We are in the process of curating a list of this year’s publications — including links to social media, lab websites, and supplemental material. Currently, we have 68 full papers, 23 LBWs, three Journal papers, one alt.chi paper, two SIG, two Case Studies, one Interactivity, one Student Game Competition, and we lead three workshops. One paper received a best paper award and 13 papers received an honorable mention.
Disclaimer: This list is not complete yet; the DOIs might not be working yet.
Your publication from 2025 is missing? Please enter the details in this Google Forms and send us an email that you added a publication: contact@germanhci.de
Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication
Martin Schuessler (University of Heidelberg), Luca Hormann (University of Heidelberg), Raimund Dachselt (Technische Universität Dresden), Andrew Blake (Clare Hall, University of Cambridge), Carsten Rother (University of Heidelberg)
Abstract | Tags: Gaze & Visual Perception, Journal | Links:
@inproceedings{Schuessler2025GazingHeads,
title = {Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication},
author = {Martin Schuessler (University of Heidelberg), Luca Hormann (University of Heidelberg), Raimund Dachselt (Technische Universität Dresden), Andrew Blake (Clare Hall, University of Cambridge), Carsten Rother (University of Heidelberg)},
url = {https://imld.de/en/, website
https://de.linkedin.com/company/interactive-media-lab-dresden, research group linkedin
https://de.linkedin.com/in/raimund-dachselt-b2a16b1a0, author's linkedin},
doi = {10.1145/3660343},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Videoconferencing has become a ubiquitous medium for collaborative work. It does suffer however from various drawbacks such as zoom fatigue. This paper addresses the quality of user experience by exploring an enhanced system concept with the capability of conveying gaze and attention. Gazing Heads is a round-table virtual meeting concept that uses only a single screen per participant. It enables direct eye contact, and signals gaze via controlled head rotation. The technology to realise this novel concept is not quite mature though, so we built a camera-based simulation for four simultaneous videoconference users. We conducted a user study comparing Gazing Heads with a conventional “Tiled View” video conferencing system, for 20 groups of 4 people, on each of two tasks. The study found that head rotation clearly conveys gaze and strongly enhances the perception of attention. Measurements of turn-taking behaviour did not differ decisively between the two systems (though there were significant differences between the two tasks). A novel insight in comparison to prior studies is that there was a significant increase in mutual eye contact with Gazing Heads, and that users clearly felt more engaged, encouraged to participate and more socially present. Overall, participants expressed a clear preference for Gazing Heads. These results suggest that fully implementing the Gazing Heads concept, using modern computer vision technology as it matures, could significantly enhance the experience of videoconferencing.},
keywords = {Gaze & Visual Perception, Journal},
pubstate = {published},
tppubtype = {inproceedings}
}
HCI, Disability, and Sport: A Literature Review
Lukas Strobel (Karlsruhe Institute of Technology), Kathrin Gerling (Karlsruhe Institute of Technology)
Abstract | Tags: Journal | Links:
@inproceedings{Strobel2025HciDisability,
title = {HCI, Disability, and Sport: A Literature Review},
author = {Lukas Strobel (Karlsruhe Institute of Technology), Kathrin Gerling (Karlsruhe Institute of Technology)},
url = {https://hci.iar.kit.edu/, website
https://de.linkedin.com/in/lukas-strobel-426bb013b, author's linkedin},
doi = {10.1145/3716136},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Equitable access to sport for disabled people remains challenging, and technology is often viewed as a way of addressing barriers. However, little is known about how disability is approached in such research and the purpose of sport that is afforded to disabled people. We address this issue in a review of 60 publications in the field of Human-Computer Interaction. We leverage Template Analysis in combination with Mueller and Young’s lenses on virtues of sport to also explore the experiential side of sports technology for disabled people. Our results are threefold: (1) We show that disability shifts the intended purpose of sports technology away from leisure to health, and that technologies such as exergames are viewed as an opportunity to replace real-world sport to address barriers and increase motivation. (2) We highlight that in(ter)dependence plays a strong role in technology development, but that disabled people are not extensively involved in research. (3) We show that virtues beyond health as per Mueller and Young do apply to existing work, but that value frameworks need to be re-worked in the context of disability, placing a stronger emphasis on sport as leisure, and the enriching role that technology can play.},
keywords = {Journal},
pubstate = {published},
tppubtype = {inproceedings}
}
What Makes XR Dark? Examining Emerging Dark Patterns in Augmented and Virtual Reality through Expert Co-Design
Veronika Krauß (University of Michigan, University of Applied Sciences Bonn-Rhein-Sieg), Pejman Saeghe (University of Strathclyde), Alexander Boden (University of Applied Sciences Bonn-Rhein-Sieg), Mohamed Khamis (University of Glasgow), Mark McGill (University of Glasgow), Jan Gugenheimer (Technical University of Darmstadt), Michael Nebeling (University of Michigan)
Abstract | Tags: Dark Patterns, Journal | Links:
@inproceedings{Krau2025WhatMakes,
title = {What Makes XR Dark? Examining Emerging Dark Patterns in Augmented and Virtual Reality through Expert Co-Design},
author = {Veronika Krauß (University of Michigan and University of Applied Sciences Bonn-Rhein-Sieg), Pejman Saeghe (University of Strathclyde), Alexander Boden (University of Applied Sciences Bonn-Rhein-Sieg), Mohamed Khamis (University of Glasgow), Mark McGill (University of Glasgow), Jan Gugenheimer (Technical University of Darmstadt), Michael Nebeling (University of Michigan)},
url = {https://www.verbraucherinformatik.de, website
https://www.linkedin.com/groups/9076152/, research group linkedin
https://www.linkedin.com/in/veronikakrauss/, author's linkedin},
doi = {10.1145/3660340},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Dark patterns are deceptive designs that influence a user’s interactions with an interface to benefit someone other than the user. Prior work has identified dark patterns in windows, icons, menus, and pointer (WIMP) interfaces and ubicomp environments, but how dark patterns can manifest in Augmented and Virtual Reality (collectively XR) requires more attention. We therefore conducted 10 co-design workshops with 20 experts in XR and deceptive design. Our participants co-designed 42 scenarios containing dark patterns, based on application archetypes presented in recent HCI/XR literature. In the co-designed scenarios, we identified 10 novel dark patterns in addition to 39 existing ones, as well as 10 examples in which specific characteristics associated with XR potentially amplified the effect dark patterns could have on users. Based on our findings and prior work, we present a classification of XR-specific properties that facilitate dark patterns: perception, spatiality, physical/virtual barriers, and XR device sensing. We also present the experts’ assessments of the likelihood and severity of the co-designed scenarios and highlight key aspects they considered for this evaluation, for example, technological feasibility, ease of upscaling and distributing malicious implementations, and the application’s context of use. Finally, we discuss means to mitigate XR dark patterns and support regulatory bodies to reduce potential harms.},
keywords = {Dark Patterns, Journal},
pubstate = {published},
tppubtype = {inproceedings}
}