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Julius Tietenberg

dblp:374/9702 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0006-2881-127XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 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
Haptics and multimodal interaction · 40% Collaborative and social computing · 30% Immersive interaction · 23%

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

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › affective haptics
mediated social touch
1.012026
Seems Like a Touch? Comparing Emotional Experience and Illusion of Touch of Visual and Haptic Presentations of Mediated Social Touch in VR · IEEE Trans. Vis. Comput. Graph. 2026
Collaborative and social computing › collaborative virtual environments › social virtual reality
virtual reality social interaction
1.012026
Seems Like a Touch? Comparing Emotional Experience and Illusion of Touch of Visual and Haptic Presentations of Mediated Social Touch in VR · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality
0.812024
Development and Validation of the Collision Anxiety Questionnaire for VR Applications · CHI 2024
Haptics and multimodal interaction › visuo-haptic illusion
pseudo-haptics
0.312026
Seems Like a Touch? Comparing Emotional Experience and Illusion of Touch of Visual and Haptic Presentations of Mediated Social Touch in VR · IEEE Trans. Vis. Comput. Graph. 2026
Usability and user experience research › psychometric evaluation
questionnaire validation
0.212024
Development and Validation of the Collision Anxiety Questionnaire for VR Applications · CHI 2024

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

within-subjects study · 1.0wearable vibrotactile devices · 1.0exploratory factor analysis · 0.8confirmatory factor analysis · 0.8
YearPublicationVenuePosition
2026 Seems Like a Touch? Comparing Emotional Experience and Illusion of Touch of Visual and Haptic Presentations of Mediated Social Touch in VR
abstract
Social virtual reality (VR) applications enable users to experience highly immersive mediated interactions and social experiences. Especially embodied nonverbal communication, like mediated social touch, is mostly unique to social VR and potentially a major factor in enabling fulfilling emotional experiences at a distance. In our within-subjects study ($N = 28$), we compared feedback from wearable vibrotactile haptic devices with two established visual presentation forms of social touch: clipping and pseudo-haptics. Our findings suggest that the addition of haptic feedback can elicit significantly higher emotional arousal and result in a stronger illusion of touch than visual presentations alone. In contrast to existing literature, there was no evidence of a difference between the immersive and emotional experience of clipping and pseudo-haptics in our sample. In addition, we also investigated whether simply wearing haptic feedback devices during a social touch interaction, i.e., without active haptic feedback, affects the illusion of touch and user experience. However, there was no evidence of a significant effect in the sample studied. A free copy of this paper, including the appendix, is available at https://doi.org/10.17605/OSF.IO/4FYKQ.
Julius Tietenberg, Timo Fürtges, Maic Masuch
IEEE Trans. Vis. Comput. Graph.1
2025 Virtual Proximity, Real Anxiety: How Co-located VR Gameplay Increases Mutual Player Distance and Fear of Colliding
abstract
Figure 1: Player avatars search the virtual escape room for clues.
Julius Tietenberg, Patrizia Ring, Maic Masuch
FDG1
2024 Development and Validation of the Collision Anxiety Questionnaire for VR Applications
abstract
The high degree of sensory immersion is a distinctive feature of head-mounted virtual reality (VR) systems. While the visual detachment from the real world enables unique immersive experiences, users risk collisions due to their inability to perceive physical obstacles in their environment. Even the mere anticipation of a collision can adversely affect the overall experience and erode user confidence in the VR system. However, there are currently no valid tools for assessing collision anxiety. We present the iterative development and validation of the Collision Anxiety Questionnaire (CAQ), involving an exploratory and a confirmatory factor analysis with a total of 159 participants. The results provide evidence for both discriminant and convergent validity and a good model fit for the final CAQ with three subscales: general collision anxiety, orientation, and interpersonal collision anxiety. By utilizing the CAQ, researchers can examine potential confounding effects of collision anxiety and evaluate methods for its mitigation.
Patrizia Ring, Julius Tietenberg, Katharina Emmerich, Maic Masuch
CHI2