Demo Data from SIGIR 2026 / reviewers in the wild / expert
Marc O. Ernst
dblp:23/5845
· DBLP profile ↗
16ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0003-4197-8569ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 7Artificial intelligence and machine learning · 5Human-computer interaction and ubiquitous computing · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1
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
1 paper |
Haptics and multimodal interaction · 50% Immersive interaction · 50% | |
| Computer graphics and multimedia
1 paper |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
haptic communication |
0.1 | 1 | 2012 | Haptic Communications · Proc. IEEE 2012 |
Immersive interaction
telepresence |
0.1 | 1 | 2012 | Haptic Communications · Proc. IEEE 2012 |
Methods — techniques the papers use, named apart from their topics
perceptual learning · 0.3multimodal integration · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Computational principles of neural adaptation for binaural signal integrationabstractAdaptation to statistics of sensory inputs is an essential ability of neural systems and extends their effective operational range. Having a broad operational range facilitates to react to sensory inputs of different granularities, thus is a crucial factor for survival. The computation of auditory cues for spatial localization of sound sources, particularly the interaural level difference (ILD), has long been considered as a static process. Novel findings suggest that this process of ipsi- and contra-lateral signal integration is highly adaptive and depends strongly on recent stimulus statistics. Here, adaptation aids the encoding of auditory perceptual space of various granularities. To investigate the mechanism of auditory adaptation in binaural signal integration in detail, we developed a neural model architecture for simulating functions of lateral superior olive (LSO) and medial nucleus of the trapezoid body (MNTB) composed of single compartment conductance-based neurons. Neurons in the MNTB serve as an intermediate relay population. Their signal is integrated by the LSO population on a circuit level to represent excitatory and inhibitory interactions of input signals. The circuit incorporates an adaptation mechanism operating at the synaptic level based on local inhibitory feedback signals. The model's predictive power is demonstrated in various simulations replicating physiological data. Incorporating the innovative adaptation mechanism facilitates a shift in neural responses towards the most effective stimulus range based on recent stimulus history. The model demonstrates that a single LSO neuron quickly adapts to these stimulus statistics and, thus, can encode an extended range of ILDs in the ipsilateral hemisphere. Most significantly, we provide a unique measurement of the adaptation efficacy of LSO neurons. Prerequisite of normal function is an accurate interaction of inhibitory and excitatory signals, a precise encoding of time and a well-tuned local feedback circuit. We suggest that the mechanisms of temporal competitive-cooperative interaction and the local feedback mechanism jointly sensitize the circuit to enable a response shift towards contra-lateral and ipsi-lateral stimuli, respectively. Timo Oess, Marc O. Ernst, Heiko Neumann |
PLoS Comput. Biol. | 2 |
| 2019 | Goal-related feedback guides motor exploration and redundancy resolution in human motor skill acquisitionabstractThe plasticity of the human nervous system allows us to acquire an open-ended repository of sensorimotor skills in adulthood, such as the mastery of tools, musical instruments or sports. How novel sensorimotor skills are learned from scratch is yet largely unknown. In particular, the so-called inverse mapping from goal states to motor states is underdetermined because a goal can often be achieved by many different movements (motor redundancy). How humans learn to resolve motor redundancy and by which principles they explore high-dimensional motor spaces has hardly been investigated. To study this question, we trained human participants in an unfamiliar and redundant visually-guided manual control task. We qualitatively compare the experimental results with simulation results from a population of artificial agents that learned the same task by Goal Babbling, which is an inverse-model learning approach for robotics. In Goal Babbling, goal-related feedback guides motor exploration and thereby enables robots to learn an inverse model directly from scratch, without having to learn a forward model first. In the human experiment, we tested whether different initial conditions (starting positions of the hand) influence the acquisition of motor synergies, which we identified by Principal Component Analysis in the motor space. The results show that the human participants' solutions are spatially biased towards the different starting positions in motor space and are marked by a