Sebastian Cmentowski

dblp:207/3909 · DBLP profile ↗
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20ranked-venue papers
8as first author
18since 2021 · last 2026
0000-0003-4555-6187ORCID · verified

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

Human-computer interaction and ubiquitous computing · 19 · 8 first-author · 18 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 4 since 2021
YearPublicationVenuePosition
2026 Towards GroupSense: Capturing Socio-emotional Dynamics through Postural Cues and Retrospective Reflections
abstract
Group mood and engagement are invisible currents that shape how people collaborate at work, emerging through everyday interactions rather than isolated individual states. While positive socio-emotional dynamics support collaboration and productivity, they remain difficult to sense and interpret unobtrusively. This work investigates whether posture-based behavioral cues sensed through everyday objects can provide insight into group mood and engagement. We present a pressure-sensing chair prototype that captures changes in weight distribution during meetings. In a study with 14 groups (N = 46), we combine postural cues with participants’ retrospective video annotation to triangulate engagement and mood. Our results show that posture activity is associated with engagement and mood arousal, while moments of shared group mood co-occur with increased postural synchrony. We further identify synchronized behavioral patterns reflecting affective convergence and contagion. These findings demonstrate how situated sensing through everyday objects can reveal socio-emotional dynamics and inform the design of collaborative systems.
Tzu-Hui Wu, Sebastian Cmentowski, Jun Hu 0001, Mengyan Guo, Yunjie Liu 0001, Regina Bernhaupt
DIS2
2026 NOVIX: Designing Non-Visual Extended Reality with Children
abstract
NOVIX is an early‑stage extended reality (XR) prototype designed to explore how children understand interactions in non‑visual XR environments. For the initial co‑design phase, we developed the GhostXR activity, where children engage with a playful, invisible ‘ghost’ through movement, touch, proximity, and haptic/auditory cues. The system combines spatial audio, controller-based light and sound, and vibration cues. Our demo showcases a playable XR experience highlighting how children interpret non-visual agents in XR, how they express possible action–reaction loops, and how multisensory feedback supports their meaning‑making.
Jules van Gurp, Giulia Cosentino, Isabella Possaghi, Noah Teglvang Sejer Iversen, Michail N. Giannakos, Panos Markopoulos 0001, Sebastian Cmentowski
IDC7
2026 When Play Hurts: Understanding Common Barriers in Movement-Based Games
abstract
Exergames promise enjoyable physical activity through gameplay, yet players often face barriers that undermine engagement, safety, and retention. To date, knowledge about which barriers are encountered by end-users of commercial exergames and which mitigation strategies are used is limited. To address this gap, we conducted an online survey with 174 participants and provide a comprehensive organization of 60 reported barriers across six categories: physical, mental, social, environmental, technological, and game design. Key barriers include space limitations, social discomfort, addictive gameplay, and injuries. Our analysis reveals that while players try to mitigate barriers through ad-hoc strategies, issues like embarrassment, addiction, and harassment remain difficult to overcome. These findings highlight the need for more adaptive game designs, including dynamic spatial adjustments, personalized pacing mechanisms, and supportive social features. This work advances the understanding of exergame barriers and their impact and offers actionable insights for designing more inclusive and resilient movement-based games.
Sebastian Cmentowski, Sukran Karaosmanoglu, Frank Steinicke, Regina Bernhaupt
CHI1
2026 Show Me How to Play: Exploring Self-Modeling for Onboarding in Virtual Reality Exergames
abstract
Exergames combine motivating game elements with bodily movement to encourage physical activity. However, onboarding players to perform correct movements remains a challenge, especially in virtual reality (VR) environments where safety and performance are critical. Drawing inspiration from sports training and learning sciences, we contrast two onboarding approaches: (i) trial-and-error and (ii) observational learning via a novel self-model tutorial. In this tutorial, players temporarily lose agency and observe their own avatar performing the movements, leveraging VR’s unique affordances for embodied experiences. To explore which of these two approaches yields a better performance and player experience, we conducted a between-participants study (N = 60), comparing them against a baseline condition without a tutorial. Our findings show that the self-model tutorial not only improves players’ performance but also increases the perceived ease of control and progress feedback. We discuss tradeoffs and implications for the design of future onboarding experiences in VR exergames.
