Demo Data from VLDB 2026 / reviewers in the wild / expert
Julius von Willich
dblp:239/9586
· DBLP profile ↗
4ranked-venue papers
3as first author
2since 2021 · last 2025
0000-0002-4542-3846ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 2 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 86% Interaction techniques and input · 14% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality |
0.9 | 1 | 2025 | A Qualitative Investigation of User Transitions and Frictions in Cross-Reality Applications · CHI 2025 |
Interaction techniques and input › input device
pressure-based input |
0.4 | 1 | 2020 | Podoportation: Foot-Based Locomotion in Virtual Reality · CHI 2020 |
Immersive interaction
virtual reality locomotion |
0.4 | 1 | 2020 | Podoportation: Foot-Based Locomotion in Virtual Reality · CHI 2020 |
Immersive interaction
virtual reality |
0.3 | 1 | 2025 | A Qualitative Investigation of User Transitions and Frictions in Cross-Reality Applications · CHI 2025 |
Immersive interaction › virtual reality locomotion
teleportation |
0.1 | 1 | 2020 | Podoportation: Foot-Based Locomotion in Virtual Reality · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
thematic analysis · 0.9talk-aloud study · 0.9hardware prototyping · 0.4controlled experiment · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Qualitative Investigation of User Transitions and Frictions in Cross-Reality ApplicationsabstractResearch in Augmented Reality (AR) and Virtual Reality (VR) has mostly viewed them in isolation.Yet, when used together in practical settings, AR and VR each offer unique strengths, necessitating multiple transitions to harness their advantages.This paper investigates potential challenges in Cross-Reality (CR) transitions to inform future application design.We implemented a CR system featuring a 3D modeling task that requires users to switch between PC, AR, and VR.Using a talk-aloud study (n=12) and thematic analysis, we revealed that frictions primarily arose when transitions conflicted with users' Spatial Mental Model (SMM).Furthermore, we found five transition archetypes employed to enhance productivity once an SMM was established.Our findings uncover that transitions have to focus on establishing and upholding the SMM of users across realities, by communicating differences between them. Julius von Willich, Frank Nelles, Wen-Jie Tseng 0003, Jan Gugenheimer, Sebastian Günther 0001, Max Mühlhäuser |
CHI | 1 |
| 2023 | VRow-VRow-VRow-Your-Boat: A Toolkit for Integrating Commodity Ergometers in Virtual Reality ExperiencesabstractExergames, video games designed to blend entertainment with physical activity, aim to improve users’ physical fitness by combining gaming with exercise. However, integrating exercise equipment, such as rowers, bikes, and ski ergometers into Virtual Reality (VR) environments remains challenging. In this poster, we introduce a toolkit that simplifies the integration of ergometers into Unity-based projects. Researchers can access detailed ergometer data for logging and use inside their projects, while our toolkit handles tedious tasks, like connection-handling or parsing. VRow offers valuable support for creating immersive and interactive fitness experiences. Thomas Kosch, Julius von Willich, Max Mühlhäuser, Sebastian Günther 0001 |
MUM | 3 |
| 2020 | Podoportation: Foot-Based Locomotion in Virtual RealityabstractVirtual Reality (VR) allows for infinitely large environments. However, the physical traversable space is always limited by real-world boundaries. This discrepancy between physical and virtual dimensions renders traditional locomotion methods used in real world unfeasible. To alleviate these limitations, research proposed various artificial locomotion concepts such as teleportation, treadmills, and redirected walking. However, these concepts occupy the user's hands, require complex hardware or large physical spaces. In this paper, we contribute nine VR locomotion concepts for foot-based locomotion, relying on the 3D position of the user's feet and the pressure applied to the sole as input modalities. We evaluate our concepts and compare them to state-of-the-art point & teleport technique in a controlled experiment with 20 participants. The results confirm the viability of our approaches for foot-based and engaging locomotion. Further, based on the findings, we contribute a wireless hardware prototype implementation. Julius von Willich, Martin Schmitz 0001, Florian Müller 0003, Daniel Schmitt 0005, Max Mühlhäuser |
CHI | 1 |
| 2019 | You Invaded my Tracking Space! Using Augmented Virtuality for Spotting Passersby in Room-Scale Virtual RealityabstractWith the proliferation of room-scale Virtual Reality (VR), more and more users install a VR system in their homes. When users are in VR, they are usually completely immersed in their application. However, sometimes passersby invade these tracking spaces and walk up to users that are currently immersed in VR to try and interact with them. As this either scares the user in VR or breaks the user's immersion, research has yet to find a way to seamlessly represent physical passersby in virtual worlds. In this paper, we propose and evaluate three different ways to represent physical passersby in a Virtual Environment using Augmented Virtuality. The representations encompass showing a Pointcloud, showing a 3D-Model, and showing an Image Overlay of the passerby. Our results show that while an Image Overlay and a 3D-Model are the fastest representations to spot passersby, the 3D-Model and the Pointcloud representations were the most accurate. Julius von Willich, Markus Funk, Florian Müller 0003, Karola Marky, Jan Riemann, Max Mühlhäuser |
Conference on Designing Interactive Systems | 1 |