Human-Computer Interaction
Summer Expo 2024 Invitation
This year's summer expo is on the 19th of July 2024. Feel free to visit and experience a lot of interesting projects.
AI and eXtended Reality at the Medienstudierendentagung
The HCI Chair and PIIS working group showcased innovative research at the Medienstudierendentagung (MeStuTa)
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.
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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

Smi Hinterreiter, Martin Wessel, Fabian Schliski, Isao Echizen, Marc Erich Latoschik, Timo Spinde, NewsUnfold: Creating a News-Reading Application That Indicates Linguistic Media Bias and Collects Feedback, In Proceedings of the International AAAI Conference on Web and Social Media, Vol. 19. 2025. Conditionally accepted for publication
[BibSonomy]
@article{hinterreiter2025newsunfold, author = {Smi Hinterreiter and Martin Wessel and Fabian Schliski and Isao Echizen and Marc Erich Latoschik and Timo Spinde}, journal = {Proceedings of the International AAAI Conference on Web and Social Media}, year = {2025}, title = {NewsUnfold: Creating a News-Reading Application That Indicates Linguistic Media Bias and Collects Feedback} }
Abstract: Media bias is a multifaceted problem, leading to one-sided views and impacting decision-making. A way to address digital media bias is to detect and indicate it automatically through machine-learning methods. However, such detection is limited due to the difficulty of obtaining reliable training data. Human-in-the-loop-based feedback mechanisms have proven an effective way to facilitate the data-gathering process. Therefore, we introduce and test feedback mechanisms for the media bias domain, which we then implement on NewsUnfold, a news-reading web application to collect reader feedback on machine-generated bias highlights within online news articles. Our approach augments dataset quality by significantly increasing inter-annotator agreement by 26.31% and improving classifier performance by 2.49%. As the first human-in-the-loop application for media bias, the feedback mechanism shows that a user-centric approach to media bias data collection can return reliable data while being scalable and evaluated as easy to use. NewsUnfold demonstrates that feedback mechanisms are a promising strategy to reduce data collection expenses and continuously update datasets to changes in context.
Smi Hinterreiter, Timo Spinde, Sebastian Oberdörfer, Isao Echizen, Marc Erich Latoschik, News Ninja: Gamified Annotation Of Linguistic Bias In Online News, In Proceedings of the ACM Human-Computer Interaction, Vol. 8(CHI PLAY, Article 327). 2024. Conditionally accepted for publication
[BibSonomy] [Doi]
@article{hinterreiter2024ninja, author = {Smi Hinterreiter and Timo Spinde and Sebastian Oberdörfer and Isao Echizen and Marc Erich Latoschik}, journal = {Proceedings of the ACM Human-Computer Interaction}, number = {CHI PLAY, Article 327}, year = {2024}, title = {News Ninja: Gamified Annotation Of Linguistic Bias In Online News} }
Abstract: Recent research shows that visualizing linguistic bias mitigates its negative effects. However, reliable automatic detection methods to generate such visualizations require costly, knowledge-intensive training data. To facilitate data collection for media bias datasets, we present News Ninja, a game employing data-collecting game mechanics to generate a crowdsourced dataset. Before annotating sentences, players are educated on media bias via a tutorial. Our findings show that datasets gathered with crowdsourced workers trained on News Ninja can reach significantly higher inter-annotator agreements than expert and crowdsourced datasets with similar data quality. As News Ninja encourages continuous play, it allows datasets to adapt to the reception and contextualization of news over time, presenting a promising strategy to reduce data collection expenses, educate players, and promote long-term bias mitigation.
Murat Yalcin, Andreas Halbig, Martin Fischbach, Marc Erich Latoschik, Automatic Cybersickness Detection by Deep Learning of Augmented Physiological Data from Off-the-Shelf Consumer-Grade Sensors, In Frontiers in Virtual Reality, Vol. 5. 2024.
[Download] [BibSonomy] [Doi]
@article{10.3389/frvir.2024.1364207, author = {Murat Yalcin and Andreas Halbig and Martin Fischbach and Marc Erich Latoschik}, journal = {Frontiers in Virtual Reality}, url = {https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2024.1364207}, year = {2024}, title = {Automatic Cybersickness Detection by Deep Learning of Augmented Physiological Data from Off-the-Shelf Consumer-Grade Sensors} }
Abstract:

Cybersickness is still a prominent risk factor potentially affecting the usability of virtual reality applications. Automated real-time detection of cybersickness promises to support a better general understanding of the phenomena and to avoid and counteract its occurrence. It could be used to facilitate application optimization, that is, to systematically link potential causes (technical development and conceptual design decisions) to cybersickness in closed-loop user-centered development cycles. In addition, it could be used to monitor, warn, and hence safeguard users against any onset of cybersickness during a virtual reality exposure, especially in healthcare applications. This article presents a novel real-time-capable cybersickness detection method by deep learning of augmented physiological data. In contrast to related preliminary work, we are exploring a unique combination of mid-immersion ground truth elicitation, an unobtrusive wireless setup, and moderate training performance requirements. We developed a proof-of-concept prototype to compare (combinations of) convolutional neural networks, long short-term memory, and support vector machines with respect to detection performance. We demonstrate that the use of a conditional generative adversarial network-based data augmentation technique increases detection performance significantly and showcase the feasibility of real-time cybersickness detection in a genuine application example. Finally, a comprehensive performance analysis demonstrates that a four-layered bidirectional long short-term memory network with the developed data augmentation delivers superior performance (91.1% F1-score) for real-time cybersickness detection. To encourage replicability and reuse in future cybersickness studies, we released the code and the dataset as publicly available.

