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Johann Wentzel

dblp:175/0944 · DBLP profile ↗
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6ranked-venue papers
6as first author
4since 2021 · last 2025
0000-0003-1908-8877ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
5 papers
Immersive interaction · 30% Accessibility and assistive technology · 27% Interaction techniques and input · 13%

Topics — the 5 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › accessible interaction
accessible virtual reality
1.322025
MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality · CHI 2025
Improving Virtual Reality Ergonomics Through Reach-Bounded Non-Linear Input Amplification · CHI 2020
Interaction techniques and input › selection techniques › command selection › menu interaction
marking menus
0.912025
A Comparison of Virtual Reality Menu Archetypes: Raycasting, Direct Input, and Marking Menus · IEEE Trans. Vis. Comput. Graph. 2025
Human-robot interaction
motion retargeting
0.912025
MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality · CHI 2025
Ubiquitous computing and smart environments › context-aware computing
context-aware interaction
0.812024
SwitchSpace: Understanding Context-Aware Peeking Between VR and Desktop Interfaces · CHI 2024
Immersive interaction
cross-reality interaction
0.812024
SwitchSpace: Understanding Context-Aware Peeking Between VR and Desktop Interfaces · CHI 2024

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

survey · 1.4modular geometric motion remapping · 0.9controlled experiment · 0.9peeking techniques · 0.8formative study · 0.8systematic video review · 0.6semi-structured interviews · 0.6non-linear transfer function · 0.4hermite curve · 0.4
YearPublicationVenuePosition
2025 MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality
Johann Wentzel, Alessandra Luz, Martez E. Mott, Daniel Vogel 0001
CHI1
2025 A Comparison of Virtual Reality Menu Archetypes: Raycasting, Direct Input, and Marking Menus
abstract
We contribute an analysis of the prevalence and relative performance of archetypal VR menu techniques. An initial survey of 108 menu interfaces in 84 popular commercial VR applications establishes common design characteristics. These characteristics motivate the design of raycast, direct, and marking menu archetypes, and a two-experiment comparison of their relative performance with one and two levels of hierarchy using 8 or 24 items. With a single-level menu, direct input is the fastest interaction technique in general, and is unaffected by number of items. With a two-level hierarchical menu, marking is fastest regardless of item number. Menus using raycasting, the most common menu interaction technique, were among the slowest of the tested menus but were rated most consistently usable. Using the combined results, we provide design and implementation recommendations with applications to general VR menu design.
Johann Wentzel, Matthew Lakier, Jeremy Hartmann, Falah Shazib, Géry Casiez, Daniel Vogel 0001
IEEE Trans. Vis. Comput. Graph.1
2024 SwitchSpace: Understanding Context-Aware Peeking Between VR and Desktop Interfaces
abstract
Cross-reality tasks, like creating or consuming virtual reality (VR) content, often involve inconvenient or distracting switches between desktop and VR. An initial formative study explores cross-reality switching habits, finding most switches are momentary “peeks” between interfaces, with specific habits determined by current context. The results inform a design space for context-aware “peeking” techniques that allow users to view or interact with desktop from VR, and vice versa, without fully switching. We implemented a set of peeking techniques and evaluated them in two levels of a cross-reality task: one requiring only viewing, and another requiring input and viewing. Peeking techniques made task completion faster, with increased input accuracy and reduced perceived workload.
Johann Wentzel, Fraser Anderson, George W. Fitzmaurice, Tovi Grossman, Daniel Vogel 0001
CHI1
2022 Understanding How People with Limited Mobility Use Multi-Modal Input
abstract
People with limited mobility often use multiple devices when interacting with computing systems, but little is known about the impact these multi-modal configurations have on daily computing use. A deeper understanding of the practices, preferences, obstacles, and workarounds associated with accessible multi-modal input can uncover opportunities to create more accessible computer applications and hardware. We explored how people with limited mobility use multi-modality through a three-part investigation grounded in the context of video games. First, we surveyed 43 people to learn about their preferred devices and configurations. Next, we conducted semi-structured interviews with 14 participants to understand their experiences and challenges with using, configuring, and discovering input setups. Lastly, we performed a systematic review of 74 YouTube videos to illustrate and categorize input setups and adaptations in-situ. We conclude with a discussion on how our findings can inform future accessibility research for current and emerging computing technologies.
Johann Wentzel, Sasa Junuzovic, James Devine, John R. Porter, Martez E. Mott
CHI1
2020 Improving Virtual Reality Ergonomics Through Reach-Bounded Non-Linear Input Amplification
abstract
Input amplification enables easier movement in virtual reality (VR) for users with mobility issues or in confined spaces. However, current techniques either do not focus on maintaining feelings of body ownership, or are not applicable to general VR tasks. We investigate a general purpose non-linear transfer function that keeps the user's reach within reasonable bounds to maintain body ownership. The technique amplifies smaller movements from a user-definable neutral point into the expected larger movements using a configurable Hermite curve. Two experiments evaluate the approach. The first establishes that the technique has comparable performance to the state-of-the-art, increasing physical comfort while maintaining task performance and body ownership. The second explores the characteristics of the technique over a wide range of amplification levels. Using the combined results, design and implementation recommendations are provided with potential applications to related VR transfer functions.
Johann Wentzel, Greg d'Eon, Daniel Vogel 0001
CHI1
2015 Shared Presence and Collaboration Using a Co-Located Humanoid Robot
abstract
This work proposes the concept of shared presence, where we enable a user to "become" a co-located humanoid robot while still being able to use their real body to complete tasks. The user controls the robot and sees with its vision and sensors, while still maintaining awareness and use of their real body for tasks other than controlling the robot. This shared presence can be used to accomplish tasks that are difficult for one person alone, for example, a robot manipulating a circuit board for easier soldering by the user, lifting and manipulating heavy or unwieldy objects together, or generally having the robot conduct and complete secondary tasks while the user focuses on the primary tasks. If people are able to overcome the cognitive difficulty of maintaining presence for both themselves and a nearby remote entity, tasks that typically require the use of two people could simply require one person assisted by a humanoid robot that they control. In this work, we explore some of the challenges of creating such a system, propose research questions for shared presence, and present our initial implementation that can enable shared presence. We believe shared presence opens up a new research direction that can be applied to many fields, including manufacturing, home-assistant robotics, and education.
Johann Wentzel, Daniel J. Rea, James Everett Young, Ehud Sharlin
HAI1