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Jonah-Noël Kaiser

dblp:314/7112 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0003-1532-6487ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 67% Visualization and visual analytics · 33%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 51% Collaborative and social computing · 31% Human-AI interaction · 18%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
collaborative virtual reality
1.012026
Sharing The Load: Influence of Cognitive Load Visualization on Social Presence in Collaborative Virtual Reality · VR 2026
Virtual and augmented reality › presence
social presence
1.012026
Sharing The Load: Influence of Cognitive Load Visualization on Social Presence in Collaborative Virtual Reality · VR 2026
Immersive interaction › avatar
avatar realism
0.912025
Get Real With Me: Effects of Avatar Realism on Social Presence and Comfort in Augmented Reality Remote Collaboration and Self-Disclosure · CHI 2025
Collaborative and social computing
remote collaboration
0.312025
Get Real With Me: Effects of Avatar Realism on Social Presence and Comfort in Augmented Reality Remote Collaboration and Self-Disclosure · CHI 2025
Collaborative and social computing
social presence
0.312025
Get Real With Me: Effects of Avatar Realism on Social Presence and Comfort in Augmented Reality Remote Collaboration and Self-Disclosure · CHI 2025

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

semi-structured interviews · 2.0online survey · 2.0networked minds social presence inventory · 2.0lab experiment · 2.0
YearPublicationVenuePosition
2026 Sharing The Load: Influence of Cognitive Load Visualization on Social Presence in Collaborative Virtual Reality
abstract
In face-to-face interactions, people rely on facial expressions, body posture, and further verbal and non-verbal cues to infer others’ internal states. While collaborative virtual reality (VR) enables rich shared experiences, it offers fewer expressive cues, making perceiving mental states like attention, intention, or cognitive load (CL) more difficult. Rather than replicating real-world cues, we investigated how augmenting collaborative VR with real-time visualizations of users’ CL impacts social presence. We first conducted semi-structured interviews (N = 6) and an online survey (N = 54) to elicit user needs and design preferences for CL visualizations. These insights informed the development of a collaborative VR application evaluated in a lab experiment (N = 30). Participants engaged in verbal explanation tasks of varying difficulty while their CL was displayed using different visualizations (pie charts, bar charts, brain diagrams), including a no-visualization control condition. Social presence was measured using the Networked Minds Social Presence Inventory and augmented via post-experiment interviews. Our results show that in difficult tasks, pie chart visualizations helped sustain co-presence, while all diagrams supported affective understanding. These findings demonstrate the potential of intuitive CL visualizations to foster social connectedness, helping inform future designs of collaborative VR.
Simon Kimmel, Maryam Alizadeh Sani, Jonah-Noël Kaiser, Jonathan Kutter, Eric Landwehr, Wilko Heuten
VR3
2025 Get Real With Me: Effects of Avatar Realism on Social Presence and Comfort in Augmented Reality Remote Collaboration and Self-Disclosure
abstract
Figure 1: Illustration of a remote social interaction between two users waving each other in an augmented environment.The users wearing a head-mounted display are represented by a realistic avatar, with additional progressively abstract avatars displayed to showcase the varying levels of realism used in the experiment.
Jonah-Noël Kaiser, Simon Kimmel, Eva Licht, Eric Landwehr, Fabian Hemmert, Wilko Heuten
CHI1
2021 Popup Observation Kit for Remote Usability Testing
abstract
The need for remote usability testing has increased during the ongoing COVID-19 global pandemic. However, lockdown and physical distancing regulations have affected how HCI researchers conduct in-person tests of systems and technologies under design. We present a Pop-Up Observation Kit, which serves as an affordable mobile usability lab. The kit is sent to participants of a study alongside the system they are testing. The Pop-Up Observation Kit provides a simple, unobtrusive form factor that enables the study participant to concentrate on the task itself and not on documenting the task they are performing. While initially developed to observe hand and finger gestures on a pressure sensor mat for the Rich Interactive Materials for everyday objects project, the Pop-up Observation Kit also applies to other use cases. Additionally, the kit is extensible with additional functionalities combined with the sensor mat to enable better data collection or unmoderated remote observations.
Jonah-Noël Kaiser, Thu Marianski, Marco Muras, Michael Chamunorwa
MUM1