VLDB 2026 Research / reviewers in the wild / expert
Christian Eichhorn 0002
dblp:06/4734-2
· DBLP profile ↗
9ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0001-5279-5341ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | BeamStellar: Beaming Display with Low-Latency, 6-DoF Glasses Tracking via Spatio-Temporal LED EncodingabstractConventional Augmented Reality (AR) head-mounted displays (HMDs) integrate all essential components within the wearable unit, imposing limitations on weight, heat dissipation, and battery life. Beaming Displays (BDs) address these constraints by externalizing computation and projection; however, achieving reliable low-latency six-degrees-of-freedom (6-DoF) tracking remains a challenge. We present BeamStellar, a BD system that enables low-latency 6-DoF head tracking by combining a position-sensitive detector (PSD) with a spatio-temporally modulated infrared LED array mounted on passive glasses. The system integrates tracking and projection via a co-aligned optical path and performs real-time signal processing on an FPGA to minimize tracking latency. We describe the system architecture, pose reconstruction pipeline, and evaluate the pose-tracking latency of approximately 430 µs. BeamStellar provides a replicable, lightweight AR tracking platform, establishing a new paradigm for low-latency environment-based AR systems. Jonas Weigand 0001, Christian Eichhorn 0002, Yuichi Hiroi, Yuta Itoh 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | A Virtual Reality Serious Game to Teach About the Bullwhip Effect in Supply ChainsabstractThis work builds upon the foundation established by J. Forrester's original Beer Game and demonstrates how modern technologies like Virtual Reality (VR) and concepts of Serious Games (SGs) can elevate traditional learning tools to a new level of effectiveness. We present a VR-based SG version of Forrester's Beer Game to teach about the Bullwhip Effect in supply chain contexts, providing a rich decision context to students. The project integrates role-specific mini-games for each participant in the supply chain: retailer, wholesaler, distributor, and brewery (i.e., manufacturer). A user study was conducted to evaluate the effectiveness and usability of the developed VR SG. The results of the user study support the educational value and technical stability of the system while also identifying clear directions for future development. The findings highlight the importance of balancing game length and challenge level to sustain user engagement over multiple rounds. Developers should aim to optimize mini-game durations and incorporate adaptive difficulty to maintain motivation. Additionally, embedding educational content more intuitively within the gameplay, rather than through passive text, is essential to enhance flow and knowledge retention. Nils Hothum, Mrunal Manohar Mohadikar, David A. Wuttke, David A. Plecher, Christian Eichhorn 0002 |
CoG | 5 |
| 2025 | Exploring the Potential of an AI-Based Twitch Moderation and Toxicity Detection BotabstractToxicity is still a big problem in the games industry. The development is rather simple, but still painful. What could we do? Toxicity and hate speech remain constant challenges in various online communities, including live-streaming platforms such as Twitch. In this paper, we explore a lightweight, Pythonbased chat bot that integrates Twitch's IRC interface with the Google Perspective API to assess the toxicity of live chat messages in real time. The tool is designed for streamers seeking a minimaleffort moderation assistant and includes a graphical interface for monitoring per-channel toxicity metrics. To evaluate the system's effectiveness, we conducted an offline analysis using a toxic comment dataset. Our results show that the API can broadly distinguish toxic from non-toxic messages, achieving a mean toxicity score of 0.73 for labeled toxic content and 0.11 for benign content. However, limitations such as domain mismatch, API rate restrictions, and lack of contextual understanding constrain real-world applicability of the integration. We discuss practical implications, ethical concerns, and paths for future work, including domain-specific dataset collection, threshold optimization, and user-centered evaluation. The findings highlight both the opportunities and limitations of integrating third-party AI services into real-time moderation workflows on platforms like Twitch. Julian Huth, Christian Eichhorn 0002, David A. Plecher, Johanna Pirker |
CoG | 2 |
