VLDB 2026 Research / reviewers in the wild / expert
Florian Müller 0003
dblp:m/FlorianMueller-3 · also Florian Benjamin Müller
· DBLP profile ↗
50ranked-venue papers
4as first author
41since 2021 · last 2026
0000-0002-9621-6214ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 45 · 4 first-author · 37 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 7 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Meme, Myself and AR: Exploring Memes Sharing in Face-to-face Conversation using Augmented RealityabstractInternet memes are central to online communication, yet their visual humor is often lost in face-to-face (F2F) conversations. Augmented reality (AR) offers new ways to bring memes into F2F interactions, but it is unclear how memes can be integrated into F2F conversations using AR, and how they impact conversational dynamics. We surveyed meme users (N=29) to understand motivations and challenges in visualising memes in F2F conversations. With these insights, we developed an AR meme-sharing prototype and invited 12 pairs of friends to design AR visualizations for their memes and use them in conversations. Our analysis reveals two AR-unique visualizations: merging memes with one’s body (The-Meme-On-Me) and situating oneself in meme environment (Me-In-The-Meme). We observed two integration patterns: using speech as setup before a meme punchline, and showing memes simultaneously with speech to amplify humor. We report users’ reactions toward AR memes, showing how it enables playful social interaction. Yanni Mei, Samuel Wendt, Florian Müller 0003, Jan Gugenheimer |
CHI | 3 |
| 2026 | Anticipation Without Acceleration: Benefits of Shared Gaze in Collocated Augmented Reality CollaborationabstractKnowing what collaborators attend to is essential. Previous studies demonstrated that shared gaze enhances coordination and social connectedness in remote settings. In collocated settings, gaze can be both naturally observable and technologically augmented. AR enables gaze cues to be rendered explicitly in the environment. To investigate if and how such cues are beneficial in collocated AR collaboration, we examined both qualitative and quantitative effects across three task types (puzzle, negotiation, search) and two spatial setups (plane, room), focusing on task completion time and the collaborative experience. In our user study with 24 dyads (n=48), we varied gaze visibility and measured task performance, user preference, social connectedness, and shared attention. Our results show that sharing gaze in collocated collaborative AR can increase shared attention, is perceived as helpful, and improves the user experience, similar to remote collaboration, but has a limited impact on the actual task completion time across the chosen tasks. Julian Rasch 0001, Vladislav Dmitrievic Rusakov, Jan Leusmann, Florian Müller 0003, Albrecht Schmidt 0001 |
CHI | 4 |
| 2026 | Do It Fast, Forget It Fast: How Timing and Limb Visualizations Affect First-Person Augmented Reality Instructions
Clara Sayffaerth, Ehbal Ablimit, Annika Köhler, Jonas Wombacher, Albrecht Schmidt 0001, Florian Müller 0003 |
CHI | 6 |
| 2026 | If It's Safe, Don't Ask: Decreasing Frustration through User Involvement for Risky Robot BehaviorsabstractHuman–robot collaboration faces a speed–accuracy trade-off (SAT): higher speed lowers latency but increases errors; lower speed improves accuracy but extends waiting time. Both pathways can frustrate users in research and real-world deployments. Despite this importance, the impact of SAT on frustration and how to mitigate it remains underexplored. We conducted a user study (N=24) in which participants collaborated with a robot in an assembly task. We investigate three levels of SAT (conservative, moderate, risky), and examine how uncertainty communication and offering decision autonomy affect user frustration. Our results show that user frustration is highest for risky robot behavior. User involvement decreased frustration for risky behaviors, but increased it for conservative ones, while verbal uncertainty communication had no effects. We further found that perceived transparency, agency, intelligence, and utility of the robot increase with conservative SAT, with user workload decreasing. We propose that user involvement is advisable in higher-risk settings to mitigate user frustration, whereas autonomous operation is preferable in lower-risk scenarios. Jan Leusmann, Sarah Schömbs, Maximilian Diedrich, Florian Müller 0003 |
HRI | 4 |
| 2025 | CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual RealityabstractGenerative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI when its actions are not transparently represented. This paper thus explores the co-creative object-building process through a Wizard-of-Oz study, focusing on how AI can effectively convey its intent to users during object customization in Virtual Reality. Inspired by human-to-human collaboration, we focus on three representation modes: the presence of an embodied avatar, whether the AI's contributions are visualized immediately or incrementally, and whether the areas modified are highlighted in advance. The findings provide insights into how these factors affect user perception and interaction with object-generating AI tools in Virtual Reality as well as satisfaction and ownership of the created objects. The results offer design implications for co-creative world-building systems, aiming to foster more effective and satisfying collaborations between humans and AI in Virtual Reality. Julian Rasch 0001, Julia Töws, Teresa Hirzle, Florian Müller 0003, Martin Schmitz 0001 |
CHI | 4 |
| 2025 | AR You on Track? Investigating Effects of Augmented Reality Anchoring on Dual-Task Performance While WalkingabstractWith the increasing spread of AR head-mounted displays suitable for everyday use, interaction with information becomes ubiquitous, even while walking. However, this requires constant shifts of our attention between walking and interacting with virtual information to fulfill both tasks adequately. Accordingly, we as a community need a thorough understanding of the mutual influences of walking and interacting with digital information to design safe yet effective interactions. Thus, we systematically investigate the effects of different AR anchors (hand, head, torso) and task difficulties on user experience and performance. We engage participants (n=26) in a dual-task paradigm involving a visual working memory task while walking. We assess the impact of dual-tasking on both virtual and walking performance, and subjective evaluations of mental and physical load. Our results show that head-anchored AR content least affected walking while allowing for fast and accurate virtual task interaction, while hand-anchored content increased reaction times and workload. Julian Rasch 0001, Matthias Wilhalm, Florian Müller 0003, Francesco Chiossi |
CHI | 3 |
