Human-Computer Interaction
Digital Summit Bavaria: Human-Centered AI and XR HUB Würzburg as guests of State Minister Judith Gerlach.
Carolin Wienrich, Marc Latoschik, and Andreas Hotho visited the Bavarian Digital Summit.
Best Paper Award at ICMI 22
The paper ‘Exploratory Study on the Perception of Intelligent Virtual Agents With Non-Native Accents Using Synthetic and Natural Speech in German’ recently recieved the best paper award at the ICMI 22 in Bengaluru, India.
HCI @ ISMAR 22
The HCI Group presented five contributions at ISMAR 22 in Singapore, including two full papers.
Save-the-date: XR MEETS FUTURE WORK
On November 15th 2022, starting at 14:00, the event "XR meets future work" will take place via zoom.
The Expo winners 2022 recieved their prizes!
Congratulations to the winners of the Expo 2022! With the sponsorship of Plaion the winners recieved their prizes for winning at the summer Expo 2022.
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Open Positions

Student Worker for the VIA-VR Project (ELSI)
We have an open position for a motivated student worker in the VIA-VR Project (ELSI).
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 ViLeArn more
Unity development and research support
Student Workers for CoTeach Project
Unity development and research support
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

Akimi Oyanagi, Takuji Narumi, Jean-Luc Lugrin, Kazuma Aoyama, Kenichiro Ito, Tomohiro Amemiya, Michitaka Hirose, The Possibility of Inducing the Proteus Effect for Social VR Users, In Jessie Y. C. Chen, Gino Fragomeni, Helmut Degen, Stavroula Ntoa (Eds.), HCI International 2022 -- Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence, pp. 143--158. Cham: Springer Nature Switzerland, 2022.
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@inproceedings{10.1007/978-3-031-21707-4_11, author = {Akimi Oyanagi and Takuji Narumi and Jean-Luc Lugrin and Kazuma Aoyama and Kenichiro Ito and Tomohiro Amemiya and Michitaka Hirose}, url = {https://link.springer.com/chapter/10.1007/978-3-031-21707-4_11}, year = {2022}, booktitle = {HCI International 2022 -- Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence}, editor = {Jessie Y. C. Chen and Gino Fragomeni and Helmut Degen and Stavroula Ntoa}, publisher = {Springer Nature Switzerland}, address = {Cham}, pages = {143--158}, title = {The Possibility of Inducing the Proteus Effect for Social VR Users} }
Abstract: The Proteus effect in Virtual Reality (VR) happens when the user's behavior or attitude are affected by their avatar's appearance. The virtual body appearance is somehow affecting the emotional, behavioral and psychological state of its user. In recent years, manipulation of an avatar has become a more common situation because of social VR platforms. It is considered that the Proteus effect can be induced even for social VR users. However, there are possibilities to disrupt the Proteus effect by becoming accustomed to embodying an avatar or attachment to their avatar.
Erik Wolf, Nina Döllinger, David Mal, Stephan Wenninger, Andrea Bartl, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich, Does Distance Matter? Embodiment and Perception of Personalized Avatars in Relation to the Self-Observation Distance in Virtual Reality, In Frontiers in Virtual Reality. 2022.
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@article{wolf2022distance, author = {Erik Wolf and Nina Döllinger and David Mal and Stephan Wenninger and Andrea Bartl and Mario Botsch and Marc Erich Latoschik and Carolin Wienrich}, journal = {Frontiers in Virtual Reality}, year = {2022}, title = {Does Distance Matter? Embodiment and Perception of Personalized Avatars in Relation to the Self-Observation Distance in Virtual Reality} }
Abstract: Virtual reality applications employing avatar embodiment typically use virtual mirrors to allow users to perceive their digital selves not only from a first-person perspective but also from a holistic third-person view. However, due to distance-related biases such as the distance compression effect or a reduced relative rendering resolution, the self-observation distance (SOD) between the user and the virtual mirror might influence how users perceive their embodied avatar. Our article systematically investigates the effects of a short (1 meter), middle (2.5 meter), and far (4 meter) SOD between user and mirror on the perception of personalized and self-embodied avatars. The avatars were photorealistic reconstructed using state-of-the-art photogrammetric methods. Thirty participants were repeatedly exposed to their real-time animated self-embodied avatars in each of the three SOD conditions. In each condition, the personalized avatars were repeatedly altered in their body weight, and participants were asked to judge the (1) sense of embodiment, (2) body weight perception, and (3) affective appraisal towards their avatar. We found that the different SODs are unlikely to influence any of our measures except for the perceived body weight estimation difficulty. Here, the participants judged the difficulty significantly higher for the farthest SOD. We further found that the participants' self-esteem significantly impacted their ability to modify their avatar's body weight to their current body weight and that it positively correlated with the perceived attractiveness of the avatar. Additionally, the participants' concerns about their body shape affected how eerie they perceived their avatars. Both measures influenced the perceived body weight estimation difficulty. For practical application, we conclude that the virtual mirror in embodiment scenarios can be freely placed and varied at a distance of one to four meters from the user without expecting major effects on the perception of the avatar.
David Obremski, Helena Babette Hering, Paula Friedrich, Birgit Lugrin, Exploratory Study on the Perception of Intelligent Virtual Agents With Non-Native Accents Using Synthetic and Natural Speech in German, In INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION. ACM, 2022.
