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 65 full papers, 22 LBWs, three Journal papers, one alt.chi paper, two SIG, two Case Studies, one Interactivity, one Student Game Competition, and we lead two workshops. 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
A Qualitative Investigation of User Transitions and Frictions in Cross-Reality Applications
Julius von Willich (Telecooperation Lab, TU Darmstadt), Frank Nelles (PEASEC, TU Darmstadt), Wen-Jie Tseng (HCI Lab, TU Darmstadt), Jan Gugenheimer (HCI Lab, TU Darmstadt), Sebastian Günther (Telecooperation Lab, TU Darmstadt), Max Mühlhäuser (Telecooperation Lab, TU Darmstadt)
Abstract | Tags: Full Paper, Virtual Reality | Links:
@inproceedings{Willich2025QualitativeInvestigation,
title = {A Qualitative Investigation of User Transitions and Frictions in Cross-Reality Applications},
author = {Julius von Willich (Telecooperation Lab, TU Darmstadt), Frank Nelles (PEASEC, TU Darmstadt), Wen-Jie Tseng (HCI Lab, TU Darmstadt), Jan Gugenheimer (HCI Lab, TU Darmstadt), Sebastian Günther (Telecooperation Lab, TU Darmstadt), Max Mühlhäuser (Telecooperation Lab, TU Darmstadt)},
url = {https://www.informatik.tu-darmstadt.de/telekooperation/telecooperation_group/index.en.jsp, website
www.linkedin.com/in/julius-von-willich-9a8726275, linkedin},
doi = {10.1145/3706598.3713921},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Research in Augmented Reality (AR) and Virtual Reality (VR) has mostly viewed them in isolation. Yet, when used together in practical settings, AR and VR each offer unique strengths, necessitating multiple transitions to harness their advantages. This paper investigates potential challenges in Cross-Reality (CR) transitions to inform future application design. We implemented a CR system featuring a 3D modeling task that requires users to switch between PC, AR, and VR. Using a talk-aloud study (n=12) and thematic analysis, we revealed that frictions primarily arose when transitions conflicted with users' Spatial Mental Model (SMM). Furthermore, we found five transition archetypes employed to enhance productivity once an SMM was established. Our findings uncover that transitions have to focus on establishing and upholding the SMM of users across realities, by communicating differences between them.},
keywords = {Full Paper, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual Reality
Julian Rasch (LMU Munich), Julia Töws (Saarland University), Teresa Hirzle (University of Copenhagen), Florian Müller (TU Darmstadt), Martin Schmitz (Saarland University)
Abstract | Tags: Full Paper, Virtual Reality | Links:
@inproceedings{Rasch2025CreepycocreatorInvestigating,
title = {CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual Reality},
author = {Julian Rasch (LMU Munich), Julia Töws (Saarland University), Teresa Hirzle (University of Copenhagen), Florian Müller (TU Darmstadt), Martin Schmitz (Saarland University)},
url = {https://hci.cs.uni-saarland.de, website
https://www.linkedin.com/company/saarhcilab/, linkedin},
doi = {10.1145/3706598.3713720},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Generative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI when its actions are not transparently represented. This paper thus explores the co-creative object-building process through a Wizard-of-Oz study, focusing on how AI can effectively convey its intent to users during object customization in Virtual Reality. Inspired by human-to-human collaboration, we focus on three representation modes: the presence of an embodied avatar, whether the AI’s contributions are visualized immediately or incrementally, and whether the areas modified are highlighted in advance. The findings provide insights into how these factors affect user perception and interaction with object-generating AI tools in Virtual Reality as well as satisfaction and ownership of the created objects. The results offer design implications for co-creative world-building systems, aiming to foster more effective and satisfying collaborations between humans and AI in Virtual Reality.},
keywords = {Full Paper, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Fly Away: Evaluating the Impact of Motion Fidelity on Optimized User Interface Design via Bayesian Optimization in Automated Urban Air Mobility Simulations
Luca-Maxim Meinhardt (Ulm University), Clara Schramm (Ulm University), Pascal Jansen (Ulm University), Mark Colley (Ulm University, UCL), Enrico Rukzio (Ulm University)
Abstract | Tags: Full Paper, Virtual Reality | Links:
@inproceedings{Meinhardt2025FlyAway,
title = {Fly Away: Evaluating the Impact of Motion Fidelity on Optimized User Interface Design via Bayesian Optimization in Automated Urban Air Mobility Simulations},
author = {Luca-Maxim Meinhardt (Ulm University), Clara Schramm (Ulm University), Pascal Jansen (Ulm University), Mark Colley (Ulm University, UCL), Enrico Rukzio (Ulm University)},
url = {https://www.uni-ulm.de/en/in/mi/hci/, website
https://www.youtube.com/watch?v=rrhi_h7hfOA&ab_channel=Luca-MaximMeinhardt, teaser video
https://www.linkedin.com/in/luca-maximmeinhardt/, linkedin},
doi = {10.1145/3706598.3713288},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Automated Urban Air Mobility (UAM) can improve passenger transportation and reduce congestion, but its success depends on passenger trust. While initial research addresses passengers' information needs, questions remain about how to simulate air taxi flights and how these simulations impact users and interface requirements. We conducted a between-subjects study (N=40), examining the influence of motion fidelity in Virtual-Reality-simulated air taxi flights on user effects and interface design. Our study compared simulations with and without motion cues using a 3-Degrees-of-Freedom motion chair. Optimizing the interface design across six objectives, such as trust and mental demand, we used multi-objective Bayesian optimization to determine the most effective design trade-offs. Our results indicate that motion fidelity decreases users' trust, understanding, and acceptance, highlighting the need to consider motion fidelity in future UAM studies to approach realism. However, minimal evidence was found for differences or equality in the optimized interface designs, suggesting personalized interface designs.},
keywords = {Full Paper, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
When Do We Feel Present in a Virtual Reality? Towards Sensitivity and User Acceptance of Presence Questionnaires
Annalisa Degenhard (Ulm University), Ali Askari (Ulm University), Michael Rietzler (Ulm University), Enrico Rukzio (Ulm University)
Abstract | Tags: Full Paper, Virtual Reality | Links:
@inproceedings{Degenhard2025WhenFeel,
title = {When Do We Feel Present in a Virtual Reality? Towards Sensitivity and User Acceptance of Presence Questionnaires},
author = {Annalisa Degenhard (Ulm University), Ali Askari (Ulm University), Michael Rietzler (Ulm University) and Enrico Rukzio (Ulm University)},
url = {https://www.uni-ulm.de/en/in/mi/hci/, website
https://www.linkedin.com/in/annalisa-degenhard-7950241b4/, linkedin},
doi = {10.1145/3706598.3714204},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is little research on their validity regarding specific presence dimensions and their responsiveness to differences in perception among users. We investigated four presence questionnaires (SUS, PQ, IPQ, Bouchard) on their responsiveness to intensity variations of known presence dimensions and asked users about their consistency with their experience. Therefore, we created five VR scenarios that were designed to emphasize a specific presence dimension. Our findings showed heterogeneous sensitivity of the questionnaires dependent on the different dimensions of presence. This highlights a context-specific suitability of presence questionnaires. The questionnaires' sensitivity was further stated as lower than actually perceived. Based on our findings, we offer guidance on selecting these questionnaires based on their suitability for particular use cases.},
keywords = {Full Paper, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}