Niels Henze

Niels Henze
Universität Regensburg | UR · Lehrstuhl für Medieninformatik

PhD

About

237
Publications
146,921
Reads
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5,154
Citations
Citations since 2016
143 Research Items
4128 Citations
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Introduction
Niels Henze currently works at the University of Regensburg. Niels does research in human-computer interaction, Mobile HCI, Model-based interaction, Mixed Reality, and Touch-Based Interaction.
Additional affiliations
November 2013 - present
Universität Stuttgart
Position
  • Professor (Assistant)
October 2008 - March 2012
Carl von Ossietzky Universität Oldenburg
Position
  • PhD Student

Publications

Publications (237)
Conference Paper
Full-text available
Avatars are used to represent users in virtual reality (VR) and create embodied experiences. Previous work showed that avatars' stereotypical appearance can affect users' physical performance and perceived exertion while exercising in VR. Although sweating is a natural human response to physical effort, surprisingly little is known about the effect...
Conference Paper
Full-text available
Feeling ownership of a virtual body is crucial for immersive experiences in VR. Knowledge about body ownership is mainly based on rubber hand illusion (RHI) experiments in the real world. Watching a rubber hand being stroked while one's own hidden hand is synchronously stroked, humans experience the rubber hand as their own hand and underestimate t...
Article
Full-text available
Latency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and is never constant due to multiple factors, such as updates in routing tables, users changing their...
Article
Full-text available
Assessing social acceptability is vital when designing body-worn mobile devices. Previous research found evidence that using stereotyping content model (SCM) mobile devices can systematically predict ratings of the warmth and competence of their wearers. However, it is currently unknown if other contextual dimensions of mobile device usage can also...
Conference Paper
Full-text available
Understanding body ownership is essential when creating virtual reality (VR) applications using avatars. One of the most widely-used paradigm to investigate body ownership is the rubber hand illusion (RHI). When a real hand and a rubber hand are stroked synchronously, participants can experience the rubber hand as their own hand. Although the knowl...
Conference Paper
Full-text available
Mixed Reality (MR) increasingly gained importance over the last decade leading to the commercial breakthrough in recent years. At the heart of MR systems is the avatar-the user's virtual representation within the virtual world. Avatars are not only necessary to interact with the virtual world but have also a large number of profound effects on the...
Conference Paper
Full-text available
Cloud-based game streaming allows gamers to play Triple-A games on any device, anywhere, almost instantly. However, they entail one major disadvantage - latency. Latency, the time between input and output, worsens the players’ experience and performances. Reducing the latency of game streaming is crucial to provide gamers the same game experience a...
Conference Paper
Full-text available
Latency is inherently part of every interactive system and is particularly critical in video games. Previous work shows that visual latency above 25 ms reduces game experience and player performance. However, latency does not only affect visual perception but also may influence auditory elements of video games. It is unclear if auditory latency imp...
Conference Paper
Full-text available
Users' expectations about systems alter how they interact with them, thereby influencing their experience. Latency is also known to alter experience and performance in interactive systems, particularly in video games. Currently, it is unclear if users' expectations influence latency-based effects. We report the results of an experiment (N = 24) in...
Article
Full-text available
Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player pe...
Conference Paper
Full-text available
An avatar's athletic appearance can affect users' perceptual and physiological responses to physical exertion in virtual reality (VR). Although sweating during physical effort is a natural human response, it is currently unknown whether and how visualizing sweat on an avatar's skin affects the user while exercising in VR. Therefore, we plan to cond...
Conference Paper
Full-text available
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereo-typical assessments are known as the Proteus effect. Exergames involve physical activities of players, however, it is currently unknown if behavioral chan...
Article
Full-text available
Reports on educational developments in the area of online lectures or video recording that involves human-computer interaction between students and the teaching community.
Conference Paper
Full-text available
Recognizing human emotions and responding appropriately has the potential to radically change the way we interact with technology. However, to train machines to sensibly detect and recognize human emotions, we need valid emotion ground truths. A fundamental challenge here is the momentary emotion elicitation and capture (MEEC) from individuals cont...
Article
Full-text available
While advances in mobile text entry enable smartphone users to type almost as fast as on hardware keyboards, text-heavy activities are still not widely adopted. One reason is the lack of shortcut mechanisms. In this article, we determine shortcuts for text-heavy activities, elicit shortcut gestures, implement them for a fully touch-sensitive smartp...
Conference Paper
Full-text available
The continued proliferation of computing devices comes with an ever-increasing energy requirement, both during production and use. As awareness of the global climate emergency increases, self-powered and sustainable (Self-Sustainable) interactive devices are likely to play a valuable role. In this workshop we bring together researchers and practiti...
Conference Paper
Full-text available
Navigating on large high-resolution displays (LHRDs) using devices built for traditional desktop computers can be strenuous and negatively impact user experience. As LHRDs transition to everyday use, new user-friendly interaction techniques need to be designed to capitalise on the potential offered by the abundant screen space on LHRDs. We conducte...
Conference Paper
Full-text available
