VLDB 2026 Research / reviewers in the wild / expert
Uwe Gruenefeld
dblp:156/6598 · also Uwe Grünefeld
· DBLP profile ↗
41ranked-venue papers
10as first author
27since 2021 · last 2026
0000-0002-5671-1640ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 36 · 10 first-author · 22 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Security and privacy · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Grand Challenges in Cross RealityabstractCross Reality (CR) is a new emerging field based on the current developments in Mixed Reality hardware, especially supported by the broad market penetration of video-based see-through Head-Mounted Displays. It refers to applications that span across different stages (real, Augmented Reality, Augmented Virtuality, Virtual Reality) of the reality-virtuality continuum, where users are interconnected between different stages and/or are able to transition between these stages. This publication follows the concept of other grand challenges publications and reflects the discussion of various researchers invested in CR. After an initial discussion at the 1stJoint Workshop on Cross Reality at IEEE ISMAR 2023, six topic groups have been identified, leading to 22 challenges, which were discussed in groups over the period of multiple months. The discussion of these challenges should act as a road map for future research in the area of CR. Christoph Anthes, Mark Billinghurst, Uwe Gruenefeld, Hans-Christian Jetter, Hai-Ning Liang, Frank Maurer, David Aigner, Craig Anslow, Guillaume Bataille, Abraham G. Campbell, Judith Friedl-Knirsch, Alexander Gall, Renan Luigi Martins Guarese, Sebastian Hubenschmid, Yue Li 0023, Fabian Pointecker, Andreas Riegler, Daniel Roth 0001, Rishi Vanukuru, Nanjia Wang, Lingyun Yu 0001, Johannes Zagermann, Daniel Zielasko |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Situated Artifacts Amplify Engagement in Physical ActivityabstractIn the context of rising sedentary lifestyles, this paper investigates the efficacy of "Situated Artifacts"in promoting physical activity. We designed two artifacts that display users' physical activity data within their homes - one physical and one digital. We conducted a 9-week, counterbalanced, within-subject field study with N = 24 participants to assess the impact of these artifacts on physical activity, reflection, and motivation. We collected quantitative data on physical activity and administered daily and weekly questionnaires, employing individual Likert items and standardized instruments, as well as conducted interviews post-prototype usage. Our findings indicate that while both artifacts act as reminders for physical activity, the physical artifact was superior in terms of user engagement. The study revealed that this can be attributed to the higher perceived presence and, thereby, enhanced social interaction, which acts as a motivational source for activity. In this sense, situated artifacts gently nudge toward sustainable health behavior change. Jonas Keppel, Marvin Strauss, Luke Haliburton, Henrike Weingärtner, Julia Dominiak, Sarah Faltaous, Uwe Gruenefeld, Sven Mayer, Pawel W. Wozniak, Stefan Schneegaß |
Conference on Designing Interactive Systems | 7 |
| 2025 | You ARe Correct! Comparing Augmented Reality Displays for Individual Feedback in Classroom SettingsabstractAugmented Reality (AR) is promising in providing individual learning support for students.However, it is currently unknown which display technology is appropriate to use in classroom settings.In this work, we investigate different AR displays and their usability Nick Wittig, Noro Schlorke, Roman Heger, Theresa Wettig, Marion Koelle, Uwe Gruenefeld, David Goedicke, Donald Degraen, Ricarda Steinmayr, Stefan Schneegaß |
IDC | 6 |
| 2025 | Investigating Gait Imitation in VR: Impact of Visual Feedback and Avatar DesignabstractGait is a distinctive behavioral trait, yet its vulnerability against imitation remains underexplored in immersive environments. We present a study investigating how real-time visual feedback in virtual reality (VR) influences a person’s ability to mimic another’s gait. Through two experiments, we first identify the most usable feedback design (N = 8), then evaluate its impact on imitation performance compared to a baseline without feedback (N = 18). We analyze positional and rotational similarity between participants and target avatars, examining the influence of avatar–user gender matching and repeated practice. Our findings reveal that visual feedback significantly improves rotational alignment and that practice leads to measurable improvements in mimicry accuracy. We discuss implications for avatar embodiment, personalization in VR applications, and potential considerations for behavioral biometric systems. We also contribute a publicly available dataset of gait mimicry in VR, supporting further research on motion learning and imitation. Alia Saad, Jonathan Liebers, Constantin Koczian, Nick Wittig, Roman Heger, Marvin Strauss, Niklas Pfützenreuter, David Goedicke, Uwe Gruenefeld, Stefan Schneegaß, Donald Degraen |
MUM | 9 |
| 2025 | User Identification in Virtual Reality through Behavioral Biometrics and the Influence of Colocated InteractionsabstractBehavioral Biometrics in Virtual Reality (VR) allow for implicit user identification, as the head- and hand-movements that can be captured from the head-mounted display and the controllers are highly descriptive of the user’s true identity. Such body movements have been explored in the past; however, to date, it is unclear how they perform in settings where more than one person interacts in a shared virtual environment. In this work, we explored through a user study (N=40) how behavioral biometrics in VR change when one or more persons interact with each other in a shared virtual environment and whether this is influenced by the nature of the interaction itself. We find that user identification is possible with up to 83.38 % by applying deep learning models, and that particularly cooperative interactions between multiple VR users lead to highly identifiable body movements. Our results help in advancing behavioral biometrics for seamless user identification in VR, as a viable alternative to using PINs and passwords. Jonathan Liebers, Frieder Sykora, Niklas Pfützenreuter, Uwe Gruenefeld, David Goedicke, Stefan Schneegaß |
