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Linus Bierhoff

dblp:431/9612 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0007-2565-9919ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 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.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 87% Wearable and physiological sensing · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
immersive learning
1.012026
AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning · CHI 2026
Learning and educational technologies
personalized learning
1.012026
AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning · CHI 2026
Wearable and physiological sensing
eye tracking
0.312026
AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning · CHI 2026

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

field study · 1.0eye tracking · 1.0
YearPublicationVenuePosition
2026 AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning
abstract
Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture support for immersive learning, little research has been conducted to provide post-lecture support, despite being critical for sustained motivation, engagement, and learning outcomes. To address this, we present AttentiveLearn, a learning ecosystem that generates personalized quizzes on a mobile learning assistant based on learners’ attention distribution inferred using eye-tracking in VR lectures. We evaluated the system in a four-week field study with 36 university students attending lectures on Bayesian data analysis. AttentiveLearn improved learners’ reported motivation and engagement, without conclusive evidence of learning gains. Meanwhile, anecdotal evidence suggested improvements in attention for certain participants over time. Based on our findings of the field study, we provide empirical insights and design implications for personalized post-lecture support for immersive learning systems.
Shi Liu 0002, Martin Feick, Linus Bierhoff, Alexander Maedche
CHI3