Wladimir Hettmann

dblp:306/9538 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2023
0009-0003-2533-2263ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 4 since 2021
YearPublicationVenuePosition
2023 Exploring Perception and Preference in Public Human-Agent Interaction: Virtual Human Vs. Social Robot
Christian Felix Purps, Wladimir Hettmann, Thorsten Zylowski, Nathalia Sautchuk Patricio, Daniel Hepperle, Matthias Wölfel
ArtsIT (2)2
2023 Identification of Unreliable Data in in-VR Surveys using Biosignal Sensors
abstract
Surveys that rely on self-reporting are often prone to error. Therefore, measures to identify meaningless, careless, or fraudulent responses in surveys can improve data quality. In the past, various indicators have been proposed to identify data with implausible responses in questionnaires, e.g. by including attention check questions or by applying statistical techniques. Immersive virtual reality (VR) environments are equipped with several biosignal sensors. We propose and investigate whether sensory data already provided by the headset or additional biosignal sensors can be useful for automatically detecting unreliable data in in-VR surveys. Our results show that biosensor signals, such as eye tracking and electrocardiography, can provide useful cues, and that this information can be combined with statistical techniques (namely the validity score) to further improve classification accuracy.
Matthias Wölfel, Wladimir Hettmann
CW2
2022 Engaging Museum Visitors with AI-Generated Narration and Gameplay
Wladimir Hettmann, Matthias Wölfel, Marius Butz, Kevin Torner, Janika Finken
ArtsIT1
2021 Entering a new Dimension in Virtual Reality Research: An Overview of Existing Toolkits, their Features and Challenges
abstract
Virtual reality becomes a medium to be explored for itself, to study human factors and human behavior within these worlds, and to infer possible behavior in the real world. Among many advantages, building test routines in virtual environments remains a challenge due to the lack of established procedures and toolkits. To encourage research in this direction and lower the barrier to entry, it is necessary to simplify the process of setting up a research environment in virtual reality by providing appropriate toolkits. This paper discusses what challenges need to be overcome, what features might be relevant, and compares available toolkits.
Matthias Wölfel, Daniel Hepperle, Christian Felix Purps, Jonas Deuchler, Wladimir Hettmann
CW5