Prof. Dr. Carolin Wienrich
Prof. Dr. Carolin Wienrich
Leitung
e-Mail: carolin.wienrich(at)uni-wuerzburg.de
Tel.: +49 931 31 90675
Psychologie Intelligenter Interaktiver Systeme
Julius-Maximilians-Universität Würzburg
Institut für Mensch-Computer-Medien
Am Hubland, Campus Nord
Emil-Fischer-Straße, Geb. 50
97074 Würzburg
Deutschland
CV
2010 | Psychology Degree Martin Luther University Halle/Wittenberg |
2015 | Interdisciplinary PhD TU Berlin | Faculty of Traffic and Machine Systems |
2016 - 2022 | JProfessor for Human-Technology Systems JMU Würzburg | Faculty of Human Sciences |
2019 - 2021 | Deputy Professorship Computer Vision JMU Würzburg | Faculty of Mathematics and Computer Science |
Since 2020 | Co-director XR HUB Würzburg |
Since 2022 | Professor for Psychology of Intelligent Interactive Systems JMU Würzburg | Faculty of Human Sciences |
Wissenschaftskommunikation
Selected Presentations in 2023
2023 | Presentation for the Federal Commissioner for Data Protection and Information Security, 11.10.2023 Title: The Metaverse - A look into the future |
Presentation and Panel Discussion at the German Ethics Council, 15.11.2023 Title: Metaverse - Psychological Consequences | |
Presentation and Demo with members of the German parliament, 16.06.2023 Title: "Human-Centered AI and GPT in the Metaverse" | |
Interview and Demo within the Bavarian AI Conference AI. BAY, 23.02.2023 Title: "There's a lot of future potential in interacting with voice assistants" | |
Lecture at the For..Net Symposium, 20.04.2023 Title: "eXtended Reality as Key for Human-AI Interaction" |
Preise
2020 | Forschungspreis der Fakultät für Humanwissenschaften (JMU Würzburg) |
2019 | Preis für Gute Lehre Bayern (Freistaat Bayern) |
2018 | Best Impact Deutsches Institut für Virtual Reality |
Publications
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Meta AI Literacy Scale: Further validation and development of a short version. . In Heliyon, p. 23. 2024.
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Personal Space Invasion to Prevent Cyberbullying: Design, Development, and Evaluation of an Immersive Prevention Measure for Children and Adolescents. . In Springer Virtual Reality. 2024.
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Gender Differences and Social Design in Human-AI Collaboration: Insights from Virtual Cobot Interactions Under Varying Task Loads. . In Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems, of CHI EA ’24. Association for Computing Machinery, <conf-loc> <city>Honolulu</city> <state>HI</state> <country>USA</country> </conf-loc>, 2024.
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Am I the odd one? Exploring (in)congruencies in the realism of avatars and virtual others in virtual reality. . In Frontiers in Virtual Reality, 5. 2024.
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The Influence of a Low-Resolution Peripheral Display Extension on the Perceived Plausibility and Presence. . In Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology, of VRST ’24. Association for Computing Machinery, New York, NY, USA, 2024.
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Universal Access for Social XR Across Devices: The Impact of Immersion on the Experience in Asymmetric Virtual Collaboration. . In Proceedings of the 31st IEEE Virtual Reality conference (VR ’24). IEEE, 2024.
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Autonomous VR Exposure Therapy for Anxiety Disorders Using Conversational AI—Ethical and Technical Implications and Preliminary Results. . In Scientific Research Publishing, 12(4). 2024.
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TooCloseVR – Die Entwicklung eines Präventionsprogramms zur Verhinderung von Cyberbullying mittels immersiver Technologien. . In Kindheit und Entwicklung, 33(2), pp. 125–135. Hogrefe Publishing Group, 2024.
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Assessing Depth Perception in VR and Video See-Through AR: A Comparison on Distance Judgment, Performance, and Preference. . In IEEE Transactions on Visualization and Computer Graphics, 30(5), pp. 2140–2150. 2024.
