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Marie Luisa Fiedler

dblp:318/7754 · DBLP profile ↗
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6ranked-venue papers
3as first author
6since 2021 · last 2026
0000-0002-3472-3798ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Computer graphics and multimedia
4 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 71% Usability and user experience research · 18% Health and well-being technologies · 11%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › avatar
avatar-based interaction
1.012026
Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VR · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › embodiment
embodied interaction
1.012026
Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VR · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
immersive interaction
1.012026
Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VR · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
virtual reality
1.012026
Am I Still Me? Visual Congruence Across Reality-Virtuality and Avatar Appearance in Shaping Self-Perception and Behavior · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
augmented reality
0.912025
Self-Similarity Beats Motor Control in Augmented Reality Body Weight Perception · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › immersive interaction
avatar embodiment
0.812024
From Avatars to Agents: Self-Related Cues Through Embodiment and Personalization Affect Body Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
augmented reality
0.612022
Exploring Presence, Avatar Embodiment, and Body Perception with a Holographic Augmented Reality Mirror · VR 2022
Immersive interaction › embodiment › virtual embodiment
avatar embodiment
0.612022
Exploring Presence, Avatar Embodiment, and Body Perception with a Holographic Augmented Reality Mirror · VR 2022
Virtual and augmented reality
embodiment
0.622026
Am I Still Me? Visual Congruence Across Reality-Virtuality and Avatar Appearance in Shaping Self-Perception and Behavior · IEEE Trans. Vis. Comput. Graph. 2026
Self-Similarity Beats Motor Control in Augmented Reality Body Weight Perception · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

mixed-design experiment · 2.9user study · 1.3within-user study · 1.0behavioral movement metric · 1.0mixed design · 0.8questionnaire · 0.6body tracking · 0.6
YearPublicationVenuePosition
2026 Am I Still Me? Visual Congruence Across Reality-Virtuality and Avatar Appearance in Shaping Self-Perception and Behavior
abstract
This paper presents the first systematic investigation of how congruence in visual self-representation influences self-perception and behavior. We span a continuum from the physical self through avatars with graded self-similarity to clearly dissimilar avatars in virtual reality (VR). In a 1 ×4 within-user study, participants completed movement and quiz tasks in either physical reality or a digital twin environment in VR, where they embodied one of three avatars: a photorealistic self-similar avatar, a dissimilar same-gender avatar, or a dissimilar opposite-gender avatar. Subjective measures included presence, sense of embodiment, self-identification, and perceived change, and were complemented by an objective movement metric of behavioral change. Compared to physical reality, VR, even with a self-similar avatar, produced lower presence, a weaker sense of embodiment, and reduced self-identification, revealing a persistent gap in visual congruence. Within VR, self-similar avatars enhanced body ownership, self-location, and self-identification relative to dissimilar avatars. Conversely, dissimilar avatars produced measurable behavioral changes compared with self-similar ones. Gender cues, however, had little impact in gender-neutral tasks. Overall, the findings show that photorealistic self-similar avatars reinforce embodiment and self-identification. However, VR still falls short of achieving congruence with physical reality, underscoring key challenges for avatar realism and ecological validity.
Marie Luisa Fiedler, Christian Merz, Lukas Schach, Jonathan Tschanter, Mario Botsch, Carolin Wienrich, Marc Erich Latoschik
IEEE Trans. Vis. Comput. Graph.1
2026 Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VR
abstract
Integrated Virtual Reality (IVR) systems are central to avatar-mediated use cases in Virtual Reality (VR), reconstructing users' movements on avatars. They differ primarily in their tracking architectures, which determine how completely and accurately users' movements are captured and reconstructed on avatars. Many current IVR systems reduce user-worn hardware, trading reconstruction accuracy against cost and setup complexity, yet their impact on user experience and task performance across use cases remains underexplored. We compared three reduced user-worn IVR systems. Each system has distinct technical approaches: (1) Captury (markerless outside-in optical tracking), (2) Meta Movement SDK (markerless inside-out optical tracking), and (3) Vive Trackers (marker-based outside-in optical tracking with IMUs). In a 3x5 mixed-design, participants performed five tasks, simulating different use cases, to probe distinct aspects of these systems. No system consistently outperformed the others. Meta excelled in hand-based, fast-paced interactions, while Captury and Vive performed better in lower-body tasks and during full-body pose observation. These findings underscore the need to evaluate reduced user-worn IVR systems within the specific use case. We offer practical guidance for system selection based on use-case demands and released our tasks as an open-source, extensible framework to support future evaluations for selecting IVR systems.