| 2025 | Through the Expert's Eyes: Exploring Asynchronous Expert Perspectives and Gaze Visualizations in XRabstractTransferring knowledge across generations is fundamental to human civilization, yet the challenge of passing on complex practical skills persists. Methods without a physically present instructor, such as videos, often fail to explain complex manual tasks, where spatial and social factors are critical. Technologies such as eXtended Reality and Artificial Intelligence hold the potential to retain expert knowledge and facilitate the creation of tailored, contextualized, and asynchronous explanations regardless of time and place. In contrast to videos, the learner's perspective can be different from the recorded perspective in XR. This paper investigates the impact of asynchronous first- and third-person perspectives and gaze visualizations on efficiency, feeling of embodiment, and connectedness during manual tasks. The empirical results of our study ($\mathrm{N}=36$) show that the first-person perspective is better in quantitative measures and preferred by users. We identify best practices for presenting preserved knowledge and provide guidelines for designing future systems. Clara Sayffaerth, Annika Köhler, Julian Rasch 0001, Albrecht Schmidt 0001, Florian Müller 0003 |
ISMAR | 5 |
| 2025 | One Does Not Simply Meme Alone: Evaluating Co-Creativity Between LLMs and Humans in the Generation of HumorabstractCollaboration has been shown to enhance creativity, leading to more innovative and effective outcomes. While previous research has explored the abilities of Large Language Models (LLMs) to serve as co-creative partners in tasks like writing poetry or creating narratives, the collaborative potential of LLMs in humor-rich and culturally nuanced domains remains an open question. To address this gap, we conducted a user study to explore the potential of LLMs in co-creating memes---a humor-driven and culturally specific form of creative expression. We conducted a user study with three groups of 50 participants each: a human-only group creating memes without AI assistance, a human-AI collaboration group interacting with a state-of-the-art LLM model, and an AI-only group where the LLM autonomously generated memes. We assessed the quality of the generated memes through crowdsourcing, with each meme rated on creativity, humor, and shareability. Our results showed that LLM assistance increased the number of ideas generated and reduced the effort participants felt. However, it did not improve the quality of the memes when humans were collaborated with LLM. Interestingly, memes created entirely by AI performed better than both human-only and human-AI collaborative memes in all areas on average. However, when looking at the top-performing memes, human-created ones were better in humor, while human-AI collaborations stood out in creativity and shareability. These findings highlight the complexities of human-AI collaboration in creative tasks. While AI can boost productivity and create content that appeals to a broad audience, human creativity remains crucial for content that connects on a deeper level. Zhikun Wu, Thomas Weber 0005, Florian Müller 0003 |
IUI | 3 |
| 2025 | The Bitter Taste of Confidence: Exploring Audio-Visual Taste Modulation in Immersive RealityabstractFigure 1: The effects of audio and visual stimuli, and their interaction, on bitterness perception (left) and sweetness perception (right).Significant effects found for bitter taste are outlined in blue. Pooria Ghavamian, Jan Henri Beyer, Sophie Orth, Mia Johanna Nona Zech, Florian Müller 0003, Andrii Matviienko |
IMX | 5 |
| 2025 | BroomBroom! Evaluation of Leaning and Controller-based Locomotion for Flying in Virtual RealityabstractVirtual Reality (VR) locomotion methods are mainly ground-based, room-scale, or discrete, making them ill-suited for flying experiences. Although leaning- and controller-based techniques are promising for flying in VR, we lack empirical evidence of their advantages. We compared combinations of leaning- and controller-based methods for steering and velocity in a user study (N = 24) using a broom metaphor to integrate these methods into an understandable locomotion reference. The steering methods were: 1) controller-pointing (CP) and 2) headset-leaning (HL); and for velocity control: 1) controller linear displacement (CLD) and 2) headset linear displacement (HLD). Results indicate that HL increase presence compared to CP. However, combining HL with CLD worsens coin collection rate, completion time, mental load, control factor ratings, and enjoyment. In contrast, HLD worked well when paired with either steering method. CP-CLD led to the highest coin collection rate and lowest mental load. All methods had comparable feelings of flying. Martin Hedlund, Florian Müller 0003, Martin Schmitz 0001, Cristian Bogdan, Remy Rey, Pooria Ghavamian, Deirdre Tobin, Andrii Matviienko |
VRST | 2 |
| 2025 | Manipulating Stiffness Perception of Compliant Objects While Pinching in Virtual RealityabstractProviding users with realistic sensations of object stiffness in virtual environments remains challenging due to the intricacies of our haptic sense. We investigate the use of a visuo-haptic illusion to alter the perceived stiffness of hand-held objects in virtual reality. We manipulate the Control-to-Display ratio of the index finger and thumb movements during pinching to make virtual objects feel softer or harder. We evaluated this approach on a variety of haptic representations and visualizations we selected through a pre-study survey (N=24). Results of our user study (N=20) demonstrate that this method effectively and reliably modifies stiffness perception, bridging gaps of 50% in physical stiffness without adversely affecting the visuo-haptic experience. Our findings offer insights into how different visual and haptic presentations impact stiffness perception, contributing to more effective and adaptable future haptic feedback systems. Yannick Weiss, Steeven Villa, Moritz Ziarko, Florian Müller 0003 |
VRST | 4 |
| 2025 | From Pegs to Pixels: A Comparative Analysis of the Nine Hole Peg Test and a Digital Copy Drawing Test for Fine Motor Control Assessment MHCI012abstractUser interaction with digital systems requires Fine Motor Control (FMC), especially if the interfaces are complex or require high fidelity and fine-grained interactions. Despite its importance, Fine Motor Control is often overlooked in interactive system design, partly because of its complex assessment. Measuring changes in fine motor abilities due to prolonged use or fatigue currently requires repeated manual testing. This paper analyzes the concept of using the digital mobile devices’ input behavior to assess the user’s Fine Motor Control. For this, we show that Fine Motor Control can be assessed for touch and stylus-based interaction with a digital mobile system. We conducted a user study, where participants performed a Nine Hole Peg Test and a predefined Copy Drawing Test before and after exercises that affect fine motor skills. Based on this data, we investigated how metrics such as pressure, velocity, and entropy for touch and stylus input can be used to predict Fine Motor Control. Thomas Kosch, Martin Schmitz 0001, Sebastian Günther 0001, Max Mühlhäuser, Florian Müller 0003 |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2025 | Don't They Really Hear Us? A Design Space for Private Conversations in Social Virtual RealityabstractSeamless transition between public dialogue and private talks is essential in everyday conversations. Social Virtual Reality (VR) has revolutionized interpersonal communication by creating a sense of closeness over distance through virtual avatars. However, existing social VR platforms are not successful in providing safety and supporting private conversations, thereby hindering self-disclosure and limiting the potential for meaningful experiences. We approach this problem by exploring the factors affecting private conversations in social VR applications, including the usability of different interaction methods and the awareness with respect to the virtual world. We conduct both expert interviews and a controlled experiment with a social VR prototype we realized. We then leverage the outcomes of the two studies to establish a design space that considers diverse dimensions (including privacy levels, social awareness, and modalities), laying the groundwork for more intuitive and meaningful experiences of private conversation in social VR. Josephus Jasper Limbago, Robin Welsch, Florian Müller 0003, Mario Di Francesco |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Investigating the Effects of Haptic Illusions in Collaborative Virtual RealityabstractOur sense of touch plays a crucial role in physical collaboration, yet rendering realistic haptic feedback in collaborative extended reality (XR) remains a challenge. Co-located XR systems predominantly rely on prefabricated passive props that provide high-fidelity interaction but offer limited adaptability. Haptic Illusions (HIs), which leverage multisensory integration, have proven effective in expanding haptic experiences in single-user contexts. However, their role in XR collaboration has not been explored. To examine the applicability of HIs in multi-user scenarios, we conducted an experimental user study (N=30) investigating their effect on a collaborative object handover task in virtual reality. We manipulated visual shape and size individually and analyzed their impact on users' performance, experience, and behavior. Results show that while participants adapted to the illusions by shifting sensory reliance and employing specific sensorimotor strategies, visuo-haptic mismatches reduced both performance and experience. Moreover, mismatched visualizations in asymmetric user roles negatively impacted performance. Drawing from these findings, we provide practical guidelines for incorporating HIs into collaborative XR, marking a first step toward richer haptic interactions in shared virtual spaces. Yannick Weiss, Julian Rasch 0001, Jonas Fischer, Florian Müller 0003 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | Decide Yourself or Delegate - User Preferences Regarding the Autonomy of Personal Privacy Assistants in Private IoT-Equipped EnvironmentsabstractPersonalized privacy assistants (PPAs) communicate privacy-related decisions of their users to Internet of Things (IoT) devices. There are different ways to implement PPAs by varying the degree of autonomy or decision model. This paper investigates user perceptions of PPA autonomy models and privacy profiles – archetypes of individual privacy needs – as a basis for PPA decisions in private environments (e.g., a friend’s home). We first explore how privacy profiles can be assigned to users and propose an assignment method. Next, we investigate user perceptions in 18 usage scenarios with varying contexts, data types and number of decisions in a study with 1126 participants. We found considerable differences between the profiles in settings with few decisions. If the number of decisions gets high (> 1/h), participants exclusively preferred fully autonomous PPAs. Finally, we discuss implications and recommendations for designing scalable PPAs that serve as privacy interfaces for future IoT devices. Karola Marky, Alina Stöver, Sarah Prange, Kira Bleck, Paul Gerber, Verena Zimmermann, Florian Müller 0003, Florian Alt, Max Mühlhäuser |
CHI | 7 |
| 2024 | Just Undo It: Exploring Undo Mechanics in Multi-User Virtual RealityabstractWith the proliferation of VR and a metaverse on the horizon, many multi-user activities are migrating to the VR world, calling for effective collaboration support. As one key feature, traditional collaborative systems provide users with undo mechanics to reverse errors and other unwanted changes. While undo has been extensively researched in this domain and is now considered industry standard, it is strikingly absent for VR systems in research and industry. This work addresses this research gap by exploring different undo techniques for basic object manipulation in different collaboration modes in VR. We conducted a study involving 32 participants organized in teams of two. Here, we studied users’ performance and preferences in a tower stacking task, varying the available undo techniques and their mode of collaboration. The results suggest that users desire and use undo in VR and that the choice of the undo technique impacts users’ performance and social connection. Julian Rasch 0001, Florian Perzl, Yannick Weiss, Florian Müller 0003 |
CHI | 4 |
| 2024 | Touch It Like It's Hot: A Thermal Feedback Enabled Encountered-type Haptic Display for Virtual RealityabstractIn recent years, the community has presented various novel solutions to address the lack of haptic feedback in virtual reality experiences. Yet, it remains a major challenge for Virtual Reality applications. Encountered-type Haptic Displays (ETHDs) have emerged as a promising alternative to enable haptic feedback in VR without requiring the user to wear any device while allowing for sensorily rich experiences such as texture, kinaesthetic feedback, and even ultrasonic tactile feedback. Nevertheless, as important as thermal feedback is for daily life interactions, such as assessing the temperature of a mug or knowing if the microwave is on, thermal feedback in ETHD has remained largely unexplored. In this paper, we present a novel ETHD that provides thermal feedback and explore its potential in VR. We describe the design of our ETHD, and we report the results of a user study that compares different thermal feedback settings in VR. Our results show that thermal feedback can significantly enhance the user immersion and haptic experience in VR, and we discuss the implications of our findings for the design of ETHD and VR experiences. Steeven Villa, Kenji Ishihara, Moritz Ziarko, Sebastian Günther 0001, Florian Müller 0003 |
ISMAR | 5 |
