
Marc Erich Latoschik- Prof. Dr.
- Chair at University of Wuerzburg
Marc Erich Latoschik
- Prof. Dr.
- Chair at University of Wuerzburg
Human-Computer Interaction, XR & AI, Avatars, social VR, multimodal interfaces, therapy, training, gamification
About
395
Publications
109,547
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Introduction
Marc’s work combines methods and approaches from artificial intelligence, 3D graphics, cognitive sciences, and psychology on top of a strong engineering foundation in computer science. Since his seminal work on multimodal interaction in Virtual Reality from the late 90th, he is interested in highly interactive and immersive interfaces of Virtual, Augmented, and Mixed Reality (VR, AR, MR). Current research focuses on avatars, agents, social VR, and more in various application areas.
Current institution
Additional affiliations
May 2011 - present
May 2011 - present
March 2009 - April 2011
Publications
Publications (395)
This paper investigates if and how self-similarity and having motor control impact sense of embodiment, self-identification, and body weight perception in Augmented Reality (AR). We conducted a 2x2 mixed design experiment involving 60 participants who interacted with either synchronously moving virtual humans or independently moving ones, each with...
Facial expressions are crucial for many eXtended Reality (XR) use cases, from mirrored self exposures to social XR, where users interact via their avatars as digital alter egos. However, current XR devices differ in sensor coverage of the face region. Hence, a faithful reconstruction of facial expressions either has to exclude these areas or synthe...
Zusammenfassung
Algorithmisches Denken ist eine wichtige Voraussetzung für das Erlernen des Programmierens. Die abstrakte Natur und das tatsächliche Verständnis von Algorithmen spielen aber oft eine untergeordnete Rolle, wenn das Programmieren mithilfe spezifischer Umgebungen und Programmiersprachen erlernt wird. Anstatt zugrunde liegende Muster zu...
Zusammenfassung
Für die Integration von Social Virtual Reality (SVR) in den Englischunterricht zur Förderung inter- und transkultureller Kompetenzen fehlen ein umfassender Rahmen, empirische Belege, Bewertungsmethoden und Überlegungen zur Skalierbarkeit. Das limitiert den effektiven und evidenzbasierten Einsatz von SVR in der Bildung und schränkt p...
Zusammenfassung
Angesichts der Entwicklungen im Medienbereich und der Globalisierung ergeben sich neue Aufgaben für Schule und Unterricht und damit auch für die Förderung medienpädagogischer und interkultureller Kompetenz von (angehenden) Lehrpersonen. Vor diesem Hintergrund wird in diesem Beitrag die interdisziplinäre Entwicklung eines Weiterbildu...
The sense of presence and the sense of embodiment are two fundamental qualia, pivotal to many virtual reality experiences. Empirical research indicates a notable interdependence between these two qualia, where manipulations designed to affect one often exhibit a concurrent influence on the other. Existing theories on the development of qualia in vi...
Recent research shows that visualizing linguistic bias mitigates its negative effects. However, reliable automatic detection methods to generate such visualizations require costly, knowledge-intensive training data. To facilitate data collection for media bias datasets, we present News Ninja, a game employing data-collecting game mechanics to gener...
This paper introduces “Motion Passwords”, a novel biometric authentication approach where virtual reality users verify their identity by physically writing a chosen word in the air with their hand controller. This method allows combining three layers of verification: knowledge-based password input, handwriting style analysis, and motion profile rec...
The concept of AI literacy, its promotion, and measurement are important topics as they prepare society for the steadily advancing spread of AI technology. The first purpose of the current study is to advance the measurement of AI literacy by collecting evidence regarding the validity of the Meta AI Literacy Scale (MAILS) by Carolus and colleagues...
The design of virtual environments (VEs) can strongly influence users’ emotions. These VEs are also an important aspect of immersive Virtual Reality (VR) exergames – training system that can inspire athletes to train in a highly motivated way and achieve a higher training intensity. VR-based training and rehabilitation systems can increase a user’s...
Anti-aliasing is essential for Virtual Reality (VR) applications, as the pixels of current VR displays subtend a large field of view. This makes various undersampling artifacts particularly noticeable. Understanding state-of-the-art anti-aliasing techniques and their trade-offs is therefore crucial for optimizing VR experiences and developing high-...
Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a 2×2 mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. O...
The use of virtual and augmented reality devices is increasing, but these sensor-rich devices pose risks to privacy. The ability to track a user's motion and infer the identity or characteristics of the user poses a privacy risk that has received significant attention. Existing deep-network-based defenses against this risk, however, require signifi...
