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Marvin Prochazka

dblp:302/0177 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0002-4415-0073ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 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 · 44% Haptics and multimodal interaction · 44% Health and well-being technologies · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › multimodal perception
sensory integration
1.012026
Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual Reality · CHI 2026
Immersive interaction
virtual reality
1.012026
Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual Reality · CHI 2026
Health and well-being technologies
rehabilitation
0.312026
Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual Reality · CHI 2026

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

user study · 1.0multiple staircase procedure · 1.0
YearPublicationVenuePosition
2026 Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual Reality
abstract
In virtual reality (VR) experiences, mismatches between reality and virtuality are usually undesirable, as they can disrupt immersion and induce cybersickness. However, when carefully controlled, they may expand the design space of VR. This research investigates perceptual detection thresholds for mismatches between real and virtual inclinations during cycling in VR. Using a custom simulation, N = 30 participants cycled through a virtual city while physical and visual inclinations were independently manipulated. Real inclinations were implemented with a tilting indoor bike, providing vestibular and proprioceptive feedback, while virtual inclinations within the simulated environment were presented visually. A multiple staircase procedure derived estimates for perceptual thresholds that approximate which mismatches in visual and physical inclination were still perceived as congruent. These thresholds reveal a window of perceived congruence before mismatches become noticeable to users. These findings advance understanding of sensory integration in VR cycling and inform applications in immersive training, exergames, and rehabilitation systems.
Jonas Keppel, Marvin Prochazka, Stefan Lewin, Markus Stroehnisch, Marvin Strauss, André Zenner, Donald Degraen, Andrii Matviienko, Stefan Schneegaß
CHI2
2024 Pointing It Out! Comparing Manual Segmentation of 3D Point Clouds between Desktop, Tablet, and Virtual Reality
abstract
Scanning everyday objects with depth sensors is the state-of-the-art approach to generating point clouds for realistic 3D representations. However, the resulting point cloud data suffers from outliers and contains irrelevant data from neighboring objects. To obtain only the desired 3D representation, additional manual segmentation steps are required. In this paper, we compare three different technology classes as independent variables (desktop vs. tablet vs. virtual reality) in a within-subject user study (N = 18) to understand their effectiveness and efficiency for such segmentation tasks. We found that desktop and tablet still outperform virtual reality regarding task completion times, while we could not find a significant difference between them in the effectiveness of the segmentation. In the post hoc interviews, participants preferred the desktop due to its familiarity and temporal efficiency and virtual reality due to its given three-dimensional representation.
Carina Liebers, Marvin Prochazka, Niklas Pfützenreuter, Jonathan Liebers, Jonas Auda, Uwe Gruenefeld, Stefan Schneegaß
Int. J. Hum. Comput. Interact.2