VLDB 2026 Research / reviewers in the wild / expert
Tilo Mentler
dblp:136/6344
· DBLP profile ↗
8ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0002-8138-6536ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Telling Us What You Experience: Effects of Questionnaire Interface Design on Subjective Measurements in Virtual RealityabstractVirtual reality (VR) enables immersive, tightly controlled experiments but complicates subjective measurement: moving participants out of the virtual environment (VE) to complete questionnaires changes the measurement context and can increase recall bias. Questionnaires embedded in the VE $({}_{IN} \text{VRQs})$ enable immediate, time-efficient self-reports and repeated sampling, yet adoption is limited by concerns that ${}_{IN} \text{VRQs}$ might bias primary experiential measures and by the implementation burden of usable interfaces. In this within-subject study, 43 participants completed post-task questionnaires using three representative 2D ${}_{IN} \text{VRQ}$ interface designs: a body-anchored watch (direct touch), a world-anchored station (handheld pointer), and a world-anchored board at 5 m (laser pointer). Usability and task load differed significantly across interfaces, revealing clear design trade-offs. Interview feedback highlighted corresponding ergonomic themes. In contrast, ratings of presence and flow related to the constant task and VE showed no practically relevant differences across interfaces, supported by equivalence tests. Findings suggest that once basic usability requirements are met, interface choice is unlikely to meaningfully bias experiential measures in similar setups. This study contributes methodological guidance for implementing or selecting ${}_{IN} \text{VRQ}$ tools to improve VR study quality, comparability, and reproducibility. Supplemental materials are available at osf.io/528yk (CC BY 4.0). Lucas Küntzer, Martin Feick, Max Benzschawel, Naz Al Kassm, Tilo Mentler, Heike Spaderna, Robert J. Teather, Georg Rock |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | Movement, Position, Size: Insights from a Treadmill-Based Low-Fidelity Prototyping Study on Non-touch Smartwatch Interaction
Marian Kraus, Nadine Flegel, Tilo Mentler |
INTERACT (3) | 3 |
| 2024 | Dynamic Difficulty Adjustment in Virtual Reality Exergaming to Regulate Exertion Levels via Heart Rate MonitoringabstractBy regulating exertion levels, Dynamic difficulty adjustment (DDA) has the potential to enhance user experience and optimize exercise in Virtual Reality (VR) exergames. This pilot study assesses the effectiveness of adjusting the difficulty of gameplay challenges based on heart rate (HR) data to control the intensity of physical activity in VR exergaming. Observational results from 13 participants indicate that the HR-based DDA more effectively maintained target heart rate zones compared to randomized adjustments. Improved perceived exertion, and increased enjoyment underlines the potential of this approach for VR-based exercise and rehabilitation programs. Lucas Küntzer, Moritz Scherer 0002, Tilo Mentler, Georg Rock |
VRST | 3 |
| 2024 | Row your boat in VR and solve thinking exercises on the way: The Brain-Row ChallengeabstractIn this demo, we showcase Brain-Row Challenge. Brain-Row Challenge is a research prototype for dual-task training in Virtual Reality (VR). Dual-task training combines a mental and a physical task. This training is relevant in neurodegenerative diseases, especially in Parkinson’s disease. The user is rowing with a Concept 2 ergometer over a Nordic lake, must follow a marked route and answers multiple-choice questions by rowing through gates. Steering is done with an inertial measurement unit that is attached to the handlebar. The VR experience can also be compared to a less immersive representation of the rowing course on a TV screen. Christoph Lürig, Tilo Mentler, Sven Karstens |
VRST | 2 |
| 2023 | On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control - IFIP WG 13.5 Workshop at INTERACT 2023
Tilo Mentler, Philippe A. Palanque, Kristof Van Laerhoven, Margareta Lützhöft, Nadine Flegel |
INTERACT (4) | 1 |
| 2023 | HoloBrand: A Co-located XR Multiplayer Serious Game on an Economic ModelabstractExtended reality (XR) and serious games are considered promising approaches for modern teaching and learning concepts. However, they often do not exploit the advantages that co-located experiences could provide (e.g., more immediate exchange of ideas and a sense of community). One reason is the high technical, design, and didactic requirements for such solutions. In this work, we introduce HoloBrand, a co-located XR multiplayer serious game for HoloLens 2. The game can be played at the exhibit with one to three players in a time frame from three minutes on upwards. With the game, we enable students to experience the dynamics of an economic model on mass market products (Urban’s perceptor model). Prior knowledge is not required. We describe the fundamental conceptual and implementation aspects of the HoloBrand system and game and interaction design. We include the implementation of the triadic game design concept and the four-factor fun model. Christoph Lürig, Jörg Gutsche, Tilo Mentler |
IMX | 3 |
| 2023 | 'What do you see now?': lessons learned while integrating a virtual reality application in ambulatory care of a pediatric surgeryabstractIn many medical contexts, virtual reality (VR) applications are associated with high hopes for improved forms of care. In order for these hopes to be fulfilled not only in controlled (laboratory) studies, possibly accompanied by technicians, but also in everyday clinical practice, applications must be suitable for the users on the one hand and efficiently integrated into the organisational processes on the other. While the first aspect has already been widely studied in terms of VR-related user interface and interaction design, there are fewer references and recommendations on the second one. These are given in this contribution. They are based on findings of applying human-centred design methods (contextual inquiry, work models, focus group) during the integration of a VR application in ambulatory care of children and adolescents after bone fractures. Finally, transferability of the recommendations to other contexts, including beyond clinical scenarios, is discussed. Nadine Flegel, Tilo Mentler |
Behav. Inf. Technol. | 2 |
| 2021 | Control Rooms in Safety Critical Contexts: Design, Engineering and Evaluation Issues - IFIP WG 13.5 Workshop at INTERACT 2021
Tilo Mentler, Philippe A. Palanque, Susanne Boll, Kristof Van Laerhoven |
INTERACT (5) | 1 |