Social virtual reality is an emerging medium of communication. In this medium, a user's avatar (virtual representation) is controlled by the tracked motion of the user's headset and hand controllers. This tracked motion is a rich data stream that can leak characteristics of the user or can be effectively matched to previously-identified data to ide...
Media bias is a multifaceted problem, leading to one-sided views and impacting decision-making. A way to address digital media bias is to detect and indicate it automatically through machine-learning methods. However, such detection is limited due to the difficulty of obtaining reliable training data. Human-in-the-loop-based feedback mechanisms hav...
Recent research shows that visualizing linguistic bias mitigates its negative effects. However, reliable automatic detection methods to generate such visualizations require costly, knowledge-intensive training data. To facilitate data collection for media bias datasets, we present News Ninja, a game employing data-collecting game mechanics to gener...
Virtual humans play a pivotal role in social virtual environments, shaping users’ VR experiences. The diversity in available options and users’ individual preferences can result in a heterogeneous mix of appearances among a group of virtual humans. The resulting variety in higher-order anthropomorphic and realistic cues introduces multiple (in)cong...
Cybersickness is still a prominent risk factor potentially affecting the usability of virtual reality applications. Automated real-time detection of cybersickness promises to support a better general understanding of the phenomena and to avoid and counteract its occurrence. It could be used to facilitate application optimization, that is, to system...
This work explores the effects of users' gender and social design features of AI under different task load conditions on human-like attributions, social impact, work performance and perceived work-load, user experience, and various other measures in Human-AI Interaction (HAII). Users had to execute sorting and dispatch tasks in collaboration with a...
Virtual reality (VR) offers various opportunities for innovative therapeutic approaches, especially regarding self-related mind-body interventions. We introduce a VR body swap system enabling multiple users to swap their perspectives and appearances and evaluate its effects on virtual sense of embodiment (SoE) and perception- and cognition-based se...
Virtual humans significantly contribute to users’ plausible XR experiences. However, it may be not only the congruent rendering of the virtual human but also the degree of immersion having an impact on virtual humans’ plausibility. In a low-immersive desktop-based and a high-immersive VR condition, participants rated realistic and abstract animated...
Even though people imagine different embodiments when asked which AI they would like to work with, most studies investigate trust in AI systems without specific physical appearances. This study aims to close this gap by combining influencing factors of trust to analyze their impact on the perceived trustworthiness, warmth, and competence of an embo...
Shoes are an important part of the fashion industry, stereotypically affect our self-awareness as well as external perception, and can even biomechanically modify our gait pattern. Immersive Virtual Reality (VR) enables users not only to explore virtual environments, but also to control an avatar as a proxy for themselves. These avatars can wear an...
Self-exposure using modulated embodied avatars in virtual reality (VR) may support a positive body image. However, further investigation is needed to address methodological challenges and to understand the concrete effects, including their quantification. We present an iteratively refined paradigm for studying the tangible effects of exposure to a...
This paper addresses the critical importance of standards and documentation in kinematic research, particularly within Extended Reality (XR) environments. We focus on the pivotal role of motion data, emphasizing the challenges posed by the current lack of standardized practices in XR user motion datasets. Our work involves a detailed analysis of 8...
Motion tracking “telemetry” data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to uniquely identify VR users. In this study, we go a step further, showing that a variety of private user information...
Image stitching plays a crucial role for various computer vision applications, like panoramic photography, video production, medical imaging and satellite imagery. It makes it possible to align two images captured at different views onto a single image with a wider field of view. However, for 3D scenes with high depth complexity and images captured...
Text input is desirable across various eXtended Reality (XR) use cases and is particularly crucial for knowledge and office work. This article compares handwriting text input between Virtual Reality (VR) and Video See-Through Augmented Reality (VST AR), facilitated by physically aligned and mid-air surfaces when writing simple and complex sentences...
Spatial User Interfaces along the Reality-Virtuality continuum heavily depend on accurate depth perception. However, current display technologies still exhibit shortcomings in the simulation of accurate depth cues, and these shortcomings also vary between Virtual or Augmented Reality (VR, AR: eXtended Reality (XR) for short). This article compares...
Depth perception is essential for our daily experiences, aiding in orientation and interaction with our surroundings. Virtual Reality allows us to decouple such depth cues mainly represented through binocular disparity and motion parallax. Dealing with fully-mesh-based rendering methods these cues are not problematic as they originate from the obje...