VRST | 4 |
| 2024 | Kinetic Signatures: A Systematic Investigation of Movement-Based User Identification in Virtual RealityabstractBehavioral Biometrics in Virtual Reality (VR) enable implicit user identification by leveraging the motion data of users’ heads and hands from their interactions in VR. This spatiotemporal data forms a Kinetic Signature, which is a user-dependent behavioral biometric trait. Although kinetic signatures have been widely used in recent research, the factors contributing to their degree of identifiability remain mostly unexplored. Drawing from existing literature, this work systematically examines the influence of static and dynamic components in human motion. We conducted a user study (N = 24) with two sessions to reidentify users across different VR sports and exercises after one week. We found that the identifiability of a kinetic signature depends on its inherent static and dynamic factors, with the best combination allowing for 90.91% identification accuracy after one week had passed. Therefore, this work lays a foundation for designing and refining movement-based identification protocols in immersive environments. Jonathan Liebers, Patrick Laskowski, Florian Rademaker, Leon Sabel, Jordan Hoppen, Uwe Gruenefeld, Stefan Schneegaß |
CHI | 6 |
| 2024 | Useckit: An Open-Source Deep-Learning Toolkit Bundling State-Of-The-Art Algorithms for Evaluating Behavioral BiometricsabstractThere is an endeavor in the Human-Computer Interaction (HCI) community to create novel authentication schemes so that passwords finally become obsolete and practical security is enhanced. For this purpose, researchers combine behavioral biometrics with deep learning. However, because the process of creating neural networks is inherently complex and each model architecture has certain limitations, implementing research prototypes is a time-consuming and challenging task. Therefore, we present useckit, an open-source toolkit that provides deep learning algorithms to support the creation of scientific evaluations in authentication research. Useckit provides multiple paradigms for implementing user verification and identification, functions to calculate common metrics, and neural network architectures founded in literature. It is written in Python and supports researchers and practitioners in creating, implementing, and rigorously evaluating novel deep learning-based authentication schemes. Jonathan Liebers, Tristan Kley, Carina Liebers, Uwe Gruenefeld, Stefan Schneegaß |
IJCB | 4 |
| 2024 | Identifying Users by Their Hand Tracking Data in Augmented and Virtual RealityabstractNowadays, Augmented and Virtual Reality devices are widely available and are often shared among users due to their high cost. Thus, distinguishing users to offer personalized experiences is essential. However, currently used explicit user authentication (e.g., entering a password) is tedious and vulnerable to attack. Therefore, this work investigates the feasibility of implicitly identifying users by their hand tracking data. In particular, we identify users by their uni- and bimanual finger behavior gathered from their interaction with eight different universal interface elements, such as buttons and sliders. In two sessions, we recorded the tracking data of 16 participants while they interacted with various interface elements in Augmented and Virtual Reality. We found that user identification is possible with up to 95% accuracy across sessions using an explainable machine learning approach. We conclude our work by discussing differences between interface elements, and feature importance to provide implications for behavioral biometric systems.A video abstract of this work is available online at: https://identifying-users-by-hand-tracking-data.hcigroup.de Jonathan Liebers, Sascha Brockel, Uwe Gruenefeld, Stefan Schneegaß |
Int. J. Hum. Comput. Interact. | 3 |
| 2024 | Pointing It Out! Comparing Manual Segmentation of 3D Point Clouds between Desktop, Tablet, and Virtual RealityabstractScanning everyday objects with depth sensors is the state-of-the-art approach to generating point clouds for realistic 3D representations. However, the resulting point cloud data suffers from outliers and contains irrelevant data from neighboring objects. To obtain only the desired 3D representation, additional manual segmentation steps are required. In this paper, we compare three different technology classes as independent variables (desktop vs. tablet vs. virtual reality) in a within-subject user study (N = 18) to understand their effectiveness and efficiency for such segmentation tasks. We found that desktop and tablet still outperform virtual reality regarding task completion times, while we could not find a significant difference between them in the effectiveness of the segmentation. In the post hoc interviews, participants preferred the desktop due to its familiarity and temporal efficiency and virtual reality due to its given three-dimensional representation. Carina Liebers, Marvin Prochazka, Niklas Pfützenreuter, Jonathan Liebers, Jonas Auda, Uwe Gruenefeld, Stefan Schneegaß |
Int. J. Hum. Comput. Interact. | 6 |