Jonathan Tschanter, Christian Merz, Marie Luisa Fiedler, Carolin Wienrich, Marc Erich Latoschik
IEEE Trans. Vis. Comput. Graph.3
2025 Self-Similarity Beats Motor Control in Augmented Reality Body Weight Perception
abstract
This paper investigates if and how self-similarity and having motor control impact sense of embodiment, self-identification, and body weight perception in Augmented Reality (AR). We conducted a 2x2 mixed design experiment involving 60 participants who interacted with either synchronously moving virtual humans or independently moving ones, each with self-similar or generic appearances, across two consecutive AR sessions. Participants evaluated their sense of embodiment, self-identification, and body weight perception of the virtual human. Our results show that self-similarity significantly enhanced sense of embodiment, self-identification, and the accuracy of body weight estimates with the virtual human. However, the effects of having motor control over the virtual human movements were notably weaker in these measures than in similar VR studies. Further analysis indicated that not only the virtual human itself but also the participants' body weight, self-esteem, and body shape concerns predict body weight estimates across all conditions. Our work advances the understanding of virtual human body weight perception in AR systems, emphasizing the importance of factors such as coherence with the real-world environment.
Marie Luisa Fiedler, Mario Botsch, Carolin Wienrich, Marc Erich Latoschik
IEEE Trans. Vis. Comput. Graph.1
2024 From Avatars to Agents: Self-Related Cues Through Embodiment and Personalization Affect Body Perception in Virtual Reality
abstract
Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a $2\times 2$ mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment.
Marie Luisa Fiedler, Erik Wolf, Nina Döllinger, David Mal, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich
IEEE Trans. Vis. Comput. Graph.1
2023 "hubbel": A Hybrid Letterbox That Stimulates Civic Participation Through Local Information Sharing in Neighbourhoods
abstract
Local civic participation is essential to democracy. Yet, citizens need to be informed about local matters to get involved. Becoming and staying informed about developments in one’s neighbourhood is difficult as local knowledge is scattered among online and offline sources, hard to find and understand. Using participatory Contextual Design we curated a novel form of participation with the interactive artifact "hubbel", which combines the digital and the analogue through a hybrid letterbox to crowd-source local knowledge. During our two-month in-the-wild evaluation, the hubbel was heavily used (260 postcards, 2067 visits). It stimulated democratic discourse and (offline) political participation by rendering tacit local issues visible. We propose ways to improve the hubbel’s design so that citizens can more easily share their expertise with others and to avoid harmful consequences like pseudo-participation. Finally, the hubbel demonstrates why analogue components are indispensable for civic participation tools. Supplements and open-source code: OSF-Link.
Franzisca Maas, Sara Wolf, Marie Luisa Fiedler, Nils Zottmann, Marlene Lester, Jonathan Hohm, Luise Sessler, Katja Patricia Schmitt, Andreas Balser, Melina Joline Heinisch, Tabea Carolina Hofmann, Simon Maier, Amanda Ölschläger, Alisa Popp, Jörn Hurtienne
Conference on Designing Interactive Systems4
2022 Exploring Presence, Avatar Embodiment, and Body Perception with a Holographic Augmented Reality Mirror
abstract
The embodiment of avatars in virtual reality (VR) is a promising tool for enhancing the user’s mental health. A great example is the treatment of body image disturbances, where eliciting a full-body illusion can help identify, visualize, and modulate persisting misperceptions. Augmented reality (AR) could complement recent advances in the field by incorporating real elements, such as the therapist or the user’s real body, into therapeutic scenarios. However, research on the use of AR in this context is very sparse. Therefore, we present a holographic AR mirror system based on an optical see-through (OST) device and markerless body tracking, collect valuable qualitative feedback regarding its user experience, and compare quantitative results regarding presence, embodiment, and body weight perception to similar systems using video see-through (VST) AR and VR. For our OST AR system, a total of 27 normal-weight female participants provided predominantly positive feedback on display properties (field of view, luminosity, and transparency of virtual objects), body tracking, and the perception of the avatar’s appearance and movements. In the quantitative comparison to the VST AR and VR systems, participants reported significantly lower feelings of presence, while they estimated the body weight of the generic avatar significantly higher when using our OST AR system. For virtual body ownership and agency, we found only partially significant differences. In summary, our study shows the general applicability of OST AR in the given context offering huge potential in future therapeutic scenarios. However, the comparative evaluation between OST AR, VST AR, and VR also revealed significant differences in relevant measures. Future work is mandatory to corroborate our findings and to classify the significance in a therapeutic context.
Erik Wolf, Marie Luisa Fiedler, Nina Döllinger, Carolin Wienrich, Marc Erich Latoschik
VR2