VLDB 2026 Research / reviewers in the wild / expert
Alexander Marquardt
dblp:66/3420
· DBLP profile ↗
14ranked-venue papers
9as first author
4since 2021 · last 2025
0000-0002-2844-0804ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 6 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 3 since 2021Systems, architecture and hardware · 3 · 3 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The Awe-Some Spectrum: Self-Reported Awe Varies by Eliciting Scenery and Presence in Virtual Reality, and the User's NationalityabstractAwe is a multifaceted emotion often associated with the perception of vastness, that challenges existing mental frameworks. Despite its growing relevance in affective computing and psychological research, awe remains difficult to elicit and measure. This raises the research questions of how awe can be effectively elicited, which factors are associated with the experience of awe, and whether it can reliably be measured using biosensors. For this study, we designed 10 immersive Virtual Reality (VR) scenes with dynamic transitions from narrow to vast environments. These scenes were used to explore how awe relates to environmental features (abstract, human-made, nature), personality traits, and country of origin. We collected skin conductance, respiration, self-reported awe and presence data from participants from Germany, Japan, and Jordan. Our results indicate that self-reported awe varies significantly across countries and scene types. In particular, a scene depicting outer space elicited the strongest awe. Scenes that elicited high selfreported awe also induced a stronger sense of presence. However, we found no evidence that awe ratings are correlated with physiological responses. These findings challenge the assumption that awe is reliably reflected in autonomic arousal and underscore the importance of cultural and perceptual context. Our study offers new insights into how immersive VR can be designed to elicit awe, and suggests that subjective reports - rather than physiological signals - remain the most consistent indicators of emotional impact. Melissa Steininger, Alexander Marquardt, Monica Perusquía-Hernández, Marvin Lehnort, Hiromu Otsubo, Felix Dollack, Ernst Kruijff, Björn Krüger, Kiyoshi Kiyokawa, Bernhard E. Riecke |
ISMAR | 2 |
| 2024 | First-Person Perspective Induces Stronger Feelings of Awe and Presence Compared to Third-Person Perspective in Virtual RealityabstractAwe is a complex emotion described as a perception of vastness and a need for accommodation to integrate new, overwhelming experiences. Virtual Reality (VR) has recently gained attention as a convenient means to facilitate experiences of awe. In VR, a first-person perspective might increase awe due to its immersive nature, while a third-person perspective might enhance the perception of vastness. However, the impact of VR perspectives on experiencing awe has not been thoroughly examined. We created two types of VR scenes: one with elements designed to induce high awe, such as a snowy mountain, and a low awe scene without such elements. We compared first-person and third-person perspectives in each scene. Forty-two participants explored the VR scenes, with their physiological responses captured by electrocardiogram (ECG) and face tracking (FT). Subsequently, participants self-reported their experience of awe (AWE-S) and presence (IPQ) within VR. The results revealed that the first-person perspective induced stronger feelings of awe and presence than the third-person perspective. The findings of this study provide useful guidelines for designing VR content that enhances emotional experiences. Hiromu Otsubo, Alexander Marquardt, Melissa Steininger, Marvin Lehnort, Felix Dollack, Yutaro Hirao, Monica Perusquía-Hernández, Hideaki Uchiyama, Ernst Kruijff, Bernhard E. Riecke, Kiyoshi Kiyokawa |
ICMI | 2 |
| 2024 | Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light ConditionsabstractAugmented Reality (AR) applications increasingly rely on eye and head gaze tracking for user interaction, with their efficacy influenced by environmental factors such as spatial arrangements and lighting conditions. This paper presents two studies that examine how these variables affect the performance of eye and head gaze tracking in AR environments. While eye tracking partially delivered faster results, its performance exhibited greater variability, especially under dynamic lighting conditions. Conversely, head gaze tracking, while providing more consistent results, showed a notable reduction in accuracy in environments with fluctuating light levels. Furthermore, the spatial properties of the environment had notable implications on both tracking methods. Our research demonstrates that both spatial properties and lighting conditions are key determinants in the choice of a tracking method, underscoring the need for AR systems that can dynamically adapt to these environmental variables. Alexander Marquardt, Melissa Steininger, Christina Trepkowski, Martin Weier, Ernst Kruijff |
VR | 1 |
