EDBT 2026 Demo / reviewers in the wild / expert
Pascal Jansen
dblp:264/7924
· DBLP profile ↗
19ranked-venue papers
6as first author
17since 2021 · last 2026
0000-0002-9335-5462ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 18 · 6 first-author · 17 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | eHMI for All - Investigating the Effect of External Communication of Automated Vehicles on Pedestrians, Manual Drivers, and CyclistsabstractWith automated vehicles (AVs), the absence of a human operator could necessitate external Human-Machine Interfaces (eHMIs) to communicate with other road users. Existing research primarily focuses on pedestrian-AV interactions, with limited attention given to other road users, such as cyclists and drivers of manually driven vehicles. So far, no studies have compared the effects of eHMIs across these three road user roles. Therefore, we conducted a within-subjects virtual reality experiment (N=40), evaluating the subjective and objective impact of an eHMI communicating the AV’s intention to pedestrians, cyclists, and drivers under various levels of distraction (no distraction, visual noise, interference). eHMIs positively influenced safety perceptions, trust, perceived usefulness, and mental demand across all roles. While distraction and road user roles showed significant main effects, interaction effects were only observed in perceived usability. Thus, a unified eHMI design is effective, facilitating the standardization and broader adoption of eHMIs in diverse traffic. Mark Colley, Simon Kopp, Debargha Dey, Pascal Jansen, Enrico Rukzio |
CHI | 4 |
| 2026 | MIRAGE: Enabling Real-Time Automotive Mediated RealityabstractTraffic is inherently dangerous, with around 1.19 million fatalities annually. Automotive Mediated Reality (AMR) can enhance driving safety by overlaying critical information (e.g., outlines, icons, text) on key objects to improve awareness, altering objects’ appearance to simplify traffic situations, and diminishing their appearance to minimize distractions. However, real-world AMR evaluation remains limited due to technical challenges. To fill this sim-to-real gap, we present MIRAGE, an open-source tool that enables real-time AMR in real vehicles. MIRAGE implements 15 effects across the AMR spectrum of augmented, diminished, and modified reality using state-of-the-art computational models for object detection and segmentation, depth estimation, and inpainting. In an on-road expert user study (N=9) of MIRAGE, participants enjoyed the AMR experience while pointing out technical limitations and identifying use cases for AMR. We discuss these results in relation to prior work and outline implications for AMR ethics and interaction design. Pascal Jansen, Julian Britten, Mark Colley, Markus Sasalovici, Enrico Rukzio |
CHI | 1 |
| 2026 | ProVoice: Designing Proactive Functionality for In-Vehicle Conversational Assistants using Multi-Objective Bayesian Optimization to Enhance Driver ExperienceabstractThe next step for In-vehicle Conversational Assistants (IVCAs) will be their capability to initiate and automate proactive system interactions throughout journeys. However, diverse drivers make it challenging to design voice interventions tailored towards individual on-road expectations. This paper evaluates the effectiveness of Human-in-the-Loop (HITL) Multi-Objective Bayesian Optimization (MOBO) in design by implementing ProVoice: a Virtual Reality (VR) driving simulator integrating MOBO to investigate the effects of IVCA design variants on perceived mental demand, predictability, and usefulness. By reporting the Pareto Front from a within-subjects VR study (N=19), this paper proposes optimal design trade-offs. Follow-up analysis demonstrates MOBO’s success in discovering effective intervention strategies, with reduced participant mental demand, alongside enhanced predictability and usefulness while engaging with the proactive IVCA. Implications for computational techniques in future research on proactive intervention strategies are discussed. ProVoice can extend to include alternative design parameters and driving scenarios, encouraging intervention design on a broad scale. Josh Susak, Pascal Jansen, Mark Colley |
CHI | 3 |
