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Oliver Chojnowski

dblp:335/1387 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2025
0009-0003-9045-8786ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 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
2 papers
Human-robot interaction · 28% Human-AI interaction · 28% Usability and user experience research · 28%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › nonverbal communication
nonverbal behavior generation
0.912025
Human-like Nonverbal Behavior with MetaHumans in Real-World Interaction Studies: An Architecture Using Generative Methods and Motion Capture · HRI 2025
Usability and user experience research
user satisfaction prediction
0.912025
Predicting User Satisfaction in a Public Space HRI-Scenario · HRI 2025
Human-AI interaction
virtual agents
0.912025
Human-like Nonverbal Behavior with MetaHumans in Real-World Interaction Studies: An Architecture Using Generative Methods and Motion Capture · HRI 2025
Design research and methods
field study
0.312025
Human-like Nonverbal Behavior with MetaHumans in Real-World Interaction Studies: An Architecture Using Generative Methods and Motion Capture · HRI 2025
Ubiquitous computing and smart environments › public displays
public space deployment
0.312025
Predicting User Satisfaction in a Public Space HRI-Scenario · HRI 2025

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

motion capture · 0.9generative methods · 0.9conversational AI · 0.9affective state rating · 0.9
YearPublicationVenuePosition
2025 Exploring the Role of Co-Speech Gestures: An In-the-Wild Study with a Virtual Agent in a Museum
abstract
Human-like nonverbal behaviors, such as gestures or facial expressions, play a crucial role in face-to-face communication, yet their impact on user interactions with virtual agents (VAs) in real-world environments remains underexplored. This study examines how co-speech gestures influence engagement and perception in interactions with a VA deployed in a museum. Using a mixed-methods approach, we conducted an A/B test comparing a gesturing VA to a nongesturing VA. Quantitative analysis of system logs revealed no significant difference in the number of conversational turns between conditions. Qualitative findings revealed that gestures may positively influence usability by making the interaction more intuitive and reducing user confusion regarding the VA’s internal states. However, perceptions of nonverbal behavior varied, with some users finding gestures engaging while others considered them uncanny. Regardless of condition, system response times, verbal communication errors, and answer quality were key drivers of user dissatisfaction. These findings highlight both the benefits and challenges of incorporating and studying nonverbal behavior in VAs and underscore the need for robust verbal communication to support meaningful interactions.
Oliver Chojnowski, Ana Kirschbaum, Caterina Neef, Sabina Jeschke, Anja Richert
HAI1
2025 Human-like Nonverbal Behavior with MetaHumans in Real-World Interaction Studies: An Architecture Using Generative Methods and Motion Capture
abstract
Socially interactive agents are gaining prominence in domains like healthcare, education, and service contexts, particularly virtual agents due to their inherent scalability. To facilitate authentic interactions, these systems require verbal and nonverbal communication through e.g., facial expressions and gestures. While natural language processing technologies have rapidly advanced, incorporating human-like nonverbal behavior into real-world interaction contexts is crucial for enhancing the success of communication, yet this area remains underexplored. One barrier is creating autonomous systems with sophisticated conversational abilities that integrate human-like nonverbal behavior. This paper presents a distributed architecture using Epic Games' MetaHuman, combined with advanced conversational AI and camera-based user management, that supports methods like motion capture, handcrafted animation, and generative approaches for nonverbal behavior. We share insights into a system architecture designed to investigate nonverbal behavior in socially interactive agents, deployed in a three-week field study in the Deutsches Museum Bonn, showcasing its potential in realistic nonverbal behavior research.
Oliver Chojnowski, Alexander Eberhard, Michael Schiffmann, Ana Kirschbaum, Anja Richert
HRI1
2025 Predicting User Satisfaction in a Public Space HRI-Scenario
abstract
Socially interactive agents (SIA) can be used to assist with information tasks in public spaces like museums or train stations. For the SIAs' learning and adaptability and the SIA operator, it is crucial to assess how users rate their satisfaction with the SIA to establish a foundation for potential modifications. A solution is needed to measure user satisfaction without interrupting robot interactions. One possibility is to gauge and analyze users' affective states. Based on a field test involving N=16 participants, a Furhat robot functioning as a fully autonomous service and information point, dyadic user interactions and satisfaction ratings were utilized to investigate how user affective states can be used to predict user satisfaction. The results indicate that predicting user satisfaction through affective state rating is possible. However, it is important that a significantly larger amount of interaction data, with increased class diversity, is necessary to make a more reliable statement.
Michael Schiffmann, Oliver Chojnowski, Anja Richert
HRI2