Demo Data from VLDB 2026 / reviewers in the wild / expert
Jonathan Tschanter
dblp:347/2940
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0002-6983-6063ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 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
3 papers |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
3 papers |
Collaborative and social computing · 49% Interaction techniques and input · 37% Usability and user experience research · 7% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › avatar
avatar-based interaction |
1.0 | 1 | 2026 | 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 |
1.0 | 1 | 2026 | 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 |
1.0 | 1 | 2026 | 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 |
1.0 | 1 | 2026 | Am I Still Me? Visual Congruence Across Reality-Virtuality and Avatar Appearance in Shaping Self-Perception and Behavior · IEEE Trans. Vis. Comput. Graph. 2026 |
Collaborative and social computing
online harassment |
1.0 | 1 | 2026 | How Harassment Shapes Self-Perception and Well-Being in Social VR: Evidence from a Controlled Lab Study · IEEE Trans. Vis. Comput. Graph. 2026 |
Collaborative and social computing › collaborative virtual environments
social virtual reality |
1.0 | 1 | 2026 | How Harassment Shapes Self-Perception and Well-Being in Social VR: Evidence from a Controlled Lab Study · IEEE Trans. Vis. Comput. Graph. 2026 |
Interaction techniques and input › text entry
handwriting input |
0.8 | 1 | 2024 | Handwriting for Text Input and the Impact of XR Displays, Surface Alignments, and Sentence Complexities · IEEE Trans. Vis. Comput. Graph. 2024 |
Interaction techniques and input
text entry |
0.8 | 1 | 2024 | Handwriting for Text Input and the Impact of XR Displays, Surface Alignments, and Sentence Complexities · IEEE Trans. Vis. Comput. Graph. 2024 |
Virtual and augmented reality
embodiment |
0.6 | 2 | 2026 | How Harassment Shapes Self-Perception and Well-Being in Social VR: Evidence from a Controlled Lab Study · IEEE Trans. Vis. Comput. Graph. 2026 Am I Still Me? Visual Congruence Across Reality-Virtuality and Avatar Appearance in Shaping Self-Perception and Behavior · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
mixed-design experiment · 2.0controlled lab experiment · 2.0within-user study · 1.0behavioral movement metric · 1.0user study · 0.8digital ink recognition · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Am I Still Me? Visual Congruence Across Reality-Virtuality and Avatar Appearance in Shaping Self-Perception and BehaviorabstractThis 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. | 4 |
| 2026 | Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VRabstractIntegrated 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. | 1 |
| 2026 | How Harassment Shapes Self-Perception and Well-Being in Social VR: Evidence from a Controlled Lab StudyabstractSocial Virtual Reality (SVR) allows users to meet and build relationships through embodied avatars and real-time interaction in virtual spaces. While embodiment can strengthen social connections and presence, it can also intensify negative encounters, making SVR particularly vulnerable to harassment. Despite frequent reports of verbal, visual, and "physical" violations in SVR, little is known about how harassment reshapes users' self-perception, including their sense of embodiment, self-identification, closeness, and avatar customization preferences. We conducted a controlled experiment with 52 participants who experienced either a neutral or a harassment condition in a scenario modeled after real SVR incidents. Participants perceived the harassing peer as significantly more negative, annoying, and disturbing than the neutral peer. Contrary to prior reports, harassment did not significantly affect well-being measures, including emotional state, self-esteem, and physiological arousal, within this controlled scenario. However, participants reported stronger bodily change, attributed more of their own attitudes and emotions to their avatars, and increased interpersonal distance when personal space was invaded. Self-reported coping strategies included ignoring, stepping back, using humor, and retaliating. Notably, avatar customization preferences shifted across conditions. Participants in the neutral condition favored personalized avatars, whereas those in the harassment condition more frequently preferred anonymity in public spaces. Together, these findings demonstrate that harassment in SVR not only exploits embodiment but also reshapes self-perception. We further contribute methodological insights into how harassment can be ethically and reproducibly studied in controlled SVR-like experiments. Jonathan Tschanter, Christian Merz, Carolin Wienrich, Marc Erich Latoschik |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Pipelining Processors for Decomposing Character AnimationabstractThis paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps. Christian Merz, Jonathan Tschanter, Florian Kern, Jean-Luc Lugrin, Carolin Wienrich, Marc Erich Latoschik |
VRST | 2 |
| 2024 | Handwriting for Text Input and the Impact of XR Displays, Surface Alignments, and Sentence ComplexitiesabstractText input is desirable across various eXtended Reality (XR) use cases and is particularly crucial for knowledge and office work. This article compares handwriting text input between Virtual Reality (VR) and Video See-Through Augmented Reality (VST AR), facilitated by physically aligned and mid-air surfaces when writing simple and complex sentences. In a $2\times 2\times 2$ experimental design, 72 participants performed two ten-minute handwriting sessions, each including ten simple and ten complex sentences representing text input in real-world scenarios. Our developed handwriting application supports different XR displays, surface alignments, and handwriting recognition based on digital ink. We evaluated usability, user experience, task load, text input performance, and handwriting style. Our results indicate high usability with a successful transfer of handwriting skills to the virtual domain. XR displays and surface alignments did not impact text input speed and error rate. However, sentence complexities did, with participants achieving higher input speeds and fewer errors for simple sentences (17.85 WPM, 0.51% MSD ER) than complex sentences (15.07 WPM, 1.74% MSD ER). Handwriting on physically aligned surfaces showed higher learnability and lower physical demand, making them more suitable for prolonged handwriting sessions. Handwriting on mid-air surfaces yielded higher novelty and stimulation ratings, which might diminish with more experience. Surface alignments and sentence complexities significantly affected handwriting style, leading to enlarged and more connected cursive writing in both mid-air and for simple sentences. The study also demonstrated the benefits of using XR controllers in a pen-like posture to mimic styluses and pressure-sensitive tips on physical surfaces for input detection. We additionally provide a phrase set of simple and complex sentences as a basis for future text input studies, which can be expanded and adapted. Florian Kern, Jonathan Tschanter, Marc Erich Latoschik |
IEEE Trans. Vis. Comput. Graph. | 2 |