Maurice Rekrut

dblp:182/6246 · DBLP profile ↗
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10ranked-venue papers
2as first author
10since 2021 · last 2026
0000-0002-5829-5409ORCID · corroborated

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 · 3 · 3 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Software engineering, systems software and programming languages · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 On the Influence of the Baseline in Neuroimaging Experiments on Program Comprehension
abstract
Background : Neuroimaging methods have been proved insightful in program-comprehension research. A key problem is that different baselines have been used in different experiments. A baseline is a task during which the “normal” brain activation is captured as a reference compared to the task of interest. Unfortunately, the influence of the choice of the baseline is still unclear. Aims : We investigate whether and to what extent the selected baseline influences the results of neuroimaging experiments on program comprehension. This helps to understand the tradeoffs in baseline selection with the ultimate goal of making the baseline selection informed and transparent. Method : We have conducted a pre-registered program-comprehension study with 20 participants using multiple baselines (i.e., reading, calculations, problem solving, and cross-fixation). We monitored brain activation with a 64-channel electroencephalography (EEG) device. We compared how the different baselines affect the results regarding brain activation of program comprehension. Results and Implications : We found significant differences in mental load across baselines suggesting that selecting a suitable baseline is critical. Our results show that a standard problem-solving task, operationalized by the Raven-Progressive Matrices, is a well-suited default baseline for program-comprehension studies. Our results highlight the need for carefully designing and selecting a baseline in program-comprehension studies.
Annabelle Bergum, Norman Peitek, Maurice Rekrut, Janet Siegmund, Sven Apel
ACM Trans. Softw. Eng. Methodol.3
2025 Transfer Learning for Covert Speech Classification Using EEG Hilbert Envelope and Temporal Fine Structure
abstract
Brain-Computer Interfaces (BCIs) can decode imagined speech from neural activity. However, these systems typically require extensive training sessions where participants imaginedly repeat words, leading to mental fatigue and difficulties identifying the onset of words, especially when imagining sequences of words. This paper addresses these challenges by transferring a classifier trained in overt speech data to covert speech classification. We used electroencephalogram (EEG) features derived from the Hilbert envelope and temporal fine structure, and used them to train a bidirectional long-short-term memory (BiLSTM) model for classification. Our method reduces the burden of extensive training and achieves state-of-the-art classification accuracy: 86.44% for overt speech and 79.82% for covert speech using the overt speech classifier.
Saravanakumar Duraisamy, Mateusz Dubiel, Maurice Rekrut, Luis A. Leiva
ICASSP3
2025 Functional Connectivity and Hilbert-Based Features for Covert Speech EEG Variability Analysis and Classification
Saravanakumar Duraisamy, Maurice Rekrut, Luis A. Leiva
INTERSPEECH2
2024 Speech Imagery BCI Training Using Game with a Purpose
abstract
Games are used in multiple fields of brain–computer interface (BCI) research and applications to improve participants’ engagement and enjoyment during electroencephalogram (EEG) data collection. However, despite potential benefits, no current studies have reported on implemented games for Speech Imagery BCI. Imagined speech is speech produced without audible sounds or active movement of the articulatory muscles. Collecting imagined speech EEG data is a time-consuming, mentally exhausting, and cumbersome process, which requires participants to read words off a computer screen and produce them as imagined speech. To improve this process for study participants, we implemented a maze-like game where a participant navigated a virtual robot capable of performing five actions that represented our words of interest while we recorded their EEG data. The study setup was evaluated with 15 participants. Based on their feedback, the game improved their engagement and enjoyment while resulting in a 69.10% average classification accuracy using a random forest classifier.
Abdulrahman Mohamed Selim, Maurice Rekrut, Michael Barz, Daniel Sonntag
AVI2
2024 Predicting the Limits: Tailoring Unnoticeable Hand Redirection Offsets in Virtual Reality to Individuals' Perceptual Boundaries
abstract
Many illusion and interaction techniques in Virtual Reality (VR) rely on Hand Redirection (HR), which has proved to be effective as long as the introduced offsets between the position of the real and virtual hand do not noticeably disturb the user experience. Yet calibrating HR offsets is a tedious and time-consuming process involving psychophysical experimentation, and the resulting thresholds are known to be affected by many variables—limiting HR’s practical utility. As a result, there is a clear need for alternative methods that allow tailoring HR to the perceptual boundaries of individual users. We conducted an experiment with 18 participants combining movement, eye gaze and EEG data to detect HR offsets Below, At, and Above individuals’ detection thresholds. Our results suggest that we can distinguish HR At and Above from no HR. Our exploration provides a promising new direction with potentially strong implications for the broad field of VR illusions.
