EDBT 2026 Demo / reviewers in the wild / expert
Klaus Gramann
dblp:73/5109
· DBLP profile ↗
12ranked-venue papers
0as first author
6since 2021 · last 2024
0000-0003-2673-1832ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 6 · 3 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
5 papers |
Immersive interaction · 35% Wearable and physiological sensing · 27% Haptics and multimodal interaction · 23% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 93% Visualization and visual analytics · 7% |
Topics — the 14 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
1.1 | 2 | 2024 | Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback · ACM Trans. Comput. Hum. Interact. 2024 Detecting Visuo-Haptic Mismatches in Virtual Reality using the Prediction Error Negativity of Event-Related Brain Potentials · CHI 2019 |
Haptics and multimodal interaction
multimodal feedback |
0.8 | 1 | 2024 | Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback · ACM Trans. Comput. Hum. Interact. 2024 |
Wearable and physiological sensing
physiological computing |
0.8 | 1 | 2024 | Modeling the Intent to Interact With VR Using Physiological Features · IEEE Trans. Vis. Comput. Graph. 2024 |
Human-robot interaction › human-robot collaboration
temporal coordination |
0.8 | 1 | 2024 | Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback · ACM Trans. Comput. Hum. Interact. 2024 |
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2019 | User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning · VR 2019 |
Virtual and augmented reality
locomotion interfaces |
0.4 | 1 | 2019 | User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning · VR 2019 |
Virtual and augmented reality › spatial cognition
spatial learning |
0.4 | 1 | 2019 | User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning · VR 2019 |
Virtual and augmented reality › locomotion
walking-in-place |
0.4 | 1 | 2019 | User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning · VR 2019 |
Immersive interaction
presence and immersion |
0.4 | 1 | 2019 | Detecting Visuo-Haptic Mismatches in Virtual Reality using the Prediction Error Negativity of Event-Related Brain Potentials · CHI 2019 |
Haptics and multimodal interaction › multisensory interaction
visuo-haptic interaction |
0.4 | 1 | 2019 | Detecting Visuo-Haptic Mismatches in Virtual Reality using the Prediction Error Negativity of Event-Related Brain Potentials · CHI 2019 |
Wearable and physiological sensing
eye tracking |
0.2 | 1 | 2024 | Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback · ACM Trans. Comput. Hum. Interact. 2024 |
Immersive interaction
virtual reality interaction |
0.2 | 1 | 2024 | Modeling the Intent to Interact With VR Using Physiological Features · IEEE Trans. Vis. Comput. Graph. 2024 |
Wearable and physiological sensing
brain-computer interface |
0.2 | 2 | 2012 | Biosensor Technologies for Augmented Brain-Computer Interfaces in the Next Decades · Proc. IEEE 2012 Adaptive Spatial Filters with predefined Region of Interest for EEG based Brain-Computer-Interfaces · NIPS 2006 |
Visualization and visual analytics › usability and user experience research
user experience research |
0.1 | 1 | 2019 | User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning · VR 2019 |
Methods — techniques the papers use, named apart from their topics
motion analysis · 0.8linear discriminant analysis · 0.8gaze analysis · 0.8EMG feature extraction · 0.8EEG feature extraction · 0.8prediction error negativity · 0.4event-related brain potentials · 0.4empirical user study · 0.4electroencephalography · 0.4common spatial patterns · 0.1adaptive spatial filter · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Identifying Cognitive Processes and Neural Substrates of Spatial Transformation in a Mental Folding Task with Cognitive Modeling
Kai Preuss, Christopher Hilton, Klaus Gramann, Nele Rußwinkel |
CogSci | 3 |
| 2024 | Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction FeedbackabstractAchieving temporal synchrony between sensory modalities is crucial for natural perception of object interaction in virtual reality (VR). While subjective questionnaires are currently used to evaluate users’ VR experiences, leveraging behavior and psychophysiological responses can provide additional insights. We investigated motion and ocular behavior as discriminators between realistic and unrealistic object interactions. Participants grasped and placed a virtual object while experiencing sensory feedback that either matched their expectations or occurred too early. We also explored visual-only feedback vs. combined visual and haptic feedback. Due to technological limitations, a condition with delayed feedback was added post hoc . Gaze-based metrics revealed discrimination between high- and low-feedback realism. Increased interaction uncertainty was associated with longer fixations on the avatar hand and temporal shifts in the gaze–action relationship. Our findings enable real-time evaluation of users’ perception of realism in interactions. They facilitate the optimization of interaction realism in virtual environments and beyond. Leonie Terfurth, Klaus Gramann, Lukas Gehrke |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2024 | Modeling the Intent to Interact With VR Using Physiological FeaturesabstractOBJECTIVE: Mixed-Reality (XR) technologies promise a user experience (UX) that rivals the interactive experience with the real-world. The key facilitators in the design of such a natural UX are that the interaction has zero lag and that users experience no excess mental load. This is difficult to achieve due to technical constraints such as motion-to-photon latency as well as