| 2024 | Understanding the Impact of the Reality-Virtuality Continuum on Visual Search Using Fixation-Related Potentials and Eye Tracking FeaturesabstractWhile Mixed Reality allows the seamless blending of digital content in users' surroundings, it is unclear if its fusion with physical information impacts users' perceptual and cognitive resources differently. While the fusion of digital and physical objects provides numerous opportunities to present additional information, it also introduces undesirable side effects, such as split attention and increased visual complexity. We conducted a visual search study in three manifestations of mixed reality (Augmented Reality, Augmented Virtuality, Virtual Reality) to understand the effects of the environment on visual search behavior. We conducted a multimodal evaluation measuring Fixation-Related Potentials (FRPs), alongside eye tracking to assess search efficiency, attention allocation, and behavioral measures. Our findings indicate distinct patterns in FRPs and eye-tracking data that reflect varying cognitive demands across environments. Specifically, AR environments were associated with increased workload, as indicated by decreased FRP - P3 amplitudes and more scattered eye movement patterns, impairing users' ability to identify target information efficiently. Participants reported AR as the most demanding and distracting environment. These insights inform design implications for MR adaptive systems, emphasizing the need for interfaces that dynamically respond to user cognitive load based on physiological inputs. Francesco Chiossi, Uwe Gruenefeld, Baosheng James Hou, Joshua Newn, Changkun Ou, Rulu Liao, Robin Welsch, Sven Mayer |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Magic Mirror: Designing a Weight Change Visualization for Domestic UseabstractVirtual mirrors displaying weight changes can support users in forming healthier habits by visualizing potential future body shapes. However, these often come with privacy, feasibility, and cost limitations. This paper introduces the Magic Mirror, a novel distortion-based mirror that leverages curvature effects to alter the appearance of body size while preserving privacy. We constructed the Magic Mirror and compared it to a video-based alternative. In an online study ( N =115), we determined the optimal parameters for each system, comparing weight change visualizations and manipulation levels. Afterward, we conducted a laboratory study ( N =24) to compare the two systems in terms of user perception, motivational potential, and willingness to use daily. Our findings indicate that the Magic Mirror surpasses the video-based mirror in terms of suitability for residential application, as it addresses feasibility concerns commonly associated with virtual mirrors. Our work demonstrates that mirrors that display weight changes can be implemented in users’ homes without any cameras, ensuring privacy. Jonas Keppel, Marvin Strauss, Uwe Gruenefeld, Stefan Schneegaß |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | Searching Across Realities: Investigating ERPs and Eye-Tracking Correlates of Visual Search in Mixed RealityabstractMixed Reality allows us to integrate virtual and physical content into users' environments seamlessly. Yet, how this fusion affects perceptual and cognitive resources and our ability to find virtual or physical objects remains uncertain. Displaying virtual and physical information simultaneously might lead to divided attention and increased visual complexity, impacting users' visual processing, performance, and workload. In a visual search task, we asked participants to locate virtual and physical objects in Augmented Reality and Augmented Virtuality to understand the effects on performance. We evaluated search efficiency and attention allocation for virtual and physical objects using event-related potentials, fixation and saccade metrics, and behavioral measures. We found that users were more efficient in identifying objects in Augmented Virtuality, while virtual objects gained saliency in Augmented Virtuality. This suggests that visual fidelity might increase the perceptual load of the scene. Reduced amplitude in distractor positivity ERP, and fixation patterns supported improved distractor suppression and search efficiency in Augmented Virtuality. We discuss design implications for mixed reality adaptive systems based on physiological inputs for interaction. Francesco Chiossi, Ines Trautmannsheimer, Changkun Ou, Uwe Gruenefeld, Sven Mayer |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | ARcoustic: A Mobile Augmented Reality System for Seeing Out-of-View TrafficabstractLocating out-of-view vehicles can help pedestrians to avoid critical traffic encounters. Some previous approaches focused solely on visualising out-of-view objects, neglecting their localisation and limitations. Other methods rely on continuous camera-based localisation, raising privacy concerns. Hence, we propose the ARcoustic system, which utilises a microphone array for nearby moving vehicle localisation and visualises nearby out-of-view vehicles to support pedestrians. First, we present the implementation of our sonic-based localisation and discuss the current technical limitations. Next, we present a user study (n = 18) in which we compared two state-of-the-art visualisation techniques (Radar3D, CompassbAR) to a baseline without any visualisation. Results show that both techniques present too much information, resulting in below-average user experience and longer response times. Therefore, we introduce a novel visualisation technique that aligns with the technical localisation limitations and meets pedestrians’ preferences for effective visualisation, as demonstrated in the second user study (n = 16). Lastly, we conduct a small field study (n = 8) testing our ARcoustic system under realistic conditions. Our work shows that out-of-view object visualisations must align with the underlying localisation technology and fit the concrete application scenario. Xuesong Zhang 0002, Robbe Cools, Adalberto L. Simeone, Uwe Gruenefeld |
AutomotiveUI | 5 |
| 2023 | How to Communicate Robot Motion Intent: A Scoping ReviewabstractRobots are becoming increasingly omnipresent in our daily lives, supporting us and carrying out autonomous tasks. In Human-Robot Interaction, human actors benefit from understanding the robot’s motion intent to avoid task failures and foster collaboration. Finding effective ways to communicate this intent to users has recently received increased research interest. However, no common language has been established to systematize robot motion intent. This work presents a scoping review aimed at unifying existing knowledge. Based on our analysis, we present an intent communication model that depicts the relationship between robot and human through different intent dimensions (intent type, intent information, intent location). We discuss these different intent dimensions and their interrelationships with different kinds of robots and human roles. Throughout our analysis, we classify the existing research literature along our intent communication model, allowing us to identify key patterns and possible directions for future research. Max Pascher, Uwe Gruenefeld, Stefan Schneegaß, Jens Gerken |