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From 2D-Screens to VR: Exploring the Effect of Immersion on the Plausibility of Virtual Humans. . In CHI 24 Conference on Human Factors in Computing Systems Extended Abstracts, pp. 1–8. 2024.
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Overview and confirmatory and exploratory factor analysis of AI literacy scale. . In Computers and Education: Artificial Intelligence, 7, p. 100310. Elsevier BV, 2024.
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Virtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy. . In 2024 CHI Conference on Human Factors in Computing Systems, pp. 1–18. 2024.
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The Effects of Expertise, Humanness, and Congruence on Perceived Trust, Warmth, Competence and Intention to Use Embodied AI. . In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’24), p. 9. ACM, New York, NY, USA, 2024.
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Exploring Agent-User Personality Similarity and Dissimilarity for Virtual Reality Psychotherapy. . In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). 2024.
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Does Voice Matter? The Effect of Verbal Communication and Asymmetry on the Experience of Collaborative Social XR. . In 23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE Computer Society, 2024.
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Promoting Eco-Friendly Behavior through Virtual Reality - Implementation and Evaluation of Immersive Feedback Conditions of a Virtual CO2 Calculator. . In 2024 CHI Conference on Human Factors in Computing Systems. 2024.
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From Avatars to Agents: Self-Related Cues through Embodiment and Personalization Affect Body Perception in Virtual Reality. . In IEEE Transactions on Visualization and Computer Graphics, pp. 1–11. 2024.
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Towards an Altered Body Image Through the Exposure to a Modulated Self in Virtual Reality. . In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 857–858. 2024.
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Personal Space Invasion to Prevent Cyberbullying: Design, Development, and Evaluation of an Immersive Prevention Measure for Children and Adolescents. . In Springer Virtual Reality. 2024.
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Traumatic childhood experiences and personality functioning: effect of body connection in a cross-sectional German and Chilean sample. . In Borderline Personality Disorder and Emotion Dysregulation, 11(1), p. 20. 2024.
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Usability, Acceptance, and Trust of Privacy Protection Mechanisms and Identity Management in Social Virtual Reality. . In 23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE Computer Society, 2024.
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Pipelining Processors for Decomposing Character Animation. . In 30th ACM Symposium on Virtual Reality Software and Technology, of VRST ’24. Association for Computing Machinery, Trier, Germany, 2024.
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Visual Indicators Representing Avatars’ Authenticity in Social Virtual Reality and Their Impacts on Perceived Trustworthiness. . In IEEE Transactions on Visualization and Computer Graphics (TVCG), 29(11), pp. 4589–4599. 2023.
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Auswirkung von (virtuellen) Körperbildübungen auf das Ernährungsverhalten von Personen mit Adipositas – Ergebnisse der ViTraS-Pilotstudie. . In Adipositas - Ursachen, Folgeerkrankungen, Therapie, 17(03), pp. S10–05. 2023.
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The Impact of Avatar and Environment Congruence on Plausibility, Embodiment, Presence, and the Proteus Effect in Virtual Reality. . In IEEE Transactions on Visualization and Computer Graphics, 29(5), pp. 2358–2368. 2023.
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Long-Term Effects of Perceived Friendship with Intelligent Voice Assistants on Usage Behavior, User Experience, and Social Perceptions. . In Computers, 12(4), p. 77. 2023.
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A Systematic Evaluation of Incongruencies and Their Influence on Plausibility in Virtual Reality. . In 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), of ISMAR ’23, pp. 894–901. IEEE Computer Society, 2023.
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Virtual Reality im modernen Englischunterricht und das Potenzial für Inter- und Transkulturelles Lernen - Eine Pilotstudie. . In MedienPädagogik: Zeitschrift für Theorie Und Praxis Der Medienbildung, 51, M. Mulders; J. Buchner; A. Dengel; R. Zender (eds.), pp. 191–213. 2023.