| 2025 | Improving External Communication of Automated Vehicles Using Bayesian OptimizationabstractThe absence of a human operator in automated vehicles (AVs) may require external Human-Machine Interfaces (eHMIs) to facilitate communication with other road users in uncertain scenarios, for example, regarding the right of way. Given the plethora of adjustable parameters, balancing visual and auditory elements is crucial for effective communication with other road users. With N=37 participants, this study employed multi-objective Bayesian optimization to enhance eHMI designs and improve trust, safety perception, and mental demand. By reporting the Pareto front, we identify optimal design trade-offs. This research contributes to the ongoing standardization efforts of eHMIs, supporting broader adoption. Mark Colley, Pascal Jansen, Mugdha Keskar, Enrico Rukzio |
CHI | 2 |
| 2025 | OptiCarVis: Improving Automated Vehicle Functionality Visualizations Using Bayesian Optimization to Enhance User ExperienceabstractAutomated vehicle (AV) acceptance relies on their understanding via feedback. While visualizations aim to enhance user understanding of AV's detection, prediction, and planning functionalities, establishing an optimal design is challenging. Traditional "one-size-fits-all" designs might be unsuitable, stemming from resource-intensive empirical evaluations. This paper introduces OptiCarVis, a set of Human-in-the-Loop (HITL) approaches using Multi-Objective Bayesian Optimization (MOBO) to optimize AV feedback visualizations. We compare conditions using eight expert and user-customized designs for a Warm-Start HITL MOBO. An online study (N=117) demonstrates OptiCarVis's efficacy in significantly improving trust, acceptance, perceived safety, and predictability without increasing cognitive load. OptiCarVis facilitates a comprehensive design space exploration, enhancing in-vehicle interfaces for optimal passenger experiences and broader applicability. Pascal Jansen, Mark Colley, Svenja Krauß, Daniel Hirschle, Enrico Rukzio |
CHI | 1 |
| 2025 | Fly Away: Evaluating the Impact of Motion Fidelity on Optimized User Interface Design via Bayesian Optimization in Automated Urban Air Mobility SimulationsabstractAutomated Urban Air Mobility (UAM) can improve passenger transportation and reduce congestion, but its success depends on passenger trust. While initial research addresses passengers' information needs, questions remain about how to simulate air taxi flights and how these simulations impact users and interface requirements. We conducted a between-subjects study (N=40), examining the influence of motion fidelity in Virtual-Reality-simulated air taxi flights on user effects and interface design. Our study compared simulations with and without motion cues using a 3-Degrees-of-Freedom motion chair. Optimizing the interface design across six objectives, such as trust and mental demand, we used multi-objective Bayesian optimization to determine the most effective design trade-offs. Our results indicate that motion fidelity decreases users' trust, understanding, and acceptance, highlighting the need to consider motion fidelity in future UAM studies to approach realism. However, minimal evidence was found for differences or equality in the optimized interface designs, suggesting personalized interface designs. Luca-Maxim Meinhardt, Clara Schramm, Pascal Jansen, Mark Colley, Enrico Rukzio |
CHI | 3 |
| 2025 | Bumpy Ride? Understanding the Effects of External Forces on Spatial Interactions in Moving VehiclesabstractAs the use of Head-Mounted Displays in moving vehicles increases, passengers can immerse themselves in visual experiences independent of their physical environment. However, interaction methods are susceptible to physical motion, leading to input errors and reduced task performance. This work investigates the impact of G-forces, vibrations, and unpredictable maneuvers on 3D interaction methods. We conducted a field study with 24 participants in both stationary and moving vehicles to examine the effects of vehicle motion on four interaction methods: (1) Gaze&Pinch, (2) DirectTouch, (3) Handray, and (4) HeadGaze. Participants performed selections in a Fitts' Law task. Our findings reveal a significant effect of vehicle motion on interaction accuracy and duration across the tested combinations of Interaction Method x Road Type x Curve Type. We found a significant impact of movement on throughput, error rate, and perceived workload. Finally, we propose future research considerations and recommendations on interaction methods during vehicle movement. Markus Sasalovici, Albin Zeqiri, Robin Connor Schramm, Oscar Ariza, Pascal Jansen, Jann Freiwald, Mark Colley, Christian Winkler 0001, Enrico Rukzio |
CHI | 5 |
| 2025 | PlantPal: Leveraging Precision Agriculture Robots to Facilitate Remote Engagement in Urban Gardening
Albin Zeqiri, Julian Britten, Clara Schramm, Pascal Jansen, Michael Rietzler, Enrico Rukzio |
CHI | 4 |