gradual co-learning of synergies and task success, similar to the dynamics of motor learning by Goal Babbling. However, there are also differences between human learning and the Goal Babbling simulations, as humans tend to predominantly use Degrees of Freedom that do not have a large effect on the hand position, whereas in Goal Babbling, Degrees of Freedom with a large effect on hand position are used predominantly. We conclude that humans use goal-related feedback to constrain motor exploration and resolve motor redundancy when learning a new sensorimotor mapping, but in a manner that differs from the current implementation of Goal Babbling due to different constraints on motor exploration. Marieke Rohde, Kenichi Narioka, Jochen J. Steil, Lina K. Klein, Marc O. Ernst |
PLoS Comput. Biol. | 5 |
| 2017 | Noise, multisensory integration, and previous response in perceptual disambiguationabstractSensory information about the state of the world is generally ambiguous. Understanding how the nervous system resolves such ambiguities to infer the actual state of the world is a central quest for sensory neuroscience. However, the computational principles of perceptual disambiguation are still poorly understood: What drives perceptual decision-making between multiple equally valid solutions? Here we investigate how humans gather and combine sensory information-within and across modalities-to disambiguate motion perception in an ambiguous audiovisual display, where two moving stimuli could appear as either streaming through, or bouncing off each other. By combining psychophysical classification tasks with reverse correlation analyses, we identified the particular spatiotemporal stimulus patterns that elicit a stream or a bounce percept, respectively. From that, we developed and tested a computational model for uni- and multi-sensory perceptual disambiguation that tightly replicates human performance. Specifically, disambiguation relies on knowledge of prototypical bouncing events that contain characteristic patterns of motion energy in the dynamic visual display. Next, the visual information is linearly integrated with auditory cues and prior knowledge about the history of recent perceptual interpretations. What is more, we demonstrate that perceptual decision-making with ambiguous displays is systematically driven by noise, whose random patterns not only promote alternation, but also provide signal-like information that biases perception in highly predictable fashion. Cesare V. Parise, Marc O. Ernst |
PLoS Comput. Biol. | 2 |
| 2016 | The impact of latency on perceptual judgments and motor performance in closed-loop interaction in virtual realityabstractLatency between a user's movement and visual feedback is inevitable in every Virtual Reality application, as signal transmission and processing take time. Unfortunately, a high end-to-end latency impairs perception and motor performance. While it is possible to reduce feedback delay to tens of milliseconds, these delays will never completely vanish. Currently, there is a gap in literature regarding the impact of feedback delays on perception and motor performance as well as on their interplay in virtual environments employing full-body avatars. With the present study at hand, we address this gap by performing a systematic investigation of different levels of delay across a variety of perceptual and motor tasks during full-body action inside a Cave Automatic Virtual Environment. We presented participants with their virtual mirror image, which responded to their actions with feedback delays ranging from 45 to 350 ms. We measured the impact of these delays on motor performance, sense of agency, sense of body ownership and simultaneity perception by means of psychophysical procedures. Furthermore, we looked at interaction effects between these aspects to identify possible dependencies. The results show that motor performance and simultaneity perception are affected by latencies above 75 ms. Although sense of agency and body ownership only decline at a latency higher than 125 ms, and deteriorate for a latency greater than 300 ms, they do not break down completely even at the highest tested delay. Interestingly, participants perceptually infer the presence of delays more from their motor error in the task than from the actual level of delay. Whether or not participants notice a delay in a virtual environment might therefore depend on the motor task and their performance rather than on the actual delay. Thomas Waltemate, Irene Senna, Felix Hülsmann, Marieke Rohde, Stefan Kopp, Marc O. Ernst, Mario Botsch |
VRST | 6 |
