Maurizio Vergari

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16ranked-venue papers
4as first author
16since 2021 · last 2026
0000-0002-2640-6979ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 16 · 4 first-author · 16 since 2021Human-computer interaction and ubiquitous computing · 13 · 3 first-author · 13 since 2021
YearPublicationVenuePosition
2026 Impact of Emotional Depth and Visual Detail of Intelligent Virtual Agents on User Trust in Coaching Sessions
Navid Ashrafi, Roman Kupkovic, Francesco Vona, Sina Hinzmann, Maurizio Vergari, Yu-Kai Wang, Ali Braytee, Ivo Gross, Jannis Pasoglou, Jan-Niklas Voigt-Antons
QoMEX5
2025 Size Matters: The Impact of Avatar Size on User Experience in Healthcare Applications
abstract
The usage of virtual avatars in healthcare applications has become widely popular; however, certain critical aspects, such as social distancing and avatar size, remain insufficiently explored. This research investigates user experience and preferences when interacting with a healthcare application utilizing virtual avatars displayed in different sizes. For our study, we had 23 participants interacting with five different avatars (a human-size avatar followed by four, respectively, smaller avatars in a randomized order) varying in size, projected on a wall in front of them. The avatars were fully integrated with an artificial intelligence chatbot to make them conversational. Users were asked to rate the usability of the system after interacting with each avatar and complete a survey regarding trust and an additional questionnaire on social presence. The results of this study show that avatar size significantly influences the perceived attractiveness and perspicuity with the medium-sized avatars having received the highest ratings. Social presence correlated strongly with stimulation and attractiveness, suggesting that an avatar’s visual appeal and interactivity influenced user engagement more than its physical size. Additionally, we observed a tendency for gender-specific differences on some of the UEQ+ scales, with male participants tending to prefer human-sized representations, while female participants slightly favored smaller avatars. These findings highlight the importance of avatar design and representation in optimizing user experience and trust in virtual healthcare environments.
Navid Ashrafi, Francesco Vona, Sina Hinzmann, Juliane Henning, Maurizio Vergari, Maximilian Warsinke, Catarina Moreira, Jan-Niklas Voigt-Antons
QoMEX5
2025 Exploring the Effect of Heights and User Stance on User Experience in Extended Reality Climbing
abstract
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception in VEs plays a crucial role in shaping UX, particularly in immersive applications such as climbing simulations. This study investigates the effects of height in various VEs and examines how user stance, sitting or standing, impacts immersion, perceived height, and motion sickness. A user study was conducted with 25 participants who played through five randomized climbing scenarios, ranging from indoor climbing gyms to outdoor cityscapes and mountainous terrains. Participants’ UX was assessed using standardized questionnaires, including the IPQ for general presence, spatial presence, involvement, and experienced realism; as well as the SSQ to evaluate motion sickness symptoms such as nausea, oculomotor strain, and disorientation. Results indicate that seated participants experienced slightly higher immersion but were also more susceptible to motion sickness compared to those standing. While standing participants maintained consistent scores across different environments, seated participants reported increased immersion and discomfort as the VEs became larger, more physically demanding, and visually complex.
Tanja Kojic, Nathan Kirchner, Maurizio Vergari, Maximilian Warsinke, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
QoMEX3
2025 Assessing the Influence of Visual Factors in Virtual Environments on Raycasting Precision and Accuracy
abstract
This paper explores the effects of visual aspects in virtual environments on user input performance and perception, when conducting a target selection task with raycasting as the interaction technique. Four virtual environments based on combinations of two visual modalities have been created with four different types of objects to conduct a selection task based user study. Each environment was designed to vary according to two key visual elements: the presence or absence of spatial reference points and the inclusion of dynamic elements. Participants completed a questionnaire, which included items from the General Presence and Spatial Presence subscales of the iGroup Presence Questionnaire, as well as the short version of the User Experience Questionnaire, which assessed the perceived qualities of the virtual environment. The results revealed that spatial reference points significantly improved accuracy by reducing selection errors, reinforcing their role as essential visual guides in virtual environments. Dynamic elements, on the other hand, increased selection time, indicating higher cognitive demands during task execution. Additionally, immersion and user experience metrics were positively correlated with both selection time and hit offset, indicating a relationship between higher presence or enjoyment and slower, less precise interactions.
