Human-Computer Interaction
Prof. Latoschik will give a talk on Megatrend XR and the Metaverse.
On September 29, 2022, Prof. Latoschik will give a talk on Megatrend XR and the Metaverse at the kick-off Event for the 4th Year of BayFiD.
Prof. Latoschik and Prof. Wienrich will speak at the third "Würzbürger Impulse"
On October 19, 2022, Prof. Latoschik and Prof. Wienrich will speak at "Würzbürger Impulse: Künstliche Intelligenz und Robotik in der Medizin"
Summer EXPO 2022 Recap
The Summer EXPO 2022 for MCS/HCI, MK and GE was a great success! We thank all the contributors and guests for participating.
Summer Expo 2022 – Countdown!
Are you interested in Games, Virtual Reality, Human-Computer Interaction, and Science? Then this will be the right event for you!
Gravity Boots - Game Lab I Game of the Year 2021 [Updated]
During the Zoompresentation of the Games Engineering Group on February 7th, the Game of the Year Award will was granted to Gravity Boots the best GameLab I Project.
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Open Positions

Student Workers for CoTeach Project
Unity development and research support
Student Workers for ViLeArn Project
Unity development and research support
Student Workers for the Hyperbolic Space Lab
We have an open position for a motivated student worker in the Hyperbolic Space Lab for the WueDive Project. This projects explores the interaction of the basic properties of curved spaces in VR applications.
Student Workers for the HiAvA Project
We have open positions for motivated student workers in the HiAvA Project (Unity development).
Student Workers for the PriMa Avatars Project
We are looking for student workers to help in the Privacy Matters Project!
Student Worker for the VIA-VR Project (HCI)
We have an open position for a motivated student in the VIA-VR Project. Working in this position may involve developing VR applications as well as performing physiological measurements and analyzing them using machine learning methods.
Student Worker for the ViTraS Project Wanted!
We have an open position for a motivated student worker in the ViTraS Project. In this project the possibilities of therapy for body perception disorders via VR and AR are explored.
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 Worker for the ILAST project
We have an open position for a motivated student employee in a very interesting VR project!
Student Workers for the CoTeach Project
We are looking for student workers to help develop and investigate fully immersive learning environments
Student Worker for the XRoads Project
We have an open position for a motivated student that is willing to contribute in the XRoads Project.


Recent Publications

J. Heß, P. Karageorgos, T. Richter, B. Müller, A. Riedmann, P. Schaper, B. Lugrin, Digitale Leseförderung: Effekte eines silbenbasierten digitalen Lesetrainings in Klasse 2, In Vortrag auf dem 52. Kongress der Deutschen Gesellschaft für Psychologie (DGPs). 2022.
[BibSonomy]
@conference{hess2022digitale, author = {J. Heß and P. Karageorgos and T. Richter and B. Müller and A. Riedmann and P. Schaper and B. Lugrin}, year = {2022}, booktitle = {Vortrag auf dem 52. Kongress der Deutschen Gesellschaft für Psychologie (DGPs)}, title = {Digitale Leseförderung: Effekte eines silbenbasierten digitalen Lesetrainings in Klasse 2} }
Abstract:
Rebecca Hein, Marc Erich Latoschik, Carolin Wienrich, Usability and User Experience of Virtual Objects Supporting Learning and Communicating in Virtual Reality, In Bastian Pfleging, Kathrin Gerling, Sven Mayer (Eds.), Mensch und Computer 2022 - Tagungsband, pp. 510-514. New York: ACM, 2022.
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@inproceedings{mci/Hein2022, author = {Rebecca Hein and Marc Erich Latoschik and Carolin Wienrich}, url = {https://dl.gi.de/handle/20.500.12116/39266}, year = {2022}, booktitle = {Mensch und Computer 2022 - Tagungsband}, editor = {Bastian Pfleging and Kathrin Gerling and Sven Mayer}, publisher = {ACM}, address = {New York}, pages = {510-514}, title = {Usability and User Experience of Virtual Objects Supporting Learning and Communicating in Virtual Reality} }
Abstract: This study aims to evaluate the usability and user experience of the InteractionSuitecase. This is a collection of virtual objects that have cultural connotations (associated with German or Anglo-American culture). They are intended to promote communication about cultural differences and similarities in English lessons at German schools. They are thus part of a didactic concept for using social VR for trans- and intercultural learning. Future teacher used the virtual objects during a practical seminar and rated them as useful. Further they associates a positive user experience. Since the virtual objects should encourage communication, the sense of connectedness instead of isolation is a very important results. The results proved the readiness of the InteractionSuitcase for further pedagogical applications.