| 2015 | Mapping Shape to Visuomotor Mapping: Learning and Generalisation of Sensorimotor Behaviour Based on Contextual InformationabstractHumans can learn and store multiple visuomotor mappings (dual-adaptation) when feedback for each is provided alternately. Moreover, learned context cues associated with each mapping can be used to switch between the stored mappings. However, little is known about the associative learning between cue and required visuomotor mapping, and how learning generalises to novel but similar conditions. To investigate these questions, participants performed a rapid target-pointing task while we manipulated the offset between visual feedback and movement end-points. The visual feedback was presented with horizontal offsets of different amounts, dependent on the targets shape. Participants thus needed to use different visuomotor mappings between target location and required motor response depending on the target shape in order to "hit" it. The target shapes were taken from a continuous set of shapes, morphed between spiky and circular shapes. After training we tested participants performance, without feedback, on different target shapes that had not been learned previously. We compared two hypotheses. First, we hypothesised that participants could (explicitly) extract the linear relationship between target shape and visuomotor mapping and generalise accordingly. Second, using previous findings of visuomotor learning, we developed a (implicit) Bayesian learning model that predicts generalisation that is more consistent with categorisation (i.e. use one mapping or the other). The experimental results show that, although learning the associations requires explicit awareness of the cues' role, participants apply the mapping corresponding to the trained shape that is most similar to the current one, consistent with the Bayesian learning model. Furthermore, the Bayesian learning model predicts that learning should slow down with increased numbers of training pairs, which was confirmed by the present results. In short, we found a good correspondence between the Bayesian learning model and the empirical results indicating that this model poses a possible mechanism for simultaneously learning multiple visuomotor mappings. Loes C. J. van Dam, Marc O. Ernst |
PLoS Comput. Biol. | 2 |
| 2013 | Time and Causality: Mutual Constraints; Insights from Event and Time Perception, Motor Control, and Gaming
Marc J. Buehner, David A. Lagnado, Christos Bechlivanidis, Marc O. Ernst, Marieke Rohde |
CogSci | 4 |
| 2013 | Navigation in the fingertipabstractThe tactile sense provides local motion information, such as the speed, the direction, and the duration of motion, of an object sliding on the fingertip. An optimal observer should be able to represent the displacement of the object, or the displacement of its own finger on a surface, by integrating these local motion cues over time. In navigation, this skill is known as path integration. We determined human performance for path integration in the fingertip. For this purpose, we develop an experimental task equivalent to the triangle completion task, which is commonly used in locomotion research to study path integration. Alessandro Moscatelli, Abdeldjallil Naceri, Marc O. Ernst |
World Haptics | 3 |
| 2013 | Introducing the shape-length illusionabstractThe size of an object can be perceived by pinching it between thumb and index finger. Here we show a new haptic illusion in which the length of objects with large local curvature is overestimated. Participants pinched ellipses between the thumb and the index finger and matched the size of the major axis to a set of rectangles which carry no curvature information. Ellipses with high local curvature at the contact areas were consistently rated to be larger than those with smaller curvature. This illusion shows that local shape information can influence judgment the size of an object. Myrthe A. Plaisier, Marc O. Ernst |
World Haptics | 2 |
| 2012 | Haptic CommunicationsabstractAudiovisual communications is at the core of multimedia systems that allow users to interact across distances. It is common understanding that both audio and video are required for high-quality interaction. While audiovisual information provides a user with a satisfactory impression of being present in a remote environment, physical interaction and manipulation is not supported. True immersion into a distant environment and efficient distributed collaboration require the ability to physically interact with remote objects and to literally get in touch with other people. Touching and manipulating objects remotely becomes possible if we augment traditional audiovisual communications by the haptic modality. Haptic communications is a relatively young field of research that has the potential to substantially improve human-human and human-machine interaction. In this paper, we discuss the state-of-the-art in haptic communications both from psychophysical and technical points of view. From a human perception point of view, we mainly focus on the multimodal integration of video and haptics and the improved performance that can be achieved when combining them. We also discuss how the human adapts to discrepancies and synchronization errors between different modalities, a