Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sebastian Marwecki
dblp:128/9331
· DBLP profile ↗
8ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 3 first-author
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
6 papers |
Haptics and multimodal interaction · 58% Immersive interaction · 28% Accessibility and assistive technology · 12% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 14 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.4 | 2 | 2018 | VirtualSpace - Overloading Physical Space with Multiple Virtual Reality Users · CHI 2018 Mutual Human Actuation · UIST 2017 |
Virtual and augmented reality › virtual environment
virtual environment design |
0.3 | 1 | 2018 | Scenograph: Fitting Real-Walking VR Experiences into Various Tracking Volumes · UIST 2018 |
Accessibility and assistive technology › visual impairment
blind users |
0.3 | 1 | 2018 | DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual Worlds · UIST 2018 |
Haptics and multimodal interaction
haptic interface |
0.3 | 1 | 2018 | DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual Worlds · UIST 2018 |
Haptics and multimodal interaction › haptic feedback
passive haptic feedback |
0.3 | 1 | 2018 | iTurk: Turning Passive Haptics into Active Haptics by Making Users Reconfigure Props in Virtual Reality · CHI 2018 |
Immersive interaction › virtual reality locomotion
redirected walking |
0.3 | 1 | 2018 | VirtualSpace - Overloading Physical Space with Multiple Virtual Reality Users · CHI 2018 |
Haptics and multimodal interaction › electrical stimulation
electrical muscle stimulation |
0.3 | 1 | 2017 | Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation · CHI 2017 |
Haptics and multimodal interaction › haptics
virtual reality haptics |
0.3 | 1 | 2017 | Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation · CHI 2017 |
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments |
0.1 | 1 | 2019 | Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain Sight · UIST 2019 |
Virtual and augmented reality › cybersickness
motion sickness mitigation |
0.1 | 1 | 2019 | Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain Sight · UIST 2019 |
Accessibility and assistive technology › software accessibility
game accessibility |
0.1 | 1 | 2018 | DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual Worlds · UIST 2018 |
Collaborative and social computing › shared spaces
shared physical space |
0.1 | 1 | 2018 | VirtualSpace - Overloading Physical Space with Multiple Virtual Reality Users · CHI 2018 |
Immersive interaction
virtual reality interaction |
0.1 | 1 | 2018 | iTurk: Turning Passive Haptics into Active Haptics by Making Users Reconfigure Props in Virtual Reality · CHI 2018 |
Haptics and multimodal interaction › haptic feedback
force feedback |
0.1 | 1 | 2017 | Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
user study · 1.3masking techniques · 0.4gaze modeling · 0.4eye tracking · 0.4spatial registration · 0.3wearable device · 0.3electrical muscle stimulation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Haptic PIVOT: On-Demand Handhelds in VRabstractWe present PIVOT, a wrist-worn haptic device that renders virtual objects into the user's hand on demand. Its simple design comprises a single actuated joint that pivots a haptic handle into and out of the user's hand, rendering the haptic sensations of grasping, catching, or throwing an object anywhere in space. Unlike existing hand-held haptic devices and haptic gloves, PIVOT leaves the user's palm free when not in use, allowing users to make unencumbered use of their hand. PIVOT also enables rendering forces acting on the held virtual objects, such as gravity, inertia, or air-drag, by actively driving its motor while the user is firmly holding the handle. When wearing a PIVOT device on both hands, they can add haptic feedback to bimanual interaction, such as lifting larger objects. In our user study, participants (n=12) evaluated the realism of grabbing and releasing objects of different shape and size with mean score 5.19 on a scale from 1 to 7, rated the ability to catch and throw balls in different directions with different velocities (mean=5.5), and verified the ability to render the comparative weight of held objects with 87% accuracy for ~100g increments. Robert Kovacs, Eyal Ofek, Mar González-Franco, Alexa F. Siu, Sebastian Marwecki, Christian Holz 0001, Mike Sinclair |
UIST | 5 |
| 2019 | Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain SightabstractCreating or arranging objects at runtime is needed in many virtual reality applications, but such changes are noticed when they occur inside the user's field of view. We present Mise-Unseen, a software system that applies such scene changes covertly inside the user's field of view. Mise-Unseen leverages gaze tracking to create models of user attention, intention, and spatial memory to determine if and when to inject a change. We present seven applications of Mise-Unseen to unnoticeably modify the scene within view (i) to hide that task difficulty is adapted to the user, (ii) to adapt the experience to the user's preferences, (iii) to time the use of low fidelity effects, (iv) to detect user choice for passive haptics even when lacking physical props, (v) to sustain physical locomotion despite a lack of physical space, (vi) to reduce motion sickness during virtual locomotion, and (vii) to verify user understanding during story progression. We evaluated Mise-Unseen and our applications in a user study with 15 participants and find that while gaze data indeed supports obfuscating changes inside the field of view, a change is rendered unnoticeably by using gaze in combination with common masking techniques. Sebastian Marwecki, Andrew D. Wilson, Eyal Ofek, Mar González-Franco, Christian Holz 0001 |
UIST | 1 |