Simon Keller, Tobias Hoßfeld, Sebastian von Mammen, Edge-Case Integration into Established NAT Traversal Techniques, In 2022 IEEE Ninth International Conference on Communications and Electronics (ICCE), pp. 75-80. 2022.
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@inproceedings{9852092, author = {Simon Keller and Tobias Hoßfeld and Sebastian von Mammen}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2022-icce-keller.pdf}, year = {2022}, booktitle = {2022 IEEE Ninth International Conference on Communications and Electronics (ICCE)}, pages = {75-80}, title = {Edge-Case Integration into Established NAT Traversal Techniques} }
Abstract: Traversing Network Address Translation (NAT) is often necessary for establishing direct communication between clients. The traversal of NAT with static port translation is solved in many cases by the Session Traversal Utilities for NAT (STUN) protocol. Nevertheless, it does not cover the traversal of progressing symmetric and random symmetric NAT, which make it necessary to correctly predict opened ports. This paper presents a method for predicting (a) progressing symmetric NAT-translated ports based on a network traffic model and the Expected Value Method, and (b) random symmetric NAT-translated ports based on heuristics between monitored and opened ports across numerous traversal attempts. Tests were conducted in German cities using local cellular communication providers. Compared to established approaches, they yielded considerable improvements traversing progressing symmetric NAT and slight improvements traversing random symmetric NAT in real-world environments.
Andrea Bartl, Christian Merz, Daniel Roth, Marc Erich Latoschik, The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise Application, In IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 2022.
[Download] [BibSonomy]
@inproceedings{bartl2022effects, author = {Andrea Bartl and Christian Merz and Daniel Roth and Marc Erich Latoschik}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2022-ismar-ilast-avatar-environment-design-vr-exercise-application.pdf}, year = {2022}, booktitle = {IEEE International Symposium on Mixed and Augmented Reality (ISMAR)}, title = {The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise Application} }
Abstract: ABSTRACT The development of embodied Virtual Reality (VR) systems involves multiple central design choices. These design choices affect the user perception and therefore require thorough consideration. This article reports on two user studies investigating the influence of common design choices on relevant intermediate factors (sense of embodiment, presence, motivation, activation, and task load) in a VR application for physical exercises. The first study manipulated the avatar fidelity (abstract, partial body vs. anthropomorphic, full-body) and the environment (with vs. without mirror). The second study manipulated the avatar type (healthy vs. injured) and the environment type (beach vs. hospital) and, hence, the avatar-environment congruence. The full-body avatar significantly increased the sense of embodiment and decreased mental demand. Interestingly, the mirror did not influence the dependent variables. The injured avatar significantly increased the temporal demand. The beach environment significantly reduced the tense activation. On the beach, participants felt more present in the incongruent condition embodying the injured avatar.
Christian Krupitzer, Jens Naber, Jan-Philipp Stauffert, Jan Mayer, Jan Spielmann, Paul Ehmann, Noel Boci, Maurice Bürkle, André Ho, Clemens Komorek, others, CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning, In Frontiers in Psychology, Vol. 13:754732. Frontiers, 2022.
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@article{krupitzer2022cortexvr, author = {Christian Krupitzer and Jens Naber and Jan-Philipp Stauffert and Jan Mayer and Jan Spielmann and Paul Ehmann and Noel Boci and Maurice Bürkle and André Ho and Clemens Komorek and others}, journal = {Frontiers in Psychology}, url = {https://www.frontiersin.org/articles/10.3389/fpsyg.2022.754732/full}, year = {2022}, publisher = {Frontiers}, title = {CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning} }
Abstract: Goal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals. Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis. Results: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application. Conclusion: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.