Daniel Nikulin, Maximilian Warsinke, Maurizio Vergari, Sebastian Möller 0001, Tanja Kojic
QoMEX3
2025 The Impact of Spatial Misalignment and Time Delay on Collaborative Presence in Augmented Reality
abstract
Precise temporal and spatial alignment is critical in collaborative Augmented Reality (AR) where users rely on shared visual information to coordinate actions. System latency and object misalignment can disrupt communication, reduce task efficiency, and negatively impact the overall user experience. While previous research has primarily focused on individual AR interactions, the impact of these inconsistencies on collaboration remains underexplored. This article investigates how user experience and task load are affected by object misalignment and time delay in a shared AR space. To examine these factors, we conducted an experiment with 32 participants, organized into 16 pairs, who collaboratively completed a spatial placement task. Within each condition, both participants alternated roles, taking turns as the leader—providing verbal placement instructions—and the builder—executing the placement. Six conditions were tested, manipulating object alignment (perfectly aligned vs. randomly misaligned) and time delay (0s, 0.1s, 0.4s). The misalignment was applied randomly to each virtual object with a shift of ±20 cm on every axis to create a clear distinction in spatial perception. User experience and task load were assessed to evaluate how these factors influence collaboration and interaction in AR environments. Results showed that spatial misalignment significantly increased perceived workload (NASA-TLX) and lowered user ratings in Pragmatic quality and Attractiveness (UEQ), while time delay had a more limited effect. These findings highlight the critical role of spatial accuracy in maintaining collaboration quality in AR.
Michael Stern, Maurizio Vergari, Julia Schorlemmer, Francesco Vona, David Grieshammer, Jan-Niklas Voigt-Antons
QoMEX2
2025 Investigating the Effect of Prior Exposure and Fidelity on Quality and Realism Perception of VR Digital Twins
abstract
This study explores how prior exposure to physical objects influences the quality and realism perception of Digital Twins (DT) with varying levels of fidelity in Virtual Reality (VR). In a mixed experimental design, 24 participants were divided into two equal groups: an exposure group, in which members were shown physical objects before inspecting and rating their replicas in VR, and a control group without prior knowledge. Three objects were presented, each under four fidelity conditions with varying texture resolution and geometric detail. Participants rated perceived quality and realism through in-VR self-reports. Statistical analysis revealed that texture resolution significantly affected realism and quality perception, whereas geometric detail only influenced quality ratings. Investigating the between-factor, no significant effect of exposure on quality and realism perception was found. These findings raise important questions about the cognitive relationship between physical objects and their digital counterparts and how fidelity influences the perception of DTs in VR.
Maximilian Warsinke, Maurizio Vergari, Tanja Kojic, Daniel Nikulin, Sebastian Möller 0001
VRST2
2024 Exploring Augmented Table Setup and Lighting Customization in a Simulated Restaurant to Improve the User Experience
abstract
This study explored a concept for using Augmented Reality (AR) glasses to customize augmented table setup and lighting in a restaurant. The aim was to provide insights into AR usage in restaurants and contribute to existing research by introducing an extendable and versatile concept for scholars and restaurateurs. A controlled laboratory study, using a within-subjects design, was conducted to investigate the effects of a customizable augmented table setup and lighting on user experience (UX), perceived waiting time, psychological ownership and social acceptability. A simulated restaurant environment was created using 360° image in Virtual Reality (VR). The study implemented default and customizable table setup and lighting. Results from a paired samples t-test showed a statistically significant effect of table setup and lighting on pragmatic quality of UX, hedonic quality of UX, overall UX, Valence, Dominance, psychological ownership and affect. Furthermore, table setup had a significant effect on Arousal and perceived waiting time. Moreover, table setup significantly affected AR Interaction-, Isolation-, and Safety acceptability, while lighting only affected AR Interaction acceptability. Findings suggest that these investigated variables are worth considering for AR applications in a restaurant, especially when offering customizable augmented table setup and lighting.