The ubiquitous availability of smart speakers allows hands- and eyes-free interaction through Voice User Interfaces (VUIs). Control-ling music playback is the most commonly used feature of VUIs. Previous work investigated how users naturally interact with smart speakers and suggested that users' gender could affect the devices' usability. The usabi...
Conference Paper
Full-text available
Recent work demonstrated the opportunities of thermal imaging in the development of novel interactive systems. However, the exploration is limited to controlled lab setups. Hence, little we know about how thermal imaging could be useful for a broader range of daily applications by novice users. To investigate the potential of domestication of therm...
Conference Paper
Full-text available
Smart home appliances and smart homes, in general, are on the verge of ubiquity. Research and industry proposed a range of modalities, including speech, mid-air gestures, and touch displays, to control smart homes. While previous work designed for the individual modalities, it is unclear how they compare from a user-centered perspective. Therefore,...
Conference Paper
Full-text available
Disruptive colleagues, procrastinative web-browsing or low-priority e-mail are just a few types of distractions in the modern workplace. They reduce efficiency and increase perceived workload. Previous work shows that digital and social distractions can be reduced by tangible artifacts that signal phases of high concentration to colleagues or block...
Conference Paper
Full-text available
Notifications are an essential feature of smartphones. While they support users in staying up-to-date, they are also a prominent source of interruptions. A deeper understanding of mobile notifications is required to avoid adverse effects. However, assessing mobile notifications is challenging as user studies on mobile notifications are typically co...
Conference Paper
Full-text available
With smartphones being a prime example, touchscreens became one of the most widely used interface to interact with computing systems. Compared to other touchscreen devices, smartphones pose additional challenges as the hand that interacts with the device is commonly used to also hold the device. Consequently, determining how fingers of the hand hol...
Conference Paper
Full-text available
Virtual reality (VR) is commonly used for entertainment applications but is also increasingly employed for a large number of use cases such as digital prototyping or training workers. Here, VR is key to present an immersive secondary world. VR enables experiences that are close to reality, regardless of time and place. However, highly immersive VR...
Conference Paper
Full-text available
Additional input controls such as fingerprint scanners, physical buttons, and Back-of-Device (BoD) touch panels improve the input capabilities on smartphones. While previous work showed the benefits of input beyond the touchscreen, unfavorably designed input controls force detrimental grip changes and increase the likelihood of unintended inputs. R...
Conference Paper
Museums are essential to make culture accessible to the mass audience. Human museum guides are important to explain the presented artifacts to the visitors. Recently, museums started to experiment with enhancing exhibitions through mixed reality. It enables cultural exhibitors to provide each visitor with an individualized virtual guide that adapts...
Conference Paper
Full-text available
A promising advancement of conventional head-up displays in vehicles is the implementation of augmented reality. By projecting the content onto the vehicle's windshield, information can be displayed in a contact analogue way in the real world. Two major challenges for concept developers are to reduce masking caused by augmented reality content and...
Conference Paper
Full-text available
Virtual reality (VR) is becoming more and more ubiquitous to interact with digital content and often requires renderings of avatars as they enable improved spatial localization and high levels of presence. Previous work shows that visual-haptic integration of virtual avatars depends on body ownership and spatial localization in VR. However, there a...
Conference Paper
Full-text available
Large high-resolution displays (LHRDs) are entering into our daily life. Today, we already see them in installations where they display tailored applications, e.g. in exhibitions. However, while heavily studied under lab conditions, real-world applications for personal use, which utilize the extended screen space are rarely available. Thus, today's...
Conference Paper
Full-text available
Notifications are an essential feature of smartphones. The notification drawer is the central place to view and attend notifications. Although a body of work already investigated how many and which types of notifications users receive and value, an in-depth analysis of notification drawers has been missing. In this paper, we report the results of a...
Conference Paper
Full-text available
Virtual reality (VR) enables users to experience informal learning activities, such as visiting museum exhibitions or attending tours independent of their physical locations. Consequently, VR offers compelling use cases by making informal learning and education accessible to a broader audience and simultaneously reducing the carbon footprint. For m...
Conference Paper
Full-text available
Virtual Reality (VR) allows us to perceive the world through any possible embodiment-the avatar. Behavioral changes due to the strong bond between the user and the virtual avatar is known as Proteus effect. Previous work found that the Proteus effect occurs when characteristics of the appearance are associated with knowledge and experiences gained...
Conference Paper
Full-text available
Smart virtual assistants (SVA) are becoming increasingly popular. Prominent SVAs, including Siri, Alexa, and Cortana, have female-gendered names and voices which raised the concern that combining female-gendered voices and submissive language amplifies gender stereotypes. We investigated the effect of gendered voices and the used language on the pe...
Conference Paper
Full-text available
As touchscreens are the most successful input method of current mobile devices, touch gestures became a widely used input technique. While gestures provide users with advantages to express themselves, they also introduce challenges regarding accuracy and memorability. In this paper, we investigate the effect of a gesture's orientation on how well t...