false-positives during gesture-based interaction. METHODS: In this paper, we explored the use of physiological features to model the user's intent to interact with a virtual reality (VR) environment. Accurate predictions about when users want to express an interaction intent could overcome the limitations of an interactive device that lags behind the intention of a user. We computed time-domain features from electroencephalography (EEG) and electromyography (EMG) recordings during a grab-and-drop task in VR and cross-validated a Linear Discriminant Analysis (LDA) for three different combinations of (1) EEG, (2) EMG and (3) EEG-EMG features. RESULTS & CONCLUSION: We found the classifiers to detect the presence of a pre-movement state from background idle activity reflecting the users' intent to interact with the virtual objects (EEG: 62 % ± 10 %, EMG: 72 % ± 9 %, EEG-EMG: 69 % ± 10 %) above simulated chance level. The features leveraged in our classification scheme have a low computational cost and are especially useful for fast decoding of users' mental states. Our work is a further step towards a useful classification of users' intent to interact, as a high temporal resolution and speed of detection is crucial. This facilitates natural experiences through zero-lag adaptive interfaces. Willy Nguyen, Klaus Gramann, Lukas Gehrke |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Towards an Implicit Metric of Sensory-Motor Accuracy: Brain Responses to Auditory Prediction Errors in PianistsabstractDuring listening to music, the brain expects specific acoustic events based on learned musical rules. During music performance expectancy is additionally created based on motor action by linking keypresses to their sounds. We investigated EEG (Electroencephalography) signals to auditory expectancy violations in piano performance and perception. In our study, pianists experienced manipulations of different acoustic features, such as pitch and loudness, during playing and listening to piano sequences. We found that manipulations during performance elicited deflections with stronger amplitudes compared to manipulations during perception indicating that the action of producing sounds strengthens auditory expectancy. Loudness manipulations, violating musical regularity, elicited deflections with smaller latencies compared to pitch manipulations, which violate harmonic expectancy, suggesting that the brain processes expectancy violations of distinct acoustic features in a different way. These EEG signatures may prove useful for applications in intelligent music interfaces by providing information about sensory-motor accuracy. Elisabeth Pangratz, Francesco Chiossi, Steeven Villa, Klaus Gramann, Lukas Gehrke |
Creativity & Cognition | 4 |
| 2023 | Perception-Action Coupling and the Dynamicist/Computationalist Divide
Bilal Arafaat, Guilherme Sanches de Oliveira, Klaus Gramann |
CogSci | 3 |
| 2022 | Eye Blink-Related Brain Potentials During Landmark-Based Navigation in Virtual Reality (Short Paper)
Bingjie Cheng, Enru Lin, Klaus Gramann, Anna Wunderlich |
COSIT | 3 |
| 2019 | Detecting Visuo-Haptic Mismatches in Virtual Reality using the Prediction Error Negativity of Event-Related Brain PotentialsabstractDesigning immersion is the key challenge in virtual reality; this challenge has driven advancements in displays, rendering and recently, haptics. To increase our sense of physical immersion, for instance, vibrotactile gloves render the sense of touching, while electrical muscle stimulation (EMS) renders forces. Unfortunately, the established metric to assess the effectiveness of haptic devices relies on the user's subjective interpretation of unspecific, yet standardized, questions. Lukas Gehrke, Sezen Akman, Pedro Lopes 0001, Albert Chen 0004, Avinash Kumar Singh, Hsiang-Ting Chen, Chin-Teng Lin, Klaus Gramann |
CHI | 8 |
| 2019 | User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial LearningabstractWhen human operators locomote actively in virtual environments (VE), the movement range often has to be adapted to the limited dimensions of the physical space. This however might lead to a conflict between sensory information originating from user movements and sensory feedback provided through the virtual locomotion. To investigate whether different locomotion strategies that adapt virtual movement to the limited physical space impact cognitive processes, two experiments were conducted. The first experiment used walking in place, the second study scale of locomotion to investigate the impact of locomotion adaptation on the acquisition of spatial knowledge and user experience. We systematically analyzed body-based sensorial conflicts for the different adaptation strategies and reveal that neither walking in place nor scale of locomotion impacts spatial knowledge acquisition or user experience. We can conclude that visual cues indicating locomotion combined with body-based rotational cues seem to be sufficient for the acquisition of spatial knowledge and that locomotion with controllers seems efficient and preferable for users. The results link system-driven typologies with human-centered factors to guide systematic tests of locomotion techniques in virtual environments for future studies. Carolin Wienrich, Nina Döllinger, Simon Kock, Klaus Gramann |
VR | 4 |
