Human-Computer Interaction
Summer Expo 2024 Invitation
This years 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

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 Proceedings of the International Workshop on Privacy and Security in Augmented, Virtual, and eXtended Realities (SEPAR). 2024. to be published
[BibSonomy]
@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}, year = {2024}, booktitle = {Proceedings of the International Workshop on Privacy and Security in Augmented, Virtual, and eXtended Realities (SEPAR)}, 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. 2024. Conditionally accepted for publication
[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}, year = {2024}, 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:
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.
See all publications here
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