Sukran Karaosmanoglu, Silas Ueberschaer, Sebastian Cmentowski, Frank Steinicke
CHI3
2025 Support Autonomy: Exploring Player Perspectives on AI-Supported Onboarding in Video Games
abstract
Video game onboarding faces the challenge of teaching game mechanics in a fun and engaging way. Artificial intelligence (AI) solutions have become a quick fix to help users understand technology. However, little is known about how AI supports player onboarding in video games. To address this knowledge gap, this research explores player perspectives on AI-supported onboarding. We conducted a qualitative user study (n=20) to investigate player expectations, attitudes, and concerns about AI-supported learning experiences. Players learn primarily through the lived experience of a game and value personalized guidance during onboarding. Participants emphasized the importance of maintaining control over how AI is used during onboarding and the freedom to choose their support level. Our results suggest that players want future AI-supported onboarding systems to prioritize their agency, encourage active learning, and maintain transparency throughout the learning process. We contribute to game design research by proposing balanced, player-centric AI-supported onboarding experiences in video games.
Lydia Choong, Sebastian Cmentowski, Eugene Y. Kukshinov, Joseph Tu, Lennart E. Nacke
CHI2
2025 From Solo to Social: Exploring the Dynamics of Player Cooperation in a Co-located Cooperative Exergame
abstract
Figure 1: In our cooperative co-located exergame Space Scavenger Squad, players work together to catch orbs that appear on the ExerCube's panels.In a user study, we compared three cooperative mechanics:  free , where players share one task;  coupled , where players perform specific tasks; and  concurrent , where players have to sync their actions to succeed.
Derrick M. Wang, Sebastian Cmentowski, Reza Hadi Mogavi, Kaushall Senthil Nathan, Eugene Y. Kukshinov, Joseph Tu, Lennart E. Nacke
CHI2
2025 Towards Smart Workplaces: Understanding Mood-Influencing Factors of the Physical Workspace in Collaborative Group Settings
Tzu-Hui Wu, Sebastian Cmentowski, Yunyin Lou, Jun Hu 0001, Regina Bernhaupt
INTERACT (2)2
2025 ExerCube vs. Virtual Reality: A Comparative Study of Exergame Technologies for Older Adults
abstract
Insufficient physical activity is a major challenge in our aging society. Although exergames can provide enjoyable exercise opportunities for older adults, it remains unclear which display technology is best suited to reach this goal. This paper compares two popular exergame technologies with different immersion levels: (i) a virtual reality head-mounted display (VR-HMD) and (ii) the ExerCube, a commercial projection-based system. We conducted a within-participants study ( N =34) with older adults to evaluate player experience, presence, cybersickness, game performance, and physical exertion. Both display types provided a comparably high player experience and physical exertion that can benefit older adults’ physical well-being. The VR-HMD offered superior presence, while the ExerCube led to higher performance and physical activity. Our findings advance the understanding of how different exergame technologies affect older adults’ experiences. We present research and design implications to guide the future development of age-appropriate exergames.
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, Frank Steinicke
Proc. ACM Hum. Comput. Interact.2
2024 Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape
abstract
Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body of research explores XR exergames, no previous review has structured this rapidly expanding research landscape. We conducted a scoping review of the current state of XR exergame research to (i) provide a structured overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in human-computer interaction and medical databases, we ultimately included 186 papers in our analysis. We provide a quantitative and qualitative summary of XR exergame research, showing current trends and potential future considerations. Finally, we provide a taxonomy of XR exergames to help future design and methodological investigation and reporting.
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, Frank Steinicke
CHI2
2024 Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames
abstract
Immersive virtual reality (VR) exergames blend playful environments with physical activities. In such games, providing continuous cues, i.e., real-time indications of how the movements are being performed, can guide players and improve the execution of movements. However, research about how continuous cues impact player performance and experience in VR exergames remains sparse. To this end, we conducted a within-participants study (N=32) with four conditions: (i) no, (ii) audio, (iii) visual, and (iv) audiovisual cueing. The results show that both unimodal and bimodal cueing improve the player experience without causing cybersickness, while bimodal cueing improves pose accuracy. We provide three main design implications for VR exergames: (i) considering the granularity of cues, (ii) exploring different continuous cue designs, and (iii) underlining the use of continuous cues in other immersive experiences.
