EDBT 2026 Demo / reviewers in the wild / expert
Christian Merz
dblp:33/5049
· DBLP profile ↗
13ranked-venue papers
4as first author
9since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Computer networks · 1Security and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Am I Still Me? Visual Congruence Across Reality-Virtuality and Avatar Appearance in Shaping Self-Perception and BehaviorabstractThis paper presents the first systematic investigation of how congruence in visual self-representation influences self-perception and behavior. We span a continuum from the physical self through avatars with graded self-similarity to clearly dissimilar avatars in virtual reality (VR). In a 1 ×4 within-user study, participants completed movement and quiz tasks in either physical reality or a digital twin environment in VR, where they embodied one of three avatars: a photorealistic self-similar avatar, a dissimilar same-gender avatar, or a dissimilar opposite-gender avatar. Subjective measures included presence, sense of embodiment, self-identification, and perceived change, and were complemented by an objective movement metric of behavioral change. Compared to physical reality, VR, even with a self-similar avatar, produced lower presence, a weaker sense of embodiment, and reduced self-identification, revealing a persistent gap in visual congruence. Within VR, self-similar avatars enhanced body ownership, self-location, and self-identification relative to dissimilar avatars. Conversely, dissimilar avatars produced measurable behavioral changes compared with self-similar ones. Gender cues, however, had little impact in gender-neutral tasks. Overall, the findings show that photorealistic self-similar avatars reinforce embodiment and self-identification. However, VR still falls short of achieving congruence with physical reality, underscoring key challenges for avatar realism and ecological validity. Marie Luisa Fiedler, Christian Merz, Lukas Schach, Jonathan Tschanter, Mario Botsch, Carolin Wienrich, Marc Erich Latoschik |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2026 | Use Case Matters: Comparing the User Experience and Task Performance Across Tasks for Embodied Interaction in VRabstractIntegrated Virtual Reality (IVR) systems are central to avatar-mediated use cases in Virtual Reality (VR), reconstructing users' movements on avatars. They differ primarily in their tracking architectures, which determine how completely and accurately users' movements are captured and reconstructed on avatars. Many current IVR systems reduce user-worn hardware, trading reconstruction accuracy against cost and setup complexity, yet their impact on user experience and task performance across use cases remains underexplored. We compared three reduced user-worn IVR systems. Each system has distinct technical approaches: (1) Captury (markerless outside-in optical tracking), (2) Meta Movement SDK (markerless inside-out optical tracking), and (3) Vive Trackers (marker-based outside-in optical tracking with IMUs). In a 3x5 mixed-design, participants performed five tasks, simulating different use cases, to probe distinct aspects of these systems. No system consistently outperformed the others. Meta excelled in hand-based, fast-paced interactions, while Captury and Vive performed better in lower-body tasks and during full-body pose observation. These findings underscore the need to evaluate reduced user-worn IVR systems within the specific use case. We offer practical guidance for system selection based on use-case demands and released our tasks as an open-source, extensible framework to support future evaluations for selecting IVR systems. Jonathan Tschanter, Christian Merz, Marie Luisa Fiedler, Carolin Wienrich, Marc Erich Latoschik |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2026 | How Harassment Shapes Self-Perception and Well-Being in Social VR: Evidence from a Controlled Lab StudyabstractSocial Virtual Reality (SVR) allows users to meet and build relationships through embodied avatars and real-time interaction in virtual spaces. While embodiment can strengthen social connections and presence, it can also intensify negative encounters, making SVR particularly vulnerable to harassment. Despite frequent reports of verbal, visual, and "physical" violations in SVR, little is known about how harassment reshapes users' self-perception, including their sense of embodiment, self-identification, closeness, and avatar customization preferences. We conducted a controlled experiment with 52 participants who experienced either a neutral or a harassment condition in a scenario modeled after real SVR incidents. Participants perceived the harassing peer as significantly more negative, annoying, and disturbing than the neutral peer. Contrary to prior reports, harassment did not significantly affect well-being measures, including emotional state, self-esteem, and physiological arousal, within this controlled scenario. However, participants reported stronger bodily change, attributed more of their own attitudes and emotions to their avatars, and increased interpersonal distance when personal space was invaded. Self-reported coping strategies included ignoring, stepping back, using humor, and retaliating. Notably, avatar customization preferences shifted across conditions. Participants in the neutral condition favored personalized avatars, whereas those in the harassment condition more frequently