EDBT 2026 Demo / reviewers in the wild / expert
Yannick Weiss
dblp:322/0390 · also Yannick Weiß
· DBLP profile ↗
19ranked-venue papers
6as first author
16since 2021 · last 2025
0000-0003-1125-7963ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 15 · 3 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Understanding the Influence of Electrical Muscle Stimulation on Motor Learning: Enhancing Motor Learning or Disrupting Natural Progression?abstractPublisher Copyright: © 2025 Copyright held by the owner/author(s). Steeven Villa, Finn Jacob Eliyah Krammer, Yannick Weiss, Robin Welsch, Thomas Kosch |
CHI | 3 |
| 2025 | Effects of Cataracts Severities on Eye Movements and Task Performance During a Visual Search Task Through Virtual Reality SimulationsabstractVisual impairments, such as cataracts, pose a global challenge with preventable cases and unaddressed issues due to limited eye care understanding. In this work, we investigate cataracts using a virtual reality simulation, exploring its impact on a visual search task and investigating the correlations between eye movement features and the severity of the simulation. We simulated cataract progression in one or both eyes through two studies utilizing virtual reality and eye tracking. We analyzed the impact on task performance and eye movements and found that mild cataract progression may be hard to detect. However, more severe cataract simulation revealed significant differences in eye movement characteristics and task performance. These results indicate that eye movements could serve as early diagnostic tools. Jesse W. Grootjen, Yannick Weiss, Tobias Daniel, Fabian Kahman, Sven Mayer |
MUM | 2 |
| 2025 | Quantifying the Effect of Thermal Illusions in Virtual RealityabstractThermal sensations are central to how we experience the world, yet most virtual and extended reality systems fail to simulate them effectively. While hardware-based thermal displays can provide accurate temperature changes, they are often bulky, power-intensive, and restrict user mobility. Consequently, recent works have explored thermal illusions, perceptual effects that rely on cross-modal interactions, to achieve thermal experiences without physical heating or cooling. While thermal illusions have been shown to consistently alter subjective ratings, the actual extent of their effect on the perceived temperature of interacted objects remains unexplored. To address this, we contribute the findings of two user studies following psychophysical procedures. We first ordered and scaled the effects of a variety of visual and auditory cues (N=20) and subsequently quantified their isolated and combined efficacy in offsetting physical temperature changes (N=24). We found that thermal illusions elicited robust changes in subjective judgments, and auditory cues showed potential as an alternative or complementary approach to established visual techniques. However, the actual effects induced by thermal illusions were relatively small (±0.5°C) and did not consistently align with abstract ratings, suggesting a need to reconsider how future thermal illusions or experiences are designed and evaluated. Yannick Weiss, Marlene Eder, Oguzhan Cesur, Steeven Villa |
VRST | 1 |
| 2025 | Manipulating Stiffness Perception of Compliant Objects While Pinching in Virtual RealityabstractProviding users with realistic sensations of object stiffness in virtual environments remains challenging due to the intricacies of our haptic sense. We investigate the use of a visuo-haptic illusion to alter the perceived stiffness of hand-held objects in virtual reality. We manipulate the Control-to-Display ratio of the index finger and thumb movements during pinching to make virtual objects feel softer or harder. We evaluated this approach on a variety of haptic representations and visualizations we selected through a pre-study survey (N=24). Results of our user study (N=20) demonstrate that this method effectively and reliably modifies stiffness perception, bridging gaps of 50% in physical stiffness without adversely affecting the visuo-haptic experience. Our findings offer insights into how different visual and haptic presentations impact stiffness perception, contributing to more effective and adaptable future haptic feedback systems. Yannick Weiss, Steeven Villa, Moritz Ziarko, Florian Müller 0003 |
VRST | 1 |