research area which is typically referred to as perceptual learning. From a technical perspective, we address perceptual coding of haptic information and the transmission of haptic data streams over resource-constrained and potentially lossy networks in the presence of unpredictable and time-varying communication delays. In this context, we also discuss the need for objective quality metrics for haptic communication. Throughout the paper, we stress the fact that haptic communications is not meant as a replacement of traditional audiovisual communications but rather as an additional dimension for telepresence that will allow us to advance in our quest for truly immersive communication. Eckehard G. Steinbach, Sandra Hirche, Marc O. Ernst, Fernanda Brandi, Rahul Gopal Chaudhari, Julius Kammerl, Iason Vittorias |
Proc. IEEE | 3 |
| 2011 | Learning in and from humans: recalibration makes (the) perfect senseabstractThe brain receives information about the environment from all the sensory modalities, including vision, touch and audition. To efficiently interact with the environment, this information must eventually converge in the brain in order to form a reliable and accurate multimodal percept. This process is often complicated by the existence of noise at every level of signal processing, which makes the sensory information derived from the world imprecise and potentially inaccurate. There are several ways in which the nervous system may minimize the negative consequences of noise in terms of precision and accuracy. Two key strategies are to combine redundant sensory estimates and to utilize acquired knowledge about the statistical regularities of different sensory signals. In this talk, I elaborate on how these strategies may be used by the nervous system in order to obtain the best possible estimates from noisy sensory signals, such that we are able of efficiently interact with the environment. Particularly, I will focus on the learning aspects and how our perceptions are tuned to the statistical regularities of an ever-changing environment. Marc O. Ernst |
ICMI | 1 |
| 2011 | CyberWalk: Enabling unconstrained omnidirectional walking through virtual environmentsabstractDespite many recent developments in virtual reality, an effective locomotion interface which allows for normal walking through large virtual environments was until recently still lacking. Here, we describe the new CyberWalk omnidirectional treadmill system, which makes it possible for users to walk endlessly in any direction, while never leaving the confines of the limited walking surface. The treadmill system improves on previous designs, both in its mechanical features and in the control system employed to keep users close to the center of the treadmill. As a result, users are able to start walking, vary their walking speed and direction, and stop walking as they would on a normal, stationary surface. The treadmill system was validated in two experiments, in which both the walking behavior and the performance in a basic spatial updating task were compared to that during normal overground walking. The results suggest that walking on the CyberWalk treadmill is very close to normal walking, especially after some initial familiarization. Moreover, we did not find a detrimental effect of treadmill walking in the spatial updating task. The CyberWalk system constitutes a significant step forward to bringing the real world into the laboratory or workplace. Jan L. Souman, Paolo Robuffo Giordano, Martin C. Schwaiger, Ilja Frissen, Thomas Thümmel, Heinz Ulbrich, Alessandro De Luca 0001, Heinrich H. Bülthoff, Marc O. Ernst |
ACM Trans. Appl. Percept. | 9 |
| 2010 | Within- and Cross-Modal Distance Information Disambiguate Visual Size-Change PerceptionabstractPerception is fundamentally underconstrained because different combinations of object properties can generate the same sensory information. To disambiguate sensory information into estimates of scene properties, our brains incorporate prior knowledge and additional "auxiliary" (i.e., not directly relevant to desired scene property) sensory information to constrain perceptual interpretations. For example, knowing the distance to an object helps in perceiving its size. The literature contains few demonstrations of the use of prior knowledge and auxiliary information in combined visual and haptic disambiguation and almost no examination of haptic disambiguation of vision beyond "bistable" stimuli. Previous studies have reported humans integrate multiple unambiguous sensations to perceive single, continuous object properties, like size or position. Here we test whether humans use visual and haptic information, individually and jointly, to disambiguate size from distance. We presented participants with a ball moving in depth with a changing diameter. Because no unambiguous distance information is available under monocular viewing, participants rely on prior assumptions about the ball's distance to disambiguate their -size percept. Presenting auxiliary binocular and/or haptic distance information augments participants' prior distance assumptions and improves their size judgment accuracy-though binocular cues were trusted more than haptic. Our results suggest both visual and haptic distance information disambiguate size perception, and we interpret these results in the context of probabilistic perceptual reasoning. Peter W. Battaglia, Massimiliano Di Luca, Marc O. Ernst, Paul Schrater, Tonja Machulla, Daniel J. Kersten |