preferred anonymity in public spaces. Together, these findings demonstrate that harassment in SVR not only exploits embodiment but also reshapes self-perception. We further contribute methodological insights into how harassment can be ethically and reproducibly studied in controlled SVR-like experiments. Jonathan Tschanter, Christian Merz, Carolin Wienrich, Marc Erich Latoschik |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | The Impact of AI-Based Real-Time Gesture Generation and Immersion on the Perception of Others and Interaction Quality in Social XRabstractThis study explores how people interact in dyadic social eXtended Reality (XR), focusing on two main factors: the animation type of a conversation partner's avatar and how immersed the user feels in the virtual environment. Specifically, we investigate how 1) idle behavior, 2) AI-generated gestures, and 3) motion-captured movements from a confederate (a controlled partner in the study) influence the quality of conversation and how that partner is perceived. We examined these effects in both symmetric interactions (where both participants use VR headsets and controllers) and asymmetric interactions (where one participant uses a desktop setup). We developed a social XR platform that supports asymmetric device configurations to provide varying levels of immersion. The platform also supports a modular avatar animation system providing idle behavior, real-time AI-generated co-speech gestures, and full-body motion capture. Using a 2×3 mixed design with 39 participants, we measured users' sense of spatial presence, their perception of the confederate, and the overall conversation quality. Our results show that users who were more immersed felt a stronger sense of presence and viewed their partner as more human-like and believable. Surprisingly, however, the type of avatar animation did not significantly affect conversation quality or how the partner was perceived. Participants often reported focusing more on what was said rather than how the avatar moved. Christian Merz, Niklas Krome, Carolin Wienrich, Stefan Kopp, Marc Erich Latoschik |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Does Voice Matter? The Effect of Verbal Communication and Asymmetry on the Experience of Collaborative Social XRabstractThis work evaluates how the asymmetry of device configurations and verbal communication influence the user experience of social eXtended Reality (XR) for self-perception, other-perception, and task perception. We developed an application that enables social collaboration between two users with varying device configurations.We compare the conditions of one symmetric interaction, where both device configurations are Head-Mounted Displays (HMDs) with tracked controllers, with the conditions of one asymmetric interaction, where one device configuration is an HMD with tracked controllers and the other device configuration is a desktop screen with a mouse. In our study, 52 participants collaborated in a dyadic interaction on a sorting task while talking to each other. We compare our results to previous work that evaluated the same scenario without verbal communication. In line with prior research, self-perception is influenced by the immersion of the used device configuration and verbal communication. While co-presence was not affected by the device configuration or the inclusion of verbal communication, social presence was only higher for HMD configurations that allowed verbal communication. Task perception was hardly affected by the device configuration or verbal communication. We conclude that the device in social XR is important for self-perception with or without verbal communication. However, the results indicate that the device configuration only affects the qualities of social interaction in collaborative scenarios when verbal communication is enabled. To sum up, asymmetric collaboration maintains the high quality of self-perception and interaction for highly immersed users while still enabling the participation of less immersed users. Christian Merz, Carolin Wienrich, Marc Erich Latoschik |
ISMAR | 1 |
| 2024 | Universal Access for Social XR Across Devices: The Impact of Immersion on the Experience in Asymmetric Virtual CollaborationabstractThis article investigates the influence of input/output device characteristics and degrees of immersion on the User Experience (UX) of specific eXtended Reality (XR) effects, i.e., presence, self-perception, other-perception, and task perception. It targets universal access to social XR, where dedicated XR hardware is unavailable or can not be used, but participation is desirable or even necessary. We compare three different device configurations: (i) desktop screen with mouse, (ii) desktop screen with tracked controllers, and (iii) Head-Mounted Display (HMD) with tracked controllers. 87 participants took part in collaborative dyadic interaction (a sorting task) with asymmetric device configurations in a specifically developed social XR. In line with prior research, the sense of presence and embodiment were significantly lower for the desktop setups. However, we only found minor differences in task load and no differences in usability and enjoyment of the task between the conditions. Additionally, the perceived humanness and virtual human plausibility of the other were not affected, no matter the device used. Finally, there was no impact regarding co-presence and social presence independent of the level of immersion of oneself or the other. We conclude that the device in social XR is important for self-perception and presence. However, our results indicate that the devices do not affect important UX and usability aspects, specifically, the qualities of social interaction in collaborative scenarios, paving the way for universal access to social XR encounters and significantly promoting participation. Christian Merz, Christopher Göttfert, Carolin Wienrich, Marc Erich Latoschik |