| 2025 | Investigating the Effects of Haptic Illusions in Collaborative Virtual RealityabstractOur sense of touch plays a crucial role in physical collaboration, yet rendering realistic haptic feedback in collaborative extended reality (XR) remains a challenge. Co-located XR systems predominantly rely on prefabricated passive props that provide high-fidelity interaction but offer limited adaptability. Haptic Illusions (HIs), which leverage multisensory integration, have proven effective in expanding haptic experiences in single-user contexts. However, their role in XR collaboration has not been explored. To examine the applicability of HIs in multi-user scenarios, we conducted an experimental user study (N=30) investigating their effect on a collaborative object handover task in virtual reality. We manipulated visual shape and size individually and analyzed their impact on users' performance, experience, and behavior. Results show that while participants adapted to the illusions by shifting sensory reliance and employing specific sensorimotor strategies, visuo-haptic mismatches reduced both performance and experience. Moreover, mismatched visualizations in asymmetric user roles negatively impacted performance. Drawing from these findings, we provide practical guidelines for incorporating HIs into collaborative XR, marking a first step toward richer haptic interactions in shared virtual spaces. Yannick Weiss, Julian Rasch 0001, Jonas Fischer, Florian Müller 0003 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Just Undo It: Exploring Undo Mechanics in Multi-User Virtual RealityabstractWith the proliferation of VR and a metaverse on the horizon, many multi-user activities are migrating to the VR world, calling for effective collaboration support. As one key feature, traditional collaborative systems provide users with undo mechanics to reverse errors and other unwanted changes. While undo has been extensively researched in this domain and is now considered industry standard, it is strikingly absent for VR systems in research and industry. This work addresses this research gap by exploring different undo techniques for basic object manipulation in different collaboration modes in VR. We conducted a study involving 32 participants organized in teams of two. Here, we studied users’ performance and preferences in a tower stacking task, varying the available undo techniques and their mode of collaboration. The results suggest that users desire and use undo in VR and that the choice of the undo technique impacts users’ performance and social connection. Julian Rasch 0001, Florian Perzl, Yannick Weiss, Florian Müller 0003 |
CHI | 3 |
| 2024 | Exploring Mobile Devices as Haptic Interfaces for Mixed RealityabstractDedicated handheld controllers facilitate haptic experiences of virtual objects in mixed reality (MR). However, as mobile MR becomes more prevalent, we observe the emergence of controller-free MR interactions. To retain immersive haptic experiences, we explore the use of mobile devices as a substitute for specialised MR controller. In an exploratory gesture elicitation study (n = 18), we examined users’ (1) intuitive hand gestures performed with prospective mobile devices and (2) preferences for real-time haptic feedback when exploring haptic object properties. Our results reveal three haptic exploration modes for the mobile device, as an object, hand substitute, or as an additional tool, and emphasise the benefits of incorporating the device’s unique physical features into the object interaction. This work expands the design possibilities using mobile devices for tangible object interaction, guiding the future design of mobile devices for haptic MR experiences. Carolin Stellmacher, Florian Mathis, Yannick Weiss, Meagan B. Loerakker, Nadine Wagener, Johannes Schöning |
CHI | 3 |
| 2024 | Envisioning Futures: How the Modality of AI Recommendations Impacts Conversation Flow in AR-enhanced DialogueabstractThe use of AI is becoming more common among the population every day; the use of generative AI, such as LLMs, empowers individuals by supporting daily life tasks. Yet, the user interaction with AI models is mostly constrained to chatbot interactions. However, we envision that in the near future, individuals will be able to integrate the use of these technologies into their daily activities without refocusing their attention. Consequently, we explores the impact of such integration on individuals’ conversations. Steeven Villa, Yannick Weiss, Mei-Yi Lu, Moritz Ziarko, Albrecht Schmidt 0001, Jasmin Niess |
ICMI | 2 |
