Demo Data from EDBT 2026 / reviewers in the wild / expert
Tien-Julian Ho
dblp:374/9210
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0007-5234-666XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
2 papers |
Haptics and multimodal interaction · 54% Immersive interaction · 37% Wearable and physiological sensing · 9% |
Topics — the 2 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction › haptic perception
thermal perception |
1.0 | 1 | 2026 | Investigating Subjective and Physiological Effects of Color Temperature and Visual Thermal Cues in Virtual Reality · ACM Trans. Comput. Hum. Interact. 2026 |
Immersive interaction
virtual reality |
1.0 | 1 | 2026 | Investigating Subjective and Physiological Effects of Color Temperature and Visual Thermal Cues in Virtual Reality · ACM Trans. Comput. Hum. Interact. 2026 |
Methods — techniques the papers use, named apart from their topics
user study · 1.8physiological measurement · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Investigating Subjective and Physiological Effects of Color Temperature and Visual Thermal Cues in Virtual RealityabstractVirtual reality enables immersion in any environment. According to the hue-heat hypothesis, an environment’s color temperature influences thermal perception and regulation, factors important for productivity and energy consumption. Previous work suggests that visual thermal cues, e.g., snowy or desert environments, affect thermal perception and regulation. As color temperature was not controlled, it is unknown if hue or thermal cues caused the effects. In our first study, we derived two virtual environments with cold or warm thermal cues. In the second study, participants experienced these environments with varying hues for 5 minutes. We found that hue influences thermal sensation and thermal cues influence sensation, comfort, and skin temperature. As these effects seem to increase beyond 5 minutes, a third study with longer exposure and more extreme hue differences confirmed and extended these findings. Overall, our results consistently show that hue and visual thermal cues independently affect thermal perception and regulation. This highlights the importance of considering both when designing virtual environments. Christoph Wührl, Sabrina Hößl, Tien-Julian Ho, Barbara Stiglbauer, Niels Henze, Martin Kocur |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2024 | MobileGravity: Mobile Simulation of a High Range of Weight in Virtual RealityabstractSimulating accurate weight forces in Virtual Reality (VR) is an unsolved challenge. Therefore, providing real weight sensations by transferring liquid mass has emerged as a promising approach. However, key objectives conceptually interfere with each other. In particular, previous designs that support a high range of weight or high flow rate lack mobility. In this work, we present MobileGravity, a system, that decouples the weight-changing object from the liquid supply and the pump. It enables weight changes of up to 1 kg at a rate of 235 g/s and allows the user to walk around freely. Through a study with 30 participants, we show that the system enables users to perceive the weight of different virtual objects and enhances realism, as well as enjoyment. Alexander Kalus, Johannes Klein 0002, Tien-Julian Ho, Lee-Ann Seegets, Niels Henze |
CHI | 3 |
| 2024 | Simulating Object Weight in Virtual Reality: The Role of Absolute Mass and Weight DistributionsabstractWeight interfaces enable users of Virtual Reality (VR) to perceive the weight of virtual objects, significantly enhancing realism and enjoyment. While research on these systems primarily focused on their implementation, little attention has been given to determining the weight to be rendered by them: As the perceived weight of objects is influenced not only by their absolute mass, but also by their weight distribution and prior expectations, it is currently unknown which simulated mass provides the most realistic representation of a given object. We conducted a study, in which 30 participants chose the best fitting weight for a virtual object in 54 experimental trials. Across these trials, we systematically varied the virtual objects’ visual mass (three levels), their weight distribution (six levels), and the position of the physical mass on the grip (three levels). Our Bayesian analysis suggests that the visual weight distribution of objects does not affect which absolute physical mass best represents them, whereas the position of the provided physical mass does. Additionally, participants overweighted virtual objects with lower visual mass while underweighting objects with higher visual mass. We discuss how these findings can be leveraged by designers of weight interfaces and VR experiences to optimize realism. Alexander Kalus, Johannes Klein 0002, Tien-Julian Ho, Niels Henze |
VRST | 3 |