VR | 1 |
| 2024 | Pipelining Processors for Decomposing Character AnimationabstractThis paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps. Christian Merz, Jonathan Tschanter, Florian Kern, Jean-Luc Lugrin, Carolin Wienrich, Marc Erich Latoschik |
VRST | 1 |
| 2022 | The Effects of Avatar and Environment Design on Embodiment, Presence, Activation, and Task Load in a Virtual Reality Exercise ApplicationabstractThe development of embodied Virtual Reality (VR) systems involves multiple central design choices. These design choices affect the user perception and therefore require thorough consideration. This article reports on two user studies investigating the influence of common design choices on relevant intermediate factors (sense of embodiment, presence, motivation, activation, and task load) in a VR application for physical exercises. The first study manipulated the avatar fidelity (abstract, partial body vs. anthropomorphic, full-body) and the environment (with vs. without mirror). The second study manipulated the avatar type (healthy vs. injured) and the environment type (beach vs. hospital) and, hence, the avatar-environment congruence. The full-body avatar significantly increased the sense of embodiment and decreased mental demand. Interestingly, the mirror did not influence the dependent variables. The injured avatar significantly increased the temporal demand. The beach environment significantly reduced the tense activation. On the beach, participants felt more present in the incongruent condition embodying the injured avatar. Andrea Bartl, Christian Merz, Daniel Roth 0001, Marc Erich Latoschik |
ISMAR | 2 |
| 2021 | Playing with Dynamic Systems - Battling Swarms in Virtual Reality
Johannes Büttner, Christian Merz, Sebastian von Mammen |
EvoApplications | 2 |
| 2020 | Horde Battle III or How to Dismantle a SwarmabstractIn this demo paper, we present the design of a virtual reality (VR) first-person shooter (FPS) in which the player fends off waves of hostile flying swarm robots that took over the Earth. The purpose of this serious game is to train the player in understanding networks by learning how to dismantle them. We explain the play and game mechanics and the level designs tailored to provide an engaging experience and to re-enforce the network perspective of the swarm dynamics. Johannes Büttner, Christian Merz, Sebastian von Mammen |
CoG | 2 |
| 2014 | TTPCookie: Flexible Third-Party Cookie Management for Increasing Online PrivacyabstractThis paper deals with the problem of privacy issues caused by the tracking activities of web advertisers. Web advertisers place cookies in the browser to track users' surfing behaviour across websites, mostly without his knowledge or consent. This paper proposes a fine-grained, per-site cookie management protocol. We implement our proposal as Mozilla Firefox add-on and we call it TTPCookie. We evaluate the add-on on a data-set obtained from automated visits of 5000 websites. Further, Mozilla Firefox add-ons and other related proposals dealing with cookies and privacy are analysed and compared. Ashar Javed 0001, Christian Merz, Jörg Schwenk |
TrustCom | 2 |
| 2009 | Mobile commerce in rural South Africa - Proof of concept of mobile solutions for the next billion mobile consumersabstractThe biggest change in the mobile market in the coming years will not happen at the top consumer level where high end mobile devices will be equipped with the latest multimedia tools but at the untapped market of about one billion people in the mid segment of the world economic pyramid whose potential to become profitable telecom customers has been underestimated and misunderstood. Jörg Dörflinger, Carsten Friedland, Makeda Mengistu, Christian Merz, Sebastian Stadtrecher, Kathrin Pabst |
WOWMOM | 4 |
| 2004 | Africa Drive Project - Innovative Teacher Development in South AfricaabstractThe lack of suitably qualified mathematics and physical science educators in South Africa impacts negatively on the availability of graduates leaving the education system to either enrol for higher education or to participate in the local and global economy. The Africa Drive Project is a research and development project aimed at developing, testing and implementing innovative teacher development programmes, methodologies and technologies. It is in line with the SA Government's thinking on ICT in Education. In-service educators (teachers) enrol for a formal Advanced Certificate in Education at a National Qualification Level (NQF) level 6. Blended learning, incorporating e-Learning, is delivered and facilitated at learning centres, established at secondary schools accessible to educators in the North West Province of South Africa. A customized commercial learning platform, in a hosted environment linked to the North West provincial communication backbone, is used to deliver and manage e-Learning at the learning centres. Danie Kok, Christian Merz |
ICALT | 2 |