Andrey Krekhov

dblp:175/7340 · DBLP profile ↗
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12ranked-venue papers
7as first author
7since 2021 · last 2025
0000-0003-0637-6263ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 2 since 2021
YearPublicationVenuePosition
2025 Shocking Realities: VR Horror Games as a Tool for Raising Wheelchair Accessibility Awareness
abstract
Figure 1: Our approach seamlessly embeds wheelchair challenges into immersive VR horror game elements to raise accessibility awareness in a playful, non-didactic manner.The left image showcases the virtual wheelchair and its per-wheel physics simulations, including phenomena such as wheel slips on wet surfaces.The other screenshots depict our testbed game that incorporates seven basic wheelchair challenges and is set in a hotel building infiltrated by a monster.
Andrey Krekhov, Katharina Emmerich, Ozan Güler, Jens H. Krüger
Conference on Designing Interactive Systems1
2024 Playing for a Better Future: How Animal Avatars Influence the Attitude of Players
abstract
Digital games allow us to adopt the avatar's perspective and experience the (virtual) world from another point of view. The positive effects of such role swaps are well-documented in contexts such as combating racial or ethnic biases. Our work expands this research direction by considering animal avatars: We hypothesize that playing as an animal can improve our attitude towards wildlife and nature. In particular, this manuscript contributes a first systematic study on the effects of animal avatars on players' implicit attitudes towards animals. Our study (N = 78) employs two commercial games featuring different animal avatars, Endling - Extinction is Forever and Bee Simulator, and compares the results of implicit association tests administered before and after gameplay. Our findings confirm significant positive effects of the games on players' implicit associations with foxes and bees. Together with several interesting insights regarding player-avatar relationships and avatar identification, our work paves the groundwork for games contributing positively to societal change.
Katharina Emmerich, Andrey Krekhov, Jens H. Krüger
Proc. ACM Hum. Comput. Interact.2
2022 Interpolating Happiness: Understanding the Intensity Gradations of Face Emojis Across Cultures
abstract
We frequently utilize face emojis to express emotions in digital communication. But how wholly and precisely do such pictographs sample the emotional spectrum, and are there gaps to be closed? Our research establishes emoji intensity scales for seven basic emotions: happiness, anger, disgust, sadness, shock, annoyance, and love. In our survey (N = 1195), participants worldwide assigned emotions and intensities to 68 face emojis. According to our results, certain feelings, such as happiness or shock, are visualized by manifold emojis covering a broad spectrum of intensities. Other feelings, such as anger, have limited and only very intense representative visualizations. We further emphasize that the cultural background influences emojis’ perception: for instance, linear-active cultures (e.g., UK, Germany) rate the intensity of such visualizations higher than multi-active (e.g., Brazil, Russia) or reactive cultures (e.g., Indonesia, Singapore). To summarize, our manuscript promotes future research on more expressive, culture-aware emoji design.
Andrey Krekhov, Katharina Emmerich, Johannes Fuchs 0001, Jens H. Krüger
CHI1
2021 Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
abstract
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N = 217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives.
Katharina Emmerich, Andrey Krekhov, Sebastian Cmentowski, Jens H. Krüger
CHI2
2021 "I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games
abstract
On a journey, a backpack is a perfect place to store and organize the necessary provisions and tools. Similarly, carrying and managing items is a central part of most digital games, providing significant prospects for the player experience. Even though VR games are gradually becoming more mature, most of them still avoid this essential feature. Some of the reasons for this deficit are the additional requirements and challenges that VR imposes on developers to achieve a compelling user experience. We structure the ample design space of VR inventories by analyzing popular VR games and developing a structural taxonomy. We combine our insights with feedback from game developers to identify the essential building blocks and design choices. Finally, we propose meaningful design implications and demonstrate the practical use of our work in action.
Sebastian Cmentowski, Andrey Krekhov, Jens H. Krüger
CoG2
2021 Towards Sneaking as a Playful Input Modality for Virtual Environments
abstract
Using virtual reality setups, users can fade out of their surroundings and dive fully into a thrilling and appealing virtual environment. The success of such immersive experiences depends heavily on natural and engaging interactions with the virtual world. As developers tend to focus on intuitive hand controls, other aspects of the broad range of full-body capabilities are easily left vacant. One repeatedly overlooked input modality is the user's gait. Even though users may walk physically to explore the environment, it usually does not matter how they move. However, gait-based interactions, using the variety of information contained in human gait, could offer interesting benefits for immersive experiences. For instance, stealth VR-games could profit from this additional range of interaction fidelity in the form of a sneaking-based input modality. In our work, we explore the potential of sneaking as a playful input modality for virtual environments. Therefore, we discuss possible sneaking-based gameplay mechanisms and develop three technical approaches, including precise foot-tracking and two abstraction levels. Our evaluation reveals the potential of sneaking-based inter-actions in IVEs, offering unique challenges and thrilling gameplay. For these interactions, precise tracking of individual footsteps is unnecessary, as a more abstract approach focusing on the players' intention offers the same experience while providing better comprehensible feedback. Based on these findings, we discuss the broader potential and individual strengths of our gait-centered interactions.
