Valentin Schwind

According to our database1, Valentin Schwind authored at least 77 papers between 2014 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Bibliography

2023
The Effects of Latency and In-Game Perspective on Player Performance and Game Experience.
Proc. ACM Hum. Comput. Interact., 2023

Correct Foot Positioning in Virtual Reality through Visual Agility Ladder Training.
Proceedings of the Mensch und Computer 2023, 2023

Understanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality.
Proceedings of the Mensch und Computer 2023, 2023

The Effects of Body Location and Biosignal Feedback Modality on Performance and Workload Using Electromyography in Virtual Reality.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

The HCI User Studies Toolkit: Supporting Study Designing and Planning for Undergraduates and Novice Researchers in Human-Computer Interaction.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

The Effects of Avatar and Environment on Thermal Perception and Skin Temperature in Virtual Reality.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Don't Break my Flow: Effects of Switching Latency in Shooting Video Games.
Proc. ACM Hum. Comput. Interact., 2022

Social Acceptability in Context: Stereotypical Perception of Shape, Body Location, and Usage of Wearable Devices.
Big Data Cogn. Comput., 2022

The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different.
Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology, 2022

Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality.
Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology, 2022

The Negative Effect on Postural Ergonomics of Non-Sedentary Workplace Desks in Virtual Reality.
Proceedings of the MuC '22: Mensch und Computer 2022, Darmstadt Germany, September 4, 2022

WristConduct: Biometric User Authentication Using Bone Conduction at the Wrist.
Proceedings of the MuC '22: Mensch und Computer 2022, Darmstadt Germany, September 4, 2022

How to Induce a Physical and Virtual Rubber Hand Illusion.
Proceedings of the MuC '22: Mensch und Computer 2022, Darmstadt Germany, September 4, 2022

A Dataset to Investigate First-Person Shooter Players.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Privacy at a Glance: A Process to Learn Modular Privacy Icons During Web Browsing.
Proceedings of the CHIIR '22: ACM SIGIR Conference on Human Information Interaction and Retrieval, Regensburg, Germany, March 14, 2022

2021
Increasing Player Performance and Game Experience in High Latency Systems.
Proc. ACM Hum. Comput. Interact., 2021

Towards an Investigation of Avatars' Sweat Effects during Physical Exertion in Virtual Reality.
Proceedings of the Mensch und Computer 2021, 2021

Reading in VR: The Effect of Text Presentation Type and Location.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Evaluating User Experiences in Mixed Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Preparing an Online Lecture That We Wouldn't Hate to Attend.
IEEE Pervasive Comput., 2020

Audio VR: did video kill the radio star?
Interactions, 2020

The Effects of Full-Body Avatar Movement Predictions in Virtual Reality using Neural Networks.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

The Impact of Missing Fingers in Virtual Reality.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

Inconsistencies of Presence Questionnaires in Virtual Reality.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

Anticipated User Stereotypes Systematically Affect the Social Acceptability of Mobile Devices.
Proceedings of the NordiCHI '20: Shaping Experiences, 2020

Effects of Position and Alignment of Notifications on AR Glasses during Social Interaction.
Proceedings of the NordiCHI '20: Shaping Experiences, 2020

Effects of position of real-time translation on AR glasses.
Proceedings of the Mensch und Computer 2020 - Tagungsband, 2020

Towards an Investigation of Embodiment Time in Virtual Reality.
Proceedings of the Mensch und Computer 2020 - Workshopband, 2020

Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

It's Not Always Better When We're Together: Effects of Being Accompanied in Virtual Reality.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Implementation and In Situ Assessment of Contextual Privacy Policies.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Understanding pointing for workspace tasks on large high-resolution displays.
Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia, 2019

Fostering Virtual Guide in Exhibitions.
Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services, 2019

Understanding Visual-Haptic Integration of Avatar Hands Using a Fitts' Law Task in Virtual Reality.
Proceedings of Mensch und Computer 2019, Hamburg, Germany, September 8-11, 2019, 2019