| 2022 | Multisensory Proximity and Transition Cues for Improving Target Awareness in Narrow Field of View Augmented Reality DisplaysabstractAugmented reality applications allow users to enrich their real surroundings with additional digital content. However, due to the limited field of view of augmented reality devices, it can sometimes be difficult to become aware of newly emerging information inside or outside the field of view. Typical visual conflicts like clutter and occlusion of augmentations occur and can be further aggravated especially in the context of dense information spaces. In this article, we evaluate how multisensory cue combinations can improve the awareness for moving out-of-view objects in narrow field of view augmented reality displays. We distinguish between proximity and transition cues in either visual, auditory or tactile manner. Proximity cues are intended to enhance spatial awareness of approaching out-of-view objects while transition cues inform the user that the object just entered the field of view. In study 1, user preference was determined for 6 different cue combinations via forced-choice decisions. In study 2, the 3 most preferred modes were then evaluated with respect to performance and awareness measures in a divided attention reaction task. Both studies were conducted under varying noise levels. We show that on average the Visual-Tactile combination leads to 63% and Audio-Tactile to 65% faster reactions to incoming out-of-view augmentations than their Visual-Audio counterpart, indicating a high usefulness of tactile transition cues. We further show a detrimental effect of visual and audio noise on performance when feedback included visual proximity cues. Based on these results, we make recommendations to determine which cue combination is appropriate for which application. Christina Trepkowski, Alexander Marquardt, David Eibich, Yusuke Shikanai, Jens Maiero, Kiyoshi Kiyokawa, Ernst Kruijff, Johannes Schöning, Peter König |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Comparing Non-Visual and Visual Guidance Methods for Narrow Field of View Augmented Reality DisplaysabstractCurrent augmented reality displays still have a very limited field of view compared to the human vision. In order to localize out-of-view objects, researchers have predominantly explored visual guidance approaches to visualize information in the limited (in-view) screen space. Unfortunately, visual conflicts like cluttering or occlusion of information often arise, which can lead to search performance issues and a decreased awareness about the physical environment. In this paper, we compare an innovative non-visual guidance approach based on audio-tactile cues with the state-of-the-art visual guidance technique EyeSee360 for localizing out-of-view objects in augmented reality displays with limited field of view. In our user study, we evaluate both guidance methods in terms of search performance and situation awareness. We show that although audio-tactile guidance is generally slower than the well-performing EyeSee360 in terms of search times, it is on a par regarding the hit rate. Even more so, the audio-tactile method provides a significant improvement in situation awareness compared to the visual approach. Alexander Marquardt, Christina Trepkowski, David Eibich, Jens Maiero, Ernst Kruijff, Johannes Schöning |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Non-Visual Cues for View Management in Narrow Field of View Augmented Reality DisplaysabstractHead-worn devices with a narrow field of view are common commodity for Augmented Reality. However, their limited screen space makes view management difficult. Especially in dense information spaces this potentially leads to visual conflicts such as overlapping labels (occlusion) and visual clutter. In this paper, we look into the potential of using audio and vibrotactile feedback to guide search and information localization. Our results indicate users can be guided with high accuracy using audio-tactile feedback with maximum median deviations of only 2° on longitude, 3.6° on latitude and 0.07 meter in depth. Regarding the encoding of latitude we found a superior performance when using audio, resulting in an improvement of 61% and fastest search times. When interpreting localization cues the maximum median deviation was 9.9° on longitude and 18% of a selected distance to be encoded which could be reduced to 14% when using audio. Alexander Marquardt, Christina Trepkowski, David Eibich, Jens Maiero, Ernst Kruijff |
ISMAR | 1 |
| 2019 | The Effect of Narrow Field of View and Information Density on Visual Search Performance in Augmented RealityabstractMany optical-see-through displays have a relatively narrow field of view. However, a limited field of view can constrain how information can be presented and searched through. To understand these constraints, we present a series of experiments that address the interrelationships between field of view, information density, and search performance. We do so by simulating various fields of view using two approaches: limiting the field of view presented on a Microsoft HoloLens optical-see-through head-worn display and dynamically changing the portion of a large tiled-display wall on which information is presented, for head-tracked users in both cases. Our results indicate a significant effect of information density and field of view on search performance, with potential search performance benefits of using a larger FOV between ca. 7-28%. Furthermore, while grids guided visual search, they did not significantly affect performance. Christina Trepkowski, David Eibich, Jens Maiero, Alexander Marquardt, Ernst Kruijff, Steven K. Feiner |
