Chris Zimmerer

dblp:153/6098 · DBLP profile ↗
← Back
9ranked-venue papers
5as first author
2since 2021 · last 2025
0009-0009-7362-4555ORCID · verified

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

Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author

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
4 papers
Games and playful interaction · 34% Interaction techniques and input · 25% Haptics and multimodal interaction · 25%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
multimodal interface
0.612022
Reducing the Cognitive Load of Playing a Digital Tabletop Game with a Multimodal Interface · CHI 2022
Virtual and augmented reality › virtual reality
VR game
0.312018
Space Tentacles - Integrating Multimodal Input into a VR Adventure Game · VR 2018
Interaction techniques and input › input modality
multimodal input
0.312018
Space Tentacles - Integrating Multimodal Input into a VR Adventure Game · VR 2018
Interaction techniques and input › input modality › multimodal input
speech and gesture input
0.312018
Space Tentacles - Integrating Multimodal Input into a VR Adventure Game · VR 2018
Games and playful interaction › extended reality games
mixed reality games
0.212016
An intelligent multimodal mixed reality real-time strategy game · VR 2016
Virtual and augmented reality
mixed reality
0.212014
Exploring multimodal interaction techniques for a mixed reality digital surface · ISMAR 2014
Virtual and augmented reality › immersive interaction
multimodal interaction
0.212014
Exploring multimodal interaction techniques for a mixed reality digital surface · ISMAR 2014
Usability and user experience research
cognitive load
0.212022
Reducing the Cognitive Load of Playing a Digital Tabletop Game with a Multimodal Interface · CHI 2022
Haptics and multimodal interaction › multimodal interaction
speech and gesture interaction
0.112016
An intelligent multimodal mixed reality real-time strategy game · VR 2016

