin Wienrich, Stephanie Vogt, Nina Döllinger, David Obremski, Promoting Eco-Friendly Behavior through Virtual Reality - Implementation and Evaluation of Immersive Feedback Conditions of a Virtual CO2 Calculator. 2024.
[Download] [BibSonomy]
@inproceedings{wienrich2024promoting, author = {Carolin Wienrich and Stephanie Vogt and Nina Döllinger and David Obremski}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024_chi_co2_calculator.pdf}, year = {2024}, title = {Promoting Eco-Friendly Behavior through Virtual Reality - Implementation and Evaluation of Immersive Feedback Conditions of a Virtual CO2 Calculator} }
Abstract: Climate change is one of the most pressing global challenges in the 21st century. Urgent actions favoring the environment's well-being are essential to mitigate its potentially irreversible consequences. However, the delayed and often distant nature of the effects of sustainable behavior makes it challenging for individuals to connect with the issue personally. Immersive media are an opportunity to introduce innovative feedback mechanisms to highlight the urgency of behavior effects. We introduce a VR carbon calculator that visualizes users' annual carbon footprint as CO2-filled balloons over multiple periods. In a 2x2 design, participants calculated and visualized their carbon footprint numerically or as balloons over one or three years. We found no effect of our visualization but a significant impact of the visualized period on participants' environmental self-efficacy. These findings emphasize the importance of target-oriented design in VR behavior interventions.
Nina Döllinger, Jessica Topel, Mario Botsch, Carolin Wienrich, Marc Erich Latoschik, Jean-Luc Lugrin, Exploring Agent-User Personality Similarity and Dissimilarity for Virtual Reality Psychotherapy, In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). 2024. Conditionally accepted for publication
[Download] [BibSonomy]
@inproceedings{dollinger2024exploring, author = {Nina Döllinger and Jessica Topel and Mario Botsch and Carolin Wienrich and Marc Erich Latoschik and Jean-Luc Lugrin}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-ieeevr-pandas-personality.pdf}, year = {2024}, booktitle = {2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)}, title = {Exploring Agent-User Personality Similarity and Dissimilarity for Virtual Reality Psychotherapy} }
Abstract: Imaginary self-encounters are a common approach in psychotherapy. Recent virtual reality advancements enable innovative approaches to enhanced self-encounters using photorealistic personalized Doppelgangers (DG). Yet, next to appearance, similarity in body language could be a great driver of self-identification with a DG or a generic agent. One cost-efficient and time-saving approach could be personality-enhanced animations. We present a pilot study evaluating the effects of personality-enhanced body language in DGs and generic agents. Eleven participants evaluated a Photorealistic DG and a Generic Agent, animated in a seated position to simulate four personality types: Low and High Extraversion and Low and High Emotional Stability. Participants rated the agents' personalities and their self-identification with them. We found an overall positive relationship between a calculated personality similarity score, self-attribution, and perceived behavior-similarity. Perceived appearance-similarity was affected by personality similarity only in generic agents, indicating the potential of body language to provoke a feeling of similarity even in dissimilar-appearing agents.
Nina Döllinger, David Mal, Sebastian Keppler, Erik Wolf, Mario Botsch, Johann Habakuk Israel, Marc Erich Latoschik, Carolin Wienrich, Virtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy, In 2024 CHI Conference on Human Factors in Computing Systems. 2024.
[Download] [BibSonomy]
@inproceedings{dollinger2024bodyswap, author = {Nina Döllinger and David Mal and Sebastian Keppler and Erik Wolf and Mario Botsch and Johann Habakuk Israel and Marc Erich Latoschik and Carolin Wienrich}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-chi-bodyswap-preprint.pdf}, year = {2024}, booktitle = {2024 CHI Conference on Human Factors in Computing Systems}, title = {Virtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy} }
Abstract: Virtual reality (VR) offers various opportunities for innovative therapeutic approaches, especially regarding self-related mind-body interventions. We introduce a VR body swap system enabling multiple users to swap their perspectives and appearances and evaluate its effects on virtual sense of embodiment (SoE) and perception- and cognition-based self-related processes. In a self-compassion-framed scenario, twenty participants embodied their personalized, photorealistic avatar, swapped bodies with an unfamiliar peer, and reported their SoE, interoceptive awareness (perception), and self-compassion (cognition). Participants' experiences differed between bottom-up and top-down processes. Regarding SoE, their agency and self-location shifted to the swap avatar, while their top-down self-identification remained with their personalized avatar. Further, the experience positively affected interoceptive awareness but not self-compassion. Our outcomes offer novel insights into the SoE in a multiple-embodiment scenario and highlight the need to differentiate between the different processes in intervention design. They raise concerns and requirements for future research on avatar-based mind-body interventions.
