We at CHI '23

Meet us at the CHI conference in Hamburg!

Research

our publications at CHI '23

[CHI '23] FingerMapper: Mapping Finger Motions onto Virtual Arms to Enable Safe Virtual Reality Interaction in Confined Spaces

W. Tseng, S. Huron, E. Lecolinet, J. Gugenheimer

ABSTRACT - Whole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping small-scale finger motions onto virtual arms and hands to enable whole-body virtual movements in VR. In a first target selection study (n=13) comparing FingerMapper to hand tracking and ray-casting, we found that FingerMapper can significantly reduce physical motions and fatigue while having a similar degree of precision. In a consecutive study (n=13), we compared FingerMapper to hand tracking inside a confined space (the front passenger seat of a car). The results showed participants had significantly higher perceived safety and fewer collisions with FingerMapper while preserving a similar degree of presence and enjoyment as hand tracking. Finally, we present three example applications demonstrating how FingerMapper could be applied for locomotion and interaction for VR in confined spaces.

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
10.1145/3544548.3580736    PDF    Teaser Video    Full Video   
@inproceedings{tseng2023fingermapper,
  title={FingerMapper: Mapping Finger Motions onto Virtual Arms to Enable Safe Virtual Reality Interaction in Confined Spaces},
  author={Tseng, Wen-Jie and Huron, Samuel and Lecolinet, Eric and Gugenheimer, Jan},
  booktitle={Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
  year={2023},
  month={apr},
  series={CHI '23},
  publisher={ACM},
  url={https://doi.org/10.1145/3544548.3580736},
  doi = {10.1145/3544548.3580736},
  teaservideo={https://www.youtube.com/watch?v=KomrhEYGBDw},
  video={https://www.youtube.com/watch?v=7Kfq7Ej1krw},
  file={https://fileserver.tk.informatik.tu-darmstadt.de/Publications/2023/tseng2023fingermapper.pdf},
  abstract={Whole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping small-scale finger motions onto virtual arms and hands to enable whole-body virtual movements in VR. In a first target selection study (n=13) comparing FingerMapper to hand tracking and ray-casting, we found that FingerMapper can significantly reduce physical motions and fatigue while having a similar degree of precision. In a consecutive study (n=13), we compared FingerMapper to hand tracking inside a confined space (the front passenger seat of a car). The results showed participants had significantly higher perceived safety and fewer collisions with FingerMapper while preserving a similar degree of presence and enjoyment as hand tracking. Finally, we present three example applications demonstrating how FingerMapper could be applied for locomotion and interaction for VR in confined spaces.}
}

[CHI '23] Tailor Twist: Assessing Rotational Mid-Air Interactions for Augmented Reality

D. Schön, T. Kosch, F. Müller, M. Schmitz, S. Günther, L. Bommhardt, M. Mühlhäuser

ABSTRACT - Mid-air gestures, widely used in today's Augmented Reality applications, are prone to the "gorilla arm" effect, leading to discomfort with prolonged interactions. While prior work has proposed metrics to quantify this effect and means to improve comfort and ergonomics, these works usually only consider simplistic, one-dimensional AR interactions, like reaching for a point or pushing a button. However, interacting with AR environments also involves far more complex tasks, such as rotational knobs, potentially impacting ergonomics. This paper advances the understanding of the ergonomics of rotational mid-air interactions in AR. For this, we contribute the results of a controlled experiment exposing the participants to a rotational task in the interaction space defined by their arms' reach. Based on the results, we discuss how novel future mid-air gesture modalities benefit from our findings concerning ergonomic-aware rotational interaction.