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Are Embodied Avatars Harmful to our Self-Experience? The Impact of Virtual Embodiment on Body Awareness. . In 2023 CHI Conference on Human Factors in Computing Systems, pp. 1–14. 2023.
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Holographic Augmented Reality Mirrors for Daily Self-Reflection on the Own Body Image. . In CHI 2023 WS28 Integrating Individual and Social Contexts into Self-Reflection Technologies Workshop, pp. 1–4. 2023.
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A Virtualized Augmented Reality Simulation for Exploring Perceptual Incongruencies. . In Proceedings of the 29th ACM Symposium on Virtual Reality Software and Technology, of VRST ’23. Association for Computing Machinery, Christchurch, New Zealand, 2023.
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MAILS - Meta AI Literacy Scale: Development and Testing of an AI Literacy Questionnaire Based on Well-Founded Competency Models and Psychological Change- and Meta-Competencies. . In Computers in Human Behavior: Artificial Humans, 1(2), p. 100014. 2023.
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Embodiment and Personalization for Self-Identification with Virtual Humans. . In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 799–800. 2023.
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Digital interaction literacy model. Conceptualizing competencies for literate interactions with voice-based AI systems. . In Computers and Education: Artificial Intelligence, p. 100114. Elsevier BV, 2022.
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Virtual Reality im modernen Englischunterricht und das Potenzial für Inter- und Transkulturelles Lernen. . In MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung, 47, pp. 246–266. 2022.
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Congruence and Plausibility, not Presence?! Pivotal Conditions for XR Experiences and Effects, a Novel Model. . In Frontiers in Virtual Reality, 3:694433. 2022.
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Exploring Presence, Avatar Embodiment, and Body Perception with a Holographic Augmented Reality Mirror. . In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 350–359. 2022.
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Virtual Human Coherence and Plausibility – Towards a Validated Scale. . In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 788–789. 2022.
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AI Literacy: Kompetenzdimensionen und Einflussfaktoren im Kontext von Arbeit. . Vol. 1, pp. 1–24. 2022.
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Congruence and Plausibility, Not Presence: Pivotal Conditions for {XR} Experiences and Effects, a Novel Approach. . In Frontiers in Virtual Reality, 3. Frontiers Media {SA}, 2022.
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Inter- and Transcultural Learning in Social Virtual Reality: A Proposal for an Inter- and Transcultural Virtual Object Database to be Used in the Implementation, Reflection, and Evaluation of Virtual Encounters. . In Multimodal Technologies and Interaction, 6(7), F. L. {Mark Billinghurst; M.-C. Su (eds.), p. 50. 2022.
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Analyzing Eye Tracking Data in Mirror Exposure. . In 2022 Conference on Mensch und Computer, pp. 513–517. 2022.
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Usability and User Experience of Virtual Objects Supporting Learning and Communicating in Virtual Reality. . In Mensch und Computer 2022 - Tagungsband, B. Pfleging, K. Gerling, S. Mayer (eds.), pp. 510–514. ACM, New York, 2022.
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Inter- and Transcultural Learning in Social Virtual Reality: A Proposal for an Inter- and Transcultural Virtual Object Database to be Used in the Implementation, Reflection, and Evaluation of Virtual Encounters. . In Multimodal Technologies and Interaction, 6(7), F. L. {Mark Billinghurst; M.-C. Su (eds.), p. 50. 2022.
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Resize Me! Exploring the User Experience of Embodied Realistic Modulatable Avatars for Body Image Intervention in Virtual Reality. . In Frontiers in Virtual Reality, 3. 2022.
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Self-Touch: An Immersive Interaction-Technique to Enhance Body Awareness. . In i-com, 21(3), pp. 329–337. 2022.
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A Systematic Review of Foreign Language Learning with Immersive Technologies (2001-2020). . In AIMS Electronics and Electrical Engineering, 5(2), pp. 117–145. 2021.