VR | 4 |
| 2018 | Multisensory Virtual Reality Exposure TherapyabstractIn this research demo, we show different examples for the integration of multisensory cues to enhance user engagement and trigger emotional responses in immersive environments. Our primary focus is to use this modular-designed system for the supportive treatment of different anxiety disorders. Alexander Marquardt, Christina Trepkowski, Jens Maiero, Ernst Kruijff, André Hinkenjann |
VR | 1 |
| 2018 | Audio-tactile proximity feedback for enhancing 3D manipulationabstractIn presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance. Alexander Marquardt, Ernst Kruijff, Christina Trepkowski, Jens Maiero, Andrea Schwandt, André Hinkenjann, Wolfgang Stuerzlinger, Johannes Schöning |
VRST | 1 |
| 2018 | Tactile hand motion and pose guidance for 3D interactionabstractWe present a novel forearm-and-glove tactile interface that can enhance 3D interaction by guiding hand motor planning and coordination. In particular, we aim to improve hand motion and pose actions related to selection and manipulation tasks. Through our user studies, we illustrate how tactile patterns can guide the user, by triggering hand pose and motion changes, for example to grasp (select) and manipulate (move) an object. We discuss the potential and limitations of the interface, and outline future work. Alexander Marquardt, Jens Maiero, Ernst Kruijff, Christina Trepkowski, Andrea Schwandt, André Hinkenjann, Johannes Schöning, Wolfgang Stuerzlinger |
VRST | 1 |
| 2017 | Designed emotions: challenges and potential methodologies for improving multisensory cues to enhance user engagement in immersive systems
Ernst Kruijff, Alexander Marquardt, Christina Trepkowski, Jonas Schild, André Hinkenjann |
Vis. Comput. | 2 |
| 2000 | Timing-driven placement for FPGAsabstractIn this paper we introduce a new Simulated Annealing-based timing-driven placement algorithm for FPGAs. This paper has three main contributions. First, our algorithm employs a novel method of determining source-sink connection delays during placement. Second, we introduce a new cost function that trades off between wire-use and critical path delay, resulting in significant reductions in critical path delay without significant increases in wire-use. Finally, we combine connection-based and path-based timing-analysis to obtain an algorithm that has the low time-complexity of connection-based timing-driven placement, while obtaining the quality of path-based timing-driven placement. Alexander Marquardt, Vaughn Betz, Jonathan Rose |
FPGA | 1 |
| 2000 | Speed and area tradeoffs in cluster-based FPGA architecturesabstractOne way to reduce the delay and area of field-programmable gate arrays (FPGAs) is to employ logic-cluster-based architectures, where a logic cluster is a group of logic elements connected with high-speed local interconnections. In this paper, we empirically evaluate FPGA architectures with logic clusters ranging in size from 1 to 20, and show that compared to architectures with size 1 clusters, architectures with size 8 clusters have 23% less delay (30% faster clock speed) and require 14% less area. We also show that FPGA architectures with large cluster sizes can significantly reduce design compile time-an increasingly important concern as the logic capacity of FPGA's rises. For example, an architecture that uses size 20 clusters requires seven times less compile time than an architecture with size 1 clusters. Alexander Marquardt, Vaughn Betz, Jonathan Rose |
IEEE Trans. Very Large Scale Integr. Syst. | 1 |
| 1999 | Using Cluster-Based Logic Blocks and Timing-Driven Packing to Improve FPGA Speed and DensityabstractIn this papel; we investigate the speed and area-eficiency of FPGAs employing "logic clusters" containing multiple LUTs and registers as their logic block.We introduce a new, timing-driven tool (T-VPack) to "pack" LUTs and registers into these logic clusters, and we show that this algorithm is superior to an existing packing algorithm.Then, using a realistic routing architecture and sophisticated delay and area models, we empirically evaluate FPGAs composed of clusters ranging in size from one to twenty LUTs, and show that clusters of size seven through ten provide the best area-delay trade-o@ Compared to circuits implemented in an FPGA composed of size one clusters, circuits implemented in an FPGA with size seven clusters have 30% less delay (a 43% increase in speed) and require 8% less area, and circuits implemented in an FPGA with size ten clusters have 34% less delay (a 52% increase in speed), and require no additional area. Alexander Marquardt, Vaughn Betz, Jonathan Rose |
FPGA | 1 |