VLDB 2026 Research / reviewers in the wild / expert
Ruben Schlagowski
dblp:243/9899
· DBLP profile ↗
9ranked-venue papers
3as first author
7since 2021 · last 2025
0000-0002-3516-6188ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 6 since 2021Artificial intelligence and machine learning · 4 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | VoiceX as a Design Tool for Virtual Agents' VoicesabstractModern TTS systems are capable of creating highly realistic and natural-sounding speech, making them an important tool when designing virtual agents.While sounding highly realistic, the process of customizing such TTS voices remains a complex task, mostly requiring the expertise of specialists within the field.One reason for this is the utilization of deep learning models, which are characterized by their expansive, non-interpretable parameter spaces, restricting the feasibility of manual voice customization.In this paper, we present a novel human-in-the-loop paradigm based on an evolutionary algorithm for directly interacting with the parameter space of a neural TTS model.We integrated our approach into a user-friendly graphical user interface that allows users to efficiently create original voices.Those voices can then be used to equip virtual agents with highly customized TTS capabilities by using an open-source programming interface provided by us.Further, in a first pilot study, we show that VoiceX is an appropriate tool for creating individual, custom voices. Daksitha Withanage, Florian Lingenfelser, Johanna Magdalena Kuch, Otto Grothe, Ruben Schlagowski, Elisabeth André, Silvan Mertes |
IVA | 5 |
| 2024 | Explaining It Your Way - Findings from a Co-Creative Design Workshop on Designing XAI Applications with AI End-Users from the Public SectorabstractHuman-Centered AI prioritizes end-users’ needs like transparency and usability. This is vital for applications that affect people’s everyday lives, such as social assessment tasks in the public sector. This paper discusses our pioneering effort to involve public sector AI users in XAI application design through a co-creative workshop with unemployment consultants from Estonia. The workshop’s objectives were identifying user needs and creating novel XAI interfaces for the used AI system. As a result of our user-centered design approach, consultants were able to develop AI interface prototypes that would support them in creating success stories for their clients by getting detailed feedback and suggestions. We present a discussion on the value of co-creative design methods with end-users working in the public sector to improve AI application design and provide a summary of recommendations for practitioners and researchers working on AI systems in the public sector. Katharina Weitz, Ruben Schlagowski, Elisabeth André, Maris Männiste, Ceenu George |
CHI | 2 |
| 2024 | From a Social POV: The Impact of Point of View on Player Behavior, Engagement, and Experience in a Serious Social Simulation GameabstractMultiplayer games with social aspects vary widely regarding client design, e.g., point of view or camera perspective. While design paradigms usually arise from gold standards that are set by previously successful games in the industry, the impact of such paradigms is under-researched for games that serve as scientific instruments, e.g., to research social behavior. Intending to investigate how such games should be designed, we built two multiplayer clients with the same game logic, one using a first-person point of view, while the other includes a top-down camera perspective. Then, we conducted an online user study in which players tested these game clients in extensive multiplayer sessions. Analyzing speech time, in-game logs, questionnaires, and qualitative feedback, we look at the perspectives’ impact on player behavior, engagement, and game experience in a scientific or "serious games" context. In addition, we have made our designed game UNISON and both clients available as open source to facilitate future empirical social science research. Ruben Schlagowski, Frederick Herget, Niklas Heimerl, Maximilian Hammerl, Tobias Huber, Pamina Zwolsky, Jan Gruca, Elisabeth André |
FDG | 1 |
| 2024 | Relevant Irrelevance: Generating Alterfactual Explanations for Image Classifiers
Silvan Mertes, Tobias Huber, Christina Karle, Katharina Weitz, Ruben Schlagowski, Cristina Conati, Elisabeth André |
IJCAI | 5 |
| 2024 | Evaluating Gender Ambiguity, Novelty and Anthropomorphism in Humming and Talking Voices for RobotsabstractThis paper investigates the effects of gender neutralization on the perception of anthropomorphism, gender specificity, and novelty for human voices, comparing spoken and hummed voice modalities. We evaluated gender-neutralized and original voice samples in both spoken and hummed formats using an online survey. Our results confirm that gender-neutralizing filters effectively reduce perceived gender specificity in both modalities, supporting their use in creating gender-neutral voices for humanoid robots. Hummed voices were perceived as more anthropomorphic and less novel than spoken voices, suggesting that non-verbal sound modalities can enhance the human likeness of gender-neutral androids while maintaining gender ambiguity. The study contributes to HRI by highlighting the potential of humming to fulfill users’ expectations of interaction with android robots. Johanna Magdalena Kuch, Jauwairia Nasir, Silvan Mertes, Ruben Schlagowski, Christian Becker-Asano, Elisabeth André |
RO-MAN | 4 |