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The Trustworthiness of Voice Assistants in the Context of Healthcare Investigating the Effect of Perceived Expertise on the Trustworthiness of Voice Assistants, Providers, Data Receivers, and Automatic Speech Recognition. . In Frontiers in Computer Science. Human-Media Interaction. Special Issue: Towards Omnipresent and Smart Speech Assistants, 3. Frontiers Media {SA}, 2021.
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Inter- und Transkulturelles Lernen in Virtual Reality - Ein Seminarkonzept für die Lehrkräfteausbildung im Fach Englisch. . In In: Söbke, H. & Weise, M. (Hrsg.), Wettbewerbsband AVRiL 2021, pp. 34–39. 2021.
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Coherence and Plausibility, not Presence?! Pivotal Conditions for XR Experiences and Effects, a Novel Model. . 2021.
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1st AI-DEbate Workshop : workshop establishing An InterDisciplinary pErspective on speech-BAsed TEchnology. . 1st ed., A. Carolus, I. Siebert, C. Wienrich (eds.), pp. 1–42. Otto von Guericke University Magdeburg, Magdeburg, Germany, 2021.
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A systematic review of foreign language learning with immersive technologies (2001-2020). . In {AIMS} Electronics and Electrical Engineering, 5(2), pp. 117–145. American Institute of Mathematical Sciences ({AIMS}), 2021.
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Fostering Intercultural Competencies in Initial Teacher Education. Implementation of Educational Design Prototypes using a Social VR Environment. . In Proceedings of Innovate Learning Summit 2020 2021, T. Bastiaens (ed.), pp. 73–86. Association for the Advancement of Computing in Education (AACE), Online, United States, 2021.
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Behavioral Framework of Immersive Technologies (BehaveFIT): How and Why Virtual Reality can Support Behavioral Change Processes. . In Frontiers Virtual Reality, 2, p. 84. 2021.
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Challenges and Opportunities of Immersive Technologies for Mindfulness Meditation: A Systematic Review. . In Frontiers in Virtual Reality, 2, p. 29. 2021.
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Fostering Intercultural Competencies in Initial Teacher Education. Implementation of Educational Design Prototypes using a Social VR Environment. . In Proceedings of Innovate Learning Summit 2020 2021, T. Bastiaens (ed.), pp. 73–86. Association for the Advancement of Computing in Education (AACE), Online, United States, 2021.
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Development of an Instrument to Measure Conceptualizations and Competencies About Conversational Agents on the Example of Smart Speakers. . In Frontiers in Computer Science. Human-Media Interaction. Special Issue: Towards Omnipresent and Smart Speech Assistants. Frontiers, 2021.
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The Trustworthiness of Voice Assistants in the Context of Healthcare Investigating the Effect of Perceived Expertise on the Trustworthiness of Voice Assistants, Providers, Data Receivers, and Automatic Speech Recognition. . In Frontiers in Computer Science. Human-Media Interaction. Special Issue: Towards Omnipresent and Smart Speech Assistants, 3. Frontiers Media {SA}, 2021.
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Challenges and Opportunities of Immersive Technologies for Mindfulness Meditation: A Systematic Review. . In Frontiers in Virtual Reality, 2, pp. 644–683. 2021.
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A Systematic Review of Foreign Language Learning with Immersive Technologies (2001-2020). . In AIMS Electronics and Electrical Engineering, 5(2), pp. 117–145. 2021.
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Development of the InteractionSuitcase in virtual reality to support inter- and transcultural learning processes in English as Foreign Language education. . In DELFI 2021, A. Kienle, A. Harrer, J. M. Haake, A. Lingnau (eds.), pp. 91–96. Gesellschaft für Informatik e.V., Bonn, 2021.
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AI Literacy: Kompetenzdimensionen und Einflussfaktoren im Kontext von Arbeit. . 2021.