| 2025 | UAM-SUMO: Simulacra of Urban Air Mobility Using SUMO to Study Large-Scale EffectsabstractUrban Air Mobility (UAM) emerges as a potential solution to urban congestion. However, as it lacks integration with existing transportation systems, methods to study its impact are necessary. Traditional empirical approaches are insufficient to study large-scale effects in this not-yet-real context. We developed UAM-SUMO, an extension of the SUMO simulation platform, to simulate the impact of UAM on public transportation, particularly how air taxis affect traffic flow and mode choices. We detail the modifications to SUMO and the UAM operation parameters. We open-source our code at https://github.com/M-Colley/uam-sumo and present a proof-of-concept data collection and analysis for Ingolstadt, Germany. Mark Colley, Julian Czymmeck, Pascal Jansen, Luca-Maxim Meinhardt, Patrick Ebel 0001, Enrico Rukzio |
HRI | 3 |
| 2025 | HUD-SUMO: Simulacra of in-Vehicle Head-Up Displays Using SUMO to Study Large-Scale EffectsabstractLarge-scale effects of head-up displays (HUDs) are currently unknown, as experiments focus primarily on empirical data from one participant. Therefore, we simulate the impact of augmented reality (AR) windshield HUDs on driving performance. Using the open-source simulators SUMO and CARLA, we model various AR HUD settings, such as fatigue, and assess their effects on key driving factors such as reaction time, speed adherence, lane-changing behavior, and acceleration. The HUD settings include brightness, information frequency, field of view, and relevance of displayed information. The simulation provides insight into how different HUD configurations may influence driving behavior, contributing to future vehicle design and safety guidelines for AR HUDs. Pascal Jansen, Mark Colley, Elisabeth Wimmer, Jan Maresch, Enrico Rukzio |
HRI | 1 |
| 2025 | AirClick: Modularized Interactive Inflatables for On-Demand Room TransformationabstractAs living and working spaces become scarce and costly, interiors transitioning between living, working, and sleeping configurations while enabling customized setups are in demand. Traditional furniture consumes space and is cumbersome to rearrange. Shape-changing furniture could solve this, yet existing options lack resolution, stability, or adaptability. We present AirClick, which facilitates on-demand room transformation using modular interactive inflatables. Our fabrication process supports personally fabricated and retrofitted retail inflatables. The touch-actuated modules connect to a floor-based air connector grid, facilitating interaction while integrating with traditional furniture. In a lab study (N=20) across four scenarios (office, meeting room, apartment room, multipurpose hall), participants rapidly transformed rooms and perceived AirClick as significantly more usable with higher intention to use in the everyday scenarios than in the hall, indicating suitability for routine activities with low to medium requirements for robustness. User feedback highlights AirClick ’s usefulness and scalability in diverse settings, hence showing AirClick’s space-saving and customizable design can enhance the functionality and adaptability of living and working spaces. Pascal Jansen, Benno Hölz, Julian Britten, Mark Colley, Enrico Rukzio |
MUM | 1 |
| 2025 | Assessing Pedestrian Behavior Around Autonomous Cleaning Robots in Public Spaces: Findings from a Field ObservationabstractAs autonomous robots become more common in public spaces, spontaneous encounters with laypersons are more frequent. For this, robots need to be equipped with communication strategies that enhance momentary transparency and reduce the probability of critical situations. Adapting these robotic strategies requires consideration of robot movements, environmental conditions, and user characteristics and states. While numerous studies have investigated the impact of distraction on pedestrians’ movement behavior [1]-[4], limited research has examined this behavior in the presence of autonomous robots. This research addresses the impact of robot type and robot movement pattern on distracted and undistracted pedestrians’ movement behavior. In a field setting, unaware pedestrians were videotaped while moving past two working, autonomous cleaning robots. Out of N = 498 observed pedestrians, approximately 8% were distracted by smartphones. Distracted and undistracted pedestrians did not exhibit significant differences in their movement behaviors around the robots. Instead, both the larger sweeping robot and the off-set rectangular movement pattern significantly increased the number of lateral adaptations compared to the smaller cleaning robot and the circular movement pattern. The off-set rectangular movement pattern also led to significantly more close lateral adaptations. Depending on the robot type, the movement patterns led to differences in the distances of lateral adaptations. The study provides initial insights into pedestrian movement behavior around an autonomous cleaning robot in public spaces, contributing to the growing field HRI research. Maren Raab, Linda Miller, Zhe Zeng 0002, Pascal Jansen, Martin Baumann 0001, Johannes Kraus 0002 |