Pascal Martinez Pankotsch, Sebastian Oberdörfer, Marc Erich Latoschik, Effects of Nonverbal Communication of Virtual Agents on Social Pressure and Encouragement in VR, In Proceedings of the 31st IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR '24). 2024. to be published
[Download] [BibSonomy]
@inproceedings{martinezpankotsch2024effects, author = {Pascal Martinez Pankotsch and Sebastian Oberdörfer and Marc Erich Latoschik}, url = {http://downloads.hci.informatik.uni-wuerzburg.de/2024-ieeevr-agent-encouragement-peer-pressure-preprint.pdf}, year = {2024}, booktitle = {Proceedings of the 31st IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR '24)}, title = {Effects of Nonverbal Communication of Virtual Agents on Social Pressure and Encouragement in VR} }
Abstract: Our study investigated how virtual agents impact users in challenging VR environments, exploring if nonverbal animations affect social pressure, positive encouragement, and trust in 30 female participants. Despite showing signs of pressure and support during the experimental trials, we could not find significant differences in post-exposure measurements of social pressure and encouragement, interpersonal trust, and well-being. While inconclusive, the findings suggest potential, indicating the need for further research with improved animations and a larger sample size for validation.
Sebastian Oberdörfer, Sandra Birnstiel, Marc Erich Latoschik, Influence of Virtual Shoe Formality on Gait and Cognitive Performance in a VR Walking Task, In Proceedings of the 31st IEEE Virtual Reality conference (VR '24). 2024. to be published
[Download] [BibSonomy]
@inproceedings{oberdorfer2024influence, author = {Sebastian Oberdörfer and Sandra Birnstiel and Marc Erich Latoschik}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-ieeevr-stroop-shoes-preprint.pdf}, year = {2024}, booktitle = {Proceedings of the 31st IEEE Virtual Reality conference (VR '24)}, title = {Influence of Virtual Shoe Formality on Gait and Cognitive Performance in a VR Walking Task} }
Abstract: Depending on their formality, clothes do not only change one's appearance, but can also influence behavior and cognitive processes. Shoes are a special aspect of an outfit. Besides coming in various degrees of formality, their structure can affect human gait. Avatars used to embody users in immersive Virtual Reality (VR) can wear any kind of clothing. According to the Proteus Effect, the appearance of a user's avatar can influence their behavior. Users change their behavior in accordance to the expected behavior of the avatar. In our study, we embody 39 participants with a generic avatar of the user's gender wearing three different pairs of shoes as within condition. The shoes differ in degree of formality. We measure the gait during a 2-minute walking task during which participants wore the same real shoe and assess selective attention using the Stroop task. Our results show significant differences in gait between the tested virtual shoe pairs. We found small effects between the three shoe conditions with respect to selective attention. However, we found no significant differences with respect to correct items and response time in the Stroop task. Thus, our results indicate that virtual shoes are accepted by users and, although not eliciting any physical constraints, lead to changes in gait. This suggests that users not only adjust personal behavior according to the Proteus Effect, but also are affected by virtual biomechanical constraints. Also, our results suggest a potential influence of virtual clothing on cognitive performance.
