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Prof. Dr. Valentin Schwind

Professor | Medieninformatik
+49 711 8923-2619 schwind@hdm-stuttgart.de 147, Nobelstraße 10 (Hauptbau)
Lehrgebiet
Computergrafik, Virtual und Augmented Reality, Künstliche Intelligenz, Software-Entwicklung
Forschungsgebiet
Computergrafik, Virtual und Augmented Reality, Human-Computer Interaction, Games

Lebenslauf (Kurz)

In Forschung und Lehre beschäftige ich mich mit immersiven, multimodalen und intelligenten Benutzerschnittstellen, insbesondere im Kontext von Virtual und Augmented Reality (AR/VR).

Nach dem Studium der Medieninformatik (Dipl.-Ing FH) war ich als Entwickler, Designer sowie Art und Technical Director in den Bereichen CGI/VFX-Animation und Computerspiele tätig. Meine Promotion an der Universität Stuttgart wurde durch das Promotionskolleg „Digital Media“ sowie den DFG-Sonderforschungsbereich SFB-TRR 161 (Quantitative Methoden für Visual Computing) gefördert und befasste sich – unter Betreuung von Niels Henze – mit dem Uncanny Valley virtueller Charaktere und Avatare. 2017 arbeitete ich als Research Intern bei Oculus Research (Meta) in Redmond. 2019 war ich Postdoktorand an der Techbase und der Universität Regensburg. Von 2020 bis 2025 hatte ich eine Professur für Human-Computer Interaction an der Frankfurt University of Applied Sciences mit Schwerpunkt auf multimodalen Erlebnissen in Mixed Reality inne.

Aktuell verfolge ich das Ziel, innovative Forschungsarbeiten und studentische Projekte zu neuartigen Benutzerschnittstellen und User Experiences voranzutreiben. Meine Forschung ist interdisziplinär ausgerichtet und verbindet Methoden aus Human-Computer Interaction, Künstlicher Intelligenz, Computergrafik und Kognitionspsychologie. Neben theoretischen Beiträgen legen wir einen starken Fokus auf nutzerzentrierte Studien, um praxisnahe Lösungen für relevante gesellschaftliche und technologische Fragestellungen zu entwickeln.

Lebenslauf

  • 2025–heute: Professor für Computergrafik Hochschule der Medien, Stuttgart Fakultät für Druck und Medien, Studiencluster Medieninformatik

  • 2020–2025: Professor für Human-Computer Interaction Frankfurt University of Applied Sciences Fachbereich Informatik & Ingenieurwissenschaften

  • 2019–2020: Akademischer Rat auf Zeit Universität Regensburg Lehrstuhl für Medieninformatik, I:IMSK

  • 2017: Research Intern Oculus / Facebook, Redmond, USA Forschungsabteilung für Virtual Reality

  • 2015–2018: Wissenschaftlicher Mitarbeiter Universität Stuttgart Institut für Visualisierung und Interaktive Systeme DFG-Projekt SFB-TRR 161

  • 2013–2018: Promotion (Dr.-Ing.) Universität Stuttgart Thema: Uncanny Valley von Avataren und virtuellen Charakteren

  • 2013–2015: Promotionsstipendium Kooperatives Promotionskolleg „Digital Media“ HdM Stuttgart, Universität Stuttgart, Universität Tübingen

  • 2012–2015: Akademischer Mitarbeiter mit Lehrauftrag Hochschule der Medien, Stuttgart Lehrveranstaltungen in Computergrafik, Animation, Informatik und Softwareentwicklung

  • 2006–2012: Lehrbeauftragter HdM Stuttgart, DHBW Stuttgart, Media GmbH Stuttgart Lehrveranstaltungen in Computergrafik, Computeranimation und Web-Engineering

  • 2013: 3D Artist (freiberuflich) Taktics GmbH, Stuttgart Architekturvisualisierung, Modellierung, Rendering