| 2024 | Mind the Visual Discomfort: Assessing Event-Related Potentials as Indicators for Visual Strain in Head-Mounted DisplaysabstractWhen using Head-Mounted Displays (HMDs), users may not always notice or report visual discomfort by blurred vision through unadjusted lenses, motion sickness, and increased eye strain. Current measures for visual discomfort rely on users’ self-reports those susceptible to subjective differences and lack of real-time insights. In this work, we investigate if Electroencephalography (EEG) can objectively measure visual discomfort by sensing Event-Related Potentials (ERPs). In a user study ($\mathrm{N}=20$), we compare four different levels of Gaussian blur in a user study while measuring ERPs at occipito-parietal EEG electrodes. The findings reveal that specific ERP components (i.e., P1, N2, and P3) discriminated discomfort-related visual stimuli and indexed increased load on visual processing and fatigue. We conclude that time-locked brain activity can be used to evaluate visual discomfort and propose EEG-based automatic discomfort detection and prevention tools. Francesco Chiossi, Yannick Weiss, Thomas Steinbrecher, Christian Mai, Thomas Kosch |
ISMAR | 2 |
| 2024 | Exploring Virtual Reality as a Platform for Early-Stage Design for Human Augmentation Technologies
Steeven Villa, Robin Neuhaus, Yannick Weiss, Marc Hassenzahl |
MUM | 3 |
| 2024 | An Examination of Ultrasound Mid-air Haptics for Enhanced Material and Temperature Perception in Virtual EnvironmentsabstractRendering realistic tactile sensations of virtual objects remains a challenge in VR. While haptic interfaces have advanced, particularly with phased arrays, their ability to create realistic object properties like state and temperature remains unclear. This study investigates the potential of Ultrasound Mid-air Haptics (UMH) for enhancing the perceived congruency of virtual objects. In a user study with 30 participants, we assessed how UMH impacts the perceived material state and temperature of virtual objects. We also analyzed EEG data to understand how participants integrate UMH information physiologically. Our results reveal that UMH significantly enhances the perceived congruency of virtual objects, particularly for solid objects, reducing the feeling of mismatch between visual and tactile feedback. Additionally, UMH consistently increases the perceived temperature of virtual objects. These findings offer valuable insights for haptic designers, demonstrating UMH's potential for creating more immersive tactile experiences in VR by addressing key limitations in current haptic technologies. Steeven Villa, Yannick Weiss, Niklas Hirsch, Alexander Wiethoff |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Exploring Redirection and Shifting Techniques to Mask Hand Movements from Shoulder-Surfing Attacks during PIN Authentication in Virtual RealityabstractThe proliferation of mobile Virtual Reality (VR) headsets shifts our interaction with virtual worlds beyond our living rooms into shared spaces. Consequently, we are entrusting more and more personal data to these devices, calling for strong security measures and authentication. However, the standard authentication method of such devices - entering PINs via virtual keyboards - is vulnerable to shoulder-surfing, as movements to enter keys can be monitored by an unnoticed observer. To address this, we evaluated masking techniques to obscure VR users' input during PIN authentication by diverting their hand movements. Through two experimental studies, we demonstrate that these methods increase users' security against shoulder-surfing attacks from observers without excessively impacting their experience and performance. With these discoveries, we aim to enhance the security of future VR authentication without disrupting the virtual experience or necessitating additional hardware or training of users. Yannick Weiss, Steeven Villa, Jesse W. Grootjen, Matthias Hoppe 0003, Yasin Kale, Florian Müller 0003 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2023 | Using Pseudo-Stiffness to Enrich the Haptic Experience in Virtual RealityabstractProviding users with a haptic sensation of the hardness and softness of objects in virtual reality is an open challenge. While physical props and haptic devices help, their haptic properties do not allow for dynamic adjustments. To overcome this limitation, we present a novel technique for changing the perceived stiffness of objects based on a visuo-haptic illusion. We achieved this by manipulating the hands’ Control-to-Display (C/D) ratio in virtual reality while pressing down on an object with fixed stiffness. In the first study (N=12), we determine the detection thresholds of the illusion. Our results show that we can exploit a C/D ratio from 0.7 to 3.5 without user detection. In the second study (N=12), we analyze the illusion’s impact on the perceived stiffness. Our results show that participants perceive the objects to be up to 28.1% softer and 8.9% stiffer, allowing for various haptic applications in virtual reality. Yannick Weiss, Steeven Villa, Albrecht Schmidt 0001, Sven Mayer, Florian Müller 0003 |
