VLDB 2026 Research / reviewers in the wild / expert
Christoph Gebhardt
dblp:144/5564
· DBLP profile ↗
14ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0001-7162-0133ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Automating UI Optimization through Multi-Agentic ReasoningabstractWe present AutoOptimization, a novel multi-objective optimization framework for adapting user interfaces. From a user’s verbal preferences for changing a UI, our framework guides a prioritization-based Pareto frontier search over candidate layouts. It selects suitable objective functions for UI placement while simultaneously parameterizing them according to the user’s instructions to define the optimization problem. A solver then generates a series of optimal UI layouts, which our framework validates against the user’s instructions to adapt the UI with the final solution. Our approach thus overcomes the previous need for manual inspection of layouts and the use of population averages for objective parameters. We integrate multiple agents sequentially within our framework, enabling the system to leverage their reasoning capabilities to interpret user preferences, configure the optimization problem, and validate optimization outcomes. We evaluate each step of our framework inside a Mixed Reality use case and demonstrate that AutoOptimization effectively increases the usability of UI adaptation schemes. Zhipeng Li 0001, Christoph Gebhardt, Yi-Chi Liao 0001, Christian Holz 0001 |
CHI | 2 |
| 2025 | Continual Human-in-the-Loop OptimizationabstractOptimal input settings vary across users due to differences in motor abilities and personal preferences, which are typically addressed by manual tuning or calibration. Although human-in-the-loop optimization has the potential to identify optimal settings during use, it is rarely applied due to its long optimization process. A more efficient approach would continually leverage data from previous users to accelerate optimization, exploiting shared traits while adapting to individual characteristics. We introduce the concept of Continual Human-in-the-Loop Optimization and a Bayesian optimization-based method that leverages a Bayesian-neural-network surrogate model to capture population-level characteristics while adapting to new users. We propose a generative replay strategy to mitigate catastrophic forgetting. We demonstrate our method by optimizing virtual reality keyboard parameters for text entry using direct touch, showing reduced adaptation times with a growing user base. Our method opens the door for next-generation personalized input systems that improve with accumulated experience. Yi-Chi Liao 0001, Paul Streli, Zhipeng Li 0001, Christoph Gebhardt, Christian Holz 0001 |
CHI | 4 |
| 2025 | MagicHOI: Leveraging 3D Priors for Accurate Hand-Object Reconstruction from Short Monocular Video Clips
Maria Parelli, Christoph Gebhardt, Zicong Fan, Jie Song 0006 |
ICCV | 4 |
| 2025 | Preference-Guided Multi-Objective UI Adaptationabstract3D Mixed Reality interfaces have nearly unlimited space for layout placement, making automatic UI adaptation crucial for enhancing the user experience. Such adaptation is often formulated as a multi-objective optimization (MOO) problem, where multiple, potentially conflicting design objectives must be balanced. However, selecting a final layout is challenging since MOO typically yields a set of trade-offs along a Pareto frontier. Prior approaches often required users to manually explore and evaluate these trade-offs, a time-consuming process that disrupts the fluidity of interaction. To eliminate this manual and laborous step, we propose a novel optimization approach that efficiently determines user preferences from a minimal number of UI element adjustments. These determined rankings are translated into priority levels, which then drive our priority-based MOO algorithm. By focusing the search on user-preferred solutions, our method not only identifies UIs that are more aligned with user preferences, but also automatically selects the final design from the Pareto frontier; ultimately, it minimizes user effort while ensuring personalized layouts. Our user study in a Mixed Reality setting demonstrates that our preference-guided approach significantly reduces manual adjustments compared to traditional methods, including fully manual design and exhaustive Pareto front searches, while maintaining high user satisfaction. We believe this work opens the door for more efficient MOO by seamlessly incorporating user preferences. Christoph Gebhardt, Yi-Chi Liao 0001, Christian Holz 0001 |
UIST | 2 |
| 2024 | MANIKIN: Biomechanically Accurate Neural Inverse Kinematics for Human Motion Estimation
Jiaxi Jiang, Paul Streli, Xuejing Luo, Christoph Gebhardt, Christian Holz 0001 |
ECCV (2) | 4 |
| 2024 | SituationAdapt: Contextual UI Optimization in Mixed Reality with Situation Awareness via LLM ReasoningabstractMixed Reality is increasingly used in mobile settings beyond controlled home and office spaces. This mobility introduces the need for user interface layouts that adapt to varying contexts. However, existing adaptive systems are designed only for static environments. In this paper, we introduce SituationAdapt, a system that adjusts Mixed Reality UIs to real-world surroundings by considering environmental and social cues in shared settings. Our system consists of perception, reasoning, and optimization modules for UI adaptation. Our perception module identifies objects and individuals around the user, while our reasoning module leverages a Vision-and-Language Model to assess the placement of interactive UI elements. This ensures that adapted layouts do not obstruct relevant environmental cues or interfere with social norms. Our optimization module then generates Mixed Reality interfaces that account for these considerations as well as temporal constraints. For evaluation, we first validate our reasoning module’s capability of assessing UI contexts in comparison to human expert users. In an online user study, we then establish SituationAdapt’s capability of producing context-aware layouts for Mixed Reality, where it outperformed previous adaptive layout methods. We conclude with a series of applications and scenarios to demonstrate SituationAdapt’s versatility. Zhipeng Li 0001, Christoph Gebhardt, Yves Inglin, Nicolas Steck, Paul Streli, Christian Holz 0001 |