Introduction: This paper addresses the need for reliable user identification in Extended Reality (XR), focusing on the scarcity of public datasets in this area.
Methods: We present a new dataset collected from 71 users who played the game “Half-Life: Alyx” on an HTC Vive Pro for 45 min across two separate sessions. The dataset includes motion and e...
Photorealistic avatars show great potential in social VR and VR collaboration. However, identity and privacy issues are threatening avatars' authenticity in social VR. In addition to the necessary authentication and protection, effective solutions are needed to convey avatars' authenticity status to users and thereby enhance the overall trustworthi...
History education often struggles with a lack of interest from students. Serious games can help make learning about history more engaging. Students can directly experience situations of the past as well as interact and communicate with agents representing people of the respective era. This allows for situated learning. Besides using computer screen...
The widespread availability of smartphones facilitates the integration of digital, augmented reality (AR), and tangible augmented reality (TAR) learning environments into the classroom. A haptic aspect can enhance the user’s overall experience during a learning process. To investigate further benefits of using TAR for educational purposes, we compa...
Body awareness is relevant for the efficacy of psychotherapy. However, previous work on virtual reality (VR) and avatar-assisted therapy has often overlooked it. We investigated the effect of avatar individualization on body awareness in the context of VR-specific user experience, including sense of embodiment (SoE), plausibility, and sense of pres...
Die Förderung algorithmischen Denkens in einer digitalen Welt kann durch interaktive Spielumgebungen und den Einsatz von Virtual Reality (VR) intensiviert werden. Basierend auf der 2D-Programmierumgebung Robot Karol wurde ein VR-Prototyp entwickelt, um den Zusammenhang zwischen Immersion und Lernerlebnis zu beleuchten. Durch drei verschiedene Persp...
Machine learning is an essential aspect of modern life that many educational institutions incorporate into their curricula. Often, students struggle to grasp how neural networks learn. Teaching these concepts could be assisted with pedagogical agents and serious games, which both have proven helpful for complex topics like engineering. We present "...
This article presents a new dataset containing motion and physiological data of users playing the game "Half-Life: Alyx". The dataset specifically targets behavioral and biometric identification of XR users. It includes motion and eye-tracking data captured by a HTC Vive Pro of 71 users playing the game on two separate days for 45 minutes. Addition...
Valid measurement of AI literacy is important for the selection of personnel, identification of shortages in skill
and knowledge, and evaluation of AI literacy interventions. A questionnaire is missing that is deeply grounded in
the existing literature on AI literacy, is modularly applicable depending on the goals, and includes further
psychologica...
In 2021 we presented the Virtual Mission Control Room (VMCR) on the verge from fun educational project to testing ground for remote cooperative mission control. Since then, we successfully participated in ESA's 2022 campaign "New ideas to make XR a reality", which granted us additional funding to improve the VMCR software and conduct usability test...
Decision-making is an important ability in our daily lives. Decision-making can be influenced by emotions. A virtual environment and objects in it might follow an emotional design, thus potentially influencing the mood of a user. A higher visual angle on a particular stimulus can lead to a higher emotional response to it. The use of immersive virtu...
The widespread availability of smartphones facilitates the integration of digital, augmented reality (AR), and tangible augmented reality (TAR) learning environments into the classroom. A haptic aspect can enhance the user’s overall experience during a learning process. To investigate further benefits of using TAR for educational purposes, we compa...
Medical graduates lack procedural skills experience required to manage emergencies. Recent advances in virtual reality (VR) technology enable the creation of highly immersive learning environments representing easy-to-use and affordable solutions for training with simulation. However, the feasibility in compulsory teaching, possible side effects of...
This article explores the effect of one's body representation on time perception. Time Perception is modulated by a variety of factors including, e.g., the current situation or activity, it can display significant disturbances caused by psychological disorders, and it is influenced by emotional and interoceptive states, i.e., “the sense of the phys...
This article compares two state-of-the-art text input techniques between non-stationary virtual reality (VR) and video see-through augmented reality (VST AR) use-cases as XR display condition. The developed contact-based mid-air virtual tap and wordgesture (swipe) keyboard provide established support functions for text correction, word suggestions,...
Mixed Reality (MR) applications along Milgram's Reality-Virtuality (RV) continuum motivated a number of recent theories on potential constructs and factors describing MR experiences. This paper investigates the impact of incongruencies that are processed on different information processing layers (i.e., sensation/perception and cognition layer) to...
