Marc Satkowski

dblp:289/7143 · DBLP profile ↗
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8ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0002-1952-8302ORCID · verified

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

Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 Mixed Presence in Mixed Reality: Charting the Challenges and Opportunities
abstract
This paper investigates the challenges of designing mixed-presence environments for Mixed Reality and suggests future research directions derived from an expert workshop. Developing mixed-presence systems is a complex undertaking that combines the intricacies of both co-located and distributed mixed-reality spaces. Current literature in this field describes various promising design and development approaches but lacks a systematic overview, resulting in fragmented solutions to re-occurring challenges. Therefore, we conducted a comprehensive review of mixed-presence and multi-user remote mixed-reality systems, categorizing the prevalent challenges faced during the development of such systems, but also current trends, common use cases, study tasks and methodologies. Supported by these results, we then conducted an expert ideation workshop to collect and structure promising future research directions. As a result, we provide a detailed resource to orient and prepare developers for probable challenges and support researchers in making informed design decisions for future mixed-presence studies in Mixed Reality.
Katja Krug, Wolfgang Büschel, Marc Satkowski, Stefan Gumhold, Raimund Dachselt
CHI3
2026 Beyond Links: Exploring Visual Representations of Multi-View Relations in Mixed Reality
abstract
This paper investigates associations, explicit representations of relations between multiple views in Mixed Reality (MR). While research on 2D desktop environments offers extensive recommendations for communicating relations between multiple views, MR environments lack such systematic guidance, necessitating adapted solutions that consider their spatial affordances. To address this gap, we systematically explored association techniques in existing research. Building on established 2D multi-view literature and refining insights from prior design principles, we developed a codebook to describe view relations and their representations. Applying it to a corpus of 44 immersive multi-view approaches, we identified recurring design strategies and synthesized them into a design space of visual association techniques adapted for immersive contexts. Based on a lightweight prototyping framework, we validate the utility of the design space through three envisioning scenarios, demonstrating how associations can support exploration, coordination, and sensemaking in MR applications. Our results inform the design of MR multi-view environments.
Weizhou Luo, Rufat Rzayev, Benjamin Russig, Sivanon Visutarporn, Marc Satkowski, Stefan Gumhold, Raimund Dachselt
CHI5
2026 Hybrid User Interfaces: Past, Present, and Future of Complementary Cross-Device Interaction in Mixed Reality
abstract
We investigate hybrid user interfaces (HUIs), aiming to establish a cohesive understanding and to adopt consistent terminology for this nascent research area. HUIs combine heterogeneous devices in complementary roles, leveraging the distinct benefits of each. Our work focuses on cross-device interaction between 2D devices and mixed reality environments, which are particularly compelling, leveraging the familiarity of traditional 2D platforms while providing spatial awareness and immersion. Although prior work has prominently explored such HUIs in the context of mixed reality, we still lack a cohesive understanding of the unique design possibilities and challenges of such combinations, resulting in a fragmented research landscape. We conducted a systematic survey and present a taxonomy of HUIs that combine conventional display technology and mixed reality environments. Based on this, we discuss past and current challenges, the evolution of definitions, and prospective opportunities to tie together the past 30 years of research with our vision of future HUIs.
Sebastian Hubenschmid, Marc Satkowski, Johannes Zagermann, Julián Méndez 0001, Niklas Elmqvist, Steven K. Feiner, Tiare M. Feuchtner, Jens Emil Grønbæk, Benjamin Lee 0001, Dieter Schmalstieg, Raimund Dachselt, Harald Reiterer
IEEE Trans. Vis. Comput. Graph.2
2025 Documents in Your Hands: Exploring Interaction Techniques for Spatial Arrangement of Augmented Reality Documents
Weizhou Luo, Mats Ole Ellenberg, Marc Satkowski, Raimund Dachselt
CHI3
2023 Pearl: Physical Environment based Augmented Reality Lenses for In-Situ Human Movement Analysis
abstract
This paper presents Pearl, a mixed-reality approach for the analysis of human movement data in situ. As the physical environment shapes human motion and behavior, the analysis of such motion can benefit from the direct inclusion of the environment in the analytical process. We present methods for exploring movement data in relation to surrounding regions of interest, such as objects, furniture, and architectural elements. We introduce concepts for selecting and filtering data through direct interaction with the environment, and a suite of visualizations for revealing aggregated and emergent spatial and temporal relations. More sophisticated analysis is supported through complex queries comprising multiple regions of interest. To illustrate the potential of Pearl, we developed an Augmented Reality-based prototype and conducted expert review sessions and scenario walkthroughs in a simulated exhibition. Our contribution lays the foundation for leveraging the physical environment in the in-situ analysis of movement data.
Weizhou Luo, Zhongyuan Yu, Rufat Rzayev, Marc Satkowski, Stefan Gumhold, Matthew McGinity, Raimund Dachselt
CHI4
2022 ABOVE & BELOW: Investigating Ceiling and Floor for Augmented Reality Content Placement
abstract
Augmented Reality (AR) interfaces support users by providing access to digital content within real-world environments. However, displaying content at the users’ eye level might result in the occlusion of the real world. Therefore, it requires finding AR content placement areas that free the users’ field of vision. In this work, we systematically investigate two content placement areas beyond the users’ eye level: the ceiling and floor. To understand how potential users perceive virtual content on the ceiling and floor and how the content should be placed on these areas, we conducted two user studies. While the first exploratory study showed the general usefulness of either area, the second quantitative study allowed us to define optimal placement parameters regarding visibility and comfort. With insights from our studies, we provide design recommendations for future AR applications that support 2D content presentation on the ceiling and the floor.
Marc Satkowski, Rufat Rzayev, Eva Goebel, Raimund Dachselt
ISMAR1
2021 MARVIS: Combining Mobile Devices and Augmented Reality for Visual Data Analysis
abstract
We present Marvis, a conceptual framework that combines mobile devices and head-mounted Augmented Reality (AR) for visual data analysis. We propose novel concepts and techniques addressing visualization-specific challenges. By showing additional 2D and 3D information around and above displays, we extend their limited screen space. AR views between displays as well as linking and brushing are also supported, making relationships between separated visualizations plausible. We introduce the design process and rationale for our techniques. To validate Marvis’ concepts and show their versatility and widespread applicability, we describe six implemented example use cases. Finally, we discuss insights from expert hands-on reviews. As a result, we contribute to a better understanding of how the combination of one or more mobile devices with AR can benefit visual data analysis. By exploring this new type of visualization environment, we hope to provide a foundation and inspiration for future mobile data visualizations.
Ricardo Langner, Marc Satkowski, Wolfgang Büschel, Raimund Dachselt
CHI2
2021 Investigating the Impact of Real-World Environments on the Perception of 2D Visualizations in Augmented Reality
abstract
In this work we report on two comprehensive user studies investigating the perception of Augmented Reality (AR) visualizations influenced by real-world backgrounds. Since AR is an emerging technology, it is important to also consider productive use cases, which is why we chose an exemplary and challenging industry 4.0 environment. Our basic perceptual research focuses on both the visual complexity of backgrounds as well as the influence of a secondary task. In contrast to our expectation, data of our 34 study participants indicate that the background has far less influence on the perception of AR visualizations. Moreover, we observed a mismatch between measured and subjectively reported performance. We discuss the importance of the background and recommendations for visual real-world augmentations. Overall, our results suggest that AR can be used in many visually challenging environments without losing the ability to productively work with the visualizations shown.
Marc Satkowski, Raimund Dachselt
CHI1