  • 2010–2012: Software-Entwickler / 3D Artist (angestellt) Korion GmbH, Ludwigsburg Game Design, Softwareentwicklung, UI, 3D-Programmierung

  • 2009–2014: Art & Technical Director (freiberuflich) Industrial Motion Art, Wien VFX, Games, Concept Art, Softwareentwicklung, Pipeline Development

  • 2009: 3D Artist (freiberuflich) Unexpected GmbH, Stuttgart Modellierung, Texturierung, Animation

  • 2009: Game Artist (freiberuflich) Pixable Studios AG, Dresden Texturierung, Rendering

  • 2005: Praktikant / Werkstudent Industrial Motion Art, Linz Praxissemester im Bereich Computergrafik und VFX

  • 2003–2008: Diplom Medieninformatik (Dipl.-Ing. FH) Hochschule der Medien Stuttgart Schwerpunkt Computergrafik und Animation

  • 2001–2003: Ausbildung zum informationstechnischen Assistenten Gottlieb-Daimler-Schule II, Sindelfingen Berufskolleg mit Fachhochschulreife

Publikationen

Aktuelle Liste auf Google Scholar

  • Kocur, M., Kloss, M., Schaufler, C., Schwind, V., & Henze, N.. (2025). Investigating the Impact of Customized Avatars and the Proteus Effect during Physical Exercise in Virtual Reality. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI ’25) (pp. 18). ACM, New York, NY, USA. https://doi.org/10.1145/3706598.3713203
  • Leichinger, D., Schwind, V., Henze, N., & Kocur, M.. (2025). Effects of Embodying Emotional Avatars on Thermophysiological Responses and Affective State in Virtual Reality. In Proceedings of the 31st ACM Symposium on Virtual Reality Software and Technology (VRST '25) (pp. 1\textendash12). ACM. https://doi.org/10.1145/3756884.3765966
  • Resch, S., Hanania, J., Schor, D., Johannes, E., Kovac, B., Schwind, V., V\"olz, D., & Sanchez-Morillo, D.. (2025). Foot Placement Feedback in Physical Training: Effects of Spatial User Interfaces on Performance and Workload in Virtual Reality. In Proceedings of the 2025 ACM Symposium on Spatial User Interaction. Association for Computing Machinery. https://doi.org/10.1145/3694907.3765929
  • Resch, S., Schauer, J., Schwind, V., V\"olz, D., & Sanchez-Morillo, D.. (2025). Improving Social Acceptance of Orthopedic Foot Orthoses Through Image-Generative AI in Product Design. Applied Sciences, 15(8). https://doi.org/10.3390/app15084132
  • Resch, S., Hanania, J., Schwind, V., V\"olz, D., & Sanchez-Morillo, D.. (2025). The Influence of Augmented and Virtual Reality Environments on Foot Positioning Success and Workload in Agility Ladder Exercises. In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 679-686). https://doi.org/10.1109/VRW66409.2025.00139
  • Schwind, V., Tadesse, N. Z., Cunha, E. S. D., Hamidi, Y., Sultani, S. S., & Sehrt, J.. (2025). A Scoping Review of Informed Consent Practices in Human-Computer Interaction Research. ACM Trans. Comput.-Hum. Interact.. https://doi.org/10.1145/3721284
  • Valletta, E., Babl, A., Reichert, E. S., Pickl, M., Schwind, V., Kocur, M., & Henze, N.. (2025). Sustained Effects of Avatars on Skin Temperature and Thermal Sensation in Virtual Reality. In Proceedings of the 24th International Conference on Mobile and Ubiquitous Multimedia (MUM '25) (pp. 1\textendash10). ACM. https://doi.org/10.1145/3771882.3771885
  • Jessica Sehrt, M. R. C. C. D. G. D. H. E. J. V. S.. (2024). Auto-REBA: Improving Postural Ergonomics Using an Automatic Real-Time REBA Score in Virtual Reality. Official Journal of the International Society for Gerontechnology, 23, 1-1. https://doi.org/10.4017/gt.2024.23.s.989.opp