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
10.1145/3544548.3581461    PDF    Teaser Video    Full Video   
@inproceedings{schoen2023tailortwist,
  title={Tailor Twist: Assessing Rotational Mid-Air Interactions for Augmented Reality},
  author={Sch\"{o}n, Dominik and Kosch, Thomas and M\"{u}ller, Florian and Schmitz, Martin and G\"{u}nther, Sebastian and Bommhardt, Lukas and M\"{u}hlh\"{a}user, Max},
  booktitle={Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
  year={2023},
  month={apr},
  series={CHI '23},
  publisher={ACM},
  url={https://doi.org/10.1145/3544548.3581461},
  doi = {10.1145/3544548.3581461},
  teaservideo={https://www.youtube.com/watch?v=FqFr_Eeh1dY},
  video={https://www.youtube.com/watch?v=K3q7uDyGu2o},
  file={https://fileserver.tk.informatik.tu-darmstadt.de/Publications/2023/schoen2023tailortwist.pdf},
  abstract={Mid-air gestures, widely used in today's Augmented Reality applications, are prone to the "gorilla arm" effect, leading to discomfort with prolonged interactions. While prior work has proposed metrics to quantify this effect and means to improve comfort and ergonomics, these works usually only consider simplistic, one-dimensional AR interactions, like reaching for a point or pushing a button. However, interacting with AR environments also involves far more complex tasks, such as rotational knobs, potentially impacting ergonomics. This paper advances the understanding of the ergonomics of rotational mid-air interactions in AR. For this, we contribute the results of a controlled experiment exposing the participants to a rotational task in the interaction space defined by their arms' reach. Based on the results, we discuss how novel future mid-air gesture modalities benefit from our findings concerning ergonomic-aware rotational interaction.}
}

 [CHI '23] FIDO2 the Rescue? Platform vs. Roaming Authentication on Smartphones

L. Würsching, F. Putz, S. Haesler, M. Hollick

ABSTRACT - Modern smartphones support FIDO2 passwordless authentication using either external security keys or internal biometric authentication, but it is unclear whether users appreciate and accept these new forms of web authentication for their own accounts. We present the first lab study (N=87) comparing platform and roaming authentication on smartphones, determining the practical strengths and weaknesses of FIDO2 as perceived by users in a mobile scenario. Most participants were willing to adopt passwordless authentication during our in-person user study, but closer analysis shows that participants prioritize usability, security, and availability differently depending on the account type. We identify remaining adoption barriers that prevent FIDO2 from succeeding password authentication, such as missing support for contemporary usage patterns, including account delegation and usage on multiple clients.

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
10.1145/3544548.3580993    PDF    Full Video   
@inproceedings{wuersching2023fido2,
  title={FIDO2 the Rescue? Platform vs. Roaming Authentication on Smartphones},
  author={W\"{u}rsching, Leon and Putz, Florentin and Haesler, Steffen and Hollick, Matthias},
  booktitle={Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
  year={2023},
  month={apr},
  series={CHI '23},
  publisher={ACM},
  url={https://doi.org/10.1145/3544548.3580993},
  doi = {10.1145/3544548.3580993},
  file={https://arxiv.org/abs/2302.07777},
  abstract={Modern smartphones support FIDO2 passwordless authentication using either external security keys or internal biometric authentication, but it is unclear whether users appreciate and accept these new forms of web authentication for their own accounts. We present the first lab study (N=87) comparing platform and roaming authentication on smartphones, determining the practical strengths and weaknesses of FIDO2 as perceived by users in a mobile scenario. Most participants were willing to adopt passwordless authentication during our in-person user study, but closer analysis shows that participants prioritize usability, security, and availability differently depending on the account type. We identify remaining adoption barriers that prevent FIDO2 from succeeding password authentication, such as missing support for contemporary usage patterns, including account delegation and usage on multiple clients.},
  video={https://www.youtube.com/watch?v=tZ1gzBoCEAc},
 award={Best Paper},
 note={Best Paper Award}
}

[CHI '23] Memory Manipulations in Extended Reality

E. Bonnail, W. Tseng, M. Mcgill, E. Lecolinet, S. Huron, J. Gugenheimer

ABSTRACT - Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations (forgetting, distorting, persistence) to induce memory manipulations. As memories highly impact our self-perception, social interactions, and behaviors, there is a pressing need to understand XR Memory Manipulations (XRMMs). We ran three speculative design workshops (n=12), with XR and memory researchers creating 48 XRMM scenarios. Through thematic analysis, we define XRMMs, present a framework of their core components and reveal three classes (at encoding, pre-retrieval, at retrieval). Each class differs in terms of technology (AR/VR) and impact on memory (influencing quality of memories, inducing forgetting, distorting memories). We raise ethical concerns and discuss opportunities of perceptual and memory manipulations in XR.