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Inter- und Transkulturelles Lernen in Virtual Reality - Ein Seminarkonzept für die Lehrkräfteausbildung im Fach Englisch. . In In: Söbke, H. & Weise, M. (Hrsg.), Wettbewerbsband AVRiL 2021, pp. 34–39. 2021.
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eXtended Artificial Intelligence: New Prospects of Human-AI Interaction Research. . In Frontiers in Virtual Reality, 2, p. 94. 2021.
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`Alexa, I feel for you!’ Observers’ Empathetic Reactions towards a Conversational Agent. . In Frontiers in Computer Science. Human-Media Interaction. Special Issue: Towards Omnipresent and Smart Speech Assistants, 3. Frontiers Media {SA}, 2021.
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Development of an Instrument to Measure Conceptualizations and Competencies About Conversational Agents on the Example of Smart Speakers. . In Frontiers in Computer Science. Human-Media Interaction. Special Issue: Towards Omnipresent and Smart Speech Assistants. Frontiers, 2021.
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The Embodiment of Photorealistic Avatars Influences Female Body Weight Perception in Virtual Reality. . In Proceedings of the 28th IEEE Virtual Reality Conference (VR ’21). 2021.
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Spatial Presence in Mixed Realities--Considerations about the Concept, Measures, Design, and Experiments. . In Frontiers in Virtual Reality, 2, R. Skarbez (ed.), p. 141. Frontiers, 2021.
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Behavioral Framework of Immersive Technologies (BehaveFIT): How and Why Virtual Reality can Support Behavioral Change Processes. . In Frontiers in Virtual Reality, 2, p. 84. 2021.
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Spatial Presence in Mixed Realities{\textendash}Considerations About the Concept, Measures, Design, and Experiments. . In Frontiers in Virtual Reality, 141, Special Issue: Presence and Beyond: Evaluating User Experience in AR/MR/VR, 2. Frontiers Media {SA}, 2021.
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eXtended Artificial Intelligence: New Prospects of Human-AI Interaction Research. . In Frontiers in Virtual Reality; Special Issue: The Role of Virtual Reality in Human-AI Interaction (HAII), 2, p. 84. 2021.
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Behavioral Framework of Immersive Technologies ({BehaveFIT}): How and Why Virtual Reality can Support Behavioral Change Processes. . In Frontiers in Virtual Reality. Technology for VR. Special Issue: User Experience in Virtual Reality Application design, 2. Frontiers Media {SA}, 2021.
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`Alexa, I feel for you!’ Observers’ Empathetic Reactions towards a Conversational Agent. . In Frontiers in Computer Science. Human-Media Interaction. Special Issue: Towards Omnipresent and Smart Speech Assistants, 3. Frontiers Media {SA}, 2021.
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1st AI-DEbate Workshop : workshop establishing An InterDisciplinary pErspective on speech-BAsed TEchnology. . 1st ed., A. Carolus, I. Siebert, C. Wienrich (eds.), pp. 1–42. Otto von Guericke University Magdeburg, Magdeburg, Germany, 2021.
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The Embodiment of Photorealistic Avatars Influences Female Body Weight Perception in Virtual Reality. . In 2021 IEEE Virtual Reality and 3D User Interfaces (VR), pp. 65–74. 2021.
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Development of the InteractionSuitcase in virtual reality to support inter-and transcultural learning processes in English as Foreign Language education. . In DELFI 2021. Gesellschaft f{\"u}r Informatik eV, 2021.
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Development of the InteractionSuitcase in virtual reality to support inter- and transcultural learning processes in English as Foreign Language education. . In DELFI 2021, A. Kienle, A. Harrer, J. M. Haake, A. Lingnau (eds.), pp. 91–96. Gesellschaft für Informatik e.V., Bonn, 2021.