| 2025 | Using Vertical Dynamics Actuators in the Car as Haptic Feedback for Entertainment ApplicationsabstractThis paper investigates how the car's systems can be integrated into entertainment experiences. Our experiment uses the vehicle's Vertical Dynamics (VD) actuators and interior light of a BMW i7. We aim to improve the immersion of players by integrating the automotive active suspension system into several game experiences. It is used to provide additional haptic feedback to players. In addition, we also use multi-color interior lighting to provide visual cues. We conducted a user study consisting of custom questions and the Player Experience Inventory (PXI) questionnaire. Users liked the experience and felt the haptic feedback correlated with their actions in-game. 16% of users experienced motion sickness when using the system. However, most of them to a mild extent. From the PXI, we could tell that the experience performed on par with the benchmark in regards to immersion. But the games need to be reworked by incorporating progressive feedback. We were able to show that a vehicle's VD actuators can be used to provide noticeable and in-synch haptic feedback. The average latency of around 120 ms of our setup proved to be a bottleneck, which needs to be addressed in future work. Simon Stolz, Gudrun Klinker, Johanna Pirker, David A. Plecher, Christian Eichhorn 0002 |
CoG | 5 |
| 2025 | NutricARe - An Augmented Reality Serious Game to Educate Type 2 Diabetics During Hospital StaysabstractThis paper explores the development of a mobile Augmented Reality (AR) Serious Game (SG) designed to educate people with type 2 diabetes during their hospital stay by providing them with knowledge about diabetes-related nutrition. Using the Unity game engine with the AR Foundation framework combined with proven design guidelines, the SG NutricARe was developed. It contains a puzzle game that teaches players about the relevance of nutrition and how to substitute unhealthy food. The game includes AR cooking tutorials in which the player prepares and cooks recipes to increase user engagement and learning. An initial study was conducted to evaluate the game's effectiveness. Participants could not directly match the target group of NutricARe due to ethical restrictions. The results indicate a successful and enjoyable SG that educates players on nutrition. NutricARe received a high System Usability Score (SUS) of 81.6 and outperformed the Player Experience Inventory (PXI) benchmark in areas such as “Mastery” and “Progress Feedback”. Although the AR features did not demonstrate statistical significance in contributing to learning benefits, they notably improved user engagement and enjoyment, especially for less experienced users. The findings suggest that improvements in autonomy, immersion, and User Interface (UI) elements can optimize both user experience and educational results. Jannik Elias Waldraff, Christian Eichhorn 0002, David A. Plecher |
CoG | 2 |
| 2025 | Targeting Muscular Dystrophy with Serious Games for Exercise Rehabilitation Based on Mixed RealityabstractRehabilitation for patients with muscle dystrophy is based on performing a lifelong program of regular exercise in coordination with the therapist. However, traditional physiotherapy can be repetitive and boring, which can lead to frustration. In recent years, Serious Games for Exercise Rehabilitation (SGER) have shown promise in making these repetitive tasks more engaging. This paper targets how Virtual Reality (VR) and Augmented Reality (AR) can be used to create fun and motivating SGER. The development process was supported by a rehabilitation team in a neuromuscular research-clinical center responsible for muscle dystrophy treatment. Therefore, medical knowledge comes from clinicians, including a doctor, with the goal of designing immersive environments that encourage therapeutic movements by playing. Based on VR and AR, 15 mini-games were designed to replace traditional rehabilitation exercises, focusing on improving upper limb movement and adaptability to different types of muscle dystrophy. These games were tested with 15 patients in the presence of a doctor to acquire feedback. The results show that the patients were satisfied with the games specifically chosen for their type of disease. With future improvements, those games can be improved and integrated into the therapy plan. This work provides a foundation for the use of game-based systems in realworld rehabilitation. Wenzhe Zhuge, Elisabetta Gazzerro, David A. Plecher, Gudrun Klinker, Johanna Pirker, Christian Eichhorn 0002 |
CoG | 6 |