PLoS Comput. Biol. | 3 |
| 2010 | Making virtual walking real: Perceptual evaluation of a new treadmill control algorithmabstractFor us humans, walking is our most natural way of moving through the world. One of the major challenges in present research on navigation in virtual reality is to enable users to physically walk through virtual environments. Although treadmills, in principle, allow users to walk for extended periods of time through large virtual environments, existing setups largely fail to produce a truly immersive sense of navigation. Partially, this is because of inadequate control of treadmill speed as a function of walking behavior. Here, we present a new control algorithm that allows users to walk naturally on a treadmill, including starting to walk from standstill, stopping, and varying walking speed. The treadmill speed control consists of a feedback loop based on the measured user position relative to a given reference position, plus a feed-forward term based on online estimation of the user's walking velocity. The purpose of this design is to make the treadmill compensate fully for any persistent walker motion, while keeping the accelerations exerted on the user as low as possible. We evaluated the performance of the algorithm by conducting a behavioral experiment in which we varied its most important parameters. Participants walked at normal walking speed and then, on an auditory cue, abruptly stopped. After being brought back to the center of the treadmill by the control algorithm, they rated how smoothly the treadmill had changed its velocity in response to the change in walking speed. Ratings, in general, were quite high, indicating good control performance. Moreover, ratings clearly depended on the control algorithm parameters that were varied. Ratings were especially affected by the way the treadmill reversed its direction of motion. In conclusion, controlling treadmill speed in such a way that changes in treadmill speed are unobtrusive and do not disturb VR immersiveness is feasible on a normal treadmill with a straightforward control algorithm. Jan L. Souman, Paolo Robuffo Giordano, Ilja Frissen, Alessandro De Luca 0001, Marc O. Ernst |
ACM Trans. Appl. Percept. | 5 |
| 2005 | The "puzzle" of sensory perception: putting together multisensory informationabstractFor perceiving the environment our brain uses multiple sources of sensory information derived from several different modalities, including vision, touch and audition. The question how information derived from these different sensory modalities converges in the brain to form a coherent and robust percept is central to understanding the process of perception. My main research interest is the study of human perception focusing on multimodal integration and visual-haptic interaction. For this, I use quantitative computational/statistical models together with psychophysical and neuropsychological methods. Marc O. Ernst |
ICMI | 1 |
| 2005 | First evaluation of a novel tactile display exerting shear force via lateral displacementabstractBased on existing knowledge on human tactile movement perception, we constructed a prototype of a novel tactile multipin display that controls lateral pin displacement and, thus produces shear force. Two experiments focus on the question of whether the prototype display generates tactile stimulation that is appropriate for the sensitivity of human tactile perception. In particular, Experiment I studied human resolution for distinguishing between different directions of pin displacement and Experiment II explored the perceptual integration of information resulting from the displacement of multiple pins. Both experiments demonstrated that humans can discriminate between directions of the displacements, and also that the technically realized resolution of the display exceeds the perceptual resolution (>14°). Experiment II demonstrated that the human brain does not process stimulation from the different pins of the display independent of one another at least concerning direction. The acquired psychophysical knowledge based on this new technology will in return be used to improve the design of the display. Knut Drewing, Michael Fritschi, Regine Zopf, Marc O. Ernst, Martin Buss |
ACM Trans. Appl. Percept. | 4 |
| 2005 | EuroHaptics special issue editorialabstractNo abstract available. Matthias Harders, Marc O. Ernst |
ACM Trans. Appl. Percept. | 2 |