Kathrin Gemesi, Sophie Laura Holzmann, Regine Hochrein, Nina Döllinger, Carolin Wienrich, Natascha-Alexandra Weinberger, Claudia Luck-Sikorski, Christina Holzapfel, Attitude of Nutrition Experts Toward Psychotherapy and Virtual Reality as Part of Obesity Treatment—An Online Survey, In Frontiers in Psychiatry, Vol. 13. Frontiers Media SA, 2022.
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@article{gemesi2022attitude, author = {Kathrin Gemesi and Sophie Laura Holzmann and Regine Hochrein and Nina Döllinger and Carolin Wienrich and Natascha-Alexandra Weinberger and Claudia Luck-Sikorski and Christina Holzapfel}, journal = {Frontiers in Psychiatry}, url = {https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9082543/}, year = {2022}, publisher = {Frontiers Media SA}, title = {Attitude of Nutrition Experts Toward Psychotherapy and Virtual Reality as Part of Obesity Treatment—An Online Survey} }
Abstract:
Nina Döllinger, Christopher Göttfert, Erik Wolf, David Mal, Marc Erich Latoschik, Carolin Wienrich, Analyzing Eye Tracking Data in Mirror Exposure, In Proceedings of the Conference on Mensch und Computer. 2022.
[Download] [BibSonomy]
@inproceedings{dollinger2022eyetracking, author = {Nina Döllinger and Christopher Göttfert and Erik Wolf and David Mal and Marc Erich Latoschik and Carolin Wienrich}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2022-muc-eyetracking_in_mirror_exposition-preprint.pdf}, year = {2022}, booktitle = {Proceedings of the Conference on Mensch und Computer}, title = {Analyzing Eye Tracking Data in Mirror Exposure} }
Abstract: Mirror exposure is an important method in the treatment of body image disturbances. Eye tracking can support the unaffected assessment of attention biases during mirror exposure. However, the analysis of eye tracking data in mirror exposure comes with various difficulties and is associated with a high manual workload during data processing. We present an automated data processing framework that enables us to determine any body part as an area of interest without placing markers on the bodies of participants. A short, formative user study proved the quality compared to the gold standard. The automatic processing and openness for different systems allow a broad range of applications.
Erik Wolf, David Mal, Viktor Frohnapfel, Nina Döllinger, Stephan Wenninger, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich, Plausibility and Perception of Personalized Virtual Humans between Virtual and Augmented Reality, In 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 2022.
[Download] [BibSonomy]
@inproceedings{wolf2022plausibility, author = {Erik Wolf and David Mal and Viktor Frohnapfel and Nina Döllinger and Stephan Wenninger and Mario Botsch and Marc Erich Latoschik and Carolin Wienrich}, url = {https://downloads.hci.informatik.uni-wuerzburg.de/2022-ismar-avatar_plausibility_and_perception_display_study-preprint.pdf}, year = {2022}, booktitle = {2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)}, title = {Plausibility and Perception of Personalized Virtual Humans between Virtual and Augmented Reality} }
Abstract: ABSTRACT weight perception, body image, serious application, uncanny valley This article investigates the effects of different XR displays on the perception and plausibility of personalized virtual humans. We compared immersive virtual reality (VR), video see-through augmented reality (VST AR), and optical see-through AR (OST AR). The personalized virtual alter egos were generated by state-of-the-art photogrammetry methods. 42 participants were repeatedly exposed to animated versions of their 3D-reconstructed virtual alter egos in each of the three XR display conditions. The reconstructed virtual alter egos were additionally modified in body weight for each repetition. We show that the display types lead to different degrees of incongruence between the renderings of the virtual humans and the presentation of the respective environmental backgrounds, leading to significant effects of perceived mismatches as part of a plausibility measurement. The device-related effects were further partly confirmed by subjective misestimations of the modified body weight and the measured spatial presence. Here, the exceedingly incongruent OST AR condition leads to the significantly highest weight misestimations as well as to the lowest perceived spatial presence. However, similar effects could not be confirmed for the affective appraisal (i.e., humanness, eeriness, or attractiveness) of the virtual humans, giving rise to the assumption that these factors might be unrelated to each other.
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