Sebastian Cmentowski, Andrey Krekhov, André Zenner, Daniel Kucharski, Jens H. Krüger
VR2
2021 Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games
abstract
Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.
Andrey Krekhov, Katharina Emmerich, Ronja Rotthaler, Jens H. Krüger
Proc. ACM Hum. Comput. Interact.1
2020 A Study on Real-Time Visualizations During Sports Activities on Smartwatches
abstract
Nowadays, many wearable devices such as smartwatches exist that can be used to track and analyze sports activities. Generally, these devices are equipped with high-resolution screens, but most applications provide only textual status information as real-time visual feedback during the respective activities. This limited amount of information is particularly the case for running, which is among the most frequently tracked sports activities with wearable devices. So far, only a few products and prototypes provide assistance and feedback related to running technique and efficiency, but also predominantly by means of textual data representations.
Alexander Schiewe, Andrey Krekhov, Frederic Kerber, Florian Daiber, Jens H. Krüger
MUM2
2020 Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments
abstract
Visualizations rely on highlighting to attract and guide our attention. To make an object of interest stand out independently from a number of distractors, the underlying visual cue, e.g., color, has to be preattentive. In our prior work, we introduced Deadeye as an instantly recognizable highlighting technique that works by rendering the target object for one eye only. In contrast to prior approaches, Deadeye excels by not modifying any visual properties of the target. However, in the case of 2D visualizations, the method requires an additional setup to allow dichoptic presentation, which is a considerable drawback. As a follow-up to requests from the community, this paper explores Deadeye as a highlighting technique for 3D visualizations, because such stereoscopic scenarios support dichoptic presentation out of the box. Deadeye suppresses binocular disparities for the target object, so we cannot assume the applicability of our technique as a given fact. With this motivation, the paper presents quantitative evaluations of Deadeye in VR, including configurations with multiple heterogeneous distractors as an important robustness challenge. After confirming the preserved preattentiveness (all average accuracies above 90%) under such real-world conditions, we explore VR volume rendering as an example application scenario for Deadeye. We depict a possible workflow for integrating our technique, conduct an exploratory survey to demonstrate benefits and limitations, and finally provide related design implications.
Andrey Krekhov, Sebastian Cmentowski, Andre Waschk, Jens H. Krüger
IEEE Trans. Vis. Comput. Graph.1
2019 The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games
abstract
Virtual reality offers the unique possibility to experience a virtual representation as our own body. In contrast to previous research that predominantly studied this phenomenon for humanoid avatars, our work focuses on virtual animals. In this paper, we discuss different body tracking approaches to control creatures such as spiders or bats and the respective virtual body ownership effects. Our empirical results demonstrate that virtual body ownership is also applicable for nonhumanoids and can even outperform human-like avatars in certain cases. An additional survey confirms the general interest of people in creating such experiences and allows us to initiate a broad discussion regarding the applicability of animal embodiment for educational and entertainment purposes.
Andrey Krekhov, Sebastian Cmentowski, Jens H. Krüger
CoG1
2019 Deadeye: A Novel Preattentive Visualization Technique Based on Dichoptic Presentation
abstract
Preattentive visual features such as hue or flickering can effectively draw attention to an object of interest - for instance, an important feature in a scientific visualization. These features appear to pop out and can be recognized by our visual system, independently from the number of distractors. Most cues do not take advantage of the fact that most humans have two eyes. In cases where binocular vision is applied, it is almost exclusively used to convey depth by exposing stereo pairs. We present Deadeye, a novel preattentive visualization technique based on presenting different stimuli to each eye. The target object is rendered for one eye only and is instantly detected by our visual system. In contrast to existing cues, Deadeye does not modify any visual properties of the target and, thus, is particularly suited for visualization applications. Our evaluation confirms that Deadeye is indeed perceived preattentively. We also explore a conjunction search based on our technique and show that, in contrast to 3D depth, the task cannot be processed in parallel.
Andrey Krekhov, Jens H. Krüger
IEEE Trans. Vis. Comput. Graph.1
2017 Gestures From the Point of View of an Audience: Towards Anticipatable Interaction of Presenters With 3D Content
abstract
Presenting content to an audience is important in several fields, including education, marketing, and entertainment. Therefore, the main goal of the presenter is to transport messages to the audience.
Andrey Krekhov, Katharina Emmerich, Maxim Babinski, Jens H. Krüger
CHI1