Sebastian Oberdörfer, Sandra Birnstiel, Marc Erich Latoschik, Proteus Effect or Bodily Affordance? The Influence of Virtual High-Heels on Gait Behavior, In Virtual Reality. 2024. to be published
[Download] [BibSonomy]
@article{oberdorfer2024proteus, author = {Sebastian Oberdörfer and Sandra Birnstiel and Marc Erich Latoschik}, journal = {Virtual Reality}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-virtualreality-virtual-shoes-preprint.pdf}, year = {2024}, title = {Proteus Effect or Bodily Affordance? The Influence of Virtual High-Heels on Gait Behavior} }
Abstract: Shoes are an important part of the fashion industry, stereotypically affect our self-awareness as well as external perception, and can even biomechanically modify our gait pattern. Immersive Virtual Reality (VR) enables users not only to explore virtual environments, but also to control an avatar as a proxy for themselves. These avatars can wear any kind of shoe which might similarly affect self-awareness due to the Proteus Effect and even cause a bodily affordance to change the gait pattern. Bodily affordance describes a behavioral change in accordance with the expected constraints of the avatar a user is embodied with. In this article, we present the results of three user studies investigating potential changes in the gait pattern evoked by wearing virtual high-heels. Two user studies targeted female participants and one user study focused male participants. The participants wore either virtual sneakers or virtual high-heels while constantly wearing sneakers or socks in reality. To measure the gait pattern, the participants walked on a treadmill that also was added to the virtual environment. We measured significant differences in stride length and in the flexion of the hips and knees at heel strike and partly at toe off. Also, participants reported to walk more comfortably in the virtual sneakers in contrast to the virtual high-heels. This indicates a strong acceptance of the virtual shoes as their real shoes and hence suggests the existence of a bodily affordance. While sparking a discussion about the boundaries as well as aspects of the Proteus Effect and providing another insight into the effects of embodiment in VR, our results might also be important for researchers and developers.
Erik Wolf, Carolin Wienrich, Marc Erich Latoschik, Towards an Altered Body Image Through the Exposure to a Modulated Self in Virtual Reality, In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). 2024.
[Download] [BibSonomy]
@inproceedings{wolf2024towards, author = {Erik Wolf and Carolin Wienrich and Marc Erich Latoschik}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-ieeevr-altered-body-perception-through-modulated-self-preprint.pdf}, year = {2024}, booktitle = {2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)}, title = {Towards an Altered Body Image Through the Exposure to a Modulated Self in Virtual Reality} }
Abstract: Self-exposure using modulated embodied avatars in virtual reality (VR) may support a positive body image. However, further investigation is needed to address methodological challenges and to understand the concrete effects, including their quantification. We present an iteratively refined paradigm for studying the tangible effects of exposure to a modulated self in VR. Participants perform body-centered movements in front of a virtual mirror, encountering their photorealistically personalized embodied avatar with increased, decreased, or unchanged body size. Additionally, we propose different body size estimation tasks conducted in reality and VR before and after exposure to assess participants' putative-elicited perceptual adaptations.
Christian Rack, Vivek Nair, Lukas Schach, Felix Foschum, Marcel Roth, Marc Erich Latoschik, Navigating the Kinematic Maze: Analyzing, Standardizing and Unifying XR Motion Datasets. 2024.
[Download] [BibSonomy]
@inproceedings{noauthororeditor2024navigating, author = {Christian Rack and Vivek Nair and Lukas Schach and Felix Foschum and Marcel Roth and Marc Erich Latoschik}, url = {http://downloads.hci.informatik.uni-wuerzburg.de/2024-01-Rack-Navigating_the_Kinematic_Maze.pdf}, year = {2024}, title = {Navigating the Kinematic Maze: Analyzing, Standardizing and Unifying XR Motion Datasets} }
Abstract: This paper addresses the critical importance of standards and documentation in kinematic research, particularly within Extended Reality (XR) environments. We focus on the pivotal role of motion data, emphasizing the challenges posed by the current lack of standardized practices in XR user motion datasets. Our work involves a detailed analysis of 8 existing datasets, identifying gaps in documentation and essential specifications such as coordinate systems, rotation representations, and units of measurement. We highlight how these gaps can lead to misinterpretations and irreproducible results. Based on our findings, we propose a set of guidelines and best practices for creating and documenting motion datasets, aiming to improve their quality, usability, and reproducibility. We also created a web-based tool for visual inspection of motion recordings, further aiding in dataset evaluation and standardization. Furthermore, we introduce the XR Motion Dataset Catalogue, a collection of the analyzed datasets in a unified and aligned format. This initiative significantly streamlines access for researchers, allowing them to download partial or entire datasets with a single line of code and without the need for additional alignment efforts. Our contributions enhance dataset integrity and reliability in kinematic research, paving the way for more consistent and scientifically robust studies in this evolving field.
See all publications here
Legal Information