| 2016 | A task-independent workload classifier for neuroadaptive technology: Preliminary dataabstractPassive brain-computer interfacing allows computer systems direct access to aspects of their user's cognition. In essence, a computer system can gain information about its user without this user needing to explicitly communicate it. Based on this information, human-computer interaction can be made more symmetrical, solving an age-old but still fundamental problem of present-day interaction techniques. For practical real-world application of this technology, it is important that cognitive states can be identified accurately and efficiently. Here we present preliminary data demonstrating it is possible to calibrate a task-independent classifier to identify when a user is under heavy workload across different activities. We used different types of mental arithmetic and even a semantic task. Task-independent classification is an important step towards real-world practical application of this technology. Laurens R. Krol, Sarah-Christin Freytag, Markus Fleck, Klaus Gramann, Thorsten O. Zander |
SMC | 4 |
| 2012 | Biosensor Technologies for Augmented Brain-Computer Interfaces in the Next DecadesabstractThe study of brain-computer interfaces (BCIs) has undergone 30 years of intense development and has grown into a rich and diverse field. BCIs are technologies that enable direct communication between the human brain and external devices. Conventionally, wet electrodes have been employed to obtain unprecedented sensitivity to high-temporal-resolution brain activity; recently, the growing availability of various sensors that can be used to detect high-quality brain signals in a wide range of clinical and everyday environments is being exploited. This development of biosensing neurotechnologies and the desire to implement them in real-world applications have led to the opportunity to develop augmented BCIs (ABCIs) in the upcoming decades. An ABCI is similar to a BCI in that it relies on biosensors that record signals from the brain in everyday environments; the signals are then processed in real time to monitor the behavior of the human. To use an ABCI as a mobile brain imaging technique for everyday, real-life applications, the sensors and the corresponding device must be lightweight and the equipment response time must be short. This study presents an overview of the wide range of biosensor approaches currently being applied to ABCIs, from their use in the laboratory to their application in clinical and everyday use. The basic principles of each technique are described along with examples of current applications of cutting-edge neuroscience research. In summary, we show that ABCI techniques continue to grow and evolve, incorporating new technologies and advances to address ever more complex and important neuroscience issues, with advancements that are envisioned to lead to a wide range of real-life applications. Lun-De Liao, Chin-Teng Lin, Kaleb McDowell, Alma E. Wickenden, Klaus Gramann, Tzyy-Ping Jung, Li-Wei Ko, Jyh-Yeong Chang |
Proc. IEEE | 5 |
| 2009 | EEG-Based Spatial Navigation Estimation in a Virtual Reality Driving EnvironmentabstractThe aim of this study is to investigate the difference of EEG dynamics on navigation performance. A tunnel task was designed to classify subjects into allocentric or egocentric spatial representation users. Despite of the differences of mental spatial representation, behavioral performance in general were compatible between the two strategies subjects in the tunnel task. Task-related EEG dynamics in power changes were analyzed using independent component analysis (ICA), time-frequency and non-parametric statistic test. ERSP image results revealed navigation performance-predictive EEG activities which is is expressed in the parietal component by source reconstruction. For egocentric subjects, comparing to trails with well-estimation of homing angle, the power attenuation at the frequencies from 8 to 30 Hz (around alpha and beta band) was stronger when subjects overestimated homing directions, but the attenuated power was decreased when subjects were underestimated the homing angles. However, we did not found performance related brain activities for allocentric subjects, which may due to the functional dissociation between the use of allo- and egocentric reference frames. Chin-Teng Lin, Fu-Shu Yang, Te-Chung Chiou, Li-Wei Ko, Jeng-Ren Duann, Klaus Gramann |
BIBE | 6 |
| 2006 | Adaptive Spatial Filters with predefined Region of Interest for EEG based Brain-Computer-InterfacesabstractThe performance of EEG-based Brain-Computer-Interfaces (BCIs) critically depends on the extraction of features from the EEG carrying information relevant for the classification of different mental states. For BCIs employing imaginary movements of different limbs, the method of Common Spatial Patterns (CSP) has been shown to achieve excellent classification results. The CSP-algorithm however suffers from a lack of robustness, requiring training data without artifacts for good performance. To overcome this lack of robustness, we propose an adaptive spatial filter that replaces the training data in the CSP approach by a-priori information. More specifically, we design an adaptive spatial filter that maximizes the ratio of the variance of the electric field originating in a predefined region of interest (ROI) and the overall variance of the measured EEG. Since it is known that the component of the EEG used for discriminating imaginary movements originates in the motor cortex, we design two adaptive spatial filters with the ROIs centered in the hand areas of the left and right motor cortex. We then use these to classify EEG data recorded during imaginary movements of the right and left hand of three subjects, and show that the adaptive spatial filters outperform the CSP-algorithm, enabling classification rates of up to 94.7 % without artifact rejection. Moritz Grosse-Wentrup, Klaus Gramann, Martin Buss |
NIPS | 2 |