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
10.1145/3544548.3580988    Teaser Video   
@inproceedings{bonnail2023memory,
  title={Memory Manipulations in Extended Reality},
  author={Bonnail, Elise and Tseng, Wen-Jie and Mcgill, Mark and Lecolinet, Eric and Huron, Samuel and Gugenheimer, Jan},
  booktitle={Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
  pages={1--20},
  year={2023},
  month={apr},
  series={CHI '23},
  publisher={ACM},
  url={https://doi.org/10.1145/3544548.3580988},
  doi = {10.1145/3544548.3580988},
  teaservideo={https://www.youtube.com/watch?v=asSejQTZILI},
  file={},
  abstract={Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations (forgetting, distorting, persistence) to induce memory manipulations. As memories highly impact our self-perception, social interactions, and behaviors, there is a pressing need to understand XR Memory Manipulations (XRMMs). We ran three speculative design workshops (n=12), with XR and memory researchers creating 48 XRMM scenarios. Through thematic analysis, we define XRMMs, present a framework of their core components and reveal three classes (at encoding, pre-retrieval, at retrieval). Each class differs in terms of technology (AR/VR) and impact on memory (influencing quality of memories, inducing forgetting, distorting memories). We raise ethical concerns and discuss opportunities of perceptual and memory manipulations in XR.}
}

[CHI '23 Demo] ThermalPen: Adding Thermal Haptic Feedback to 3D Sketching

P. Hoffmann, H. Elsayed, M. Mühlhäuser, R. Wehbe, M. Barrera Machuca

ABSTRACT - Sketching in virtual 3D environments has enabled new forms of artistic expression and a variety of novel design use-cases. However, the lack of haptic feedback proves to be one of the main challenges in this field. While prior work has investigated vibrotactile and force-feedback devices, this paper proposes the addition of thermal feedback. We present ThermalPen, a novel pen for 3D sketching that associates the texture and colour of strokes with different thermal properties. For example, a fire texture elicits an increase in temperature, while an ice texture causes a temperature drop in the pen. Our goal with ThermalPen is to enhance the 3D sketching experience and allow users to use this tool to increase their creativity while sketching. We plan on evaluating the influence of thermal feedback on the 3D sketching experience, with a focus on user creativity in the future.

In CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI '23 Extended Abstracts)
10.1145/3544549.3583901   
@inproceedings{hoffmann2023thermalpen,
  title={ThermalPen: Adding Thermal Haptic Feedback to 3D Sketching},
  author={Hoffmann, Philipp and Elsayed, Hesham and M\"{u}hlh\"{a}user, Max and Wehbe, Rina and Barrera Machuca, Mayra D},
  booktitle={CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI '23 Extended Abstracts)},
  year={2023},
  month={apr},
  series={CHI '23 Demo},
  publisher={ACM},
  url={https://doi.org/10.1145/3544549.3583901},
  doi = {10.1145/3544549.3583901},
  abstract={Sketching in virtual 3D environments has enabled new forms of artistic expression and a variety of novel design use-cases. However, the lack of haptic feedback proves to be one of the main challenges in this field. While prior work has investigated vibrotactile and force-feedback devices, this paper proposes the addition of thermal feedback. We present ThermalPen, a novel pen for 3D sketching that associates the texture and colour of strokes with different thermal properties. For example, a fire texture elicits an increase in temperature, while an ice texture causes a temperature drop in the pen. Our goal with ThermalPen is to enhance the 3D sketching experience and allow users to use this tool to increase their creativity while sketching. We plan on evaluating the influence of thermal feedback on the 3D sketching experience, with a focus on user creativity in the future.}
}

[CHI '23] TicTacToes: Assessing Toe Movements as an Input Modality

F. Müller, D. Schmitt, A. Matviienko, D. Schön, S. Günther, T. Kosch, M. Schmitz, M. Mühlhäuser

ABSTRACT - From carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces.