CHI | 2 |
| 2023 | Hand-in-Hand: Investigating Mechanical Tracking for User Identification in Cobot InteractionabstractRobots play a vital role in modern automation, with applications in manufacturing and healthcare. Collaborative robots integrate human and robot movements. Therefore, it is essential to ensure that interactions involve qualified, and thus identified, individuals. This study delves into a new approach: identifying individuals through robot arm movements. Different from previous methods, users guide the robot, and the robot senses the movements via joint sensors. We asked 18 participants to perform six gestures, revealing the potential use as unique behavioral traits or biometrics, achieving F1-score up to 0.87, which suggests direct robot interactions as a promising avenue for implicit and explicit user identification. Alia Saad, Max Pascher, Khaled Kassem, Roman Heger, Jonathan Liebers, Stefan Schneegaß, Uwe Gruenefeld |
MUM | 7 |
| 2023 | Exploring the Stability of Behavioral Biometrics in Virtual Reality in a Remote Field Study: Towards Implicit and Continuous User Identification through Body Movements: Towards Implicit and Continuous User Identification through Body MovementsabstractBehavioral biometrics has recently become a viable alternative method for user identification in Virtual Reality (VR). Its ability to identify users based solely on their implicit interaction allows for high usability and removes the burden commonly associated with security mechanisms. However, little is known about the temporal stability of behavior (i.e., how behavior changes over time), as most previous works were evaluated in highly controlled lab environments over short periods. In this work, we present findings obtained from a remote field study (N = 15) that elicited data over a period of eight weeks from a popular VR game. We found that there are changes in people’s behavior over time, but that two-session identification still is possible with a mean F1-score of up to 71%, while an initial training yields 86%. However, we also see that performance can drop by up to over 50 percentage points when testing with later sessions, compared to the first session, particularly for smaller groups. Thus, our findings indicate that the use of behavioral biometrics in VR is convenient for the user and practical with regard to changing behavior and also reliable regarding behavioral variation. Jonathan Liebers, Christian Burschik, Uwe Gruenefeld, Stefan Schneegaß |
VRST | 3 |
| 2023 | Don't Forget to Disinfect: Understanding Technology-Supported Hand Disinfection StationsabstractThe global COVID-19 pandemic created a constant need for hand disinfection. While it is still essential, disinfection use is declining with the decrease in perceived personal risk (e.g., as a result of vaccination). Thus this work explores using different visual cues to act as reminders for hand disinfection. We investigated different public display designs using (1) paper-based only, adding (2) screen-based, or (3) projection-based visual cues. To gain insights into these designs, we conducted semi-structured interviews with passersby (N=30). Our results show that the screen- and projection-based conditions were perceived as more engaging. Furthermore, we conclude that the disinfection process consists of four steps that can be supported: drawing attention to the disinfection station, supporting the (subconscious) understanding of the interaction, motivating hand disinfection, and performing the action itself. We conclude with design implications for technology-supported disinfection. Jonas Keppel, Marvin Strauss, Sarah Faltaous, Jonathan Liebers, Roman Heger, Uwe Gruenefeld, Stefan Schneegaß |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2022 | Understanding Shoulder Surfer Behavior and Attack Patterns Using Virtual RealityabstractIn this work, we explore attacker behavior during shoulder surfing. As such behavior is often opportunistic and difficult to observe in real world settings, we leverage the capabilities of virtual reality (VR). We recruited 24 participants and observed their behavior in two virtual waiting scenarios: at a bus stop and in an open office space. In both scenarios, participants shoulder surfed private screens displaying different types of content. From the results we derive an understanding of factors influencing shoulder surfing behavior, reveal common attack patterns, and sketch a behavioral shoulder surfing model. Our work suggests directions for future research on shoulder surfing and can serve as a basis for creating novel approaches to mitigate shoulder surfing. Yasmeen Abdrabou, Radiah Rivu, Tarek Ammar, Jonathan Liebers, Alia Saad, Carina Liebers, Uwe Gruenefeld, Pascal Knierim, Mohamed Khamis, Ville Mäkelä, Stefan Schneegaß, Florian Alt |
AVI | 7 |
| 2022 | VRception: Rapid Prototyping of Cross-Reality Systemsin Virtual RealityabstractCross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these systems is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept and toolkit for quick and easy prototyping of cross-reality systems. By simulating all levels of the reality-virtuality continuum entirely in Virtual Reality, our concept overcomes the asynchronicity of realities, eliminating technical obstacles. Our VRception Toolkit leverages this concept to allow rapid prototyping of cross-reality systems and easy remixing of elements from all continuum levels. We replicated six cross-reality papers using our toolkit and presented them to their authors. Interviews with them revealed that our toolkit sufficiently replicates their core functionalities and allows quick iterations. Additionally, remote participants used our toolkit in pairs to collaboratively implement prototypes in about eight minutes that they would have otherwise expected to take days. Uwe Gruenefeld, Jonas Auda, Florian Mathis, Stefan Schneegaß, Mohamed Khamis, Jan Gugenheimer, Sven Mayer |
CHI | 1 |
