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Melissa Steininger

dblp:373/4887 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
0009-0003-4660-1151ORCID · verified

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
Immersive interaction · 66% Wearable and physiological sensing · 34%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
emotion elicitation
0.912025
The Awe-Some Spectrum: Self-Reported Awe Varies by Eliciting Scenery and Presence in Virtual Reality, and the User's Nationality · ISMAR 2025
Immersive interaction
virtual reality experience
0.912025
The Awe-Some Spectrum: Self-Reported Awe Varies by Eliciting Scenery and Presence in Virtual Reality, and the User's Nationality · ISMAR 2025
Wearable and physiological sensing
eye tracking
0.812024
Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light Conditions · VR 2024
Wearable and physiological sensing › biosignal sensing
electrodermal activity
0.312025
The Awe-Some Spectrum: Self-Reported Awe Varies by Eliciting Scenery and Presence in Virtual Reality, and the User's Nationality · ISMAR 2025
Immersive interaction › virtual reality
presence
0.312025
The Awe-Some Spectrum: Self-Reported Awe Varies by Eliciting Scenery and Presence in Virtual Reality, and the User's Nationality · ISMAR 2025

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

user study · 1.5head tracking · 1.5eye tracking · 1.5self-report · 0.9physiological sensing · 0.9
YearPublicationVenuePosition
2025 The Awe-Some Spectrum: Self-Reported Awe Varies by Eliciting Scenery and Presence in Virtual Reality, and the User's Nationality
abstract
Awe is a multifaceted emotion often associated with the perception of vastness, that challenges existing mental frameworks. Despite its growing relevance in affective computing and psychological research, awe remains difficult to elicit and measure. This raises the research questions of how awe can be effectively elicited, which factors are associated with the experience of awe, and whether it can reliably be measured using biosensors. For this study, we designed 10 immersive Virtual Reality (VR) scenes with dynamic transitions from narrow to vast environments. These scenes were used to explore how awe relates to environmental features (abstract, human-made, nature), personality traits, and country of origin. We collected skin conductance, respiration, self-reported awe and presence data from participants from Germany, Japan, and Jordan. Our results indicate that self-reported awe varies significantly across countries and scene types. In particular, a scene depicting outer space elicited the strongest awe. Scenes that elicited high selfreported awe also induced a stronger sense of presence. However, we found no evidence that awe ratings are correlated with physiological responses. These findings challenge the assumption that awe is reliably reflected in autonomic arousal and underscore the importance of cultural and perceptual context. Our study offers new insights into how immersive VR can be designed to elicit awe, and suggests that subjective reports - rather than physiological signals - remain the most consistent indicators of emotional impact.
Melissa Steininger, Alexander Marquardt, Monica Perusquía-Hernández, Marvin Lehnort, Hiromu Otsubo, Felix Dollack, Ernst Kruijff, Björn Krüger, Kiyoshi Kiyokawa, Bernhard E. Riecke
ISMAR1
2024 First-Person Perspective Induces Stronger Feelings of Awe and Presence Compared to Third-Person Perspective in Virtual Reality
abstract
Awe is a complex emotion described as a perception of vastness and a need for accommodation to integrate new, overwhelming experiences. Virtual Reality (VR) has recently gained attention as a convenient means to facilitate experiences of awe. In VR, a first-person perspective might increase awe due to its immersive nature, while a third-person perspective might enhance the perception of vastness. However, the impact of VR perspectives on experiencing awe has not been thoroughly examined. We created two types of VR scenes: one with elements designed to induce high awe, such as a snowy mountain, and a low awe scene without such elements. We compared first-person and third-person perspectives in each scene. Forty-two participants explored the VR scenes, with their physiological responses captured by electrocardiogram (ECG) and face tracking (FT). Subsequently, participants self-reported their experience of awe (AWE-S) and presence (IPQ) within VR. The results revealed that the first-person perspective induced stronger feelings of awe and presence than the third-person perspective. The findings of this study provide useful guidelines for designing VR content that enhances emotional experiences.
Hiromu Otsubo, Alexander Marquardt, Melissa Steininger, Marvin Lehnort, Felix Dollack, Yutaro Hirao, Monica Perusquía-Hernández, Hideaki Uchiyama, Ernst Kruijff, Bernhard E. Riecke, Kiyoshi Kiyokawa
ICMI3
2024 Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light Conditions
abstract
Augmented Reality (AR) applications increasingly rely on eye and head gaze tracking for user interaction, with their efficacy influenced by environmental factors such as spatial arrangements and lighting conditions. This paper presents two studies that examine how these variables affect the performance of eye and head gaze tracking in AR environments. While eye tracking partially delivered faster results, its performance exhibited greater variability, especially under dynamic lighting conditions. Conversely, head gaze tracking, while providing more consistent results, showed a notable reduction in accuracy in environments with fluctuating light levels. Furthermore, the spatial properties of the environment had notable implications on both tracking methods. Our research demonstrates that both spatial properties and lighting conditions are key determinants in the choice of a tracking method, underscoring the need for AR systems that can dynamically adapt to these environmental variables.
Alexander Marquardt, Melissa Steininger, Christina Trepkowski, Martin Weier, Ernst Kruijff
VR2