Jana Motowilowa, Maurizio Vergari, Tanja Kojic, Maximilian Warsinke, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
ISM2
2024 Working with Mixed Reality in Public: Effects of Virtual Display Layouts on Productivity, Feeling of Safety, and Social Acceptability
abstract
Nowadays, Mixed Reality (MR) headsets are a game-changer for knowledge work. Unlike stationary monitors, MR headsets allow users to work with large virtual displays anywhere they wear the headset, whether in a professional office, a public setting like a cafe, or a quiet space like a library. This study compares four different layouts (eye level-close, eye level-far, below eye level-close, below eye level-far) of virtual displays regarding feelings of safety, perceived productivity, and social acceptability when working with MR in public. We test which layout is most preferred by users and seek to understand which factors affect users’ layout preferences. The aim is to derive useful insights for designing better MR layouts. A field study in a public library was conducted using a within-subject design. While the participants interact with a layout, they are asked to work on a planning task. The results from a repeated measure ANOVA show a statistically significant effect on productivity but not on safety and social acceptability. Additionally, we report preferences expressed by the users regarding the layouts and using MR in public.
Janne Kaeder, Maurizio Vergari, Verena Biener, Tanja Kojic, Jens Grubert, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
ISMAR2
2024 The Impact of Social Environment and Interaction Focus on User Experience and Social Acceptability of an Augmented Reality Game
abstract
One of the most promising technologies inside the Extended Reality (XR) spectrum is Augmented Reality. This technology is already in people’s pockets regarding Mobile Augmented Reality with their smartphones. The scientific community still needs answers about how humans could and should interact in environments where perceived stimuli are different from fully physical or digital circumstances. Moreover, it is still being determined if people accept these new technologies in different social environments and interaction settings or if some obstacles could exist. This paper explores the impact of the Social Environment and the Focus of social interaction on users while playing a location-based augmented reality game, measuring it with user experience and social acceptance indicators. An empirical study in a within-subject fashion was performed in different social environments and under different settings of social interaction focus with N = 28 participants compiling self-reported questionnaires after playing a Scavenger Hunt in Augmented Reality. The measures from two different Social Environments (Crowded vs. Uncrowded) resulted in statistically relevant mean differences with indicators from the Social Acceptability dimension. Moreover, the analyses show statistically relevant differences between the variances from different degrees of Social Interaction Focus with Overall Social Presence, Perceived Psychological Engagement, Perceived Attentional Engagement, and Perceived Emotional Contagion. The results suggest that a location-based AR game played in different social environments and settings can influence the user experience’s social dimension. Therefore, they should be carefully considered while designing immersive technological experiences in public spaces involving social interactions between players.
Lorenzo Cocchia, Maurizio Vergari, Tanja Kojic, Francesco Vona, Sebastian Möller 0001, Franca Garzotto, Jan-Niklas Voigt-Antons
QoMEX2
2024 Comparing Continuous and Retrospective Emotion Ratings in Remote VR Study
abstract
This study investigates the feasibility of remote virtual reality (VR) studies conducted at home using VR headsets and video conferencing by deploying an experiment on emotion ratings. 20 participants used head-mounted displays to immerse themselves in 360° videos selected to evoke emotional responses. The research compares continuous ratings using a graphical interface to retrospective questionnaires on a digitized Likert Scale for measuring arousal and valence, both based on the self-assessment manikin (SAM). It was hypothesized that the two different rating methods would lead to significantly different values for both valence and arousal. The goal was to investigate whether continuous ratings during the experience would better reflect users’ emotions compared to the post-questionnaire by mitigating biases such as the peak-end rule. The results show significant differences with moderate to strong effect sizes for valence and no significant differences for arousal with low to moderate effect sizes. This indicates the need for further investigation of the methods used to assess emotion ratings in VR studies. Overall, this study is an example of a remotely conducted VR experiment, offering insights into methods for emotion elicitation in VR by varying the timing and interface of the rating.