| 2024 | Decoding Fatigue: Analyzing Offline Handwriting with Machine Learning to Detect Perceived ExhaustionabstractThe quality and readability of an individual's handwriting and drawing can be influenced by various factors, including their level of physical exertion.This enables us to explore the quantification of exertion by observing an individual's handwriting.To test this hypothesis, we collected data from 17 participants, building a database of handwriting and drawing samples and their corresponding Borg 10 exertion ratings at the time of drawing.In this paper, we investigate using machine learning techniques to estimate perceived exertion before, during, and after physical activity based on handwriting and drawings.We apply a regression model to compare different drawing tasks and demonstrate that perceived exertion can be predicted using simple line drawings.However, more complex sketches and handwriting demand further research.Our findings suggest that interactive systems could use handwriting and drawing to intervene when users experience excessive discomfort. Thomas Kosch, Till Becker, Godfred Antwi-Boasiako, Merret Jung, Ana Laura Chioca Vieira, Max Mühlhäuser, Florian Müller 0003 |
MUM | 8 |
| 2024 | Exploring Redirection and Shifting Techniques to Mask Hand Movements from Shoulder-Surfing Attacks during PIN Authentication in Virtual RealityabstractThe proliferation of mobile Virtual Reality (VR) headsets shifts our interaction with virtual worlds beyond our living rooms into shared spaces. Consequently, we are entrusting more and more personal data to these devices, calling for strong security measures and authentication. However, the standard authentication method of such devices - entering PINs via virtual keyboards - is vulnerable to shoulder-surfing, as movements to enter keys can be monitored by an unnoticed observer. To address this, we evaluated masking techniques to obscure VR users' input during PIN authentication by diverting their hand movements. Through two experimental studies, we demonstrate that these methods increase users' security against shoulder-surfing attacks from observers without excessively impacting their experience and performance. With these discoveries, we aim to enhance the security of future VR authentication without disrupting the virtual experience or necessitating additional hardware or training of users. Yannick Weiss, Steeven Villa, Jesse W. Grootjen, Matthias Hoppe 0003, Yasin Kale, Florian Müller 0003 |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2023 | TicTacToes: Assessing Toe Movements as an Input ModalityabstractFrom carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces. Florian Müller 0003, Daniel Schmitt 0005, Andrii Matviienko, Sebastian Günther 0001, Thomas Kosch, Martin Schmitz 0001 |
CHI | 1 |
| 2023 | UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User ExperienceabstractWhen we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes, increasing the risk of getting tangled in the headsets’ cables. In this paper, we propose the use of undo actions to revert locomotion steps in VR. We explore eight different variations of undo actions as extensions of point&teleport, based on the possibility to undo position and orientation changes together with two different visualizations of the undo step (discrete and continuous). We contribute the results of a controlled experiment with 24 participants investigating the efficiency and orientation of the undo techniques in a radial maze task. We found that the combination of position and orientation undo together with a discrete visualization resulted in the highest efficiency without increasing orientation errors. Florian Müller 0003, Arantxa Ye, Julian Rasch 0001 |
CHI | 1 |
| 2023 | In Sync: Exploring Synchronization to Increase Trust Between Humans and Non-humanoid RobotsabstractWhen we go for a walk with friends, we can observe an interesting effect: From step lengths to arm movements - our movements unconsciously align; they synchronize. Prior research found that this synchronization is a crucial aspect of human relations that strengthens social cohesion and trust. Generalizing from these findings in synchronization theory, we propose a dynamical approach that can be applied in the design of non-humanoid robots to increase trust. We contribute the results of a controlled experiment with 51 participants exploring our concept in a between-subjects design. For this, we built a prototype of a simple non-humanoid robot that can bend to follow human movements and vary the movement synchronization patterns. We found that synchronized movements lead to significantly higher ratings in an established questionnaire on trust between people and automation but did not influence the willingness to spend money in a trust game. Wieslaw Bartkowski, Andrzej Nowak, Filip Ignacy Czajkowski, Albrecht Schmidt 0001, Florian Müller 0003 |
CHI | 5 |
| 2023 | When XR and AI Meet - A Scoping Review on Extended Reality and Artificial IntelligenceabstractResearch on Extended Reality (XR) and Artificial Intelligence (AI) is booming, which has led to an emerging body of literature in their intersection. However, the main topics in this intersection are unclear, as are the benefits of combining XR and AI. This paper presents a scoping review that highlights how XR is applied in AI research and vice versa. We screened 2619 publications from 203 international venues published between 2017 and 2021, followed by an in-depth review of 311 papers. Based on our review, we identify five main topics at the intersection of XR and AI, showing how research at the intersection can benefit each other. Furthermore, we present a list of commonly used datasets, software, libraries, and models to help researchers interested in this intersection. Finally, we present 13 research opportunities and recommendations for future work in XR and AI research. Teresa Hirzle, Florian Müller 0003, Fiona Draxler, Martin Schmitz 0001, Pascal Knierim, Kasper Hornbæk |
CHI | 2 |
| 2023 | Going, Going, Gone: Exploring Intention Communication for Multi-User Locomotion in Virtual RealityabstractExploring virtual worlds together with others adds a social component to the Virtual Reality (VR) experience that increases connectedness. In the physical world, joint locomotion comes naturally through implicit intention communication and subsequent adjustments of the movement patterns. In VR, however, discrete locomotion techniques such as point&teleport come without prior intention communication, hampering the collective experience. Related work proposes fixed groups, with a single person controlling the group movement, resulting in the loss of individual movement capabilities. To close the gap and mediate between these two extremes, we introduce three intention communication methods and explore them with two baseline methods. We contribute the results of a controlled experiment (n=20) investigating these methods from the perspective of a leader and a follower in a dyadic locomotion task. Our results suggest shared visualizations support the understanding of movement intentions, increasing the group feeling while maintaining individual freedom of movement. Julian Rasch 0001, Vladislav Dmitrievic Rusakov, Martin Schmitz 0001, Florian Müller 0003 |
CHI | 4 |
