Demo Data from SIGIR 2026 / reviewers in the wild / expert
Florian Geiselhart
dblp:167/3601
· DBLP profile ↗
7ranked-venue papers
0as first author
0since 2021 · last 2019
0009-0002-8103-3324ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6Graphics, computer vision, multimedia, augmented reality and games · 2
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
4 papers |
Haptics and multimodal interaction · 61% Immersive interaction · 26% Wearable and physiological sensing · 13% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 56% Image and video processing · 44% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction › visuo-haptic illusion
pseudo-haptics |
0.7 | 2 | 2019 | Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input · UIST 2019 Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware · CHI 2018 |
Haptics and multimodal interaction › haptic feedback
force feedback |
0.4 | 1 | 2019 | Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input · UIST 2019 |
Wearable and physiological sensing › eye tracking
gaze-based interaction |
0.4 | 1 | 2019 | A Design Space for Gaze Interaction on Head-mounted Displays · CHI 2019 |
Virtual and augmented reality
immersive interaction |
0.3 | 1 | 2018 | Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality · VR 2018 |
Image and video processing › image sequence processing
time manipulation |
0.3 | 1 | 2018 | Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality · VR 2018 |
Immersive interaction
virtual reality interaction |
0.1 | 1 | 2019 | Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input · UIST 2019 |
Virtual and augmented reality
presence |
0.1 | 1 | 2018 | Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality · VR 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7pseudo-haptic feedback · 0.4electromyography · 0.4design space analysis · 0.4visual motion redirection · 0.3velocity-based low-pass filter · 0.3user-elicited method · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | A Design Space for Gaze Interaction on Head-mounted DisplaysabstractAugmented and virtual reality (AR/VR) has entered the mass market and, with it, will soon eye tracking as a core technology for next generation head-mounted displays (HMDs). In contrast to existing gaze interfaces, the 3D nature of AR and VR requires estimating a user's gaze in 3D. While first applications, such as foveated rendering, hint at the compelling potential of combining HMDs and gaze, a systematic analysis is missing. To fill this gap, we present the first design space for gaze interaction on HMDs. Our design space covers human depth perception and technical requirements in two dimensions aiming to identify challenges and opportunities for interaction design. As such, our design space provides a comprehensive overview and serves as an important guideline for researchers and practitioners working on gaze interaction on HMDs. We further demonstrate how our design space is used in practice by presenting two interactive applications: EyeHealth and XRay-Vision. Teresa Hirzle, Jan Gugenheimer, Florian Geiselhart, Andreas Bulling, Enrico Rukzio |
CHI | 3 |
| 2019 | Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle InputabstractNatural haptic feedback in virtual reality (VR) is complex andchallenging, due to the intricacy of necessary stimuli and re-spective hardware. Pseudo-haptic feedback aims at providinghaptic feedback without providing actual haptic stimuli butby using other sensory channels (e.g. visual cues) for feed-back. We combine such an approach with the additional inputmodality of muscle activity that is mapped to a virtual force toinfluence the interaction flow. Michael Rietzler, Gabriel Haas 0001, Thomas Dreja, Florian Geiselhart, Enrico Rukzio |
UIST | 4 |
| 2018 | Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art HardwareabstractIncluding haptic feedback in current consumer VR applications is frequently challenging, since technical possibilities to create haptic feedback in consumer-grade VR are limited. While most systems include and make use of the possibility to create tactile feedback through vibration, kinesthetic feedback systems almost exclusively rely on external mechanical hardware to induce actual sensations so far. In this paper, we describe an approach to create a feeling of such sensations by using unmodified off-the-shelf hardware and a software solution for a multi-modal pseudo-haptics approach. We first explore this design space by applying user-elicited methods, and afterwards evaluate our refined solution in a user study. The results show that it is indeed possible to communicate kinesthetic feedback by visual and tactile cues only and even induce its perception. While visual clipping was generally unappreciated, our approach led to significant increases of enjoyment and presence. Michael Rietzler, Florian Geiselhart, Julian Frommel, Enrico Rukzio |
CHI | 2 |
| 2018 | Breaking the Tracking: Enabling Weight Perception using Perceivable Tracking OffsetsabstractVirtual reality (VR) technology strives to enable a highly immersive experience for the user by including a wide variety of modalities (e.g. visuals, haptics). Current VR hardware however lacks a sufficient way of communicating the perception of weight of an object, resulting in scenarios where users can not distinguish between lifting a bowling ball or a feather. We propose a solely software based approach of simulating weight in VR by deliberately using perceivable tracking offsets. These tracking offsets nudge users to lift their arm higher and result in a visual and haptic perception of weight. We conducted two user studies showing that participants intuitively associated them with the sensation of weight and accept them as part of the virtual world. We further show that compared to no weight simulation, our approach led to significantly higher levels of presence, immersion and enjoyment. Finally, we report perceptional thresholds and offset boundaries as design guidelines for practitioners. Michael Rietzler, Florian Geiselhart, Jan Gugenheimer, Enrico Rukzio |
CHI | 2 |
| 2018 | Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual RealityabstractWe perceive the flow of time as a constant factor in the real world, but there are examples in media, like films or games, where time is being manipulated and slowed down. Manipulating temporal cues is simple in linear media by slowing down video and audio. Interactive media like VR however poses additional challenges, because user interaction speed is independent from media speed. While the speed of the environment can still be manipulated easily, interaction is a new aspect to consider. We implemented such manipulation by slowing down visual feedback of user movements. In prior experiments we slowed down the virtual representation of a user by applying a velocity based low pass filter and by visually redirecting the motion. We found such a manipulation to be even contributing to realism, enjoyment or presence as long as it is consistent with the experience. Michael Rietzler, Florian Geiselhart, Julia Brich, Enrico Rukzio |
VR | 2 |
| 2017 | The matrix has you: realizing slow motion in full-body virtual realityabstractWhile we perceive time as a constant factor in the real world, it can be manipulated in media. Being quite easy for linear media, this is used for various aspects of storytelling e.g., by applying slow motion in movies or TV. Interactive media like VR however poses additional challenges, because user interaction speed is independent from media speed. While it is still possible to change the speed of the environment, for interaction it is also necessary to deal with the emerging speed mismatch, e.g., by slowing down visual feedback of user movements. In this paper, we explore the possibility of such manipulations of visual cues, with the goal of enabling the use of slow motion also in immersive interactive media like VR. We conducted a user study to investigate the impact of limiting angular velocity of a virtual character in first person view in VR. Our findings show that it is possible to use slow motion in VR while maintaining the same levels of presence, enjoyment and susceptibility to motion sickness, while users adjust to the maximum speed quickly. Moreover, our results also show an impact of slowing down user movements on their time estimations. Michael Rietzler, Florian Geiselhart, Enrico Rukzio |
VRST | 2 |
| 2015 | Better Than You Think: Head Gestures for Mid Air Input
Katrin Plaumann, Jan Ehlers 0001, Florian Geiselhart, Gabriel Yuras, Anke Huckauf, Enrico Rukzio |
INTERACT (3) | 3 |