UIST | 2 |
| 2024 | MARLUI: Multi-Agent Reinforcement Learning for Adaptive Point-and-Click UIsabstractAs the number of selectable items increases, point-and-click interfaces rapidly become complex, leading to a decrease in usability. Adaptive user interfaces can reduce this complexity by automatically adjusting an interface to only display the most relevant items. A core challenge for developing adaptive interfaces is to infer user intent and chose adaptations accordingly. Current methods rely on tediously hand-crafted rules or carefully collected user data. Furthermore, heuristics need to be recrafted and data regathered for every new task and interface. To address this issue, we formulate interface adaptation as a multi-agent reinforcement learning problem. Our approach learns adaptation policies without relying on heuristics or real user data, facilitating the development of adaptive interfaces across various tasks with minimal adjustments needed. In our formulation, a user agent mimics a real user and learns to interact with an interface via point-and-click actions. Simultaneously, an interface agent learns interface adaptations, to maximize the user agent's efficiency, by observing the user agent's behavior. For our evaluation, we substituted the simulated user agent with actual users. Our study involved twelve participants and concentrated on automatic toolbar item assignment. The results show that the policies we developed in simulation effectively apply to real users. These users were able to complete tasks with fewer actions and in similar times compared to methods trained with real data. Additionally, we demonstrated our method's efficiency and generalizability across four different interfaces and tasks. Thomas Langerak, Sammy Joe Christen, Mert Albaba, Christoph Gebhardt, Christian Holz 0001, Otmar Hilliges |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2023 | InteractionAdapt: Interaction-driven Workspace Adaptation for Situated Virtual Reality EnvironmentsabstractVirtual Reality (VR) has the potential to transform how we work: it enables flexible and personalized workspaces beyond what is possible in the physical world. However, while most VR applications are designed to operate in a single empty physical space, work environments are often populated with real-world objects and increasingly diverse due to the growing amount of work in mobile scenarios. In this paper, we present InteractionAdapt, an optimization-based method for adapting VR workspaces for situated use in varying everyday physical environments, allowing VR users to transition between real-world settings while retaining most of their personalized VR environment for efficient interaction to ensure temporal consistency and visibility. InteractionAdapt leverages physical affordances in the real world to optimize UI elements for the respectively most suitable input technique, including on-surface touch, mid-air touch and pinch, and cursor control. Our optimization term thereby models the trade-off across these interaction techniques based on experimental findings of 3D interaction in situated physical environments. Our two evaluations of InteractionAdapt in a selection task and a travel planning task established its capability of supporting efficient interaction, during which it produced adapted layouts that participants preferred to several baselines. We further showcase the versatility of our approach through applications that cover a wide range of use cases. Yi Fei Cheng 0001, Christoph Gebhardt, Christian Holz 0001 |
UIST | 2 |
| 2023 | ViGather: Inclusive Virtual Conferencing with a Joint Experience Across Traditional Screen Devices and Mixed Reality HeadsetsabstractTeleconferencing is poised to become one of the most frequent use cases of immersive platforms, since it supports high levels of presence and embodiment in collaborative settings. On desktop and mobile platforms, teleconferencing solutions are already among the most popular apps and accumulate significant usage time---not least due to the pandemic or as a desirable substitute for air travel or commuting. In this paper, we present ViGather, an immersive teleconferencing system that integrates users of all platform types into a joint experience via equal representation and a first-person experience. ViGather renders all participants as embodied avatars in one shared scene to establish co-presence and elicit natural behavior during collocated conversations, including nonverbal communication cues such as eye contact between participants as well as body language such as turning one's body to another person or using hand gestures to emphasize parts of a conversation during the virtual hangout. Since each user embodies an avatar and experiences situated meetings from an egocentric perspective no matter the device they join from, ViGather alleviates potential concerns about self-perception and appearance while mitigating potential 'Zoom fatigue', as users' self-views are not shown. For participants in Mixed Reality, our system leverages the rich sensing and reconstruction capabilities of today's headsets. For users of tablets, laptops, or PCs, ViGather reconstructs the user's pose from the device's front-facing camera, estimates eye contact with other participants, and relates these non-verbal cues to immediate avatar animations in the shared scene. Our evaluation compared participants' behavior and impressions while videoconferencing in groups of four inside ViGather with those in Meta Horizon as a baseline for a social VR setting. Participants who participated on traditional screen devices (e.g., laptops and desktops) using ViGather reported a significantly higher sense of physical, spatial, and self-presence than when using Horizon, while all perceived similar levels of active social presence when using Virtual Reality headsets. Our