Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Nicolas Scharowski

dblp:317/0905 · DBLP profile ↗
← Back
3ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0001-5983-346XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-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
2 papers
Human-AI interaction · 47% Games and playful interaction · 41% Usability and user experience research · 12%
Network and information security
1 paper
Usable security · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › player experience
player experience measurement
0.812024
Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game Players · CHI 2024
Usability and user experience research › psychometric evaluation
psychometric validation
0.212024
Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game Players · CHI 2024

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

online survey · 1.7mixed-method study · 1.7interviews · 1.7validity analysis · 0.8psychometric reliability analysis · 0.8online study · 0.8
YearPublicationVenuePosition
2025 Bridging the Knowledge Gap: Understanding User Expectations for Trustworthy LLM Standards
abstract
Researchers, policymakers, and developers of artificial intelligence (AI) are actively collaborating to establish trustworthy AI standards that align with broader societal values, particularly in the context of large language models (LLMs). However, the critical discourse on bridging the vast knowledge gap between experts who shape and implement standards for LLMs and users whose values are at stake remains largely unaddressed. Taking a "bottom-up" perspective and using a mixed-method approach, we first conducted interviews (N = 12) to engage with users' perceptions of normative standards in the context of LLMs. We thereby identified 68 specific criteria that users' consider when evaluating whether their values are fulfilled. Second, we conducted an online survey (N = 379) to further investigate how users prioritize these standards and the identified criteria in conversational LLM-based applications. Our findings reveal opportunities for strategic communication measures, the importance of transparent governance mechanisms and the necessity of non-technical complements to technical solutions for bridging the knowledge gap. We discuss actionable steps to effectively communicate trustworthy AI standards.
Michaela Benk, Léane Wettstein, Nadine Schlicker, Florian von Wangenheim, Nicolas Scharowski
AAAI5
2024 Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game Players
abstract
Measuring the subjective experience of digital game players is essential to player experience research. Recently, the Player Experience Inventory (PXI) was developed, which assesses both functional and psychosocial consequences of digital gameplay. We present a pre-registered independent online study with a large sample to provide additional evidence of psychometric quality for the PXI. Responses from 1518 participants were collected, rating a recent or memorable experience playing a digital game using the PXI and related measures. While our results from standard psychometric reliability and validity analyses generally favored the PXI, we also identified challenges with the immersion construct. Further, we find a ten-factor model, or alternatively, an 11-factor should enjoyment be measured, to fit our collected data best. In sum, the PXI is a valuable tool to measure a variety of constructs central to player experience.
Sebastian Andrea Caesar Perrig, Nicolas Scharowski, Florian Brühlmann, Nick von Felten, Klaus Opwis, Lena Fanya Aeschbach
CHI2
2024 Bringing Video Browsing to Virtual Reality: Empirical Evaluation of a Novel Multimedia Drawer
abstract
Virtual reality (VR) applications are increasingly permeating our lives. The immersion provided by VR enables novel interactions with data that would be impossible in conventional environments. Especially regarding multimedia data, VR could overcome existing limitations when browsing videos to find specific scenes. This paper introduces a virtual multimedia drawer, tailored to VR environments, to enable novel ways to interact with videos. A within-subjects design experiment (N=24) was conducted to evaluate the multimedia drawer on user experience, efficiency, and effectiveness. Results show that the multimedia drawer, while taking slightly longer to locate a particular scene within a video for certain types of tasks (i.e., sequence tasks), provides statistically significantly higher levels of enjoyment, novelty, and stimulation and is preferred over conventional timeline-based approaches. Implications of quantitative and qualitative results regarding the design and features of the multimedia drawer as a video browsing method in VR are critically discussed.
Florian Spiess 0001, Nicolas Scharowski, Ariane Haller, Zgjim Memeti, Heiko Schuldt, Florian Brühlmann
ICMR2