VLDB 2026 Research / reviewers in the wild / expert
Jens-Uwe Hahn
dblp:133/2866
· DBLP profile ↗
5ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0002-7315-6677ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Using Gaze Transition Entropy to Detect Classroom Discourse in a Virtual Reality ClassroomabstractThis paper explores gaze entropy as a metric for detecting classroom discourse events in a virtual reality (VR) classroom. Using data from a laboratory experiment with N = 240 secondary school students, we distinguished between events of teacher-centered classroom discourse (question, hand raising, answer) and teacher explanation by analyzing their transition and stationary gaze entropy. Employing multi-level regression models, both entropy measures effectively discriminated between the two events and distinguished different levels of classroom participation as indicated by the degree of hand-raising by virtual students. Furthermore, using both measures in a logistic regression model, the potential of gaze entropy could be demonstrated by predicting the two events with 67% accuracy. By analyzing transition and stationary entropy, the study attempts to uncover different gaze patterns associated with learning events in a virtual classroom. The results contribute to the research and development of VR scenarios that help to simulate effective learning environments. Philipp Stark, Alexander Jonas Jung, Jens-Uwe Hahn, Enkelejda Kasneci, Richard Göllner |
ETRA | 3 |
| 2021 | Digital Transformations of Classrooms in Virtual RealityabstractWith rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on learners, particularly for VR, have not been evaluated in depth. This work investigates the interaction-related effects of sitting positions of learners, visualization styles of peer-learners and teachers, and hand-raising behaviors of virtual peer-learners on learners in an immersive VR classroom, using eye tracking data. Our results indicate that learners sitting in the back of the virtual classroom may have difficulties extracting information. Additionally, we find indications that learners engage with lectures more efficiently if virtual avatars are visualized with realistic styles. Lastly, we find different eye movement behaviors towards different performance levels of virtual peer-learners, which should be investigated further. Our findings present an important baseline for design decisions for VR classrooms. Hong Gao 0008, Efe Bozkir, Lisa Hasenbein, Jens-Uwe Hahn, Richard Göllner, Enkelejda Kasneci |
CHI | 4 |
| 2021 | Exploiting Object-of-Interest Information to Understand Attention in VR ClassroomsabstractRecent developments in computer graphics and hardware technology enable easy access to virtual reality headsets along with integrated eye trackers, leading to mass usage of such devices. The immersive experience provided by virtual reality and the possibility to control environmental factors in virtual setups may soon help to create realistic digital alternatives to conventional classrooms. The importance of such settings has become especially evident during the COVID-19 pandemic, forcing many schools and universities to provide the digital teaching. Researchers foresee that such transformations will continue in the future with virtual worlds becoming an integral part of education. Until now, however, students' behaviors in immersive virtual environments have not been investigated in depth. In this work, we study students' attention by exploiting object-of-interests using eye tracking in different classroom manipulations. More specifically, we varied sitting positions of students, visualization styles of virtual avatars, and hand-raising percentages of peer-learners. Our empirical evidence shows that such manipulations play an important role in students' attention towards virtual peer-learners, instructors, and lecture material. This research may contribute to understanding of how visual attention relates to social dynamics in the virtual classroom, including significant considerations for the design of virtual learning spaces. Efe Bozkir, Philipp Stark, Hong Gao 0008, Lisa Hasenbein, Jens-Uwe Hahn, Enkelejda Kasneci, Richard Göllner |
VR | 5 |
| 2014 | Interactive Parameter Retrieval for Two-Tone Procedural TexturesabstractAbstract The choice of parameters for procedural textures to achieve a desired appearance poses a challenging problem even for experienced artists. We propose a method to automatically determine such parameters to reproduce the appearance of input images. Addressing two‐tone textures, we separate the estimation of color and structure information and interpret the problem as image retrieval task from the space of procedural outputs. Applying a perceptually motivated image metric based on a texture descriptor enables us to precompute a comprehensive collection of possible parameter sets and yet achieve interactive retrieval performance. Our method supports a large variety of procedural texture models with a unified approach. Lena Gieseke, Jens-Uwe Hahn, Martin Fuchs 0001 |
Comput. Graph. Forum | 3 |
| 2013 | Dual space directional occlusion
Sebastian Herholz, Jens-Uwe Hahn, Andreas Schilling 0001 |
Vis. Comput. | 2 |