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Franziska Prummer

dblp:316/5196 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0003-4784-5580ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 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
Interaction techniques and input · 30% Immersive interaction · 24% Human-robot interaction · 22%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.912025
It's Not Always the Same Eye That Dominates: Effects of Viewing Angle, Handedness and Eye Movement in 3D · CHI 2025
Wearable and physiological sensing › eye tracking › gaze-based interaction
eye pointing
0.712023
Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023
Interaction techniques and input › target selection › pointing
head pointing
0.712023
Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023
Interaction techniques and input
pointing and selection
0.712023
Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023
Human-robot interaction › child-robot interaction
robot-assisted autism therapy
0.612022
Robotic Task Complexity and Collaborative Behavior of Children with ASD · HRI 2022
Human-robot interaction › assistive robotics
socially assistive robotics
0.612022
Robotic Task Complexity and Collaborative Behavior of Children with ASD · HRI 2022
Interaction techniques and input › spatial interaction
3d interaction
0.312025
It's Not Always the Same Eye That Dominates: Effects of Viewing Angle, Handedness and Eye Movement in 3D · CHI 2025
Immersive interaction › head-mounted display
head-mounted display interaction
0.212023
Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023
Immersive interaction
virtual reality interaction
0.212023
Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023

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

experimental study · 0.9user study · 0.7fitts' law modeling · 0.7questionnaire · 0.6observational study · 0.6
YearPublicationVenuePosition
2026 Prediction of Eye Dominance in VR
abstract
Visual alignment tasks, such as perspective pointing, inherently involve ambiguity because either the left or right eye can dominate, serving as the vantage point. Previous work presented eye dominance as dynamic, influenced by horizontal gaze angle to the target. In this work, we investigate prediction based on both target-based and user-dependent features, with machine learning models trained from data collected from a perspective-pointing task (N=28). We confirm that vertical target angle influences eye dominance, strengthening the effect of horizontal angles, specifically below eye level. Models using target information alone performed poorly, particularly for left-eye cases. Including user-specific features improved accuracy and class balance, with gradient boosted classifiers achieving the highest performance. These results underscore the significance of personalized features for eye dominance prediction, with practical implications for virtual reality (VR) interfaces.
Franziska Prummer, Jinghui Hu, Florian Weidner, Hans-Werner Gellersen
ETRA1
2025 It's Not Always the Same Eye That Dominates: Effects of Viewing Angle, Handedness and Eye Movement in 3D
abstract
Figure 1: The experimental setup for investigating eye dominance in virtual reality (VR).A participant, wearing a VR headset, aligns a virtual cursor with a distant target using a controller.The two insets display the rendering for the left and right eye views, demonstrating target-controller alignment with the right eye only.In this trial, the participant is right-eye dominant.
Franziska Prummer, Mohamed Shereef Abdelwahab, Florian Weidner, Yasmeen Abdrabou, Hans-Werner Gellersen
CHI1
2023 Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays
abstract
This paper presents a head-mounted virtual reality study that compared gaze, head, and controller pointing for selection of dynamically revealed targets. Existing studies on head-mounted 3D interaction have focused on pointing and selection tasks where all targets are visible to the user. Our study compared the effects of screen width (field of view), target amplitude and width, and prior knowledge of target location on modality performance. Results show that gaze and controller pointing are significantly faster than head pointing and that increased screen width only positively impacts performance up to a certain point. We further investigated the applicability of existing pointing models. Our analysis confirmed the suitability of previously proposed two-component models for all modalities while uncovering differences for gaze at known and unknown target positions. Our findings provide new empirical evidence for understanding input with gaze, head, and controller and are significant for applications that extend around the user.
Ludwig Sidenmark, Franziska Prummer, Joshua Newn, Hans-Werner Gellersen
IEEE Trans. Vis. Comput. Graph.2
2022 Robotic Task Complexity and Collaborative Behavior of Children with ASD
abstract
Social interactions are essential in the everyday lives of humans. People with an autism spectrum disorder (ASD) display shortages of social skills, thus making their day-to-day encounters more difficult. This paper reports on two small-scale studies, investigating whether the use of collaborative robot tasks in an educational setting stimulates the collaborative behavior of children with ASD, and whether robotic task complexity affects collaborative behavior. A total of 24 children participated in robotic tasks of varying complexities. The sessions were videotaped and analyzed. Children's supervisors completed questionnaires, evaluating the social behavior of participants. Results demonstrate that children collaborated during the robot activities. The influence of robotic task complexity on collaboration skills was not significant, possibly due to the small number of participants. The results show the promise of using robots in education for children with ASD, although further research is needed to investigate the implementation of robots in special education.
Franziska Prummer, Annika Hellendoorn, Rianne van den Berghe, Hans Petersen, Erik Ploeger, Hanno van Keulen
HRI1