Maximilian Warsinke, Tanja Kojic, Maurizio Vergari, Robert P. Spang, Jan-Niklas Voigt-Antons, Sebastian Möller 0001
QoMEX3
2024 Digital Eyes: Social Implications of XR EyeSight
abstract
The EyeSight feature, introduced with the new Apple Vision Pro XR headset, promises to revolutionize user interaction by simulating real human eye expressions on a digital display. This feature could enhance XR devices’ social acceptability and social presence when communicating with others outside the XR experience. In this pilot study, we explore the implications of the EyeSight feature by examining social acceptability, social presence, emotional responses, and technology acceptance. Eight participants engaged in conversational tasks in three conditions to contrast experiencing the Apple Vision Pro with EyeSight, the Meta Quest 3 as a reference XR headset, and a face-to-face setting. Our preliminary findings indicate that while the EyeSight feature improves perceptions of social presence and acceptability compared to the reference headsets, it does not match the social connectivity of direct human interactions.
Maurizio Vergari, Tanja Kojic, Wafaa Wardah, Maximilian Warsinke, Sebastian Möller 0001, Jan-Niklas Voigt-Antons, Robert P. Spang
VRST1
2023 An Investigation of the Influence of Ambient Noise on User Experience in Virtual Reality
abstract
Although there are several aspects that might impact one's feeling of immersion or presence in a virtual environment, noises in the actual world are often overlooked. Distractions (such as noises or lights) may have an effect on a person's mental or emotional state in real life, and these interruptions can be disturbing while trying to focus on work. With a steady stream of distractions, one may eventually lose interest and make mistakes or stop the activity. The goal of this research is to better understand the impact of various ambient sounds on presence, immersion, and decision-making by using virtual reality and audio rendering technology. This study's sound sources were obtained and recorded from several real-life sources before being mixed into the virtual world. These audio recordings have been shown to influence a person's decision-making skills by generating a sudden shift in different emotional states (such as annoyance and anger). In certain circumstances, binaural recording is used to provide the listener with a 3D stereo sound experience. They were triggered at random intervals while the user was in the virtual environment. Based on the findings of the study presented in this paper, some types of noises, such as continuous and impulsive noise, have a negative impact on user experience by reducing immersion in the virtual reality environment. It was also discovered that the more interaction there was, the more mental work was required to complete the activities.
Tanja Kojic, Maurizio Vergari, Francesco Vona, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
QoMEX2
2023 Exploring users' sense of safety in public using an Augmented Reality application
abstract
Nowadays, Augmented Reality (AR) is available on almost all smartphones creating some exciting interaction opportunities but also challenges. For example, already after the famous AR app Pokemon GO was released in July 2016, numerous accidents related to the use of the app were reported by users. At the same time, the spread of AR can be noticed in the tourism industry, enabling tourists to explore their surroundings in new ways but also exposing them to safety issues. This preliminary study explores users' sense of safety when manipulating the amount and UI elements visualization parameters of Point of Interest (POI) markers in a developed AR application. The results show that the amount of POI markers that are displayed is significant for participants' sense of safety. The influence of manipulating UI elements in terms of “transparency”, “color”, and “size” cannot be proven. Nevertheless, most tested people stated that manipulating transparency and size somehow influences their sense of safety, so a closer look at them should be taken in future studies.