| 2023 | Tailor Twist: Assessing Rotational Mid-Air Interactions for Augmented RealityabstractMid-air gestures, widely used in today’s Augmented Reality (AR) applications, are prone to the “gorilla arm” effect, leading to discomfort with prolonged interactions. While prior work has proposed metrics to quantify this effect and means to improve comfort and ergonomics, these works usually only consider simplistic, one-dimensional AR interactions, like reaching for a point or pushing a button. However, interacting with AR environments also involves far more complex tasks, such as rotational knobs, potentially impacting ergonomics. This paper advances the understanding of the ergonomics of rotational mid-air interactions in AR. For this, we contribute the results of a controlled experiment exposing the participants to a rotational task in the interaction space defined by their arms’ reach. Based on the results, we discuss how novel future mid-air gesture modalities benefit from our findings concerning ergonomic-aware rotational interaction. Thomas Kosch, Florian Müller 0003, Martin Schmitz 0001, Sebastian Günther 0001, Lukas Bommhardt, Max Mühlhäuser |
CHI | 3 |
| 2023 | Using Pseudo-Stiffness to Enrich the Haptic Experience in Virtual RealityabstractProviding users with a haptic sensation of the hardness and softness of objects in virtual reality is an open challenge. While physical props and haptic devices help, their haptic properties do not allow for dynamic adjustments. To overcome this limitation, we present a novel technique for changing the perceived stiffness of objects based on a visuo-haptic illusion. We achieved this by manipulating the hands’ Control-to-Display (C/D) ratio in virtual reality while pressing down on an object with fixed stiffness. In the first study (N=12), we determine the detection thresholds of the illusion. Our results show that we can exploit a C/D ratio from 0.7 to 3.5 without user detection. In the second study (N=12), we analyze the illusion’s impact on the perceived stiffness. Our results show that participants perceive the objects to be up to 28.1% softer and 8.9% stiffer, allowing for various haptic applications in virtual reality. Yannick Weiss, Steeven Villa, Albrecht Schmidt 0001, Sven Mayer, Florian Müller 0003 |
CHI | 5 |
| 2023 | Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling
Giuseppe Desolda, Andrea Esposito 0002, Florian Müller 0003, Sebastian S. Feger |
INTERACT (4) | 3 |
| 2023 | ThermoFeet: Assessing On-Foot Thermal Stimuli for Directional CuesabstractThermal feedback has been studied for navigation purposes with directional cues and a variety of other use cases. Yet, to date, systems providing thermal feedback were primarily designed for the upper body, targeting hands and arms in particular. As these parts are often occupied with other tasks, there is a need to extend the design space of thermal feedback to other body parts. To close this gap, we assess thermal feedback on the user’s feet. This research explores if creating stimuli representing any direction on a circle with only four actuators is possible. To evaluate this concept, we conducted a user study asking the participants to indicate the perceived direction after getting a hot or cold stimulus by direct actuation using one actuator or phantom actuation using two actuators. The results indicate that the detection accuracy was higher for cold signals. In addition, the results showed higher recognition for stimuli linked to actuator distribution than phantom sensation due to spatial summation. Bettina Eska, Jeff-Owens Iyalekhue, Sebastian Günther 0001, Jasmin Niess, Florian Müller 0003 |
MUM | 5 |
| 2023 | Hands-On 3D Printed ElectronicsabstractThe parallel improvements in multi-material 3D printers and the quality of conductive filament open new possibilities for the fabrication of tangible and functional objects. In this studio, we discuss best practices for 3D printed electronics, talk about encountered problems, and derive design recommendations. We will guide the participants through a fabrication process by practically designing and printing objects. Consequently, we contemplate individual functional fabricated components, including small printed circuits and multi-material prints. We aim to spark a discussion about individually experienced challenges participants encountered during their design and fabrication process. This discussion includes problem-solving strategies, whose insights benefit other participants. Finally, we show the potential of printed electronics and discuss encouraging new opportunities in this field. Julian Rasch 0001, Florian Müller 0003, Thomas Kosch, Martin Schmitz 0001, Sebastian S. Feger |
TEI | 2 |
| 2023 | My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players' Heartbeats in VR GamesabstractSocial games benefit from social connectedness between players because it improves the gaming experience and increases enjoyment. In virtual reality (VR), various approaches, such as avatars, are developed for multi-player games to increase social connectedness. However, these approaches are lacking in single-player games. To increase social connectedness in such games, our work explores the visualization of physiological data from asynchronous players, i.e., electrocardiogram (ECG). We identified two visualization dimensions, the number of players, and the visualization style, after a design workshop with experts (N=4) and explored them in a single-user virtual escape room game. We spatially and temporally integrated the visualizations and compared two times two visualizations against a baseline condition without visualization in a within-subject lab study (N=34). All but one visualization significantly increased participants’ feelings of social connectedness. Heart icons triggered the strongest feeling of connectedness, understanding, and perceived support in playing the game. Linda Hirsch, Florian Müller 0003, Francesco Chiossi, Theodor Benga, Andreas Butz |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2022 | Smooth as Steel Wool: Effects of Visual Stimuli on the Haptic Perception of Roughness in Virtual RealityabstractHaptic Feedback is essential for lifelike Virtual Reality (VR) experiences. To provide a wide range of matching sensations of being touched or stroked, current approaches typically need large numbers of different physical textures. However, even advanced devices can only accommodate a limited number of textures to remain wearable. Therefore, a better understanding is necessary of how expectations elicited by different visualizations affect haptic perception, to achieve a balance between physical constraints and great variety of matching physical textures. Sebastian Günther 0001, Julian Rasch 0001, Florian Müller 0003, Martin Schmitz 0001, Jan Riemann, Andrii Matviienko, Max Mühlhäuser |
CHI | 4 |
| 2022 | SkyPort: Investigating 3D Teleportation Methods in Virtual EnvironmentsabstractTeleportation has become the de facto standard of locomotion in Virtual Reality (VR) environments. However, teleportation with parabolic and linear target aiming methods is restricted to horizontal 2D planes and it is unknown how they transfer to the 3D space. In this paper, we propose six 3D teleportation methods in virtual environments based on the combination of two existing aiming methods (linear and parabolic) and three types of transitioning to a target (instant, interpolated and continuous). To investigate the performance of the proposed teleportation methods, we conducted a controlled lab experiment (N = 24) with a mid-air coin collection task to assess accuracy, efficiency and VR sickness. We discovered that the linear aiming method leads to faster and more accurate target selection. Moreover, a combination of linear aiming and instant transitioning leads to the highest efficiency and accuracy without increasing VR sickness. Andrii Matviienko, Florian Müller 0003, Martin Schmitz 0001, Marco Fendrich, Max Mühlhäuser |