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
10.1145/3544548.3580954    Teaser Video    Full Video   
@inproceedings{mueller2023tictactoes,
  title={TicTacToes: Assessing Toe Movements as an Input Modality},
  author={M\"{u}ller, Florian and Schmitt, Daniel and Matviienko, Andrii and Sch\"{o}n, Dominik and G\"{u}nther, Sebastian and Kosch, Thomas and Schmitz, Martin and M\"{u}hlh\"{a}user, Max},
  booktitle={Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
  year={2023},
  month={apr},
  series={CHI '23},
  publisher={ACM},
  url={https://doi.org/10.1145/3544548.3580954},
  doi = {10.1145/3544548.3580954},
  teaservideo={https://www.youtube.com/watch?v=2cGBqSQq0LM},
  video={https://www.youtube.com/watch?v=kVVY6ZZ5aHY},
  abstract={From carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces.}
}

[CHI '23] UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User Experience

F. Müller, . Arantxa, D. Schön, J. Rasch

ABSTRACT - When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes, increasing the risk of getting tangled in the headsets' cables. In this paper, we propose the use of undo actions to revert locomotion steps in VR. We explore eight different variations of undo actions as extensions of point&teleport, based on the possibility to undo position and orientation changes together with two different visualizations of the undo step (discrete and continuous). We contribute the results of a controlled experiment with 24 participants investigating the efficiency and orientation of the undo techniques in a radial maze task. We found that the combination of position and orientation undo together with a discrete visualization resulted in the highest efficiency without increasing orientation errors.

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
10.1145/3544548.3581557    Teaser Video    Full Video   
@inproceedings{mueller2023undoport,
  title={UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User Experience},
  author={M\"{u}ller, Florian and Arantxa and Sch\"{o}n, Dominik and Rasch, Julian},
  booktitle={Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
  year={2023},
  month={apr},
  series={CHI '23},
  publisher={ACM},
  url={https://doi.org/10.1145/3544548.3581557},
  doi = {10.1145/3544548.3581557},
  teaservideo={https://www.youtube.com/watch?v=16ylRYe7WVk},
  video={https://www.youtube.com/watch?v=pcifaRvG0yA},
  abstract={When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes, increasing the risk of getting tangled in the headsets' cables. In this paper, we propose the use of undo actions to revert locomotion steps in VR. We explore eight different variations of undo actions as extensions of point&teleport, based on the possibility to undo position and orientation changes together with two different visualizations of the undo step (discrete and continuous). We contribute the results of a controlled experiment with 24 participants investigating the efficiency and orientation of the undo techniques in a radial maze task. We found that the combination of position and orientation undo together with a discrete visualization resulted in the highest efficiency without increasing orientation errors.}
}

[CHI '23] “Nah, It’s Just Annoying!” A Deep Dive into User Perceptions of Two-Factor Authentication

K. Marky, K. Ragozin, G. Chernyshov, A. Matviienko, M. Schmitz, M. Mühlhäuser, C. Eghtebas, K. Kunze

ABSTRACT - Two-factor authentication (2FA) is a recommended or imposed authentication mechanism for valuable online assets. However, 2FA mechanisms usually exhibit user experience issues that create user friction and even lead to poor acceptance, hampering the wider spread of 2FA. In this article, we investigate user perceptions of 2FA through in-depth interviews with 42 participants, revealing key requirements that are not well met today despite recently emerged 2FA solutions. First, we investigate past experiences with authentication mechanisms emphasizing problems and aspects that hamper good user experience. Second, we investigate the different authentication factors more closely. Our results reveal particularly interesting preferences regarding the authentication factor “ownership” in terms of properties, physical realizations, and interaction. These findings suggest a path toward 2FA mechanisms with considerably better user experience, promising to improve the acceptance and hence, the proliferation of 2FA for the benefit of security in the digital world.

