EDBT 2026 Demo / reviewers in the wild / expert
Maximilian Rettinger
dblp:292/9889
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2025
0009-0005-8170-7343ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Systems, architecture and hardware · 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
3 papers |
Immersive interaction · 46% Usability and user experience research · 21% Interaction techniques and input · 20% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › input device
controller-based interaction |
0.9 | 1 | 2025 | Optimizing Robot Programming: Mixed Reality Gripper Control · ICRA 2025 |
Immersive interaction › mixed reality
mixed reality robot programming |
0.9 | 1 | 2025 | Optimizing Robot Programming: Mixed Reality Gripper Control · ICRA 2025 |
Usability and user experience research
cognitive load |
0.7 | 2 | 2022 | Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality · VR 2022 Defuse the Training of Risky Tasks: Collaborative Training in XR · ISMAR 2022 |
Immersive interaction
virtual reality |
0.6 | 1 | 2022 | Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality · VR 2022 |
Usability and user experience research
user study |
0.2 | 1 | 2022 | Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality · VR 2022 |
Methods — techniques the papers use, named apart from their topics
within-subjects study · 0.93d-printed gripper attachment · 0.9mental rotation task · 0.6letter recall task · 0.6comparative study · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Optimizing Robot Programming: Mixed Reality Gripper ControlabstractConventional robot programming methods are complex and time-consuming for users. In recent years, alternative approaches such as mixed reality have been explored to address these challenges and optimize robot programming. While the findings of the mixed reality robot programming methods are convincing, most existing methods rely on gesture interaction for robot programming. Since controller-based interactions have proven to be more reliable, this paper examines three controller-based programming methods within a mixed reality scenario: 1) Classical Jogging, where the user positions the robot's end effector using the controller's thumbsticks, 2) Direct Control, where the controller's position and orientation directly corresponds to the end effector's, and 3) Gripper Control, where the controller is enhanced with a 3D-printed gripper attachment to grasp and release objects. A within-subjects study$(n = 30)$was conducted to compare these methods. The findings indicate that the Gripper Control condition outperforms the others in terms of task completion time, user experience, mental demand, and task performance, while also being the preferred method. Therefore, it demonstrates promising potential as an effective and efficient approach for future robot programming. Video available at https://youtu.be/83kWr8zUFIQ. Maximilian Rettinger, Leander Hacker, Philipp Wolters, Gerhard Rigoll |
ICRA | 1 |
| 2022 | Defuse the Training of Risky Tasks: Collaborative Training in XRabstractExtensive training is crucial but challenging in certain areas such as explosive ordnance disposal. Past conflicts have shown that not only military personal but also civilians have to learn how to disarm unexploded ordnance. The preparation for dangerous situations is difficult and limited in the real world. Extended reality (XR) offers new possibilities to enhance the training of explosive ordnance disposal experts due to its immersive capabilities. This paper presents a comparative study (n = 75) of three distinct training methods: 1) Real-world (Real)-Training with a tangible replica object, 2) Virtual Reality (VR)-Training with a non-see-through Head-Mounted-Display (HMD), and 3) Mixed Reality (MR)-Training in a Cave Automatic Virtual Environment (CAVE). All training methods are collaborative, i.e., an instructor teaches the training content to a participant in the real or virtual world. We evaluate the suitability of these approaches in terms of usability, cognitive workload, training motivation, and training success. Our results indicate that the virtual methods, VR-Training and MR-Training, provide significantly superior results in the evaluated aspects compared to the real-world training. These results can also be applied to other collaborative training methods, as the training concept of this use case was non-specific. Therefore, these virtual technologies can increase the safety of explosive ordnance disposal personnel, and we recommend establishing this in future training. Maximilian Rettinger, Gerhard Rigoll |
ISMAR | 1 |
| 2022 | Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual RealityabstractIn contrast to the real world, users are not able to perceive bystanders in virtual reality (VR). Bystanders may distract users and influence their cognitive load. This involves users to feel discomfort at the thought of unintentionally touching or even bumping into a physical bystander while interacting with the virtual environment. Not knowing the intentions of a bystander or whether one is present can unsettle the user. We investigate how a bystander affects a user’s cognitive load since it has a decisive impact on applications such as VR training. In a between-subjects lab study (N = 42), three conditions were compared: 1) no bystander, 2) an invisible bystander, and 3) a visible bystander (as an avatar). Over a series of iterations, the participants were asked to memorize four pairs of letters, perform a mental rotation task and then recall the pairs of letters. The results of our study demonstrate that a bystander acting as an avatar in the virtual environment increases the user’s cognitive load more than an invisible bystander. Moreover, the cognitive load of a VR user is significantly increased by a bystander. Therefore, our work suggests that either the examiner must be separated from the participant or the examiner’s influence (as a bystander) must be included in the analysis. Maximilian Rettinger, Christoph Schmaderer, Gerhard Rigoll |
VR | 1 |