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A systematic review of foreign language learning with immersive technologies (2001-2020). . In {AIMS} Electronics and Electrical Engineering, 5(2), pp. 117–145. American Institute of Mathematical Sciences ({AIMS}), 2021.
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Move\&Find: The value of kinesthetic experience in a casual data representation. . In IEEE Computer Graphics and Applications, 40(6), pp. 61–75. IEEE, 2020.
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CoTeach – Connected Teacher Education. . In Boosting Virtual Reality in Learning, focus europe special edition 2020 , M. Schwaiger (ed.). E.N.T.E.R., 2020.
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What the user’s voice tells us about UX - Analysing parameters of the voice as indicators of the User Experience of the usage of intelligent voice assistants. . Gesellschaft für Informatik e.V., 2020.
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Move\&Find: The value of kinesthetic experience in a casual data representation. . In IEEE Computer Graphics and Applications, 40(6), pp. 61–75. IEEE, 2020.
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Perspektiverweiterung zur Erforschung bildbasierter sozialer Medien-Desiderata der Analyse am Beispiel von\# fitspiration. . In Gesundheitskommunikation und Digitalisierung, pp. 183–200. Nomos Verlagsgesellschaft mbH \& Co. KG, 2020.
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What the user’s voice tells us about UX-Analysing parameters of the voice as indicators of the User Experience of the usage of intelligent voice assistants. . In Mensch und Computer 2020-Workshopband. Gesellschaft für Informatik eV, 2020.
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appRaiseVR-An Evaluation Framework for Immersive Experiences. . In i-com, 19(2), pp. 103–121. De Gruyter, 2020.
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CoTeach – Connected Teacher Education. . In Boosting Virtual Reality in Learning, M. Schwaiger (ed.). E.N.T.E.R., 2020.
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Body Weight Perception of Females using Photorealistic Avatars in Virtual and Augmented Reality. . In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 462–473. 2020.
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“Respecting Alexa’s “Feelings” - Effects of Politeness and Impoliteness on the Evaluation of Conversational Agents. . 2020.
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Body Weight Perception of Females using Photorealistic Avatars in Virtual and Augmented Reality. . In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 462–473. 2020.
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appRaiseVR-An Evaluation Framework for Immersive Experiences. . In i-com, 19(2), pp. 103–121. De Gruyter, 2020.
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“Respecting Alexa’s “Feelings” - Effects of Politeness and Impoliteness on the Evaluation of Conversational Agents. . 2020.
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How close do you feel to your devices? Visual assessment of emotional relationships with digital devices. . In Mensch und Computer 2019-Workshopband. Gesellschaft für Informatik eV, 2019.
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Challenges and Requirements of Immersive Media in Autonomous Car: Exploring the Feasibility of Virtual Entertainment Applications. . In i-com, 18(2), pp. 105–125. De Gruyter, 2019.
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A Systematic View on Speech Assistants for Service Technicians. . In Proceedings of LWDA - Lernen. Wissen. Daten. Analysen 2019, pp. 195–206. 2019.
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Investigating Gesture-based Commands for First-Person Shooter Games in Virtual Reality. . In Proceedings of User-embodied Interaction in Virtual Reality, Mensch und Computer 2019. 2019.
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Challenges and Requirements of Immersive Media in Autonomous Car: Exploring the Feasibility of Virtual Entertainment Applications. . In i-com, 18(2), pp. 105–125. De Gruyter, 2019.
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A Systematic View on Speech Assistants for Service Technicians. . In Proceedings of LWDA - Lernen. Wissen. Daten. Analysen 2019, pp. 195–206. 2019.
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User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning. . In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 690–698. IEEE, 2019.
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Entropy of controller movements reflects mental workload in virtual reality. . In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 802–808. IEEE, 2019.
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Continuous and Non-Intrusive Measure of Mental Effort in Virtual Reality - Entropy of Controller Movements. . In IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 802–808. 2019.