| 2022 | A Systematic Analysis of External Factors Affecting Gait IdentificationabstractInertial sensors integrated into smartphones provide a unique opportunity for implicitly identifying users through their gait. However, researchers identified different external factors influencing the user's gait and consequently impact gait-based user identification algorithms. While these previous studies provide important insights, a holistic comparison of external factors influencing identification algorithms is still missing. In this explorative work, we conducted a focus group with participants from biometrics research to collect and classify these factors. Next, we recorded the gait of 12 participants walking regularly and being influenced by eleven different external factors (e.g., shoes and floor types) in two separate sessions. We used a Deep Learning (DL) identification algorithm for analysis and validated the analysis results using within- and between- sessions data. We propose a categorization of gait covariates based on users' control levels. Floor types have the most significant impact on recognition accuracy. Finally, between-session analysis shows less accurate yet more robust results than within-session validation and testing. Alia Saad, Nick Wittig, Uwe Gruenefeld, Stefan Schneegaß |
IJCB | 3 |
| 2022 | ExplAInable Pixels: Investigating One-Pixel Attacks on Deep Learning Models with Explainable VisualizationsabstractNowadays, deep learning models enable numerous safety-critical applications, such as biometric authentication, medical diagnosis support, and self-driving cars. However, previous studies have frequently demonstrated that these models are attackable through slight modifications of their inputs, so-called adversarial attacks. Hence, researchers proposed investigating examples of these attacks with explainable artificial intelligence to understand them better. In this line, we developed an expert tool to explore adversarial attacks and defenses against them. To demonstrate the capabilities of our visualization tool, we worked with the publicly available CIFAR-10 dataset and generated one-pixel attacks. After that, we conducted an online evaluation with 16 experts. We found that our tool is usable and practical, providing evidence that it can support understanding, explaining, and preventing adversarial examples. Jonas Keppel, Jonathan Liebers, Jonas Auda, Uwe Gruenefeld, Stefan Schneegaß |
MUM | 4 |
| 2022 | Single-Sign-On in Smart Homes using Continuous AuthenticationabstractModern ubiquitous computing environments are increasingly populated with smart devices that need to know the identity of users interacting with them. At the same time, the number of authentications that a user needs to perform increases, as nowadays devices such as smart TVs require authentication which was not the case in earlier times. Even for single-person households, the need to authenticate against present smart devices in the environment appears at regular intervals, ranging from TVs to voice assistants, to gaming consoles. To reduce the need for repeated authentication, we explore the concept of a system that allows the sharing of users’ authenticated identity information between smart devices, similar to the concept of Single-Sign-On on the internet. Following a preliminary field study, we show that such a system can decrease the number of necessary authentications in a ubiquitous computing environment by 84.4%, increasing usability and security. Jonathan Liebers, Nick Wittig, Simon Janzon, Pedram Golkar, Hakeem Moruf, Wilfried Forentin Wakeu Kontchipo, Uwe Gruenefeld, Stefan Schneegaß |
MUM | 7 |
| 2022 | ARm Haptics: 3D-Printed Wearable Haptics for Mobile Augmented RealityabstractAugmented Reality (AR) technology enables users to superpose virtual content onto their environments. However, interacting with virtual content while mobile often requires users to perform interactions in mid-air, resulting in a lack of haptic feedback. Hence, in this work, we present the ARm Haptics system, which is worn on the user's forearm and provides 3D-printed input modules, each representing well-known interaction components such as buttons, sliders, and rotary knobs. These modules can be changed quickly, thus allowing users to adapt them to their current use case. After an iterative development of our system, which involved a focus group with HCI researchers, we conducted a user study to compare the ARm Haptics system to hand-tracking-based interaction in mid-air (baseline). Our findings show that using our system results in significantly lower error rates for slider and rotary input. Moreover, use of the ARm Haptics system results in significantly higher pragmatic quality and lower effort, frustration, and physical demand. Following our findings, we discuss opportunities for haptics worn on the forearm. Uwe Gruenefeld, Alexander Geilen, Jonathan Liebers, Nick Wittig, Marion Koelle, Stefan Schneegaß |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2021 | Understanding User Identification in Virtual Reality Through Behavioral Biometrics and the Effect of Body NormalizationabstractVirtual Reality (VR) is becoming increasingly popular both in the entertainment and professional domains. Behavioral biometrics have recently been investigated as a means to continuously and implicitly identify users in VR. Applications in VR can specifically benefit from this, for example, to adapt virtual environments and user interfaces as well as to authenticate users. In this work, we conduct a lab study (N = 16) to explore how accurately users can be identified during two task-driven scenarios based on their spatial movement. We show that an identification accuracy of up to 90% is possible across sessions recorded on different days. Moreover, we investigate the role of users’ physiology in behavioral biometrics by virtually altering and normalizing their body proportions. We find that body normalization in general increases the identification rate, in some cases by up to 38%; hence, it improves the performance of identification systems. Jonathan Liebers, Mark Abdelaziz, Lukas Mecke, Alia Saad, Jonas Auda, Uwe Gruenefeld, Florian Alt, Stefan Schneegaß |
CHI | 6 |