In ACM Trans. Comput.-Hum. Interact.
10.1145/3503514   
@inproceedings{marky2022annoying,
  author = {Marky, Karola and Ragozin, Kirill and Chernyshov, George and Matviienko, Andrii and Schmitz, Martin and M\"{u}hlh\"{a}user, Max and Eghtebas, Chloe and Kunze, Kai},
title = {“Nah, It’s Just Annoying!” A Deep Dive into User Perceptions of Two-Factor Authentication},
year = {2022},
issue_date = {October 2022},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
volume = {29},
number = {5},
issn = {1073-0516},
url = {https://doi.org/10.1145/3503514},
doi = {10.1145/3503514},
abstract = {Two-factor authentication (2FA) is a recommended or imposed authentication mechanism for valuable online assets. However, 2FA mechanisms usually exhibit user experience issues that create user friction and even lead to poor acceptance, hampering the wider spread of 2FA. In this article, we investigate user perceptions of 2FA through in-depth interviews with 42 participants, revealing key requirements that are not well met today despite recently emerged 2FA solutions. First, we investigate past experiences with authentication mechanisms emphasizing problems and aspects that hamper good user experience. Second, we investigate the different authentication factors more closely. Our results reveal particularly interesting preferences regarding the authentication factor “ownership” in terms of properties, physical realizations, and interaction. These findings suggest a path toward 2FA mechanisms with considerably better user experience, promising to improve the acceptance and hence, the proliferation of 2FA for the benefit of security in the digital world.},
journal = {ACM Trans. Comput.-Hum. Interact.},
series={CHI '23},
month = {oct},
articleno = {43},
numpages = {32},
keywords = {usability, user experience, human factors, Two-factor authentication}
}

[CHI '23] What does it mean to cycle in Virtual Reality? Exploring Cycling Fidelity and Control of VR Bicycle Simulators

A. Matviienko, H. Hoxha, M. Mühlhäuser

ABSTRACT - Creating highly realistic Virtual Reality (VR) bicycle experiences can be time-consuming and expensive. Moreover, it is unclear what hardware parts are necessary to design a bicycle simulator and whether a bicycle is needed at all. In this paper, we investigated cycling fidelity and control of VR bicycle simulators. For this, we developed and evaluated three cycling simulators: (1) cycling without a bicycle (bikeless), (2) cycling on a fixed (stationary) and (3) moving bicycle (tandem) with four levels of control (no control, steering, pedaling, and steering + pedaling). To evaluate all combinations of fidelity and control, we conducted a controlled experiment (N = 24) in indoor and outdoor settings. We found that the bikeless setup provides the highest feeling of safety, while the tandem leads to the highest realism without increasing motion sickness. Moreover, we discovered that bicycles are not essential for cycling in VR.

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
10.1145/3544548.3581050   
@inproceedings{matviienko2023vrcycling,
  title={What does it mean to cycle in Virtual Reality? Exploring Cycling Fidelity and Control of VR Bicycle Simulators},
  author={Matviienko, Andrii and Hoxha, Hajris and M\"{u}hlh\"{a}user, Max},
  booktitle={Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
  year={2023},
  month={apr},
  series={CHI '23},
  publisher={ACM},
  url={https://doi.org/10.1145/3544548.3581050},
  doi = {10.1145/3544548.3581050},
  abstract={Creating highly realistic Virtual Reality (VR) bicycle experiences can be time-consuming and expensive. Moreover, it is unclear what hardware parts are necessary to design a bicycle simulator and whether a bicycle is needed at all. In this paper, we investigated cycling fidelity and control of VR bicycle simulators. For this, we developed and evaluated three cycling simulators: (1) cycling without a bicycle (bikeless), (2) cycling on a fixed (stationary) and (3) moving bicycle (tandem) with four levels of control (no control, steering, pedaling, and steering + pedaling). To evaluate all combinations of fidelity and control, we conducted a controlled experiment (N = 24) in indoor and outdoor settings. We found that the bikeless setup provides the highest feeling of safety, while the tandem leads to the highest realism without increasing motion sickness. Moreover, we discovered that bicycles are not essential for cycling in VR.}
}

[CHI '23 EA] Exploring the Perception of Pain in Virtual Reality using Perceptual Manipulations

G. Clavelin, M. Bouhier, W. Tseng, J. Gugenheimer

ABSTRACT - Perceptual manipulations (PMs) in Virtual Reality (VR) can steer users’ actions (e.g., redirection techniques) and amplify haptic perceptions (e.g., weight). However, their ability to amplify or induce negative perceptions such as physical pain is not well understood. In this work, we explore if PMs can be leveraged to induce the perception of pain, without modifying the physical stimulus. We implemented a VR experience combined with a haptic prototype, simulating the dislocation of a finger. A user study (n=18) compared three conditions (visual-only, haptic-only and combined) on the perception of physical pain and physical discomfort. We observed that using PMs with a haptic device resulted in a significantly higher perception of physical discomfort and an increase in the perception of pain compared to the unmodified sensation (haptic-only). Finally, we discuss how perception of pain can be leveraged in future VR applications and reflect on ethical concerns.

In CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI '23 Extended Abstracts)
10.1145/3544549.3585674   
@inproceedings{clavelin2023painperception,
  title={Exploring the Perception of Pain in Virtual Reality using Perceptual Manipulations},
  author={Clavelin, Gaelle and Bouhier, Mickael and Tseng, Wen-Jie and Gugenheimer, Jan},
  booktitle={CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI '23 Extended Abstracts)},
  year={2023},
  month={apr},
  series={CHI '23 EA},
  publisher={ACM},
  url={https://doi.org/10.1145/3544549.3585674},
  doi = {10.1145/3544549.3585674},
  abstract={Perceptual manipulations (PMs) in Virtual Reality (VR) can steer users’ actions (e.g., redirection techniques) and amplify haptic perceptions (e.g., weight). However, their ability to amplify or induce negative perceptions such as physical pain is not well understood. In this work, we explore if PMs can be leveraged to induce the perception of pain, without modifying the physical stimulus. We implemented a VR experience combined with a haptic prototype, simulating the dislocation of a finger. A user study (n=18) compared three conditions (visual-only, haptic-only and combined) on the perception of physical pain and physical discomfort. We observed that using PMs with a haptic device resulted in a significantly higher perception of physical discomfort and an increase in the perception of pain compared to the unmodified sensation (haptic-only). Finally, we discuss how perception of pain can be leveraged in future VR applications and reflect on ethical concerns.}
}

[CHI '23 EA] Text Me if You Can: Investigating Text Input Methods for Cyclists

A. Matviienko, J. Durand-Pierre, J. Cvancar, M. Mühlhäuser

ABSTRACT - Cycling is emerging as a relevant alternative to cars. However, the more people commute by bicycle, the higher the number of cyclists who use their smartphones on the go and endanger road safety. To better understand input while cycling, in this paper, we present the design and evaluation of three text input methods for cyclists: (1) touch input using smartphones, (2) midair input using a Microsoft Hololens 2, and (3) a set of ten physical buttons placed on both sides of the handlebar. We conducted a controlled indoor experiment (N = 12) on a bicycle simulator to evaluate these input methods. We found that text input via touch input was faster and less mentally demanding than input with midair gestures and physical buttons. However, the midair gestures were the least error-prone, and the physical buttons facilitated keeping both hands on the handlebars and were more intuitive and less distracting.

In CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI '23 Extended Abstracts)
10.1145/3544549.3585734   
@inproceedings{matviienko2023textme,
  title={Text Me if You Can: Investigating Text Input Methods for Cyclists},
  author={Matviienko, Andrii and Durand-Pierre, Jean-Baptiste and Cvancar, Jona and M\"{u}hlh\"{a}user, Max},
  booktitle={CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI '23 Extended Abstracts)},
  year={2023},
  month={apr},
  series={CHI '23 EA},
  publisher={ACM},
  url={https://doi.org/10.1145/3544549.3585734},
  doi = {10.1145/3544549.3585734},
  abstract={Cycling is emerging as a relevant alternative to cars. However, the more people commute by bicycle, the higher the number of cyclists who use their smartphones on the go and endanger road safety. To better understand input while cycling, in this paper, we present the design and evaluation of three text input methods for cyclists: (1) touch input using smartphones, (2) midair input using a Microsoft Hololens 2, and (3) a set of ten physical buttons placed on both sides of the handlebar. We conducted a controlled indoor experiment (N = 12) on a bicycle simulator to evaluate these input methods. We found that text input via touch input was faster and less mentally demanding than input with midair gestures and physical buttons. However, the midair gestures were the least error-prone, and the physical buttons facilitated keeping both hands on the handlebars and were more intuitive and less distracting.}
}

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