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ViTraS - Virtual Reality Therapy by Stimulation of Modulated Body Image - Project Outline. . In 2019 Mensch und Computer - Workshopband, pp. 606–611. 2019.
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User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning. . In VR, pp. 690–698. IEEE, 2019.
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Investigating Gesture-based Commands for First-Person Shooter Games in Virtual Reality. . In Mensch und Computer 2019-Workshopband. Gesellschaft für Informatik eV, 2019.
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Entropy of controller movements reflects mental workload in virtual reality. . In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 802–808. IEEE, 2019.
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How close do you feel to your devices? Visual assessment of emotional relationships with digital devices. . In Mensch und Computer 2019-Workshopband. Gesellschaft für Informatik eV, 2019.
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ViTraS-virtual reality therapy by stimulation of modulated body image-project outline. . In Mensch und Computer 2019-Workshopband. Gesellschaft für Informatik eV, 2019.
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Continuous and Non-Intrusive Measure of Mental Effort in Virtual Reality - Entropy of Controller Movements. . In IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 802–808. 2019.
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Assessing user experience in virtual reality-a comparison of different measurements. . In International Conference of Design, User Experience, and Usability, pp. 573–589. Springer, 2018.
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Assessing User Experience in Virtual Reality - A Comparison of Different Measurements. . In HCI (18), Vol. 10918 of Lecture Notes in Computer Science, A. Marcus, W. Wang (eds.), pp. 573–589. Springer, 2018.
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Developing and proving a framework for reaction time experiments in VR to objectively measure social interaction with virtual agents. . In 2018 IEEE conference on virtual reality and 3D user interfaces (VR), pp. 191–198. IEEE, 2018.
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A Virtual Nose as a Rest-Frame - The Impact on Simulator Sickness and Game Experience. . In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–8. 2018.
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Parallel dual-task processing and task-shielding in older and younger adults: Behavioral and diffusion model results. . In Experimental aging research, 44(2), pp. 95–116. Taylor & Francis, 2018.
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App icon similarity and its impact on visual search efficiency on mobile touch devices. . In Cognitive research: principles and implications, 3(1), p. 39. Springer, 2018.
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Effekte der Instagram-Nutzung auf Einstellungen und Verhalten im Fitness-Kontext. . In Proceedings DGPS 2018. 2018.
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Effects of Media Immersiveness on the Perception of Virtual Characters. . In Proceedings of the 15th Workshop on Virtual and Augmented Reality of the GI Special Interest Group VR/AR, R. Dörner, P. Grimm, C. Geiger (eds.). 2018.
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Social Inhibition of Return in the interaction between Humans and Virtual Agents. . In 60th Conference of Experimental Psychologists, p. 248. 2018.
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A virtual nose as a rest-frame-the impact on simulator sickness and game experience. . In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–8. IEEE, 2018.
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Social Inhibition of Return in the interaction between Humans and Virtual Agents. . In 60th Conference of Experimental Psychologists, p. 248. 2018.
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Social presence and cooperation in large-scale multi-user virtual reality-the relevance of social interdependence for location-based environments. . In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 207–214. IEEE, 2018.
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Does different representations of a virtual co-actor influence implicit social phenomena?. . In Proceedings of the 15th Workshop on Virtual and Augmented Reality of the GI Special Interest Group VR/AR. GI, 2018.
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Social presence and cooperation in large-scale multi-user virtual reality-the relevance of social interdependence for location-based environments. . In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 207–214. IEEE, 2018.
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How to find the right app: effects of color-coded categories on visual search on smartphones. . In 60th Conference of Experimental Psychologists, p. 248. 2018.
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Interest in fitness-related Instagram content does not predict body dissatisfaction but healthy training. . In Proceedings DGPUK 2018. 2018.
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How to find the right app: effects of color-coded categories on visual search on smartphones. . In 60th Conference of Experimental Psychologists, p. 248. 2018.