| 2023 | Wish You Were Here: Mental and Physiological Effects of Remote Music Collaboration in Mixed RealityabstractWith face-to-face music collaboration being severely limited during the recent pandemic, mixed reality technologies and their potential to provide musicians a feeling of "being there" with their musical partner can offer tremendous opportunities. In order to assess this potential, we conducted a laboratory study in which musicians made music together in real-time while simultaneously seeing their jamming partner’s mixed reality point cloud via a head-mounted display and compared mental effects such as flow, affect, and co-presence to an audio-only baseline. In addition, we tracked the musicians’ physiological signals and evaluated their features during times of self-reported flow. For users jamming in mixed reality, we observed a significant increase in co-presence. Regardless of the condition (mixed reality or audio-only), we observed an increase in positive affect after jamming remotely. Furthermore, we identified heart rate and HF/LF as promising features for classifying the flow state musicians experienced while making music together. Ruben Schlagowski, Dariia Nazarenko, Yekta Said Can, Kunal Gupta, Silvan Mertes, Mark Billinghurst, Elisabeth André |
CHI | 1 |
| 2022 | Flow with the Beat! Human-Centered Design of Virtual Environments for Musical Creativity Support in VRabstractAs previous studies have shown, the environment of creative people can have a significant impact on their creative process and thus on their creations. However, with the advent of digital tools such as virtual instruments and digital audio workstations, more and more creative work is digital and decoupled from the creator’s environment. Virtual Reality technologies open up new possibilities here, as creative tools can seamlessly merge with any virtual environment the user finds himself in. This paper reports on the human-centered design process of a VR application that aims at supporting the user’s individual needs to support their creativity while composing percussive beats in virtual environments. For this purpose, we derived factors that influence creativity from literature and conducted focus group interviews in order to learn how virtual environments and 3DUI can be designed for creativity support. In a subsequent laboratory study, we let users interact with a virtual step sequencer UI in virtual environments that were either customizable or fixed/unchangeable. By analyzing post-test ratings from music experts, self-report questionnaires, and user behavior data, we examined the effects of such customizable virtual environments on user creativity, user experience, flow, and subjective creativity support scales. While we did not observe a significant impact of this independent variable on user creativity, user experience or flow, we found that users had specific individual needs regarding their virtual surroundings and strongly preferred customizable virtual environments, even though the fixed virtual environment was designed to be creatively stimulating. We also observed consistently high flow and user experience ratings, which promote human-centered design of VR-based creativity support tools in a musical context. Ruben Schlagowski, Fabian Wildgrube, Silvan Mertes, Ceenu George, Elisabeth André |
Creativity & Cognition | 1 |
| 2019 | Creativity Support and Multimodal Pen-based InteractionabstractCreativity as a skill is associated with a potential to drive both productivity and psychological wellbeing. Since multimodality can foster cognitive ability, multimodal digital tools should also be ideal to support creativity as an essentially cognitive skill. In this paper, we explore this notion by presenting a multimodal pen-based interaction technique and studying how it supports creativity. The multimodal solution uses micro-controller-technology to augment a digital pen with RGB LEDs and a Leap Motion sensor to enable bimanual input. We report on a user study with 26 participants demonstrating that the multimodal technique is indeed perceived as supporting creativity significantly more than a baseline condition. Ilhan Aslan, Katharina Weitz, Ruben Schlagowski, Simon Flutura, Susana Garcia Valesco, Marius Pfeil, Elisabeth André |
ICMI | 3 |
| 2019 | "Do you trust me?": Increasing User-Trust by Integrating Virtual Agents in Explainable AI Interaction DesignabstractWhile the research area of artificial intelligence benefited from increasingly sophisticated machine learning techniques in recent years, the resulting systems suffer from a loss of transparency and comprehensibility. This development led to an on-going resurgence of the research area of explainable artificial intelligence (XAI) which aims to reduce the opaqueness of those black-box-models. However, much of the current XAI-Research is focused on machine learning practitioners and engineers while omitting the specific needs of end-users. In this paper, we examine the impact of virtual agents within the field of XAI on the perceived trustworthiness of autonomous intelligent systems. To assess the practicality of this concept, we conducted a user study based on a simple speech recognition task. As a result of this experiment, we found significant evidence suggesting that the integration of virtual agents into XAI interaction design leads to an increase of trust in the autonomous intelligent system. Katharina Weitz, Dominik Schiller, Ruben Schlagowski, Tobias Huber, Elisabeth André |
IVA | 3 |