| 2025 | Xstudio - a Collaborative Metaverse-Based Tool for Automotive Design and EngineeringabstractThis work addresses the limitations of traditional 2D collaboration tools in automotive design, where complex 3D model reviews require immersive spatial interaction. We developed a metaverse-based collaborative platform for automotive design processes using Unreal Engine 5, addressing three research directions: (1) core requirements for automotive design collaboration, (2) effectiveness of immersive technologies in such professional workflows, and (3) an empirical user study of test scenarios comparing the platform as a conventional PC application to an immersive Virtual Reality (VR) experience. Xstudio enables real-time interaction with 3D models and advanced functionalities for design teams. We evaluated the effectiveness of the tool through user studies and technical performance analysis. The expert study of 11 employees, who were part of the engineering department of BMW (a European car manufacturer), was designed to evaluate the usability of the features using the System Usability Score (SUS), which scored a promising value of 76 (VR) and 74 (PC). The NASA Task Load Index (NASA-TLX) resulted in 40.1 for VR and 37.7 in PC mode. A set of quantitative analyses with factors such as task completion time (TCT), error rates (ER), and user interaction metrics (UIM) were applied in the comparison of VR and PC modes. The result shows that the VR mode has higher TCT than the PC mode, but in contrast, VR has a higher interaction rate to complete the task, input precision, and the multi-step manipulation can be optimized. We summarize the findings in guidelines for future research in the collaborative car design process. Key technical contributions include a modular Entity-Component-System architecture for dynamic tool customization and hybrid VR/PC interactions. In the domain-specific automotive engineering space, both application types complement each other, offering efficiency (PC) or immersion (VR) for specific tasks. Future work will focus on UI/UX refinements with rigorous validation in follow-up studies. Specific improvements will include streamlined menus, snap-based selection aids, and pointer-locking tools to address precision challenges. Liudongnan Yang, Christian Eichhorn 0002, Markus Herbig, David A. Plecher |
ISMAR | 2 |
| 2023 | Shopping in between Realities-Using an Augmented Virtuality Smartphone in a Virtual SupermarketabstractIn this project, the full spectrum provided by Milgram’s RealityVirtuality Continuum is utilized to enhance presence, usability, and interactions in an authentic Virtual Reality (VR) supermarket simulation used as a standardized evaluation platform for mHealth apps. We introduce a unique Unity-based modeling platform for supermarket environments and the option to design high-quality customized products. To achieve that, solutions are demonstrated by focusing on a recognizable replica of a discounter and utilizing Augmented Virtuality (AV) to include a physical smartphone in the virtual simulation. The user is able to manipulate the simulation from within the smartphone app through this versatile, highly usability-centered controller. To achieve reliable tracking of the smartphone screen, we propose a hybrid approach, which combines fiducial marker tracking with data acquired through a WiFi connection between the VR system and the smartphone. Furthermore, the AV concept is utilized to build scenarios for Mixed Reality (MR) use cases such as simulated AR to navigate to a chosen product in the market. After an initial pre-study with important insights to strengthen the platform, a broad user study involving the physical smartphone with a simulated AR scenario has been conducted. The goals with 30 participants were to evaluate spatial presence, involvement, experienced realism (IPQ), and usability of the system (SUS). Results showed ”Good” (SUS) usability and recorded data as well as the participants’ feedback brought important insights. We plan to release this unique VR supermarket platform to contribute to the science community and mHealth industry. Christian Eichhorn 0002, David A. Plecher, Tobias Mesmer, Lucas Leder, Tim Simecek, Nassim Boukadida, Gudrun Klinker |
ISMAR | 1 |
| 2019 | Physical Objects in AR Games - Offering a Tangible ExperienceabstractMost AR games focus primarily on static augmentation, leaving out the potential for rich and tangible interactions. Recently, with the creation of the Superhuman Sports genre, new AR games emerged with the goal to extend the sports experience by utilizing technology. With the understanding of various related projects towards physical object interaction in AR and with the rich selection of sensors in mobile devices, we want to present two innovative visions in the direction of AR Sports Games: 1.Floating Ball: A ball shaped object is augmented and while flying in a circular pattern, two players are competing against each other by interacting with it. 2.Augmented Drone: Resulting out of the experiences with the Floating Ball, a competitive game concept with a drone as a versatile augmented game ball will be presented. We want to utilize the results as a step towards a competitive multi-player AR Sports Game based on mobile devices. In both concepts, one device is functioning as a Tangible AR Interface with the task to let the player manipulate the flying path of the physical ball. For this purpose, the ball is incorporated into the augmented world to create a realistic, perceivable playing experience. Christian Eichhorn 0002, David A. Plecher, Masahiko Inami, Gudrun Klinker |
VR | 1 |