| 2021 | VRSketch: Investigating 2D Sketching in Virtual Reality with Different Levels of Hand and Pen Transparency
Jonas Auda, Roman Heger, Uwe Gruenefeld, Stefan Schneegaß |
INTERACT (5) | 3 |
| 2021 | Understanding Bystanders' Tendency to Shoulder Surf Smartphones Using 360-degree Videos in Virtual RealityabstractShoulder surfing is an omnipresent risk for smartphone users. However, investigating these attacks in the wild is difficult because of either privacy concerns, lack of consent, or the fact that asking for consent would influence people’s behavior (e.g., they could try to avoid looking at smartphones). Thus, we propose utilizing 360-degree videos in Virtual Reality (VR), recorded in staged real-life situations on public transport. Despite differences between perceiving videos in VR and experiencing real-world situations, we believe this approach to allow novel insights on observers’ tendency to shoulder surf another person’s phone authentication and interaction to be gained. By conducting a study (N=16), we demonstrate that a better understanding of shoulder surfers’ behavior can be obtained by analyzing gaze data during video watching and comparing it to post-hoc interview responses. On average, participants looked at the phone for about 11% of the time it was visible and could remember half of the applications used. Alia Saad, Jonathan Liebers, Uwe Gruenefeld, Florian Alt, Stefan Schneegaß |
MobileHCI | 3 |
| 2021 | Using Gaze Behavior and Head Orientation for Implicit Identification in Virtual RealityabstractIdentifying users of a Virtual Reality (VR) headset provides designers of VR content with the opportunity to adapt the user interface, set user-specific preferences, or adjust the level of difficulty either for games or training applications. While most identification methods currently rely on explicit input, implicit user identification is less disruptive and does not impact the immersion of the users. In this work, we introduce a biometric identification system that employs the user’s gaze behavior as a unique, individual characteristic. In particular, we focus on the user’s gaze behavior and head orientation while following a moving stimulus. We verify our approach in a user study. A hybrid post-hoc analysis results in an identification accuracy of up to 75 % for an explainable machine learning algorithm and up to 100 % for a deep learning approach. We conclude with discussing application scenarios in which our approach can be used to implicitly identify users. Jonathan Liebers, Patrick Horn, Christian Burschik, Uwe Gruenefeld, Stefan Schneegaß |
VRST | 4 |
| 2020 | HiveFive: Immersion Preserving Attention Guidance in Virtual RealityabstractRecent advances in Virtual Reality (VR) technology, such as larger fields of view, have made VR increasingly immersive. However, a larger field of view often results in a user focusing on certain directions and missing relevant content presented elsewhere on the screen. With HiveFive, we propose a technique that uses swarm motion to guide user attention in VR. The goal is to seamlessly integrate directional cues into the scene without losing immersiveness. We evaluate HiveFive in two studies. First, we compare biological motion (from a prerecorded swarm) with non-biological motion (from an algorithm), finding further evidence that humans can distinguish between these motion types and that, contrary to our hypothesis, non-biological swarm motion results in significantly faster response times. Second, we compare HiveFive to four other techniques and show that it not only results in fast response times but also has the smallest negative effect on immersion. Daniel Lange, Tim Claudius Stratmann, Uwe Gruenefeld, Susanne Boll |
CHI | 3 |
| 2020 | SaVR: Increasing Safety in Virtual Reality Environments via Electrical Muscle StimulationabstractOne of the main benefits of interactive Virtual Reality (VR) applications is that they provide a high sense of immersion. As a result, users lose their sense of real-world space which makes them vulnerable to collisions with real-world objects. In this work, we propose a novel approach to prevent such collisions using Electrical Muscle Stimulation (EMS). EMS actively prevents the movement that would result in a collision by actuating the antagonist muscle. We report on a user study comparing our approach to the commonly used feedback modalities: audio, visual, and vibro-tactile. Our results show that EMS is a promising modality for restraining user movement and, at the same time, rated best in terms of user experience. Sarah Faltaous, Joshua Neuwirth, Uwe Gruenefeld, Stefan Schneegaß |
MUM | 3 |
| 2020 | Behind the Scenes: Comparing X-Ray Visualization Techniques in Head-mounted Optical See-through Augmented RealityabstractLocating objects in the environment can be a difficult task, especially when the objects are occluded. With Augmented Reality, we can alternate our perceived reality by augmenting it with visual cues or removing visual elements of reality, helping users to locate occluded objects. However, to our knowledge, it has not yet been evaluated which visualization technique works best for estimating the distance and size of occluded objects in optical see-through head-mounted Augmented Reality. To address this, we compare four different visualization techniques derived from previous work in a laboratory user study. Our results show that techniques utilizing additional aid (textual or with a grid) help users to estimate the distance to occluded objects more accurately. In contrast, a realistic rendering of the scene, such as a cutout in the wall, resulted in higher distance estimation errors. Uwe Gruenefeld, Yvonne Brück, Susanne Boll |
MUM | 1 |