| 2018 | iTurk: Turning Passive Haptics into Active Haptics by Making Users Reconfigure Props in Virtual RealityabstractWe present a system that complements virtual reality experiences with passive props, yet still allows modifying the virtual world at runtime. The main contribution of our system is that it does not require any actuators; instead, our system employs the user to reconfigure and actuate otherwise passive props. We demonstrate a foldable prop that users reconfigure to represent a suitcase, fuse cabinet, railing, and a seat. A second prop, suspended from a long pendulum, not only stands in for inanimate objects, but also for objects that move and demonstrate proactive behavior, such as a group of flying droids that physically attack the user. Our approach conveys a sense of a living, animate world, when in reality the user is the only animate entity present in the system, complemented with only one or two physical props. In our study, participants rated their experience as more enjoyable and realistic than a corresponding no-haptics condition. Lung-Pan Cheng, Li Chang, Sebastian Marwecki, Patrick Baudisch |
CHI | 3 |
| 2018 | VirtualSpace - Overloading Physical Space with Multiple Virtual Reality UsersabstractAlthough virtual reality hardware is now widely available, the uptake of real walking is hindered by the fact that it requires often impractically large amounts of physical space. To address this, we present VirtualSpace, a novel system that allows overloading multiple users immersed in different VR experiences into the same physical space. VirtualSpace accomplishes this by containing each user in a subset of the physical space at all times, which we call tiles; app-invoked maneuvers then shuffle tiles and users across the entire physical space. This allows apps to move their users to where their narrative requires them to be while hiding from users that they are confined to a tile. We show how this enables VirtualSpace to pack four users into 16m2. In our study we found that VirtualSpace allowed participants to use more space and to feel less confined than in a control condition with static, pre-allocated space. Sebastian Marwecki, Maximilian Brehm, Lukas Wagner 0003, Lung-Pan Cheng, Florian 'Floyd' Mueller, Patrick Baudisch |
CHI | 1 |
| 2018 | Scenograph: Fitting Real-Walking VR Experiences into Various Tracking VolumesabstractWhen developing a real-walking virtual reality experience, designers generally create virtual locations to fit a specific tracking volume. Unfortunately, this prevents the resulting experience from running on a smaller or differently shaped tracking volume. To address this, we present a software system called Scenograph. The core of Scenograph is a tracking volume-independent representation of real-walking experiences. Scenograph instantiates the experience to a tracking volume of given size and shape by splitting the locations into smaller ones while maintaining narrative structure. In our user study, participants' ratings of realism decreased significantly when existing techniques were used to map a 25m2 experience to 9m2 and an L-shaped 8m2 tracking volume. In contrast, ratings did not differ when Scenograph was used to instantiate the experience. Sebastian Marwecki, Patrick Baudisch |
UIST | 1 |
| 2018 | DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual WorldsabstractWe present a new haptic device that enables blind users to continuously interact with spatial virtual environments that contain moving objects, as is the case in sports or shooter games. Users interact with DualPanto by operating the me handle with one hand and by holding on to the it handle with the other hand. Each handle is connected to a pantograph haptic input/output device. The key feature is that the two handles are spatially registered with respect to each other. When guiding their avatar through a virtual world using the me handle, spatial registration enables users to track moving objects by having the device guide the output hand. This allows blind players of a 1-on-1 soccer game to race for the ball or evade an opponent; it allows blind players of a shooter game to aim at an opponent and dodge shots. In our user study, blind participants reported very high enjoyment when using the device to play (6.5/7). Oliver Schneider 0006, Jotaro Shigeyama, Robert Kovacs, Thijs Roumen, Sebastian Marwecki, Nico Boeckhoff, Daniel Amadeus Gloeckner, Jonas Bounama, Patrick Baudisch |
UIST | 5 |
| 2017 | Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle StimulationabstractWe explore how to add haptics to walls and other heavy objects in virtual reality. When a user tries to push such an object, our system actuates the user's shoulder, arm, and wrist muscles by means of electrical muscle stimulation, creating a counter force that pulls the user's arm backwards. Our device accomplishes this in a wearable form factor. Pedro Lopes 0001, Sijing You, Lung-Pan Cheng, Sebastian Marwecki, Patrick Baudisch |
CHI | 4 |
| 2017 | Mutual Human ActuationabstractHuman actuation is the idea of using people to provide large-scale force feedback to users. The Haptic Turk system, for example, used four human actuators to lift and push a virtual reality user; TurkDeck used ten human actuators to place and animate props for a single user. While the experience of human actuators was decent, it was still inferior to the experience these people could have had, had they participated as a user. In this paper, we address this issue by making everyone a user. We introduce mutual human actuation, a version of human actuation that works without dedicated human actuators. The key idea is to run pairs of users at the same time and have them provide human actuation to each other. Our system, Mutual Turk, achieves this by (1) offering shared props through which users can exchange forces while obscuring the fact that there is a human on the other side, and (2) synchronizing the two users' timelines such that their way of manipulating the shared props is consistent across both virtual worlds. We demonstrate mutual human actuation with an example experience in which users pilot kites though storms, tug fish out of ponds, are pummeled by hail, battle monsters, hop across chasms, push loaded carts, and ride in moving vehicles. Lung-Pan Cheng, Sebastian Marwecki, Patrick Baudisch |
UIST | 2 |