CHI | 2 |
| 2022 | BikeAR: Understanding Cyclists' Crossing Decision-Making at Uncontrolled Intersections using Augmented RealityabstractCycling has become increasingly popular as a means of transportation. However, cyclists remain a highly vulnerable group of road users. According to accident reports, one of the most dangerous situations for cyclists are uncontrolled intersections, where cars approach from both directions. To address this issue and assist cyclists in crossing decision-making at uncontrolled intersections, we designed two visualizations that: (1) highlight occluded cars through an X-ray vision and (2) depict the remaining time the intersection is safe to cross via a Countdown. To investigate the efficiency of these visualizations, we proposed an Augmented Reality simulation as a novel evaluation method, in which the above visualizations are represented as AR, and conducted a controlled experiment with 24 participants indoors. We found that the X-ray ensures a fast selection of shorter gaps between cars, while the Countdown facilitates a feeling of safety and provides a better intersection overview. Andrii Matviienko, Florian Müller 0003, Paul Seesemann, Sebastian Günther 0001, Max Mühlhäuser |
CHI | 2 |
| 2022 | Reducing Virtual Reality Sickness for Cyclists in VR Bicycle SimulatorsabstractVirtual Reality (VR) bicycle simulations aim to recreate the feeling of riding a bicycle and are commonly used in many application areas. However, current solutions still create mismatches between the visuals and physical movement, which causes VR sickness and diminishes the cycling experience. To reduce VR sickness in bicycle simulators, we conducted two controlled lab experiments addressing two main causes of VR sickness: (1) steering methods and (2) cycling trajectory. In the first experiment (N = 18) we compared handlebar, HMD, and upper-body steering methods. In the second experiment (N = 24) we explored three types of movement in VR (1D, 2D, and 3D trajectories) and three countermeasures (airflow, vibration, and dynamic Field-of-View) to reduce VR sickness. We found that handlebar steering leads to the lowest VR sickness without decreasing cycling performance and airflow suggests to be the most promising method to reduce VR sickness for all three types of trajectories. Andrii Matviienko, Florian Müller 0003, Marcel Zickler, Lisa Alina Gasche, Julia Abels, Till Steinert, Max Mühlhäuser |
CHI | 2 |
| 2022 | Squeezy-Feely: Investigating Lateral Thumb-Index Pinching as an Input ModalityabstractFrom zooming on smartphones and mid-air gestures to deformable user interfaces, thumb-index pinching grips are used in many interaction techniques. However, there is still a lack of systematic understanding of how the accuracy and efficiency of such grips are affected by various factors such as counterforce, grip span, and grip direction. Therefore, in this paper, we contribute an evaluation (N = 18) of thumb-index pinching performance in a visual targeting task using scales up to 75 items. As part of our findings, we conclude that the pinching interaction between the thumb and index finger is a promising modality also for one-dimensional input on higher scales. Furthermore, we discuss and outline implications for future user interfaces that benefit from pinching as an additional and complementary interaction modality. Martin Schmitz 0001, Sebastian Günther 0001, Florian Müller 0003 |
CHI | 4 |
| 2022 | NotiBike: Assessing Target Selection Techniques for Cyclist Notifications in Augmented RealityabstractCyclists' attention is often compromised when interacting with notifications in traffic, hence increasing the likelihood of road accidents. To address this issue, we evaluate three notification interaction modalities and investigate their impact on the interaction performance while cycling: gaze-based Dwell Time, Gestures, and Manual And Gaze Input Cascaded (MAGIC) Pointing. In a user study (N=18), participants confirmed notifications in Augmented Reality (AR) using the three interaction modalities in a simulated biking scenario. We assessed the efficiency regarding reaction times, error rates, and perceived task load. Our results show significantly faster response times for MAGIC Pointing compared to Dwell Time and Gestures, while Dwell Time led to a significantly lower error rate compared to Gestures. Participants favored the MAGIC Pointing approach, supporting cyclists in AR selection tasks. Our research sets the boundaries for more comfortable and easier interaction with notifications and discusses implications for target selections in AR while cycling. Thomas Kosch, Andrii Matviienko, Florian Müller 0003, Jessica Bersch, Christopher Katins, Max Mühlhäuser |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2022 | "Baby, You can Ride my Bike": Exploring Maneuver Indications of Self-Driving Bicycles using a Tandem SimulatorabstractWe envision a future where self-driving bicycles can take us to our destinations. This allows cyclists to use their time on the bike efficiently for work or relaxation without having to focus their attention on traffic. In the related field of self-driving cars, research has shown that communicating the planned route to passengers plays an important role in building trust in automation and situational awareness. For self-driving bicycles, this information transfer will be even more important, as riders will need to actively compensate for the movement of a self-driving bicycle to maintain balance. In this paper, we investigate maneuver indications for self-driving bicycles: (1) ambient light in a helmet, (2) head-up display indications, (3) speech feedback, (4) vibration on the handlebar, and (5) no assistance. To evaluate these indications, we conducted an outdoor experiment (N = 25) in a proposed tandem simulator consisting of a tandem bicycle with a steering and braking control on the back seat and a rider in full control of it. Our results indicate that riders respond faster to visual cues and focus comparably on the reading task while riding with and without maneuver indications. Additionally, we found that the tandem simulator is realistic, safe, and creates an awareness of a human cyclist controlling the tandem. Andrii Matviienko, Damir Mehmedovic, Florian Müller 0003, Max Mühlhäuser |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | CameraReady: Assessing the Influence of Display Types and Visualizations on Posture GuidanceabstractComputer-supported posture guidance is used in sports, dance training, expression of art with movements, and learning gestures for interaction. At present, the influence of display types and visualizations have not been investigated in the literature. These factors are important as they directly impact perception and cognitive load, and hence influence the performance of participants. In this paper, we conducted a controlled experiment with 20 participants to compare the use of five display types with different screen sizes: smartphones, tablets, desktop monitors, TVs, and large displays. On each device, we compared three common visualizations for posture guidance: skeletons, silhouettes, and 3d body models. To conduct our assessment, we developed a mobile and cross-platform system that only requires a single camera. Our results show that compared to a smartphone display, larger displays show a lower error (12%). Regarding the choice of visualization, participants rated 3D body models as significantly more usable in comparison to a skeleton visualization. Hesham Elsayed, Philipp P. Hoffmann, Sebastian Günther 0001, Martin Schmitz 0001, Martin Weigel 0001, Max Mühlhäuser, Florian Müller 0003 |