Sukran Karaosmanoglu, Moritz Wegner, Sebastian Cmentowski, Frank Steinicke
Proc. ACM Hum. Comput. Interact.3
2023 Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame
abstract
Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users’ heads and hands. To become a serious alternative to existing exercise programs, VR exergames must provide a balanced workout and train the lower limbs, too. To address this issue, we built a VR exergame focused on vertical jump training to explore full-body exercise applications. To create a safe and effective training, nine domain experts participated in our prototype design. Our mixed-methods study confirms that the jump-centered exercises provided a worthy challenge and positive player experience, indicating long-term retention. Based on our findings, we present five design implications to guide future work: avoid an unintended forward drift, consider technical constraints, address safety concerns in full-body VR exergames, incorporate rhythmic elements with fluent movement patterns, adapt difficulty to players’ fitness progression status.
Sebastian Cmentowski, Sukran Karaosmanoglu, Lennart E. Nacke, Frank Steinicke, Jens H. Krüger
CHI1
2023 Tug & Swing: Traveling in Virtual Environments with Point-Tugging and Arm-Swinging
abstract
In virtual reality games, players experience virtual worlds that often exceed the size of the actual tracking area. Small, stationary setups are especially problematic as they fail the requirements of most locomotion techniques. Although gesture-based approaches, such as walking-in-place, work in minimal playspaces, they often lead to unintentional movements or poor precision. Hence, developers often revert to less realistic virtual navigation concepts. We present a novel locomotion technique for VR games addressing this problem. Depending on the desired movement, players dynamically switch between two modes: point-tugging and arm-swinging. Tugging the controllers at chest height is used for precise maneuvering; swinging them at waist level triggers an accelerated forward motion for long travels. A within- participant study reveals that our concept avoids cybersickness while enhancing physical activity and presence.
Sebastian Cmentowski, Jens H. Krüger
CoG1
2023 A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games
abstract
Virtual reality (VR) games intensify storytelling experiences by letting players take the role of a character. However, in contrast to films, novels, or games, VR experiences often remain centered around one single character without using the potential of complex multiprotagonist plots. Our work engages in this critical topic by investigating the design of immersive and natural transitions between different characters. First, we conducted a scoping review to identify existing multiprotagonist VR games (N=18) and grouped their used transition techniques into four categories. Based on these findings and prior research, we designed two transition techniques (Static Map vs. Rebodying) and conducted a between-participants (N=36) study to explore their effect on user experience. Our results show that Rebodying outperforms Static Map regarding the perceived realism, acceptance, and spatial understanding of the character transitions. Both conditions do not differ significantly in terms of cybersickness. Finally, we provide future directions for developing, improving, and exploring of multiprotagonist transition techniques in VR games.
Sebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, Frank Steinicke, Jens H. Krüger
Proc. ACM Hum. Comput. Interact.1
2022 Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games
abstract
The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow can easily cause cybersickness. Therefore, we present a novel augmented-walking approach for virtual reality games. Our core concept is a virtual tunnel that spans the entire travel distance when viewed from the outside. However, its interior is only a fraction as long, allowing users to cover the distance by real walking. Whereas the tunnel hides the visual flow from the applied movement acceleration, windows on the tunnel's walls still reveal the actual expedited motion. Our evaluation reveals that our approach avoids cybersickness while enhancing physical activity and preserving presence. We finish our paper with a discussion of the design considerations and limitations of our proposed locomotion technique.
Sebastian Cmentowski, Fabian Kievelitz, Jens H. Krüger
Proc. ACM Hum. Comput. Interact.1
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
CHI3
2021 Effects of Task Type and Wall Appearance on Collision Behavior in Virtual Environments
abstract
Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as players are usually limited to experience the virtual world by vision and hearing only. One prominent example of such open challenges is the disparity between the real surroundings and the virtual environment. As virtual obstacles usually do not have a physical counterpart, players might walk through walls enclosing the level. Thus, past research mainly focussed on multisensory collision feedback to deter players from ignoring obstacles. However, the underlying causative reasons for such unwanted behavior have mostly remained unclear. Our work investigates how task types and wall appearances influence the players' incentives to walk through virtual walls. Therefore, we conducted a user study, confronting the participants with different task motivations and walls of varying opacity and realism. Our evaluation reveals that players generally adhere to realistic behavior, as long as the experience feels interesting and diverse. Furthermore, we found that opaque walls excel in deterring subjects from cutting short, whereas different degrees of realism had no significant influence on walking trajectories. Finally, we use collected player feedback to discuss individual reasons for the observed behavior.
Sebastian Cmentowski, Jens H. Krüger
CoG1
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
CoG1
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
VR1
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.2
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
CoG2