RO-MAN | 4 |
| 2024 | Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye StrainabstractGaze interaction is a promising interaction method to increase variety, challenge, and fun in games.We present “Shed Some Fear”, a 2D platform game including numerous eye-gaze-based interactions. “Shed Some Fear” includes control with eye-gaze and traditional keyboard input. The eye-gaze interactions are partially based on eye exercises reducing digital eye strain but also on employing peripheral vision. By employing eye-gaze as a necessary input mechanism, we explore the effects on and tradeoffs between user enjoyment and digital eye strain in a five-day longitudinal between-subject study (N=17) compared to interaction with a traditional mouse. We found that perceived competence was significantly higher with eye gaze interaction and significantly higher internal eye strain. With this work, we contribute to the not straightforward inclusion of eye tracking as a useful and fun input method for games. Mark Colley, Beate Wanner, Max Rädler, Marcel Rötzer, Julian Frommel, Teresa Hirzle, Pascal Jansen, Enrico Rukzio |
CHI | 7 |
| 2024 | PedSUMO: Simulacra of Automated Vehicle-Pedestrian Interaction Using SUMO To Study Large-Scale EffectsabstractAs automated vehicles become more widespread but lack a driver to communicate in uncertain situations, external communication, for example, via LEDs or displays, is evaluated. However, the concepts are mostly evaluated in simple scenarios, such as one person trying to cross in front of one automated vehicle. The traditional empirical approach fails to study the large-scale effects of these in this not-yet-real scenario. Therefore, we built PedSUMO, an enhancement to SUMO for the simulacra of automated vehicles' effects on public traffic, specifically how pedestrian attributes affect their respect for automated vehicle priority at unprioritized crossings. We explain the algorithms used and the derived parameters relevant to the crossing. We open-source our code under https://github.com/M-Colley/pedsumo and demonstrate an initial data collection and analysis of Ingolstadt, Germany. Mark Colley, Julian Czymmeck, Mustafa Kücükkocak, Pascal Jansen, Enrico Rukzio |
HRI | 4 |
| 2023 | AutoVis: Enabling Mixed-Immersive Analysis of Automotive User Interface Interaction StudiesabstractAutomotive user interface (AUI) evaluation becomes increasingly complex due to novel interaction modalities, driving automation, heterogeneous data, and dynamic environmental contexts. Immersive analytics may enable efficient explorations of the resulting multilayered interplay between humans, vehicles, and the environment. However, no such tool exists for the automotive domain. With AutoVis, we address this gap by combining a non-immersive desktop with a virtual reality view enabling mixed-immersive analysis of AUIs. We identify design requirements based on an analysis of AUI research and domain expert interviews (N=5). AutoVis supports analyzing passenger behavior, physiology, spatial interaction, and events in a replicated study environment using avatars, trajectories, and heatmaps. We apply context portals and driving-path events as automotive-specific visualizations. To validate AutoVis against real-world analysis tasks, we implemented a prototype, conducted heuristic walkthroughs using authentic data from a case study and public datasets, and leveraged a real vehicle in the analysis process. Pascal Jansen, Julian Britten, Alexander Häusele, Thilo Segschneider, Mark Colley, Enrico Rukzio |
CHI | 1 |