  • Kocur, M., Noack, T., Schwind, V., Bogon, J., & Henze, N.. (2024). Physiological and Perceptual Effects of Avatars’ Muscularity while Rowing in Virtual Reality. In Proceedings of Mensch und Computer 2024 (pp. 9). ACM. https://doi.org/10.1145/3670653.3670654
  • Kocur, M., Kalus, A., Schwind, V., & Henze, N.. (2024). Workshop on Ubiquitous Mixed Reality: Unveiling Opportunities and Challenges. https://doi.org/10.18420/muc2024-mci-ws06-119
  • Kroczek, L. O. H., Lingnau, A., Schwind, V., Wolff, C., & M\"uhlberger, A.. (2024). Observers predict actions from facial emotional expressions during real-time social interactions. Behavioural Brain Research, 471, 115126. https://doi.org/10.1016/j.bbr.2024.115126
  • Resch, S., Tiwari, R. B., Vankawala, H. R., Singh, P., Rafati, M., Schwind, V., V\"olz, D., & Sanchez-Morillo, D.. (2024). The Impact of Visual Feedback and Avatar Presence on Balance in Virtual Reality. In Proceedings of Mensch und Computer 2024 (pp. 5). ACM. https://doi.org/10.1145/3670653.3677472
  • Resch, S., Zimmermann, L., Kunkel, A., Gerstung, D., Schwind, V., V\"olz, D., & Sanchez-Morillo, D.. (2024). Usability Evaluation of a Mobile Application for Foot Health Monitoring of Smart Insoles: A Mixed Methods Study. In 26th International Conference on Mobile Human-Computer Interaction. ACM. https://doi.org/10.1145/3640471.3680233
  • Sehrt, J., Yilmaz, U., Kosch, T., & Schwind, V.. (2024). Closing the Loop: The Effects of Biofeedback Awareness on Physiological Stress Response Using Electrodermal Activity in Virtual Reality. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems. ACM. https://doi.org/10.1145/3613905.3650830
  • Sehrt, J., Mbamara, E., Rafati, M., & Schwind, V.. (2024). From Skepticism to Acceptance: A Qualitative Study on the Dynamics of Elderly Engagement with Mixed Reality. In Proceedings of Mensch und Computer 2024 (pp. 16). ACM. https://doi.org/10.1145/3670653.3670666
  • Sehrt, J., Ferreira, L., Weyers, K., Mahmood, A., Kosch, T., & Schwind, V.. (2024). Improving Electromyographic Muscle Response Times through Visual and Tactile Prior Stimulation in Virtual Reality. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. ACM. https://doi.org/10.1145/3613904.36420
  • Stefan Resch, A. R. A. M. V. S. D. S. D. V.. (2024). Walking Aid with Haptic Feedback for Combined Use with a Smart Foot Orthosis. Official Journal of the International Society for Gerontechnology, 23, 1-1. https://doi.org/10.4017/gt.2024.23.s.917.pp
  • Halbhuber, D., Schauhuber, P., Schwind, V., & Henze, N.. (2023). The Effects of Latency and In-Game Perspective on Player Performance and Game Experience. Proc. ACM Hum.-Comput. Interact., 7(CHI PLAY). https://doi.org/10.1145/3611070
  • Halbhuber, D., Kocur, M., Kalus, A., Angermeyer, K., Schwind, V., & Henze, N.. (2023). Understanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality. In Proceedings of Mensch Und Computer 2023 (pp. 1\textendash15). Association for Computing Machinery. https://doi.org/10.1145/3603555.3603580
  • Kocur, M., Jackermeier, L., Schwind, V., & Henze, N.. (2023). The Effects of Avatar and Environment on Thermal Perception and Skin Temperature in Virtual Reality. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23). ACM. https://doi.org/10.1145/3544548.3580668