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@inproceedings{Obremski_2022, author = {David Obremski and Helena Babette Hering and Paula Friedrich and Birgit Lugrin}, url = {https://doi.org/10.1145%2F3536221.3556608}, year = {2022}, booktitle = {INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION}, publisher = {ACM}, title = {Exploratory Study on the Perception of Intelligent Virtual Agents With Non-Native Accents Using Synthetic and Natural Speech in German} }
Abstract:
David Obremski, Paula Friedrich, Nora Haak, Philipp Schaper, Birgit Lugrin, The impact of mixed-cultural speech on the stereotypical perception of a virtual robot, In Frontiers in Robotics and AI, Vol. 9. Frontiers Media SA, 2022.
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@article{Obremski_2022, author = {David Obremski and Paula Friedrich and Nora Haak and Philipp Schaper and Birgit Lugrin}, journal = {Frontiers in Robotics and AI}, url = {https://doi.org/10.3389%2Ffrobt.2022.983955}, year = {2022}, publisher = {Frontiers Media SA}, title = {The impact of mixed-cultural speech on the stereotypical perception of a virtual robot} }
Abstract:
Carolin Wienrich, David Obremski, Johann Habakuk Israel, Repeated experience or a virtual nose to reduce simulator sickness? – Investigating prediction of the sensorial conflict theory and the rest-frame hypothesis in two virtual games, In Entertainment Computing, Vol. 43, p. 100514. Elsevier BV, 2022.
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@article{Wienrich_2022, author = {Carolin Wienrich and David Obremski and Johann Habakuk Israel}, journal = {Entertainment Computing}, url = {https://doi.org/10.1016%2Fj.entcom.2022.100514}, year = {2022}, publisher = {Elsevier BV}, pages = {100514}, title = {Repeated experience or a virtual nose to reduce simulator sickness? – Investigating prediction of the sensorial conflict theory and the rest-frame hypothesis in two virtual games} }
Abstract:
Sebastian Keppler, Nina Döllinger, Carolin Wienrich, Marc Erich Latoschik, Johann Habakuk Israel, Self-Touch: An Immersive Interaction-Technique to Enhance Body Awareness, In i-com, Vol. 21(3), pp. 329--337. 2022.
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@article{KepplerDöllingerWienrichLatoschikIsrael+2022+329+337, author = {Sebastian Keppler and Nina Döllinger and Carolin Wienrich and Marc Erich Latoschik and Johann Habakuk Israel}, journal = {i-com}, number = {3}, url = {https://doi.org/10.1515/icom-2022-0028}, year = {2022}, pages = {329--337}, title = {Self-Touch: An Immersive Interaction-Technique to Enhance Body Awareness} }
Abstract: Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body perception. We conducted an expert evaluation to analyse the potential impact of our application and to localize and fix possible usability problems. The experts noted the ease of understanding and suitability of the interaction technique for increasing body awareness. However, the technical challenges such as stable and accurate body tracking were also mentioned. In addition, new ideas were given that would further support body awareness.
Jinghuai Lin, Marc Erich Latoschik, Digital body, identity and privacy in social virtual reality: A systematic review, In Frontiers in Virtual Reality, Vol. 3. 2022.
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@article{lin2022digital, author = {Jinghuai Lin and Marc Erich Latoschik}, journal = {Frontiers in Virtual Reality}, url = {https://www.frontiersin.org/articles/10.3389/frvir.2022.974652}, year = {2022}, title = {Digital body, identity and privacy in social virtual reality: A systematic review} }
Abstract: Social Virtual Reality (social VR or SVR) provides digital spaces for diverse human activities, social interactions, and embodied face-to-face encounters. While our digital bodies in SVR can in general be of almost any conceivable appearance, individualized or even personalized avatars bearing users’ likeness recently became an interesting research topic. Such digital bodies show a great potential to enhance the authenticity of social VR citizens and increase the trustworthiness of interpersonal interaction. However, using such digital bodies might expose users to privacy and identity issues such as identity theft: For instance, how do we know whether the avatars we encounter in the virtual world are who they claim to be? Safeguarding users’ identities and privacy, and preventing harm from identity infringement, are crucial to the future of social VR. This article provides a systematic review on the protection of users’ identity and privacy in social VR, with a specific focus on digital bodies. Based on 814 sources, we identified and analyzed 49 papers that either: 1) discuss or raise concerns about the addressed issues, 2) provide technologies and potential solutions for protecting digital bodies, or 3) examine the relationship between the digital bodies and users of social VR citizens. We notice a severe lack of research and attention on the addressed topic and identify several research gaps that need to be filled. While some legal and ethical concerns about the potential identity issues of the digital bodies have been raised, and despite some progress in specific areas such as user authentication has been made, little research has proposed practical solutions. Finally, we suggest potential future research directions for digital body protection and include relevant research that might provide insights. We hope this work could provide a good overview of the existing discussion, potential solutions, and future directions for researchers with similar concerns. We also wish to draw attention to identity and privacy issues in social VR and call for interdisciplinary collaboration.
Christian Schott, Sarah Hofmann, Sebastian von Mammen, Parametric Skin Wound Generation for Medical Simulations, In 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), pp. 1-8. 2022.
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@inproceedings{9929659, author = {Christian Schott and Sarah Hofmann and Sebastian von Mammen}, url = {https://ieeexplore.ieee.org/document/9929659}, year = {2022}, booktitle = {2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET)}, pages = {1-8}, title = {Parametric Skin Wound Generation for Medical Simulations} }
Abstract: Medical simulations offer various opportunities to improve treatment training in different areas of medicine. The realism and thus effectiveness of wound care training goes hand in hand with the realism of the wounds themselves. In this paper, we propose a novel approach to (a) procedurally generate convincing-looking wound textures and (b) to dynamically project them onto animated, skinned meshes. Our method allows for creating dermal wounds of different types including abrasions, lacerations and puncture wounds. We analyzed the outcome by recreating visualization instances of these types, demonstrating the applicability of our system.
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