| 2020 | Time is money! Evaluating Augmented Reality Instructions for Time-Critical Assembly TasksabstractManual assembly tasks require workers to precisely assemble parts in 3D space. Often additional time pressure increases the complexity of these tasks even further (e.g., adhesive bonding processes). Therefore, we investigate how Augmented Reality (AR) can improve workers’ performance in time and spatial dependent process steps. In a user study, we compare three conditions: instructions presented on (a) paper, (b) a camera-based see-through tablet, and (c) a head-mounted AR device. For instructions we used selected work steps from a standardized adhesive bonding process as a representative for common time-critical assembly tasks. We found that instructions in AR can improve the performance and understanding of time and spatial factors. The tablet instruction condition showed the best subjective results among the participants, which can increase motivation, particularly among less-experienced workers. Jannike Illing, Philipp Klinke, Uwe Gruenefeld, Max Pfingsthorn, Wilko Heuten |
MUM | 3 |
| 2019 | Locating nearby physical objects in augmented realityabstractLocating objects in physical environments can be an exhausting and frustrating task, particularly when these objects are out of the user's view or occluded by other objects. With recent advances in Augmented Reality (AR), these environments can be augmented to visualize objects for which the user searches. However, it is currently unclear which visualization strategy can best support users in locating these objects. In this paper, we compare a printed map to three different AR visualization strategies: (1) in-view visualization, (2) out-of-view visualization, and (3) the combination of in-view and out-of-view visualizations. Our results show that in-view visualization reduces error rates for object selection accuracy, while additional out-of-view object visualization improves users' search time performance. However, combining in-view and out-of-view visualizations leads to visual clutter, which distracts users. Uwe Gruenefeld, Lars Prädel, Wilko Heuten |
MUM | 1 |
| 2019 | Comparing Techniques for Visualizing Moving Out-of-View Objects in Head-mounted Virtual RealityabstractCurrent head-mounted displays (HMDs) have a limited field-of-view (FOV). A limited FOV further decreases the already restricted human visual range and amplifies the problem of objects receding from view (e.g., opponents in computer games). However, there is no previous work that investigates how to best perceive moving out-of-view objects on head-mounted displays. In this paper, we compare two visualization approaches: (1) Overview+detail, with 3D Radar, and (2) Focus+context, with EyeSee360, in a user study to evaluate their performances for visualizing moving out-of-view objects. We found that using 3D Radar resulted in a significantly lower movement estimation error and higher usability, measured by the system usability scale. 3D Radar was also preferred by 13 out of 15 participants for visualization of moving out-of-view objects. Uwe Gruenefeld, Ilja Koethe, Daniel Lange, Sebastian WeirB, Wilko Heuten |
VR | 1 |
| 2018 | Where to Look: Exploring Peripheral Cues for Shifting Attention to Spatially Distributed Out-of-View ObjectsabstractKnowing the locations of spatially distributed objects is important in many different scenarios (e.g., driving a car and being aware of other road users). In particular, it is critical for preventing accidents with objects that come too close (e.g., cyclists or pedestrians). In this paper, we explore how peripheral cues can shift a user's attention towards spatially distributed out-of-view objects. We identify a suitable technique for visualization of these out-of-view objects and explore different cue designs to advance this technique to shift the user's attention. In a controlled lab study, we investigate non-animated peripheral cues with audio stimuli and animated peripheral cues without audio stimuli. Further, we looked into how user's identify out-of-view objects. Our results show that shifting the user's attention only takes about 0.86 seconds on average when animated stimuli are used, while shifting the attention with non-animated stimuli takes an average of 1.10 seconds. Uwe Gruenefeld, Andreas Löcken, Yvonne Brück, Susanne Boll, Wilko Heuten |
AutomotiveUI | 1 |
| 2018 | EyeMR: low-cost eye-tracking for rapid-prototyping in head-mounted mixed realityabstractMixed Reality devices can either augment reality (AR) or create completely virtual realities (VR). Combined with head-mounted devices and eye-tracking, they enable users to interact with these systems in novel ways. However, current eye-tracking systems are expensive and limited in the interaction with virtual content. In this paper, we present EyeMR, a low-cost system (below 100$) that enables researchers to rapidly prototype new techniques for eye and gaze interactions. Our system supports mono- and binocular tracking (using Pupil Capture) and includes a Unity framework to support the fast development of new interaction techniques. We argue for the usefulness of EyeMR based on results of a user evaluation with HCI experts. Tim Claudius Stratmann, Uwe Gruenefeld, Susanne Boll |
ETRA | 2 |
| 2018 | Ensuring Safety in Augmented Reality from Trade-off Between Immersion and Situation AwarenessabstractAlthough the mobility and emerging technology of augmented reality (AR) have brought significant entertainment and convenience in everyday life, the use of AR is becoming a social problem as the accidents caused by a shortage of situation awareness due to an immersion of AR are increasing. In this paper, we address the trade-off between immersion and situation awareness as the fundamental factor of the AR-related accidents. As a solution against the trade-off, we propose a third-party component that prevents pedestrian-vehicle accidents in a traffic environment based on vehicle position estimation (VPE) and vehicle position visualization (VPV). From a RGB image sequence, VPE efficiently estimates the relative 3D position between a user and a car using generated convolutional neural network (CNN) model with a region-of-interest based scheme. VPV shows the estimated car position as a dot using an out-of-view object visualization method to alert the user from possible collisions. The VPE experiment with 16 combinations of parameters showed that the InceptionV3 model, fine-tuned on activated images yields the best performance with a root mean squared error of 0.34 m in 2.1 ms. The user study of VPV showed the inversely proportional relationship between the immersion controlled by the difficulty of the AR game and the frequency of situation awareness in both quantitatively and qualitatively. Additional VPV experiment assessing two out-of-view object visualization methods (EyeSee360 and Radar) showed no significant effect on the participants' activity, while EyeSee360 yielded faster responses and Radar engendered participants' preference on average. Our field study demonstrated an integration of VPE and VPV which has potentials for safety-ensured immersion when the proposed component is used for AR in daily uses. We expect that when the proposed component is developed enough to be used in real world, it will contribute to the safety-ensured AR, as well as to the population of AR. Jinki Jung, Hyeopwoo Lee, Jeehye Choi, Abhilasha Nanda, Uwe Gruenefeld, Tim Claudius Stratmann, Wilko Heuten |