Conference on Designing Interactive Systems | 7 |
| 2021 | Let's Frets! Assisting Guitar Students During Practice via Capacitive SensingabstractLearning a musical instrument requires regular exercise. However, students are often on their own during their practice sessions due to the limited time with their teachers, which increases the likelihood of mislearning playing techniques. To address this issue, we present Let’s Frets - a modular guitar learning system that provides visual indicators and capturing of finger positions on a 3D-printed capacitive guitar fretboard. We based the design of Let’s Frets on requirements collected through in-depth interviews with professional guitarists and teachers. In a user study (N=24), we evaluated the feedback modules of Let’s Frets against fretboard charts. Our results show that visual indicators require the least time to realize new finger positions while a combination of visual indicators and position capturing yielded the highest playing accuracy. We conclude how Let’s Frets enables independent practice sessions that can be translated to other musical instruments. Karola Marky, Andreas Weiß, Andrii Matviienko, Florian Brandherm, Martin Schmitz 0001, Florian Krell, Florian Müller 0003, Max Mühlhäuser, Thomas Kosch |
CHI | 8 |
| 2021 | Itsy-Bits: Fabrication and Recognition of 3D-Printed Tangibles with Small Footprints on Capacitive TouchscreensabstractTangibles on capacitive touchscreens are a promising approach to overcome the limited expressiveness of touch input. While research has suggested many approaches to detect tangibles, the corresponding tangibles are either costly or have a considerable minimal size. This makes them bulky and unattractive for many applications. At the same time, they obscure valuable display space for interaction. Martin Schmitz 0001, Florian Müller 0003, Max Mühlhäuser, Jan Riemann, Huy Viet Le |
CHI | 2 |
| 2021 | Oh, Snap! A Fabrication Pipeline to Magnetically Connect Conventional and 3D-Printed Electronicsabstract3D printing has revolutionized rapid prototyping by speeding up the creation of custom-shaped objects. With the rise of multi-material 3D printers, these custom-shaped objects can now be made interactive in a single pass through passive conductive structures. However, connecting conventional electronics to these conductive structures often still requires time-consuming manual assembly involving many wires, soldering or gluing. Martin Schmitz 0001, Jan Riemann, Florian Müller 0003, Steffen Kreis, Max Mühlhäuser |
CHI | 3 |
| 2020 | Walk The Line: Leveraging Lateral Shifts of the Walking Path as an Input Modality for Head-Mounted DisplaysabstractRecent technological advances have made head-mounted displays (HMDs) smaller and untethered, fostering the vision of ubiquitous interaction in a digitally augmented physical world. Consequently, a major part of the interaction with such devices will happen on the go, calling for interaction techniques that allow users to interact while walking. In this paper, we explore lateral shifts of the walking path as a hands-free input modality. The available input options are visualized as lanes on the ground parallel to the user's walking path. Users can select options by shifting the walking path sideways to the respective lane. We contribute the results of a controlled experiment with 18 participants, confirming the viability of our approach for fast, accurate, and joyful interactions. Further, based on the findings of the controlled experiment, we present three example applications. Florian Müller 0003, Martin Schmitz 0001, Daniel Schmitt 0005, Sebastian Günther 0001, Markus Funk, Max Mühlhäuser |
CHI | 1 |
| 2020 | Therminator: Understanding the Interdependency of Visual and On-Body Thermal Feedback in Virtual RealityabstractRecent advances have made Virtual Reality (VR) more realistic than ever before. This improved realism is attributed to today's ability to increasingly appeal to human sensations, such as visual, auditory or tactile. While research also examines temperature sensation as an important aspect, the interdependency of visual and thermal perception in VR is still underexplored. In this paper, we propose Therminator, a thermal display concept that provides warm and cold on-body feedback in VR through heat conduction of flowing liquids with different temperatures. Further, we systematically evaluate the interdependency of different visual and thermal stimuli on the temperature perception of arm and abdomen with 25 participants. As part of the results, we found varying temperature perception depending on the stimuli, as well as increasing involvement of users during conditions with matching stimuli. Sebastian Günther 0001, Florian Müller 0003, Omar Elmoghazy, Max Mühlhäuser, Martin Schmitz 0001 |
CHI | 2 |
| 2020 | Podoportation: Foot-Based Locomotion in Virtual RealityabstractVirtual Reality (VR) allows for infinitely large environments. However, the physical traversable space is always limited by real-world boundaries. This discrepancy between physical and virtual dimensions renders traditional locomotion methods used in real world unfeasible. To alleviate these limitations, research proposed various artificial locomotion concepts such as teleportation, treadmills, and redirected walking. However, these concepts occupy the user's hands, require complex hardware or large physical spaces. In this paper, we contribute nine VR locomotion concepts for foot-based locomotion, relying on the 3D position of the user's feet and the pressure applied to the sole as input modalities. We evaluate our concepts and compare them to state-of-the-art point & teleport technique in a controlled experiment with 20 participants. The results confirm the viability of our approaches for foot-based and engaging locomotion. Further, based on the findings, we contribute a wireless hardware prototype implementation. Julius von Willich, Martin Schmitz 0001, Florian Müller 0003, Daniel Schmitt 0005, Max Mühlhäuser |
CHI | 3 |