  • Resch, S., Zoufal, K., Akhouaji, I., Abbou, M., Schwind, V., & V\"olz, D.. (2023). Augmented Smart Insoles - Prototyping a Mobile Application: Usage Preferences of Healthcare Professionals and People with Foot Deformities. Current Directions in Biomedical Engineering, 9(1), 698\textendash701. https://doi.org/doi:10.1515/cdbme-2023-1175
  • Resch, S., Schwind, V., & V\"olz, D.. (2023). Body position in virtual reality-balancing support for patients with neuropathy. Proceedings on Automation in Medical Engineering, 2(1), 744–744. https://vali.de/wp-content/uploads/2023/05/744-Kurzbeitrag.pdf
  • Resch, S., Rafati, M., Altomare, A., Raddi, O., Tahmas, A., Schwind, V., & V\"olz, D.. (2023). Correct Foot Positioning in Virtual Reality through Visual Agility Ladder Training. In Proceedings of Mensch Und Computer 2023 (pp. 524\textendash528). Association for Computing Machinery. https://doi.org/10.1145/3603555.3608558
  • Schwind, V., Resch, S., & Sehrt, J.. (2023). The HCI User Studies Toolkit: Supporting Study Designing and Planning for Undergraduates and Novice Researchers in Human-Computer Interaction. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (CHI EA '23). ACM. https://doi.org/10.1145/3544549.3585890
  • Sehrt, J., Wi\ssmann, T., Breitenbach, J., & Schwind, V.. (2023). The Effects of Body Location and Biosignal Feedback Modality on Performance and Workload Using Electromyography in Virtual Reality. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23). ACM. https://doi.org/10.1145/3544548.3580738
  • Halbhuber, D., H\"opfinger, J., Schwind, V., & Henze, N.. (2022). A Dataset to Investigate First-Person Shooter Players. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play (pp. 51-56). Association for Computing Machinery. https://doi.org/10.1145/3505270.3558331
  • Halbhuber, D., Schwind, V., & Henze, N.. (2022). Don’t Break my Flow: Effects of Switching Latency in Shooting Video Games. Proc. ACM Hum.-Comput. Interact., 6(CHI PLAY), 20. https://doi.org/10.1145/3549492
  • Halbhuber, D., Huber, M., Schwind, V., & Henze, N.. (2022). Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play (pp. 24-30). Association for Computing Machinery. https://doi.org/10.1145/3505270.3558333
  • Kalus, A., Kocur, M., Bogon, J., Henze, N., & Schwind, V.. (2022). How to Induce a Physical and Virtual Rubber Hand Illusion. https://doi.org/10.1145/3543758.3547512
  • Kocur, M., Sehrt, J., Schwind, V., & Henze, N.. (2022). Designing Interactive Avatars for Mixed Reality Applications. Tutorial at Mensch und Computer 2022 (MuC'22). https://doi.org/10.18420/muc2022-mci-tut03-408
  • Kocur, M., Bogon, J., Mayer, M., Witte, M., Karber, A., Henze, N., & Schwind, V.. (2022). Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance While Cycling in Virtual Reality. In 28th ACM Symposium on Virtual Reality Software and Technology. Association for Computing Machinery. https://doi.org/10.1145/3562939.3565628
  • Kocur, M., Kalus, A., Bogon, J., Henze, N., Wolff, C., & Schwind, V.. (2022). The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different. In 28th ACM Symposium on Virtual Reality Software and Technology. Association for Computing Machinery. https://doi.org/10.1145/3562939.3565614
  • Kroczek, L. O. H., Lingnau, A., Schwind, V., Wolff, C., & M\"uhlberger, A.. (2022). Observers predict actions from facial emotional expressions during real-time social interactions. . https://doi.org/10.31234/osf.io/fzcau
  • Sehrt, J., Braams, B., Henze, N., & Schwind, V.. (2022). Social Acceptability in Context: Stereotypical Perception of Shape, Body Location, and Usage of Wearable Devices. Big Data and Cognitive Computing, 6(4). https://doi.org/10.3390/bdcc6040100