ISMAR | 5 |
| 2018 | Beyond Halo and Wedge: visualizing out-of-view objects on head-mounted virtual and augmented reality devicesabstractHead-mounted devices (HMDs) for Virtual and Augmented Reality (VR/AR) enable us to alter our visual perception of the world. However, current devices suffer from a limited field of view (FOV), which becomes problematic when users need to locate out of view objects (e.g., locating points-of-interest during sightseeing). To address this, we developed and evaluated in two studies HaloVR, WedgeVR, HaloAR and WedgeAR, which are inspired by usable 2D off-screen object visualization techniques (Halo, Wedge). While our techniques resulted in overall high usability, we found the choice of AR or VR impacts mean search time (VR: 2.25s, AR: 3.92s) and mean direction estimation error (VR: 21.85°, AR: 32.91°). Moreover, while adding more out-of-view objects significantly affects search time across VR and AR, direction estimation performance remains unaffected. We provide implications and discuss the challenges of designing for VR and AR HMDs. Uwe Gruenefeld, Abdallah El Ali, Susanne Boll, Wilko Heuten |
MobileHCI | 1 |
| 2018 | RadialLight: exploring radial peripheral LEDs for directional cues in head-mounted displaysabstractCurrent head-mounted displays (HMDs) for Virtual Reality (VR) and Augmented Reality (AR) have a limited field-of-view (FOV). This limited FOV further decreases the already restricted human visual range and amplifies the problem of objects going out of view. Therefore, we explore the utility of augmenting HMDs with RadialLight, a peripheral light display implemented as 18 radially positioned LEDs around each eye to cue direction towards out-of-view objects. We first investigated direction estimation accuracy of multi-colored cues presented on one versus two eyes. We then evaluated direction estimation accuracy and search time performance for locating out-of-view objects in two representative 360° video VR scenarios. Key findings show that participants could not distinguish between LED cues presented to one or both eyes simultaneously, participants estimated LED cue direction within a maximum 11.8° average deviation, and out-of-view objects in less distracting scenarios were selected faster. Furthermore, we provide implications for building peripheral HMDs. Uwe Gruenefeld, Tim Claudius Stratmann, Abdallah El Ali, Susanne Boll, Wilko Heuten |
MobileHCI | 1 |
| 2017 | Effects of location and fade-in time of (audio-)visual cues on response times and success-rates in a dual-task experimentabstractWhile performing multiple competing tasks at the same time, e.g., when driving, assistant systems can be used to create cues to direct attention towards required information. However, poorly designed cues will interrupt or annoy users and affect their performance. Therefore, we aim to identify cues that are not missed and trigger a quick reaction without changing the primary task performance. We conducted a dual-task experiment in an anechoic chamber with LED-based stimuli that faded in or turned on abruptly and were placed in the periphery or front of a subject. Additionally, a white noise sound was triggered in a third of the trials. The primary task was to react to visual stimuli placed on a screen in front. We observed significant effects on the response times in the screen task when adding sound. Further, participants responded faster to LED stimuli when they faded in. Andreas Löcken, Sarah Blum, Tim Claudius Stratmann, Uwe Gruenefeld, Wilko Heuten, Susanne Boll, Steven van de Par |
SAP | 4 |
| 2017 | Visualizing out-of-view objects in head-mounted augmented realityabstractVarious off-screen visualization techniques that point to off-screen objects have been developed for small screen devices. A similar problem arises with head-mounted Augmented Reality (AR) with respect to the human field-of-view, where objects may be out of view. Being able to detect so-called out-of-view objects is useful for certain scenarios (e.g., situation monitoring during ship docking). To augment existing AR with this capability, we adapted and tested well-known 2D off-screen object visualization techniques (Arrow, Halo, Wedge) for head-mounted AR. We found that Halo resulted in the lowest error for direction estimation while Wedge was subjectively perceived as best. We discuss future directions of how to best visualize out-of-view objects in head-mounted AR. Uwe Gruenefeld, Abdallah El Ali, Wilko Heuten, Susanne Boll |
MobileHCI | 1 |
| 2017 | PeriMR: a prototyping tool for head-mounted peripheral light displays in mixed realityabstractNowadays, Mixed and Virtual Reality devices suffer from a field of view that is too small compared to human visual perception. Although a larger field of view is useful (e.g., conveying peripheral information or improving situation awareness), technical limitations prevent the extension of the field-of-view. A way to overcome these limitations is to extend the field-of-view with peripheral light displays. However, there are no tools to support the design of peripheral light displays for Mixed or Virtual Reality devices. Therefore, we present our prototyping tool PeriMR that allows researchers to develop new peripheral head-mounted light displays for Mixed and Virtual Reality. Uwe Gruenefeld, Tim Claudius Stratmann, Wilko Heuten, Susanne Boll |
MobileHCI | 1 |