Philipp Stark

dblp:209/5642 · DBLP profile ↗
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7ranked-venue papers
3as first author
7since 2021 · last 2026
0000-0001-6529-1142ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Skin-Deep Bias: How Avatar Appearances Shape Perceptions of AI Hiring
abstract
Artificial intelligence is increasingly used in hiring, raising concerns about how applicants perceive these systems. While prior work on algorithmic fairness has emphasized technical bias mitigation, little is known about how avatar identity cues influence applicants' justice attributions in an interview context. We conducted a crowdsourcing study with 215 participants who completed an interview with photorealistic AI avatars varied in phenotypic traits (race and sex), followed by a standardized rejection. Using self-reports, sentiment analysis, and eye tracking, we measured perceptions of trust, fairness, and bias. Results show that racial mismatch heightened perceptions of ethnic bias, while partial match (sharing only one identity) reduced fairness judgments compared to both full and no match. This work extends the Computers-Are-Social-Actors paradigm by demonstrating that avatar appearances shape justice-related evaluations of AI. We contribute to HCI by revealing how identity cues influence fairness attributions and offer actionable insights for designing equitable AI interview systems.
Ka Hei Carrie Lau, Philipp Stark, Efe Bozkir, Enkelejda Kasneci
CHI2
2026 Using Text-Based Life Trajectories from Swedish Register Data to Predict Residential Mobility with Pretrained Transformers
Philipp Stark, Alexandros Sopasakis, Ola Hall, Markus Grillitsch
PAKDD (4)1
2025 Adaptive Gen-AI Guidance in Virtual Reality: A Multimodal Exploration of Engagement in Neapolitan Pizza-Making
abstract
Virtual reality (VR) offers promising opportunities for procedural learning, particularly in preserving intangible cultural heritage. Advances in generative artificial intelligence (Gen-AI) further enrich these experiences by enabling adaptive learning pathways. However, evaluating such adaptive systems using traditional temporal metrics remains challenging due to the inherent variability in Gen-AI response times. To address this, our study employs multimodal behavioural metrics, including visual attention, physical exploratory behaviour, and verbal interaction, to assess user engagement in an adaptive VR environment. In a controlled experiment with (n = 54) participants, we compared three levels of adaptivity (high, moderate, and non-adaptive baseline) within a Neapolitan pizza-making VR experience. Results show that moderate adaptivity optimally enhances user engagement, significantly reducing unnecessary exploratory behaviour and increasing focused visual attention on the AI avatar. Our findings suggest that a balanced level of adaptive AI provides the most effective user support, offering practical design recommendations for future adaptive educational technologies.
Ka Hei Carrie Lau, Sema Sen, Philipp Stark, Efe Bozkir, Enkelejda Kasneci
ICMI3
2024 Using Gaze Transition Entropy to Detect Classroom Discourse in a Virtual Reality Classroom
abstract
This paper explores gaze entropy as a metric for detecting classroom discourse events in a virtual reality (VR) classroom. Using data from a laboratory experiment with N = 240 secondary school students, we distinguished between events of teacher-centered classroom discourse (question, hand raising, answer) and teacher explanation by analyzing their transition and stationary gaze entropy. Employing multi-level regression models, both entropy measures effectively discriminated between the two events and distinguished different levels of classroom participation as indicated by the degree of hand-raising by virtual students. Furthermore, using both measures in a logistic regression model, the potential of gaze entropy could be demonstrated by predicting the two events with 67% accuracy. By analyzing transition and stationary entropy, the study attempts to uncover different gaze patterns associated with learning events in a virtual classroom. The results contribute to the research and development of VR scenarios that help to simulate effective learning environments.
Philipp Stark, Alexander Jonas Jung, Jens-Uwe Hahn, Enkelejda Kasneci, Richard Göllner
ETRA1
2023 Pupil Diameter during Counting Tasks as Potential Baseline for Virtual Reality Experiments
abstract
Pupil diameter is a reliable indicator of mental effort, but it must be baseline corrected to account for its idiosyncratic nature. Established methods for measuring baselines cannot be applied in virtual reality (VR) experiments. To reliably measure a pupil diameter baseline in VR, we propose a short testing environment of visual arithmetic tasks. In an experiment with 66 university students, we analyzed external reliability and internal validity criteria for pupil diameter measures during counting and summation tasks. During the counting task, we found a high retest reliability between stimulus intervals. Acceptable retest reliability was found for task repetition at a second measuring time. Analyzing internal validity, we found that pupil diameter increased with task difficulty comparing both tasks. Further, a linear effect was found between the pupil diameter amplitude and luminance levels. Our findings highlight the potential of counting tasks as a pupil diameter baseline for VR experiments.
Philipp Stark, Tobias Appel, Milo J. Olbrich, Enkelejda Kasneci
ETRA1
2023 Detecting Teacher Expertise in an Immersive VR Classroom: Leveraging Fused Sensor Data with Explainable Machine Learning Models
abstract
Currently, VR technology is increasingly being used in applications to enable immersive yet controlled research settings. One such area of research is expertise assessment, where novel technological approaches to collecting process data, specifically eye tracking, in combination with explainable models, can provide insights into assessing and training novices, as well as fostering expertise development. We present a machine learning approach to predict teacher expertise by leveraging data from an off-the-shelf VR device collected in a VirATec study. By fusing eye-tracking and controller-tracking data, teachers’ recognition and handling of disruptive events in the classroom are taken into account or considered. Three classification models were compared, including SVM, Random Forest, and LightGBM, with Random Forest achieving the best ROC-AUC score of 0.768 in predicting teacher expertise. The SHAP approach to model interpretation revealed informative features (e.g., fixations on identified disruptive students) for distinguishing teacher expertise. Our study serves as a pioneering effort in assessing teacher expertise using eye tracking within an interactive virtual setting, paving the way for future research and advancements in the field.
Hong Gao 0008, Efe Bozkir, Philipp Stark, Patricia Goldberg, Gerrit Meixner, Enkelejda Kasneci, Richard Göllner
ISMAR3
2021 Exploiting Object-of-Interest Information to Understand Attention in VR Classrooms
abstract
Recent developments in computer graphics and hardware technology enable easy access to virtual reality headsets along with integrated eye trackers, leading to mass usage of such devices. The immersive experience provided by virtual reality and the possibility to control environmental factors in virtual setups may soon help to create realistic digital alternatives to conventional classrooms. The importance of such settings has become especially evident during the COVID-19 pandemic, forcing many schools and universities to provide the digital teaching. Researchers foresee that such transformations will continue in the future with virtual worlds becoming an integral part of education. Until now, however, students' behaviors in immersive virtual environments have not been investigated in depth. In this work, we study students' attention by exploiting object-of-interests using eye tracking in different classroom manipulations. More specifically, we varied sitting positions of students, visualization styles of virtual avatars, and hand-raising percentages of peer-learners. Our empirical evidence shows that such manipulations play an important role in students' attention towards virtual peer-learners, instructors, and lecture material. This research may contribute to understanding of how visual attention relates to social dynamics in the virtual classroom, including significant considerations for the design of virtual learning spaces.
Efe Bozkir, Philipp Stark, Hong Gao 0008, Lisa Hasenbein, Jens-Uwe Hahn, Enkelejda Kasneci, Richard Göllner
VR2