Maurizio Vergari, Tanja Kojic, Nicole Stefanie Bertges, Francesco Vona, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
QoMEX1
2022 Investigation of Personal Space perception in Augmented Reality
abstract
Over the past five years, the interest in Augmented Reality (AR) technologies has significantly increased. Different industries adopted it, such as gaming, tourism, e-commerce, and entertainment, to name a few. Due to its non-fully immersive property, easy implementation, and compatibility with the most recent smartphones, AR seems to be suitable for daily usage. This poses a significant challenge in creating a good User Experience (UX), as this kind of technology needs to be designed for private scenarios and public ones. In its context, it is essential to understand how users are influenced in their social interactions while using AR. Through the use of humanoid Virtual Characters, this paper is intended to better the understanding of how people perceive personal space in AR. By varying Virtual Character Gender (male, female) and its Placement Modality (predefined, dynamic distance) in the real environment, the effects on UX, Emotions, and Social Presence are investigated. As Personal Space is a dynamic psychological construct, which could depend on individual factors, this paper further investigates some possible co-variant effects of users' preferences towards a female or a male character based on their Sexual Attraction. Results show that Placement Modality significantly affects Personal Space boundaries in terms of position, width, and hedonic quality of the experience. Moreover, an effect of Virtual Character Gender was found on users' Personal Space inner boundary, and Social Presence in its emotional contagion dimension. Finally, an effect of Sexual Attraction on UX, Social Presence in its emotional contagion dimension, and dominance were discovered.
Maurizio Vergari, Robert P. Spang, Tanja Kojic, Britta Hesse, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
QoMEX1
2021 Influence of Interactivity and Social Environments on User Experience and Social Acceptability in Virtual Reality
abstract
Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-mounted displays. Nevertheless, it is still uncommon to see VR devices used in public settings. In these contexts, unaware bystanders in the surroundings might influence the User Experience (UX) and create concerns about the social acceptability of this technology. The user acts in a Social Environment (SE), characterized by surrounding people's number, proximity, and behavior. Simultaneously, VR applications often require a different degree of interactivity concerning body movements and controllers interaction. In this paper, the influence of Social Environments, and degree of interactivity on User Experience and social acceptability is investigated. Four Social Environments were simulated employing 360° Videos, and two VR games developed with two levels of interactivity. Results showed a statistically significant influence of Social Environments on Overall UX as well as Public VR, Interaction, Isolation, Privacy and Safety acceptability, and of the degree of interactivity on Presence, Valence, Arousal, Overall UX, UX Hedonic quality, and Safety acceptability. Findings indicate that Social Environments and degree of interactivity should be taken into account while designing VR applications.
Maurizio Vergari, Tanja Kojic, Francesco Vona, Franca Garzotto, Sebastian Möller 0001, Jan-Niklas Voigt-Antons
VR1
2021 Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters
abstract
Advancing technology and higher availability of Virtual Reality (VR) devices sparked its application in various research fields. For instance, health-related research showed that simulated nature environments in VR could reduce arousal and increase valence levels. This study investigates how the amount of possible interactivity influences the presence in nature environments and consequences on arousal and valence. After inducing fear (high arousal and low valence) through a VR-horror game, it was tested how participants recovered if they played a VR-nature game with either no, limited, or extensive interaction. The horror game proved to be a valid stimulus for inducing high arousal and low valence with a successful manipulation check. Igroup presence questionnaire (IPQ) scores showed that more interaction with the virtual environment increases spatial presence. A beneficial effect of experiencing nature can also be concluded. Results from the Self-Assessment Manikin questionnaire (SAM) scores for valence indicate a significant increase in the conditions with extensive and limited interaction compared to the control group. The VR Nature experience did significantly decrease arousal and increase valence compared to the post-horror game ratings. The physiological responses support this finding. These results can increase the effectiveness of health-related VR-applications to elevate mood levels by either implementing plenty of interactions and consequently increasing spatial presence or doing the opposite and leaving out any interactions at all.
Jan-Niklas Voigt-Antons, Robert P. Spang, Tanja Kojic, Luis Meier, Maurizio Vergari, Sebastian Möller 0001
VR5