Martin Feick, Kora Persephone Regitz, Lukas Gehrke, André Zenner, Anthony Tang 0001, Tobias Jungbluth, Maurice Rekrut, Antonio Krüger
UIST7
2023 Investigating Noticeable Hand Redirection in Virtual Reality using Physiological and Interaction Data
abstract
Hand redirection is effective so long as the introduced offsets are not noticeably disruptive to users. In this work we investigate the use of physiological and interaction data to detect movement discrepancies between a user's real and virtual hand, pushing towards a novel approach to identify discrepancies which are too large and therefore can be noticed. We ran a study with 22 participants, collecting EEG, ECG, EDA, RSP, and interaction data. Our results suggest that EEG and interaction data can be reliably used to detect visuo-motor discrepancies, whereas ECG and RSP seem to suffer from inconsistencies. Our findings also show that participants quickly adapt to large discrepancies, and that they constantly attempt to establish a stable mental model of their environment. Together, these findings suggest that there is no absolute threshold for possible non-detectable discrepancies; instead, it depends primarily on participants' most recent experience with this kind of interaction.
Martin Feick, Kora Persephone Regitz, Anthony Tang 0001, Tobias Jungbluth, Maurice Rekrut, Antonio Krüger
VR5
2022 Towards Improving EEG-Based Intent Recognition in Visual Search Tasks
Maurice Rekrut, Jan Alexandersson, Antonio Krüger
ICONIP (3)2
2022 Correlates of programmer efficacy and their link to experience: a combined EEG and eye-tracking study
abstract
Background: Despite similar education and background, programmers can exhibit vast differences in efficacy. While research has identified some potential factors, such as programming experience and domain knowledge, the effect of these factors on programmers' efficacy is not well understood. Aims: We aim at unraveling the relationship between efficacy (speed and correctness) and measures of programming experience. We further investigate the correlates of programmer efficacy in terms of reading behavior and cognitive load. Method: For this purpose, we conducted a controlled experiment with 37 participants using electroencephalography (EEG) and eye tracking. We asked participants to comprehend up to 32 Java source-code snippets and observed their eye gaze and neural correlates of cognitive load. We analyzed the correlation of participants' efficacy with popular programming experience measures. Results: We found that programmers with high efficacy read source code more targeted and with lower cognitive load. Commonly used experience levels do not predict programmer efficacy well, but self-estimation and indicators of learning eagerness are fairly accurate. Implications: The identified correlates of programmer efficacy can be used for future research and practice (e.g., hiring). Future research should also consider efficacy as a group sampling method, rather than using simple experience measures.
Norman Peitek, Annabelle Bergum, Maurice Rekrut, Jonas Mucke, Matthias Nadig, Chris Parnin, Janet Siegmund, Sven Apel
ESEC/SIGSOFT FSE3
2022 Improving Silent Speech BCI Training Procedures Through Transfer from Overt to Silent Speech
abstract
Silent speech Brain-Computer Interfaces (BCIs) try to decode imagined speech from brain activity. Those BCIs require a tremendous amount of training data usually collected during mentally and physically exhausting sessions in which participants silently repeat words presented on a screen for several hours. Within this work we present an approach to overcome those exhausting sessions by training a silent speech classifier on data recorded while speaking certain words and transferring this classifier to EEG data recorded during silent repetition of the same words. This approach does not only allow for a less mentally and physically exhausting training procedure but also for a more productive one as the overt speech output can be used for interaction while the classifier for silent speech is trained simultaneously. We evaluated our approach in a study in which 15 participants navigated a virtual robot on a screen in a game like scenario through a maze once with 5 overtly spoken and once with the same 5 silently spoken command words. In an offline analysis we trained a classifier on overt speech data and let it predict silent speech data. Our classification results do not only show successful results for the transfer (61.78%) significantly above chance level but also comparable results to a standard silents speech classifier (71.48%) trained and tested on the same data. These results illustrate the potential of the method to replace the currently tedious training procedures for silent speech BCIs with a more comfortable, engaging and productive approach by a transfer from overt to silent speech.
Maurice Rekrut, Abdulrahman Mohamed Selim, Antonio Krüger
SMC1
2021 Spinning Icons: Introducing a Novel SSVEP-BCI Paradigm Based on Rotation
abstract
Steady-State-Visually-Evoked-Potential (SSVEP) Brain-Computer Interfaces (BCIs) make use of flickering stimuli to determine the target a user is looking at and select commands accordingly. Those types of BCI can be operated with little to no training, achieve high classification accuracies and are robust in application. A drawback of this approach is the reduced user comfort due to the constant flickering of the stimuli which can be annoying and tiring to look at. Existing studies addressing this issue try to make use of motion to disguise the oscillating patterns. However, this makes them look abstract and restricts the design of those applications as those patterns do not blend in to conventional user interfaces. In this work we introduce the concept of spinning icons to evoke SSVEPs. The icons are rotating in a certain frequency around their vertical axis and are supposed to appear more natural and be less stressing for the human eye. Furthermore this concept is not bound to any kind of abstract motion based pattern but rather supposed to work with any type of icon or image. The newly designed stimuli were evaluated in an application-oriented scenario and compared to standard and state-of-the-art movement-based SSVEP stimuli regarding the classification accuracy and experienced visual fatigue. The results show that the newly created stimuli performed equally well and partially even better in terms of classification accuracy and were rated throughout better concerning visual fatigue by the study participants. This work therefore lays the foundation for more comfortable SSVEP-BCIs which can be used with basically every icon or UI element spinning around their vertical axis.
Maurice Rekrut, Tobias Jungbluth, Jan Alexandersson, Antonio Krüger
IUI1