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

game engine integration · 0.7cherry-picking architecture · 0.7multimodal interaction · 0.6dual-task paradigm · 0.6controlled experiment · 0.6AI-driven game agents · 0.2
YearPublicationVenuePosition
2025 A Systematic Review of Fusion Methods for the User-Centered Design of Multimodal Interfaces
Ronja Heinrich, Chris Zimmerer, Martin Fischbach, Marc Erich Latoschik
ICMI2
2022 Reducing the Cognitive Load of Playing a Digital Tabletop Game with a Multimodal Interface
abstract
Multimodal Interfaces (MMIs) combining speech and spatial input have the potential to elicit minimal cognitive load. Low cognitive load increases effectiveness as well as user satisfaction and is regarded as an important aspect of intuitive use. While this potential has been extensively theorized in the research community, experiments that provide supporting observations based on functional interfaces are still scarce. In particular, there is a lack of studies comparing the commonly used Unimodal Interfaces (UMIs) with theoretically superior synergistic MMI alternatives. Yet, these studies are an essential prerequisite for generalizing results, developing practice-oriented guidelines, and ultimately exploiting the potential of MMIs in a broader range of applications. This work contributes a novel observation towards the resolution of this shortcoming in the context of the following combination of applied interaction techniques, tasks, application domain, and technology: We present a comprehensive evaluation of a synergistic speech & touch MMI and a touch-only menu-based UMI (interaction techniques) for selection and system control tasks in a digital tabletop game (application domain) on an interactive surface (technology). Cognitive load, user experience, and intuitive use are evaluated, with the former being assessed by means of the dual-task paradigm. Our experiment shows that the implemented MMI causes significantly less cognitive load and is perceived significantly more usable and intuitive than the UMI. Based on our results, we derive recommendations for the interface design of digital tabletop games on interactive surfaces. Further, we argue that our results and design recommendations are suitable to be generalized to other application domains on interactive surfaces for selection and system control tasks.
Chris Zimmerer, Philipp Krop, Martin Fischbach, Marc Erich Latoschik
CHI1
2020 Finally on Par?! Multimodal and Unimodal Interaction for Open Creative Design Tasks in Virtual Reality
abstract
Multimodal Interfaces (MMIs) have been considered to provide promising interaction paradigms for Virtual Reality (VR) for some time. However, they are still far less common than unimodal interfaces (UMIs). This paper presents a summative user study comparing an MMI to a typical UMI for a design task in VR. We developed an application targeting creative 3D object manipulations, i.e., creating 3D objects and modifying typical object properties such as color or size. The associated open user task is based on the Torrence Tests of Creative Thinking. We compared a synergistic multimodal interface using speech-accompanied pointing/grabbing gestures with a more typical unimodal interface using a hierarchical radial menu to trigger actions on selected objects. Independent judges rated the creativity of the resulting products using the Consensual Assessment Technique. Additionally, we measured the creativity-promoting factors flow, usability, and presence. Our results show that the MMI performs on par with the UMI in all measurements despite its limited flexibility and reliability. These promising results demonstrate the technological maturity of MMIs and their potential to extend traditional interaction techniques in VR efficiently.
Chris Zimmerer, Erik Wolf, Sara Wolf, Martin Fischbach, Jean-Luc Lugrin, Marc Erich Latoschik
ICMI1
2020 Computing Object Selection Difficulty in VR using Run-time Contextual Analysis
abstract
This paper introduces a method for computing the difficulty of selection tasks in virtual environments using pointing metaphors by operationalizing an established human motor behavior model. In contrast to previous work, the difficulty is calculated automatically at run-time for arbitrary environments. We present and provide the implementation of our method within Unity 3D. The difficulty is computed based on a contextual analysis of spatial boundary conditions, i.e., target object size and shape, distance to the user, and occlusion. We believe our method will enable developers to build adaptive systems that automatically equip the user with the most appropriate selection technique according to the context. Further, it provides a standard metric to better evaluate and compare different selection techniques.
Chris Zimmerer, Ronja Heinrich, Martin Fischbach, Jean-Luc Lugrin, Marc Erich Latoschik
VRST1
2019 "Paint that object yellow": Multimodal Interaction to Enhance Creativity During Design Tasks in VR
abstract
Virtual Reality (VR) has always been considered a promising medium to support designers with alternative work environments. Still, graphical user interfaces are prone to induce attention shifts between the user interface and the manipulated target objects which hampers the creative process. This work proposes a speech-and-gesture-based interaction paradigm for creative tasks in VR. We developed a multimodal toolbox (MTB) for VR-based design applications and compared it to a typical unimodal menu-based toolbox (UTB). The comparison uses a design-oriented use-case and measures flow, usability, and presence as relevant characteristics for a VR-based design process. The multimodal approach (1) led to a lower perceived task duration and a higher reported feeling of flow. It (2) provided a higher intuitive use and a lower mental workload while not being slower than an UTB. Finally, it (3) generated a higher feeling of presence. Overall, our results confirm significant advantages of the proposed multimodal interaction paradigm and the developed MTB for important characteristics of design processes in VR.
Erik Wolf, Sara Wolf, Chris Zimmerer, Jean-Luc Lugrin, Marc Erich Latoschik
ICMI3
2018 Space Tentacles - Integrating Multimodal Input into a VR Adventure Game
abstract
Multimodal interfaces for Virtual Reality (VR), e.g., based on speech and gesture input/output (I/O), often exhibit complex system architectures. Tight couplings between the required I/O processing stages and the underlying scene representation and the simulator system's flow-of-control tend to result in high development and maintainability costs. This paper presents a maintainable solution for realizing such interfaces by means of a cherry-picking approach. A reusable multimodal I/O processing platform is combined with the simulation and rendering capabilities of the Unity game engine, allowing to exploit the game engine's superior API usability and tool support. The approach is illustrated based on the development of a multimodal VR adventure game called Space Tentacles.
Chris Zimmerer, Martin Fischbach, Marc Erich Latoschik
VR1
2016 An intelligent multimodal mixed reality real-time strategy game
abstract
This paper presents a mixed reality tabletop role-playing game with a novel combination of interaction styles and gameplay mechanics. Our contribution extends previous approaches by abandoning the traditional turn-based gameplay in favor of simultaneous real-time interaction. The increased cognitive and physical load during the simultaneous control of multiple game characters is counteracted by two features: First, certain game characters are equipped with AI-driven capabilities to become semi-autonomous virtual agents. Second, (groups of) these agents can be instructed by high-level commands via a multimodal - speech and gesture - interface.
Sascha Link, Berit Barkschat, Chris Zimmerer, Martin Fischbach, Dennis Wiebusch, Jean-Luc Lugrin, Marc Erich Latoschik
VR3
2016 Maintainable management and access of lexical knowledge for multimodal virtual reality interfaces
abstract
This poster presents a maintainable method to manage lexical information required for multimodal interfaces. It is tailored for the application in real-time interactive systems, specifically for Virtual Reality, and solves three problems commonly encountered in this context: (1) The lexical information is defined on and grounded in a common knowledge representation layer (KRL) based on OWL. The KRL describes application objects and possible system functions in one place and avoids error-prone redundant data management. (2) The KRL is tightly integrated into the simulator platform using a semantically enriched object model that is auto-generated from the KRL and thus fosters high performance access. (3) A well-defined interface provides application wide access to semantic application state information in general and the lexical information in specific, which greatly contributes to decoupling, maintainability, and reusability.
Chris Zimmerer, Martin Fischbach, Marc Erich Latoschik
VRST1
2014 Exploring multimodal interaction techniques for a mixed reality digital surface
abstract
Quest — XRoads is a multimodal and multimedia mixed reality version of the traditional role-play tabletop game Quest: Zeit der Helden. The original game concept is augmented with virtual content to permit a novel gaming experience. The demonstration consists of a turn-based skirmish, where players have to collaborate, control heroes or villains and use their abilities via speech, gesture, touch as well as tangible interactions.
Martin Fischbach, Chris Zimmerer, Anke Giebler-Schubert, Marc Erich Latoschik
ISMAR2