Many studies show the significance of the Proteus effect for serious virtual reality applications. The present study extends the existing knowledge by considering the relationship (congruence) between the self-embodiment (avatar) and the virtual environment. We investigated the impact of avatar and environment types and their congruence on avatar p...
Virtual humans, including virtual agents and avatars, play an increasingly important role as VR technology advances. For example, virtual humans are used as digital bodies of users in social VR or as interfaces for AI assistants in online financing. Interpersonal trust is an essential prerequisite in real-life interactions, as well as in the virtua...
Virtual Reality (VR) allows us to replace our visible body with a virtual self-representation (avatar) and to explore its effects on our body perception. While the feeling of owning and controlling a virtual body is widely researched, how VR affects the awareness of internal body signals (body awareness) remains open. Forty participants performed m...
Mirror self-reflection can help us to develop a deeper understanding and appreciation of our body. Due to technological advancements, holographic augmented reality (AR) mirrors can create realistic visualizations of virtual humans that can represent one's appearance in an altered way while remaining in a familiar environment. Further developing tho...
The alignment of virtual to physical surfaces is essential to improve symbolic input and selection in XR. Previous techniques optimized for efficiency can lead to inaccuracies. We investigate regression-based refinement techniques and introduce a surface accuracy evaluation. The results revealed that refinement techniques can highly improve surface...
The goal of the present paper is to develop and validate a questionnaire to assess AI literacy. In particular, the questionnaire should be deeply grounded in the existing literature on AI literacy, should be modular (i.e., including different facets that can be used independently of each other) to be flexibly applicable in professional life dependi...
Various machine learning approaches have proven to be useful for user verification and identification based on motion data in eXtended Reality (XR). However, their real-world application still faces significant challenges concerning versatility, i.e., in terms of extensibility and generalization capability. This article presents a solution that is...
The administrative burden for physicians in the hospital can affect the quality of patient care. The Service Center Medical Informatics (SMI) of the University Hospital Würzburg developed and implemented the smartphone-based mobile application (MA) ukw.mobile¹ that uses speech recognition for the point-of-care ordering of radiological examinations....
This paper presents the results of the seminar concept and the accompanying research conducted on inter- and transcultural learning in Virtual Reality (VR). As part of a university seminar, TEFL (Teaching English as a Foreign Language) students designed lessons for advanced learners of high school English that focused on the development of empathy...
This paper examines the relationship between time and motion perception in virtual environments. Previous work has shown that the perception of motion can affect the perception of time. We developed a virtual environment that simulates motion in a tunnel and measured its effects on the estimation of the duration of time, the speed at which perceive...
In 2021 we presented the Virtual Mission Control Room (VMCR) on the verge from fun educational project to testing ground for remote cooperative mission control. Since then, we successfully participated in ESA's 2022 campaign "New ideas to make XR a reality", which granted us additional funding to improve the VMCR software and conduct usability test...
Virtual reality applications employing avatar embodiment typically use virtual mirrors to allow users to perceive their digital selves not only from a first-person but also from a holistic third-person perspective. However, due to distance-related biases such as the distance compression effect or a reduced relative rendering resolution, the self-ob...
Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction techniqu...
Reliable and robust user identification and authentication are important and often necessary requirements for many digital services. It becomes paramount in social virtual reality (VR) to ensure trust, specifically in digital encounters with lifelike realistic-looking avatars as faithful replications of real persons. Recent research has shown great...
Social Virtual Reality (social VR or SVR) provides digital spaces for diverse human activities, social interactions, and embodied face-to-face encounters. While our digital bodies in SVR can in general be of almost any conceivable appearance, individualized or even personalized avatars bearing users’ likeness recently became an interesting research...
Medical graduates lack procedural skills experience required to manage emergencies. Recent advances in virtual reality (VR) technology enable the creation of highly immersive learning environments representing easy-to-use and affordable solutions for training with simulation. However, the feasibility in compulsory teaching, possible side effects of...
Medical graduates lack procedural skills experience required to manage emergencies. Recent advances in virtual reality (VR) technology enable the creation of highly immersive learning environments representing easy-to-use and affordable solutions for training with simulation. However, the feasibility in compulsory teaching, possible side effects of...
This article investigates the effects of different XR displays on the perception and plausibility of personalized virtual humans. We compared immersive virtual reality (VR), video see-through augmented reality (VST AR), and optical see-through AR (OST AR). The personalized virtual alter egos were generated by state-of-the-art photogrammetry methods...