| 2022 | Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted DisplaysabstractDigital eye strain (DES), caused by prolonged exposure to digital screens, stresses the visual system and negatively affects users’ well-being and productivity. While DES is well-studied in computer displays, its impact on users of virtual reality (VR) head-mounted displays (HMDs) is largely unexplored—despite that some of their key properties (e.g., the vergence-accommodation conflict) make VR-HMDs particularly prone. This work provides the first comprehensive investigation into DES in VR HMDs. We present results from a survey with 68 experienced users to understand DES symptoms in VR-HMDs. To help address DES, we investigate eye exercises resulting from survey answers and blue light filtering in three user studies (N = 71). Results demonstrate that eye exercises, but not blue light filtering, can effectively reduce DES. We conclude with an extensive analysis of the user studies and condense our findings in 10 key challenges that guide future work in this emerging research area. Teresa Hirzle, Fabian Fischbach, Julian Karlbauer, Pascal Jansen, Jan Gugenheimer, Enrico Rukzio, Andreas Bulling |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2021 | To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in GamesabstractPlayers can get stuck in video games, which impedes their process to their goal and results in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for learning. Currently, it is not easily possible to assess if a player is stuck, as no widely accepted definition of "being stuck" in games exists. We conducted 13 expert interviews and a systematic literature review with 104 relevant papers selected from 4022 candidates. We present a definition of "being stuck" that conceptualizes the state as a continuum and contextualize it within related concepts. Our stuck continuum can be applied to regulate the player's stuck level. We propose a taxonomy of measures that are useful for the detection of the level of stuckness and discuss the effectiveness of countermeasures. Our stuck concept is crucial for game developers creating an optimal player experience in games. Tobias Drey, Fabian Fischbach, Pascal Jansen, Julian Frommel, Michael Rietzler, Enrico Rukzio |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2020 | A Comparison of Explicit and Implicit Proactive Dialogue Strategies for Conversational RecommendationabstractRecommendation systems aim at facilitating information retrieval for users by taking into account their preferences. Based on previous user behaviour, such a system suggests items or provides information that a user might like or find useful. Nonetheless, how to provide suggestions is still an open question. Depending on the way a recommendation is communicated influences the user’s perception of the system. This paper presents an empirical study on the effects of proactive dialogue strategies on user acceptance. Therefore, an explicit strategy based on user preferences provided directly by the user, and an implicit proactive strategy, using autonomously gathered information, are compared. The results show that proactive dialogue systems significantly affect the perception of human-computer interaction. Although no significant differences are found between implicit and explicit strategies, proactivity significantly influences the user experience compared to reactive system behaviour. The study contributes new insights to the human-agent interaction and the voice user interface design. Furthermore, we discover interesting tendencies that motivate futurework. Matthias Kraus 0001, Fabian Fischbach, Pascal Jansen, Wolfgang Minker |
LREC | 3 |
| 2020 | ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted DisplaysabstractHead-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the exclusion of people in the vicinity, such as friends or family. While recent research on asymmetric interaction for VR HMDs has contributed to solving this problem in the VR domain, AR HMDs come with similar but also different problems, such as conflicting information in visualization through the HMD and projection. In this work, we propose ShARe, a modified AR HMD combined with a projector that can display augmented content onto planar surfaces to include the outside users (non-HMD users). To combat the challenge of conflicting visualization between augmented and projected content, ShARe visually aligns the content presented through the AR HMD with the projected content using an internal calibration procedure and a servo motor. Using marker tracking, non-HMD users are able to interact with the projected content using touch and gestures. To further explore the arising design space, we implemented three types of applications (collaborative game, competitive game, and external visualization). ShARe is a proof-of-concept system that showcases how AR HMDs can facilitate interaction with outside users to combat exclusion and instead foster rich, enjoyable social interactions. Pascal Jansen, Fabian Fischbach, Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, Enrico Rukzio |
UIST | 1 |