| 2020 | VRSketchPen: Unconstrained Haptic Assistance for Sketching in Virtual 3D EnvironmentsabstractAccurate sketching in virtual 3D environments is challenging due to aspects like limited depth perception or the absence of physical support. To address this issue, we propose VRSketchPen – a pen that uses two haptic modalities to support virtual sketching without constraining user actions: (1) pneumatic force feedback to simulate the contact pressure of the pen against virtual surfaces and (2) vibrotactile feedback to mimic textures while moving the pen over virtual surfaces. To evaluate VRSketchPen, we conducted a lab experiment with 20 participants to compare (1) pneumatic, (2) vibrotactile and (3) a combination of both with (4) snapping and no assistance for flat and curved surfaces in a 3D virtual environment. Our findings show that usage of pneumatic, vibrotactile and their combination significantly improves 2D shape accuracy and leads to diminished depth errors for flat and curved surfaces. Qualitative results indicate that users find the addition of unconstraining haptic feedback to significantly improve convenience, confidence and user experience. Hesham Elsayed, Mayra Donaji Barrera Machuca, Christian Schaarschmidt, Karola Marky, Florian Müller 0003, Jan Riemann, Andrii Matviienko, Martin Schmitz 0001, Martin Weigel 0001, Max Mühlhäuser |
VRST | 5 |
| 2019 | PneumAct: Pneumatic Kinesthetic Actuation of Body Joints in Virtual Reality EnvironmentsabstractVirtual Reality Environments (VRE) create an immersive user experience through visual, aural, and haptic sensations. However, the latter is often limited to vibrotactile sensations that are not able to actively provide kinesthetic motion actuation. Further, such sensations do not cover natural representations of physical forces, for example, when lifting a weight. We present PneumAct, a jacket to enable pneumatically actuated kinesthetic movements of arm joints in VRE. It integrates two types of actuators inflated through compressed air: a Contraction Actuator and an Extension Actuator. We evaluate our PneumAct jacket through two user studies with a total of 32 participants: First, we perform a technical evaluation measuring the contraction and extension angles of different inflation patterns and inflation durations. Second, we evaluate PneumAct in three VRE scenarios comparing our system to traditional controller-based vibrotactile and a baseline without haptic feedback. Sebastian Günther 0001, Mohit Makhija, Florian Müller 0003, Max Mühlhäuser, Markus Funk |
Conference on Designing Interactive Systems | 3 |
| 2019 | You Invaded my Tracking Space! Using Augmented Virtuality for Spotting Passersby in Room-Scale Virtual RealityabstractWith the proliferation of room-scale Virtual Reality (VR), more and more users install a VR system in their homes. When users are in VR, they are usually completely immersed in their application. However, sometimes passersby invade these tracking spaces and walk up to users that are currently immersed in VR to try and interact with them. As this either scares the user in VR or breaks the user's immersion, research has yet to find a way to seamlessly represent physical passersby in virtual worlds. In this paper, we propose and evaluate three different ways to represent physical passersby in a Virtual Environment using Augmented Virtuality. The representations encompass showing a Pointcloud, showing a 3D-Model, and showing an Image Overlay of the passerby. Our results show that while an Image Overlay and a 3D-Model are the fastest representations to spot passersby, the 3D-Model and the Pointcloud representations were the most accurate. Julius von Willich, Markus Funk, Florian Müller 0003, Karola Marky, Jan Riemann, Max Mühlhäuser |
Conference on Designing Interactive Systems | 3 |
| 2019 | Mind the Tap: Assessing Foot-Taps for Interacting with Head-Mounted DisplaysabstractFrom voice commands and air taps to touch gestures on frames: Various techniques for interacting with head-mounted displays (HMDs) have been proposed. While these techniques have both benefits and drawbacks dependent on the current situation of the user, research on interacting with HMDs has not concluded yet. In this paper, we add to the body of research on interacting with HMDs by exploring foot-tapping as an input modality. Through two controlled experiments with a total of 36 participants, we first explore direct interaction with interfaces that are displayed on the floor and require the user to look down to interact. Secondly, we investigate indirect interaction with interfaces that, although operated by the user's feet, are always visible as they are floating in front of the user. Based on the results of the two experiments, we provide design recommendations for direct and indirect foot-based user interfaces. Florian Müller 0003, Joshua McManus, Sebastian Günther 0001, Martin Schmitz 0001, Max Mühlhäuser, Markus Funk |
CHI | 1 |
| 2019 | Assessing the Accuracy of Point & Teleport Locomotion with Orientation Indication for Virtual Reality using Curved TrajectoriesabstractRoom-scale Virtual Reality (VR) systems have arrived in users' homes where tracked environments are set up in limited physical spaces. As most Virtual Environments (VEs) are larger than the tracked physical space, locomotion techniques are used to navigate in VEs. Currently, in recent VR games, point & teleport is the most popular locomotion technique. However, it only allows users to select the position of the teleportation and not the orientation that the user is facing after the teleport. This results in users having to manually correct their orientation after teleporting and possibly getting entangled by the cable of the headset. In this paper, we introduce and evaluate three different point & teleport techniques that enable users to specify the target orientation while teleporting. The results show that, although the three teleportation techniques with orientation indication increase the average teleportation time, they lead to a decreased need for correcting the orientation after teleportation. Markus Funk, Florian Müller 0003, Marco Fendrich, Megan Shene, Moritz Kolvenbach, Niclas Dobbertin, Sebastian Günther 0001, Max Mühlhäuser |
CHI | 2 |
| 2019 | ./trilaterate: A Fabrication Pipeline to Design and 3D Print Hover-, Touch-, and Force-Sensitive ObjectsabstractHover, touch, and force are promising input modalities that get increasingly integrated into screens and everyday objects. However, these interactions are often limited to flat surfaces and the integration of suitable sensors is time-consuming and costly. To alleviate these limitations, we contribute Trilaterate: A fabrication pipeline to 3D print custom objects that detect the 3D position of a finger hovering, touching, or forcing them by combining multiple capacitance measurements via capacitive trilateration. Trilaterate places and routes actively-shielded sensors inside the object and operates on consumer-level 3D printers. We present technical evaluations and example applications that validate and demonstrate the wide applicability of Trilaterate. Martin Schmitz 0001, Martin Stitz, Florian Müller 0003, Markus Funk, Max Mühlhäuser |
CHI | 3 |