  • Sehrt, J., Neumann, H. P., Wenzel, J. N., Kindermann, L., & Schwind, V.. (2022). The Negative Effect on Postural Ergonomics of Non-Sedentary Workplace Desks in Virtual Reality. In Mensch und Computer 2022 (MuC '22). ACM. https://doi.org/10.1145/3543758.3547541
  • Sehrt, J., Lu, F. Y., Husske, L., Roesler, A., & Schwind, V.. (2022). WristConduct: Biometric User Authentication Using Bone Conduction at the Wrist. In Mensch und Computer 2022 (MuC '22), September 4-7, 2022, Darmstadt, Germany. ACM. https://doi.org/10.1145/3543758.3547542
  • Windl, M., Ortloff, A., Henze, N., & Schwind, V.. (2022). Privacy at a Glance: A Process to Learn Modular Privacy Icons During Web Browsing. In ACM SIGIR Conference on Human Information Interaction and Retrieval (pp. 102\textendash112). Association for Computing Machinery. https://doi.org/10.1145/3498366.3505813
  • Alexandrovsky, D., Putze, S., Schwind, V., Mekler, E. D., Smeddinck, J. D., Kahl, D., Kr\"uger, A., & Malaka, R.. (2021). Evaluating User Experiences in Mixed Reality. https://doi.org/10.1145/3411763.3441337
  • Halbhuber, D., Henze, N., & Schwind, V.. (2021). Increasing Player Performance and Gaming Experience in High Latency Setups. Proceedings of the ACM on Human-Computer Interaction (CHIPLAY), 5(238), 20. https://doi.org/10.1145/3474710
  • Kocur, M., Habler, F., Schwind, V., Wo\'zniak, P. W., Wolf, C., & Henze, N.. (2021). Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery. https://doi.org/10.1145/3411764.3445160
  • Kocur, M., Henze, N., & Schwind, V.. (2021). The Extent of the Proteus Effect as a Behavioral Measure for Assessing User Experience in Virtual Reality. In CHI 2021 - Workshop on Evaluating User Experiences in Mixed Reality (pp. 1–3). https://epub.uni-regensburg.de/45543/ https://vali.de/wp-content/uploads/2021/05/CHI2021-Workshop-ProteusEffectUX-1.pdf
  • Kroczek, L. O. H., Lingnau, A., Schwind, V., Wolff, C., & M\"uhlberger, A.. (2021). Angry Facial Expressions Bias Towards Aversive Actions. PLOS ONE, 16(9), 1-13. https://doi.org/10.1371/journal.pone.0256912
  • Rzayev, R., Ugnivenko, P., Graf, S., Schwind, V., & Henze, N.. (2021). Reading in VR: The Effect of Text Presentation Type and Location. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery. https://doi.org/10.1145/3411763.3441337
  • Graf, S. & Schwind, V.. (2020). Inconsistencies of Presence Questionnaires in Virtual Reality. In 26th ACM Symposium on Virtual Reality Software and Technology (pp. 3). Association for Computing Machinery. https://doi.org/10.1145/3385956.3422105
  • Henze, N., Schwind, V., Wolf, K., Kocur, M., & Schmidt, A.. (2020). Preparing an Online Lecture That We Wouldn't Hate to Attend. IEEE Pervasive Computing, 19(3), 51-55. https://doi.org/10.1109/MPRV.2020.2997614
  • Kiss, F., Mayer, S., & Schwind, V.. (2020). Audio VR: Did Video Kill the Radio Star?. Interactions, 27(3), 46\textendash51. https://doi.org/10.1145/3386385
  • Kocur, M., Kloss, M., Schwind, V., Wolff, C., & Henze, N.. (2020). Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 193\textendash205). Association for Computing Machinery. https://doi.org/10.1145/3410404.3414261
  • Kocur, M., Schaubhuber, P., Schwind, V., Wolff, C., & Henze, N.. (2020). The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality. In 26th ACM Symposium on Virtual Reality Software and Technology (pp. 11). Association for Computing Machinery. https://doi.org/10.1145/3385956.3418969
