Marie Muehlhaus

dblp:322/1951 · DBLP profile ↗
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8ranked-venue papers
5as first author
8since 2021 · last 2026
0000-0002-5696-7259ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 8 · 5 first-author · 8 since 2021
YearPublicationVenuePosition
2026 HaptEx: Investigating Haptic Notification Channels for Exoskeletons Across Different Levels of Actuation
Marie Muehlhaus, Jannik Nau, Martin Schmitz 0001, Jürgen Steimle
CHI1
2026 Forefeel the Move: Investigating Proprioceptive Feedback for Communicating Imminent Motions of Body-actuating Systems
Marie Muehlhaus, Martin Schmitz 0001, Jürgen Steimle
CHI1
2025 3HANDS Dataset: Learning from Humans for Generating Naturalistic Handovers with Supernumerary Robotic Limbs
abstract
Supernumerary robotic limbs (SRLs) are robotic structures integrated closely with the user's body, which augment human physical capabilities and necessitate seamless, naturalistic human-machine interaction. For effective assistance in physical tasks, enabling SRLs to hand over objects to humans is crucial. Yet, designing heuristic-based policies for robots is time-consuming, difficult to generalize across tasks, and results in less human-like motion. When trained with proper datasets, generative models are powerful alternatives for creating naturalistic handover motions. We introduce 3HANDS, a novel dataset of object handover interactions between a participant performing a daily activity and another participant enacting a hip-mounted SRL in a naturalistic manner. 3HANDS captures the unique characteristics of SRL interactions: operating in intimate personal space with asymmetric object origins, implicit motion synchronization, and the user's engagement in a primary task during the handover. To demonstrate the effectiveness of our dataset, we present three models: one that generates naturalistic handover trajectories, another that determines the appropriate handover endpoints, and a third that predicts the moment to initiate a handover. In a user study (N=10), we compare the handover interaction performed with our method compared to a baseline. The findings show that our method was perceived as significantly more natural, less physically demanding, and more comfortable.
Artin Saberpour, Yi-Chi Liao 0001, Ata Otaran, Rishabh Dabral, Marie Muehlhaus, Christian Theobalt, Martin Schmitz 0001, Jürgen Steimle
CHI5
2025 ExoKit: A Toolkit for Rapid Prototyping of Interactions for Arm-based Exoskeletons
abstract
Exoskeletons open up a unique interaction space that seamlessly integrates users' body movements with robotic actuation. Despite its potential, human-exoskeleton interaction remains an underexplored area in HCI, largely due to the lack of accessible prototyping tools that enable designers to easily develop exoskeleton designs and customized interactive behaviors. We present ExoKit, a do-it-yourself toolkit for rapid prototyping of low-fidelity, functional exoskeletons targeted at novice roboticists. ExoKit includes modular hardware components for sensing and actuating shoulder and elbow joints, which are easy to fabricate and (re)configure for customized functionality and wearability. To simplify the programming of interactive behaviors, we propose functional abstractions that encapsulate high-level human-exoskeleton interactions. These can be readily accessed either through ExoKit's command-line or graphical user interface, a Processing library, or microcontroller firmware, each targeted at different experience levels. Findings from implemented application cases and two usage studies demonstrate the versatility and accessibility of ExoKit for early-stage interaction design.
Marie Muehlhaus, Alexander Liggesmeyer, Jürgen Steimle
CHI1
2025 Move with Style! Enhancing Avatar Embodiment in Virtual Reality through Proprioceptive Motion Feedback
abstract
Figure 1: We propose proprioceptive motion feedback to align user's physical movements with the expected motion style of their avatar to enhance embodiment in virtual reality (VR).MotionStyler is a proof-of-concept system for designing and rendering such proprioceptive motion styles in real-time in VR with an arm-based exoskeleton.Based on a conceptual space comprising eight motion properties grouped into four key dimensions, an accompanying design tool helps designers to combine individual properties into expressive proprioceptive motion styles; e.g., they might mimic the motion style of a rigid treefolk by combining the sensation of heavy, creaky limbs with a reduced motion speed and range.
David Wagmann, Marie Muehlhaus, Jürgen Steimle
UIST2
2023 I Need a Third Arm! Eliciting Body-based Interactions with a Wearable Robotic Arm
abstract
Wearable robotic arms (WRA) open up a unique interaction space that closely integrates the user’s body with an embodied robotic collaborator. This space affords diverse interaction styles, including body movement, hand gestures, or gaze. Yet, it is so-far unexplored which commands are desirable from a user perspective. Contributing findings from an elicitation study (N=14), we provide a comprehensive set of interactions for basic robot control, navigation, object manipulation, and emergency situations, performed when hands are free or occupied. Our study provides insights into preferred body parts, input modalities, and the users’ underlying sources of inspiration. Comparing interaction styles between WRAs and off-body robots, we highlight how WRAs enable a range of interactions specific for on-body robots and how users use WRAs both as tools and as collaborators. We conclude by providing guidance on the design of ad-hoc interaction with WRAs informed by user behavior.
Marie Muehlhaus, Marion Koelle, Artin Saberpour, Jürgen Steimle
CHI1
2023 Computational Design of Personalized Wearable Robotic Limbs
abstract
Wearable robotic limbs (WRLs) augment human capabilities through robotic structures that attach to the user’s body. While WRLs are intensely researched and various device designs have been presented, it remains difficult for non-roboticists to engage with this exciting field. We aim to empower interaction designers and application domain experts to explore novel designs and applications by rapidly prototyping personalized WRLs that are customized for different tasks, different body locations, or different users. In this paper, we present WRLKit, an interactive computational design approach that enables designers to rapidly prototype a personalized WRL without requiring extensive robotics and ergonomics expertise. The body-aware optimization approach starts by capturing the user’s body dimensions and dynamic body poses. Then, an optimized fabricable structure of the WRL is generated for a desired mounting location and workspace of the WRL, to fit the user’s body and intended task. The results of a user study and several implemented prototypes demonstrate the practical feasibility and versatility of WRLKit.
Artin Saberpour, Ata Otaran, Martin Schmitz 0001, Marie Muehlhaus, Rishabh Dabral, Diogo C. Luvizon, Azumi Maekawa, Masahiko Inami, Christian Theobalt, Jürgen Steimle
UIST4
2022 Feather Hair: Interacting with Sensorized Hair in Public Settings
abstract
Human hair opens up new opportunities for embodied interactions that build on its unique physical affordances and location on the body. As hair has high socio-cultural significance, the design of hair interfaces is coupled with social and personal needs. Albeit this makes field investigations indispensable, they are missing from prior work. We present a fabrication approach for gesture-controlled hair interfaces that are robust enough to be deployed in the field. Our approach contributes sensorized feather hair extensions that combine capacitive and piezoresistive sensing. Their tactile properties make the interface blend seamlessly with human hair. We furthermore contribute results from a field experiment where participants gained first-hand experience in various social contexts. These show how hair-based interactions have great potential moving beyond planar touch gestures whilst their social appropriateness is context-sensitive. We synthesize the findings into design implications that ground the future design of usable and socially acceptable hair interfaces.
Marie Muehlhaus, Jürgen Steimle, Marion Koelle
Conference on Designing Interactive Systems1