Demo Data from SIGIR 2026 / reviewers in the wild / expert
Markus Stroehnisch
dblp:403/0191
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0002-9544-137XORCID · 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 · 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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction › multimodal perception
sensory integration |
1.0 | 1 | 2026 | Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual Reality · CHI 2026 |
Immersive interaction
virtual reality |
1.0 | 1 | 2026 | Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual Reality · CHI 2026 |
Health and well-being technologies
rehabilitation |
0.3 | 1 | 2026 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual RealityabstractIn 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 |
CHI | 4 |