follow-up study confirmed the importance of representing users on traditional screen devices as reconstructed avatars for perceiving self-presence. Huajian Qiu, Paul Streli, Tiffany Luong, Christoph Gebhardt, Christian Holz 0001 |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2021 | Optimization-based User Support for Cinematographic Quadrotor Camera Target FramingabstractTo create aesthetically pleasing aerial footage, the correct framing of camera targets is crucial. However, current quadrotor camera tools do not consider the 3D extent of actual camera targets in their optimization schemes and simply interpolate between keyframes when generating a trajectory. This can yield videos with aesthetically unpleasing target framing. In this paper, we propose a target framing algorithm that optimizes the quadrotor camera pose such that targets are positioned at desirable screen locations according to videographic compositional rules and entirely visible throughout a shot. Camera targets are identified using a semi-automatic pipeline which leverages a deep-learning-based visual saliency model. A large-scale perceptual study (N ≈ 500) shows that our method enables users to produce shots with a target framing that is closer to what they intended to create and more or as aesthetically pleasing than with the previous state of the art. Christoph Gebhardt, Otmar Hilliges |
CHI | 1 |
| 2019 | Learning Cooperative Personalized Policies from Gaze DataabstractAn ideal Mixed Reality (MR) system would only present virtual information (e.g., a label) when it is useful to the person. However, deciding when a label is useful is challenging: it depends on a variety of factors, including the current task, previous knowledge, context, etc. In this paper, we propose a Reinforcement Learning (RL) method to learn when to show or hide an object's label given eye movement data. We demonstrate the capabilities of this approach by showing that an intelligent agent can learn cooperative policies that better support users in a visual search task than manually designed heuristics. Furthermore, we show the applicability of our approach to more realistic environments and use cases (e.g., grocery shopping). By posing MR object labeling as a model-free RL problem, we can learn policies implicitly by observing users' behavior without requiring a visual search model or data annotation. Christoph Gebhardt, Brian Hecox, Bas van Opheusden, Daniel J. Wigdor, James Hillis, Otmar Hilliges, Hrvoje Benko |
UIST | 1 |
| 2018 | AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-TimeabstractDeveloping cross-device multi-user interfaces (UIs) is a challenging problem. There are numerous ways in which content and interactivity can be distributed. However, good solutions must consider multiple users, their roles, their preferences and access rights, as well as device capabilities. Manual and rule-based solutions are tedious to create and do not scale to larger problems nor do they adapt to dynamic changes, such as users leaving or joining an activity. In this paper, we cast the problem of UI distribution as an assignment problem and propose to solve it using combinatorial optimization. We present a mixed integer programming formulation which allows real-time applications in dynamically changing collaborative settings. It optimizes the allocation of UI elements based on device capabilities, user roles, preferences, and access rights. We present a proof-of-concept designer-in-the-loop tool, allowing for quick solution exploration. Finally, we compare our approach to traditional paper prototyping in a lab study. Seonwook Park, Christoph Gebhardt, Roman Rädle, Anna Maria Feit, Hana Vrzakova, Niraj Ramesh Dayama, Hui-Shyong Yeo, Clemens Nylandsted Klokmose, Aaron J. Quigley, Antti Oulasvirta, Otmar Hilliges |
CHI | 2 |
| 2018 | Optimizing for aesthetically pleasing qadrotor camera motionabstractIn this paper we first contribute a large scale online study ( N ≈ 400) to better understand aesthetic perception of aerial video. The results indicate that it is paramount to optimize smoothness of trajectories across all keyframes. However, for experts timing control remains an essential tool. Satisfying this dual goal is technically challenging because it requires giving up desirable properties in the optimization formulation. Second, informed by this study we propose a method that optimizes positional and temporal reference fit jointly. This allows to generate globally smooth trajectories, while retaining user control over reference timings. The formulation is posed as a variable, infinite horizon, contour-following algorithm. Finally, a comparative lab study indicates that our optimization scheme outperforms the state-of-the-art in terms of perceived usability and preference of resulting videos. For novices our method produces smoother and better looking results and also experts benefit from generated timings. Christoph Gebhardt, Stefan Stevsic, Otmar Hilliges |
ACM Trans. Graph. | 1 |
| 2016 | Airways: Optimization-Based Planning of Quadrotor Trajectories according to High-Level User GoalsabstractIn this paper we propose a computational design tool that allows end-users to create advanced quadrotor trajectories with a variety of application scenarios in mind. Our algorithm allows novice users to create quadrotor based use-cases without requiring deep knowledge in either quadrotor control or the underlying constraints of the target domain. To achieve this goal we propose an optimization-based method that generates feasible trajectories which can be flown in the real world. Furthermore, the method incorporates high-level human objectives into the planning of flight trajectories. An easy to use 3D design tool allows for quick specification and editing of trajectories as well as for intuitive exploration of the resulting solution space. We demonstrate the utility of our approach in several real-world application scenarios, including aerial-videography, robotic light-painting and drone racing. Christoph Gebhardt, Benjamin Hepp, Tobias Naegeli, Stefan Stevsic, Otmar Hilliges |
CHI | 1 |