Murat Yalcin, Marc Erich Latoschik, DeepFear: Game Usage within Virtual Reality to Provoke Physiological Responses of Fear, In Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems, p. 1–8. New York, NY, USA: Association for Computing Machinery, 2024.
[Download] [BibSonomy] [Doi]
@inproceedings{Yalcin2024, author = {Murat Yalcin and Marc Erich Latoschik}, url = {https://doi.org/10.1145/3613905.3650877}, year = {2024}, booktitle = {Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems}, publisher = {Association for Computing Machinery}, address = {New York, NY, USA}, series = {CHI EA '24}, pages = {1–8}, title = {DeepFear: Game Usage within Virtual Reality to Provoke Physiological Responses of Fear} }
Abstract: The investigation and the classification of the physiological signals involved in fear perception is complicated due to the difficulties in reliably eliciting and measuring the complex construct of fear. Especially, using Virtual Reality (VR) games can well elicit the physiological responses, then it can be used developing treatments in healthcare domain. In this study, we carried out exploratory physiological data analysis and wearable sensory device feasibility for the responses of fear. We contributed 1) to use a of-the-shelf commercial game (Half Life-Alyx) to provoke fear emotion, 2) to demonstrate a performance analysis with different deep learning models like Convolutional Neural Network (CNN), Long-Short Term Memory (LSTM) and Transformer, 3) to investigate the most responsive physiological signal by comprehensive data analysis and best sensory device in terms of multi-level of fear classification. Accuracy metrics, f1-scores and confusion matrices showed that ECG and ACC are the most significant two signals for fear recognition.
Mark R Miller, Vivek C Nair, Eugy Han, Cyan DeVeaux, Christian Rack, Rui Wang, Brandon Huang, Marc Erich Latoschik, James F O'Brien, Jeremy N Bailenson, Effect of Duration and Delay on the Identifiability of VR Motion, In 2024 IEEE 25th International Symposium on a World of Wireless, Mobile and Multimedia Networks (WoWMoM). 2024.
[Download] [BibSonomy] [Doi]
@inproceedings{miller2024effect, author = {Mark R Miller and Vivek C Nair and Eugy Han and Cyan DeVeaux and Christian Rack and Rui Wang and Brandon Huang and Marc Erich Latoschik and James F O'Brien and Jeremy N Bailenson}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-06-Miller-effect-of-duration-and-delay.pdf}, year = {2024}, booktitle = {2024 IEEE 25th International Symposium on a World of Wireless, Mobile and Multimedia Networks (WoWMoM)}, title = {Effect of Duration and Delay on the Identifiability of VR Motion} }
Abstract:
Vivek Nair, Christian Rack, Wenbo Guo, Rui Wang, Shuixian Li, Brandon Huang, Atticus Cull, James F. O'Brien, Marc Latoschik, Louis Rosenberg, Dawn Song, Inferring Private Personal Attributes of Virtual Reality Users from Ecologically Valid Head and Hand Motion Data, In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 477-484. 2024.
[BibSonomy] [Doi]
@inproceedings{10536245, author = {Vivek Nair and Christian Rack and Wenbo Guo and Rui Wang and Shuixian Li and Brandon Huang and Atticus Cull and James F. O'Brien and Marc Latoschik and Louis Rosenberg and Dawn Song}, year = {2024}, booktitle = {2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)}, pages = {477-484}, title = {Inferring Private Personal Attributes of Virtual Reality Users from Ecologically Valid Head and Hand Motion Data} }
Abstract:
Marie Luisa Fiedler, Erik Wolf, Nina Döllinger, David Mal, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich, From Avatars to Agents: Self-Related Cues through Embodiment and Personalization Affect Body Perception in Virtual Reality, In IEEE Transactions on Visualization and Computer Graphics, pp. 1-11. 2024. To be published
[Download] [BibSonomy]
@article{fiedler2024selfcues, author = {Marie Luisa Fiedler and Erik Wolf and Nina Döllinger and David Mal and Mario Botsch and Marc Erich Latoschik and Carolin Wienrich}, journal = {IEEE Transactions on Visualization and Computer Graphics}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-ismar-tvcg-self-identification-body-weight-perception-preprint-reduced.pdf}, year = {2024}, pages = {1-11}, title = {From Avatars to Agents: Self-Related Cues through Embodiment and Personalization Affect Body Perception in Virtual Reality} }
Abstract: Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a 2x2 mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment.
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:
See all publications here
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