  • Kocur, M., Graf, S., & Schwind, V.. (2020). The Impact of Missing Fingers in Virtual Reality. In 26th ACM Symposium on Virtual Reality Software and Technology (pp. 5). Association for Computing Machinery. https://doi.org/10.1145/3385956.3418973
  • Kocur, M., Roth, D., & Schwind, V.. (2020). Towards an Investigation of Embodiment Time in Virtual Reality. https://doi.org/10.18420/muc2020-ws134-339
  • Mayer, S., Reinhardt, J., Schweigert, R., Jelke, B., Schwind, V., Wolf, K., & Henze, N.. (2020). Improving Humans’ Ability to Interpret Deictic Gestures in Virtual Reality. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. ACM. https://doi.org/10.1145/3313831.3376340
  • Ortloff, A., Windl, M., Schwind, V., & Henze, N.. (2020). Implementation and In Situ Assessment of Contextual Privacy Policies. In Proceedings of the 2020 on Designing Interactive Systems Conference (pp. 14). Association for Computing Machinery. https://doi.org/10.1145/3357236.3395549
  • Rzayev, R., Korbely, S., Maul, M., Schark, A., Schwind, V., & Henze, N.. (2020). Effects of Position and Alignment of Notifications on AR Glasses during Social Interaction. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society. Association for Computing Machinery. https://doi.org/10.1145/3419249.3420095
  • Rzayev, R., Hartl, S., Wittmann, V., Schwind, V., & Henze, N.. (2020). Effects of Position of Real-Time Translation on AR Glasses. In Proceedings of the Conference on Mensch Und Computer (pp. 251\textendash257). Association for Computing Machinery. https://doi.org/10.1145/3404983.3405523
  • Rzayev, R., Habler, F., Ugnivenko, P., Henze, N., & Schwind, V.. (2020). It’s Not Always Better When We’re Together: Effects of Being Accompanied in Virtual Reality. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3334480.3382826
  • Schwind, V. & Henze, N.. (2020). Anticipated User Stereotypes Systematically Affect the Social Acceptability of Mobile Devices. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (pp. 12). Association for Computing Machinery. https://doi.org/10.1145/3419249.3420113
  • Schwind, V., Halbhuber, D., Fehle, J., Sasse, J., Pfaffelhuber, A., T\"ogel, C., Dietz, J., & Henze, N.. (2020). The Effects of Full-Body Avatar Movement Predictions in Virtual Reality using Neural Networks. In 26th ACM Symposium on Virtual Reality Software and Technology (pp. 11). Association for Computing Machinery. https://doi.org/10.1145/3385956.3418941
  • Habler, F., Schwind, V., & Henze, N.. (2019). Effects of Smart Virtual Assistants' Gender and Language. In Proceedings of Mensch Und Computer 2019 (pp. 469–473). ACM. https://doi.org/10.1145/3340764.3344441
  • Kocur, M., Henze, N., & Schwind, V.. (2019). Utilizing the Proteus Effect to Improve Interactions using Full-Body Avatars in Virtual Reality. In Workshop on User-Embodied Interaction in Virtual Reality (UIVR) 2019. https://doi.org/10.18420/muc2019-ws-584
  • Koelle, M., George, C., Schwind, V., Perry, D., Sakamoto, Y., Hasan, K., Mitchell, R., & Olsson, T.. (2019). #SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms. https://link.springer.com/chapter/10.1007/978-3-030-29390-1_73
  • Lischke, L., Schwind, V., Schweigert, R., Wo\'zniak, P., & Henze, N.. (2019). Understanding Pointing for Workspace Tasks on Large High-Resolution Displays. In Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia. Association for Computing Machinery. https://doi.org/10.1145/3365610.3365636
