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Melanie Kloss

dblp:277/8013 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0006-8056-6056ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 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
1 paper
Immersive interaction · 50% Health and well-being technologies · 25% Games and playful interaction · 25%

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

TopicWeightPapersLastEvidence papers
Games and playful interaction
avatar customization
0.912025
Investigating the Impact of Customized Avatars and the Proteus Effect during Physical Exercise in Virtual Reality · CHI 2025
Immersive interaction › embodiment
proteus effect
0.912025
Investigating the Impact of Customized Avatars and the Proteus Effect during Physical Exercise in Virtual Reality · CHI 2025
Immersive interaction
virtual reality
0.912025
Investigating the Impact of Customized Avatars and the Proteus Effect during Physical Exercise in Virtual Reality · CHI 2025
Health and well-being technologies › physical activity
virtual reality exercise
0.912025
Investigating the Impact of Customized Avatars and the Proteus Effect during Physical Exercise in Virtual Reality · CHI 2025

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

user study · 0.9customization editor · 0.9
YearPublicationVenuePosition
2025 Investigating the Impact of Customized Avatars and the Proteus Effect during Physical Exercise in Virtual Reality
abstract
Virtual reality (VR) allows to embody avatars. Coined the Proteus effect, an avatar’s visual appearance can influence users’ behavior and perception. Recent work suggests that athletic avatars decrease perceptual and physiological responses during VR exercise. However, such effects can fail to occur when users do not experience avatar ownership and identification. While customized avatars increase body ownership and identification, it is unclear whether they improve the Proteus effect. We conducted a study with 24 participants to determine the effects of athletic and non-athletic avatars that were either customized or randomly assigned. We developed a customization editor to allow creating customized avatars. We found that customized avatars reduced perceived exertion. We also found that athletic avatars decreased heart rate while holding weights, however, only when being customized. Results indicate that customized avatars can positively influence users during physical exertion. We discuss the utilization of avatar customization in VR exercise systems.
Martin Kocur, Melanie Kloss, Christoph Schaufler, Valentin Schwind, Niels Henze
CHI2