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Fabian Fischbach

dblp:228/5767 · DBLP profile ↗
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5ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 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
2 papers
Health and well-being technologies · 51% Immersive interaction · 40% Collaborative and social computing · 9%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › head-mounted display
virtual reality head-mounted display
0.612022
Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays · ACM Trans. Comput. Hum. Interact. 2022
Virtual and augmented reality › augmented reality display
augmented reality head-mounted display
0.412020
ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays · UIST 2020
Health and well-being technologies
user wellbeing
0.212022
Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays · ACM Trans. Comput. Hum. Interact. 2022
Collaborative and social computing
co-located collaboration
0.112020
ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays · UIST 2020

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

servo motor alignment · 0.9projector-camera calibration · 0.9marker tracking · 0.9user study · 0.6survey · 0.6blue light filtering · 0.6
YearPublicationVenuePosition
2025 Encoding hyperspectral data with low-bond dimension quantum tensor networks
abstract
Encoding data on a quantum computer poses a major challenge on data intensive quantum applications like machine learning.In particular, data with complex internal structure like emission spectra need to be adapted to reduce the encoding effort of quantum circuits.We empirically investigate the influence of compression on the encoding of hyperspectral data into quantum states, to make its encoding more efficient.To this end, we assess the effect of approximating states by low-bond dimension matrix product states fed into a variational quantum classifier on the public Pavia University benchmark dataset.
Fabian Fischbach, Hans-Martin Rieser, Oliver Sefrin
ESANN1
2022 Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays
abstract
Digital eye strain (DES), caused by prolonged exposure to digital screens, stresses the visual system and negatively affects users’ well-being and productivity. While DES is well-studied in computer displays, its impact on users of virtual reality (VR) head-mounted displays (HMDs) is largely unexplored—despite that some of their key properties (e.g., the vergence-accommodation conflict) make VR-HMDs particularly prone. This work provides the first comprehensive investigation into DES in VR HMDs. We present results from a survey with 68 experienced users to understand DES symptoms in VR-HMDs. To help address DES, we investigate eye exercises resulting from survey answers and blue light filtering in three user studies (N = 71). Results demonstrate that eye exercises, but not blue light filtering, can effectively reduce DES. We conclude with an extensive analysis of the user studies and condense our findings in 10 key challenges that guide future work in this emerging research area.
Teresa Hirzle, Fabian Fischbach, Julian Karlbauer, Pascal Jansen, Jan Gugenheimer, Enrico Rukzio, Andreas Bulling
ACM Trans. Comput. Hum. Interact.2
2021 To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in Games
abstract
Players can get stuck in video games, which impedes their process to their goal and results in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for learning. Currently, it is not easily possible to assess if a player is stuck, as no widely accepted definition of "being stuck" in games exists. We conducted 13 expert interviews and a systematic literature review with 104 relevant papers selected from 4022 candidates. We present a definition of "being stuck" that conceptualizes the state as a continuum and contextualize it within related concepts. Our stuck continuum can be applied to regulate the player's stuck level. We propose a taxonomy of measures that are useful for the detection of the level of stuckness and discuss the effectiveness of countermeasures. Our stuck concept is crucial for game developers creating an optimal player experience in games.
Tobias Drey, Fabian Fischbach, Pascal Jansen, Julian Frommel, Michael Rietzler, Enrico Rukzio
Proc. ACM Hum. Comput. Interact.2
2020 A Comparison of Explicit and Implicit Proactive Dialogue Strategies for Conversational Recommendation
abstract
Recommendation systems aim at facilitating information retrieval for users by taking into account their preferences. Based on previous user behaviour, such a system suggests items or provides information that a user might like or find useful. Nonetheless, how to provide suggestions is still an open question. Depending on the way a recommendation is communicated influences the user’s perception of the system. This paper presents an empirical study on the effects of proactive dialogue strategies on user acceptance. Therefore, an explicit strategy based on user preferences provided directly by the user, and an implicit proactive strategy, using autonomously gathered information, are compared. The results show that proactive dialogue systems significantly affect the perception of human-computer interaction. Although no significant differences are found between implicit and explicit strategies, proactivity significantly influences the user experience compared to reactive system behaviour. The study contributes new insights to the human-agent interaction and the voice user interface design. Furthermore, we discover interesting tendencies that motivate futurework.
Matthias Kraus 0001, Fabian Fischbach, Pascal Jansen, Wolfgang Minker
LREC2
2020 ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays
abstract
Head-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the exclusion of people in the vicinity, such as friends or family. While recent research on asymmetric interaction for VR HMDs has contributed to solving this problem in the VR domain, AR HMDs come with similar but also different problems, such as conflicting information in visualization through the HMD and projection. In this work, we propose ShARe, a modified AR HMD combined with a projector that can display augmented content onto planar surfaces to include the outside users (non-HMD users). To combat the challenge of conflicting visualization between augmented and projected content, ShARe visually aligns the content presented through the AR HMD with the projected content using an internal calibration procedure and a servo motor. Using marker tracking, non-HMD users are able to interact with the projected content using touch and gestures. To further explore the arising design space, we implemented three types of applications (collaborative game, competitive game, and external visualization). ShARe is a proof-of-concept system that showcases how AR HMDs can facilitate interaction with outside users to combat exclusion and instead foster rich, enjoyable social interactions.
Pascal Jansen, Fabian Fischbach, Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, Enrico Rukzio
UIST2