EyePointing: A Gaze-Based Selection Technique.
Proceedings of Mensch und Computer 2019, Hamburg, Germany, September 8-11, 2019, 2019

The Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions.
Proceedings of Mensch und Computer 2019, Hamburg, Germany, September 8-11, 2019, 2019

Text Analysis Using Large High-Resolution Displays.
Proceedings of Mensch und Computer 2019, Hamburg, Germany, September 8-11, 2019, 2019

Utilizing the Proteus Effect to Improve Interactions using Full-Body Avatars in Virtual Reality.
Proceedings of the Mensch und Computer 2019, 2019

Effects of Smart Virtual Assistants' Gender and Language.
Proceedings of Mensch und Computer 2019, Hamburg, Germany, September 8-11, 2019, 2019

#SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Online, VR, AR, Lab, and In-Situ: Comparison of Research Methods to Evaluate Smart Artifacts.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Using Presence Questionnaires in Virtual Reality.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Understanding the Social Acceptability of Mobile Devices using the Stereotype Content Model.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Effect of Orientation on Unistroke Touch Gestures.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Implications of the uncanny valley of avatars and virtual characters for human-computer interaction.
PhD thesis, 2018

Avoiding the uncanny valley in virtual character design.
Interactions, 2018

Is there an uncanny valley of virtual animals? A quantitative and qualitative investigation.
Int. J. Hum. Comput. Stud., 2018

Virtual reality on the go?: a study on social acceptance of VR glasses.
Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2018

NLATool: an Application for Enhanced Deep Text Understanding.
Proceedings of the COLING 2018, 2018

Up to the Finger Tip: The Effect of Avatars on Mid-Air Pointing Accuracy in Virtual Reality.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Gender- and Age-related Differences in Designing the Characteristics of Stereotypical Virtual Faces.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

I like to Move it: Investigating the Effect of Head and Body Movement of Avatars in VR on User's Perception.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Physical Keyboards in Virtual Reality: Analysis of Typing Performance and Effects of Avatar Hands.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Touch with foreign hands: the effect of virtual hand appearance on visual-haptic integration.
Proceedings of the 15th ACM Symposium on Applied Perception, 2018

2017
Procedural Content Generation for Game Props? A Study on the Effects on User Experience.
Comput. Entertain., 2017

PredicTouch: A System to Reduce Touchscreen Latency using Neural Networks and Inertial Measurement Units.
Proceedings of the Interactive Surfaces and Spaces, 2017

Design and evaluation of a computer-actuated mouse.
Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, 2017

Improving software-reduced touchscreen latency.
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017

"Where's Pinky?": The Effects of a Reduced Number of Fingers in Virtual Reality.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

"These are not my hands!": Effect of Gender on the Perception of Avatar Hands in Virtual Reality.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Tactile Drones - Providing Immersive Tactile Feedback in Virtual Reality through Quadcopters.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
The Uncanny Valley and the Importance of Eye Contact.
i-com, 2016

Exploring notifications in smart home environments.
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2016

RSVP on the go: implicit reading support on smart watches through eye tracking.
Proceedings of the 2016 ACM International Symposium on Wearable Computers, 2016

MAGIC-Pointing on Large High-Resolution Displays.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Accuracy of a Low-Cost 3D-printed Head-Mounted Eye Tracker.
Proceedings of the Mensch und Computer 2015, 2015

Remote Drawing on Vertical Surfaces with a Self-Actuated Display.
Proceedings of the Mensch und Computer 2015, 2015

Self-Actuated Displays for Vertical Surfaces.
Proceedings of the Human-Computer Interaction - INTERACT 2015, 2015

Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

TUIs in the Large: Using Paper Tangibles with Mobile Devices.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2014
A mobile see-through 3D display with front- and back-touch.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

Design and evaluation of a layered handheld 3d display with touch-sensitive front and back.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014


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