  • Mayer, S., Schwind, V., Le, H. V., Weber, D., Vogelsang, J., Wolf, J., & Henze, N.. (2019). Effect of Orientation on Unistroke Touch Gestures. In CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019) (pp. 9). ACM. https://doi.org/10.1145/3290605.3300928
  • Mayer, S., Lischke, L., Schwind, V., G\"artner, M., H\"ammerle, E., Turcan, E., Rheinwald, F., Murawski, G., Kuhn, J., & Henze, N.. (2019). Text Analysis Using Large High-Resolution Displays. In Proceedings of Mensch Und Computer 2019 (pp. 189–197). ACM. https://doi.org/10.1145/3340764.3340768
  • Mori, M., MacDorman, K. F., & Schwind, V.. (2019). Das unheimliche Tal (\"Ubersetzung aus dem Japanischen). http://www.textem.de/uncanny.html
  • Rzayev, R., Karaman, G., Wolf, K., Henze, N., & Schwind, V.. (2019). The Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions. In Proceedings of Mensch Und Computer 2019 (pp. 11–20). ACM. https://doi.org/10.1145/3340764.3340802
  • Schweigert, R., Schwind, V., & Mayer, S.. (2019). EyePointing: A Gaze-Based Selection Technique. In Proceedings of Mensch Und Computer 2019 (pp. 719–723). ACM. https://doi.org/10.1145/3340764.3344897
  • Schwind, V., Deierlein, N., Poguntke, R., & Henze, N.. (2019). Understanding the Social Acceptability of Mobile Devices using the Stereotype Content Model. In CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019) (pp. 12). ACM. https://doi.org/10.1145/3290605.3300591
  • Schwind, V., Leusmann, J., & Henze, N.. (2019). Understanding Visual-Haptic Integration of Avatar Hands Using a Fitts’ Law Task in Virtual Reality. In Mensch und Computer 2019. ACM Press. https://doi.org/10.1145/3340764.3340769
  • Schwind, V., Knierim, P., Haas, N., & Henze, N.. (2019). Using Presence Questionnaires in Virtual Reality. In CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019) (pp. 12). ACM. https://doi.org/10.1145/3290605.3300590
  • Voit, A., Mayer, S., Schwind, V., & Henze, N.. (2019). Online, VR, AR, Lab, and In-Situ: Comparison of Research Methods to Evaluate Smart Artifacts. In CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019) (pp. 12). ACM. https://doi.org/10.1145/3290605.3300737
  • G\"artner, M., Mayer, S., Schwind, V., H\"ammerle, E., Turcan, E., Rheinwald, F., Murawski, G., Lischke, L., & Kuhn, J.. (2018). NLATool: An Application for Enhanced Deep Text Understanding. In Proceedings of the 27th International Conference on Computational Linguistics: System Demonstrations (pp. 4). https://vali.de/wp-content/uploads/2018/08/gartner2018nlatool.pdf
  • Knierim, P., Schwind, V., Feit, A. M., Nieuwenhuizen, F., & Henze, N.. (2018). Physical Keyboards in Virtual Reality: Analysis of Typing Performance and Effects of Avatar Hands. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM. https://doi.org/10.1145/3173574.3173919
  • Makled, E., Abdelrahman, Y., Mokhtar, N., Schwind, V., Abdennadher, S., & Schmidt, A.. (2018). I Like to Move It: Investigating the Effect of Head and Body Movement of Avatars in VR on User's Perception. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (pp. LBW099:1–LBW099:6). ACM. https://doi.org/10.1145/3170427.3188573
  • Mayer, S., Schwind, V., Schweigert, R., & Henze, N.. (2018). The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM. https://doi.org/10.1145/3173574.3174227
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