CHI | 1 |
| 2023 | Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency
Marco Kurzweg, Simon Linke, Yannick Weiss, Maximilian Letter, Albrecht Schmidt 0001, Katrin Wolf 0001 |
INTERACT (1) | 3 |
| 2023 | When Realities Interweave: Exploring the Design Space of Immersive Tangible XRabstractTangible devices and interaction in Extended Reality (XR) increase immersion and enable users to perform tasks more intuitively, accurately and joyfully across the reality-virtuality continuum. Upon reviewing the literature, we noticed no clear trend for a publication venue, as well as no standard in evaluating the effects of tangible XR. To position the topic of tangible XR in the TEI community, we propose a hands-on studio, where participants will bring in their own ideas for tangible XR from their application fields, and develop prototypes with the cutting-edge technology and a selection of virtual assets provided. Additionally, we will collectively reflect upon evaluation methods on tangible XR, and aim to find a consensus of a core evaluation suite. With this, we aim to foster a practical understanding and spark new developments in tangible XR and its use cases within the TEI community. Jakob Carl Uhl, Helmut Schrom-Feiertag, Georg Regal, Linda Hirsch, Yannick Weiss, Manfred Tscheligi |
TEI | 5 |
| 2022 | Visuo-Haptic InteractionabstractWhile traditional interfaces in human-computer interaction mainly rely on vision and audio, haptics becomes more and more important. Haptics cannot only increase the user experience and make technology more immersive, it can also transmit information that is hard to interpret only through vision and audio, such as the softness of a surface or other material properties. In this workshop, we aim at discussing how we could interact with technology if haptics is strongly supported and which novel research areas could emerge. Katrin Wolf 0001, Marco Kurzweg, Yannick Weiss, Stephen A. Brewster, Albrecht Schmidt 0001 |
AVI | 3 |
| 2019 | 2D, 3D or speech? A case study on which user interface is preferable for what kind of object interaction in immersive virtual reality
Daniel Hepperle, Yannick Weiss, Andreas Sieß, Matthias Wölfel |
Comput. Graph. | 2 |
| 2018 | What User Interface to Use for Virtual Reality? 2D, 3D or Speech-A User StudyabstractIn virtual reality different demands on the user interface have to be addressed than on classic screen applications. That's why established strategies from other digital media cannot be transferred unreflected and at least adaptation is required. So one of the leading questions is: which form of interface is preferable for virtual reality? Are 2D interfaces—that are mostly used in combination with mouse or touch interactions— the means of choice, although they do not use the medium's full capabilities? What about 3D interfaces that can be naturally integrated into the virtual space? And last but not least: are speech interfaces, the fastest and most natural form of human interaction/communication, which have recently established themselves in other areas (e.g. digital assistants), ready to conquer the world of virtual reality? To answer these question this work compares these three approaches based on a quantitative user study and highlights advantages and disadvantages of the respective interfaces for virtual reality applications. Yannick Weiss, Daniel Hepperle, Andreas Sieß, Matthias Wölfel |
CW | 1 |
| 2018 | The Smile is The New Like: Controlling Music with Facial Expressions to Minimize Driver DistractionabstractThe control of user interfaces while driving is a textbook example for driver distraction. Modern in-car interfaces are growing in complexity and visual demand, yet they need to stay simple enough to handle while driving. One common approach to solve this problem are multimodal interfaces, incorporating e.g. touch, speech, and mid-air gestures for the control of distinct features. This allows for an optimization of used cognitive resources and can relieve the driver of potential overload. We introduce a novel modality for in-car interaction: our system allows drivers to use facial expressions to control a music player. Michael Braun 0003, Sarah Theres Völkel, Gesa Wiegand, Thomas Puls, Daniel Steidl, Yannick Weiss, Florian Alt |
MUM | 6 |