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Developing and proving a framework for reaction time experiments in VR to objectively measure social interaction with virtual agents. . In 2018 IEEE conference on virtual reality and 3D user interfaces (VR), pp. 191–198. IEEE, 2018.
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Does different representations of a virtual co-actor influence implicit social phenomena?. . In Proceedings of the 15th Workshop on Virtual and Augmented Reality of the GI Special Interest Group VR/AR. GI, 2018.
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Effects of Media Immersiveness on the Perception of Virtual Characters. . In Proceedings of the GI VR/AR Workshop. 2018.
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Social Presence and Cooperation in Large-Scale Multi-User Virtual Reality - The Relevance of Social Interdependence for Location-Based Environments. . In VR, K. Kiyokawa, F. Steinicke, B. H. Thomas, G. Welch (eds.), pp. 207–214. IEEE Computer Society, 2018.
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Parallel dual-task processing and task-shielding in older and younger adults: Behavioral and diffusion model results. . In Experimental aging research, 44(2), pp. 95–116. Taylor & Francis, 2018.
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Support for visual search on touch displays by colour coding of semantic categories. . In 59th Conference of Experimental Psychologists, p. 248. 2017.
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Design principles for VR interaction models: an empirical pilot study. . In Virtuelle und erweiterte Realitäten. 14. Workshop der GI-Fachgruppe VR/AR, pp. 162–171. 2017.
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Evaluation of a virtual gaming environment designed to access emotional reactions while playing. . In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 145–148. IEEE, 2017.
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Support for visual search on touch displays by colour coding of semantic categories. . In 59th Conference of Experimental Psychologists, p. 248. 2017.
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Pilotstudie: Einsatz von mobilen VR-Anwendungen in gleichmäßig und ruhig bewegten Transportsystemen. . In Mensch und Computer 2017-Workshopband. Gesellschaft für Informatik eV, 2017.
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Evaluation of a virtual gaming environment designed to access emotional reactions while playing. . In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 145–148. IEEE, 2017.
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Design principles for VR interaction models: an empirical pilot study. . In Virtuelle und erweiterte Realitäten. 14. Workshop der GI-Fachgruppe VR/AR, pp. 162–171. 2017.
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Trends in Neuroergonomics: Tagungsband 11. Berliner Werkstatt Mensch-Maschine-Systeme; 7.-9. Oktober 2015, Berlin/Proceedings of the 11th Berlin Workshop Human-Machine Systems; 7th-9th October 2015, Berlin. . Universitätsverlag der TU Berlin, 2016.
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Die Verteilung von Aufmerksamkeit bei zentralem Sehverlust. . Technische Universitaet Berlin (Germany), 2015.
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Virtuelle Realitäten in der Psychotherapeutischen Behandlung. . p. accepted. 2013.
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Visual Search with central Scotoma - A simulation Study. . 2013.
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Absence of attentional capture in parallel search is possible: A failure to replicate attentional capture in a non-singleton target search task. . In Attention, Perception, & Psychophysics, 73(7), p. 2044. Springer, 2011.
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Visual Search and Fixation in Patients with Age-Related Macular Degeneration (AMD). . 2011.
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Visual search and eye-movements in patients with age-related macular degeneration. . In Perception ECVP abstract, 40, pp. 168–168. Pion Ltd, 2011.
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Eye movements and attention in visual feature search with graded target-distractor-similarity. . 2009.
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StraViS 2.0: a revised model for visual feature search with graded target-distractor similarity. . In Perception ECVP abstract, 37, pp. 95–95. Pion Ltd, 2008.
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On the costs of refocusing items in working memory: A matter of inhibition or decay?. . In Memory, 16(4), pp. 374–385. Taylor & Francis, 2008.
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Oculomotor scanning behaviour in visual feature search with graded target-distractor-similarity. . In Perception ECVP abstract, 37, pp. 24–24. Pion Ltd, 2008.
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The impact of social norms on high cost behavior. . 2008.
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