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SATOR: Seamless 3D Teleportation to both Ground and Mid-Air Targets


Daniel Rupp, Matthias Wölwer, Torsten Wolfgang Kuhlen, Daniel Zielasko, Tim Weissker
IEEE Transactions on Visualization and Computer Graphics
pubimg

Traditional target-selection-based teleportation depends on the intersection of a (curved) ray with the scene's geometry, which limits navigation to points on the ground, restricting users' navigational freedom. While previous techniques exist that permit mid-air target selection, they are not optimal for transitioning between air and ground navigation, leading to inaccurate or lengthy interaction sequences. In this paper, we introduce SATOR, a new 3D teleportation technique designed to enable efficient and accurate navigation to both ground and mid-air targets by combining and enhancing previous approaches. Informed by the literature, we implemented four different parametrizations of our technique and compared them to a previously published technique that also enables both ground and mid-air target selection. Our user study with 30 participants indicates that SATOR is more efficient, accurate, and easier to use than the baseline. As a result, SATOR effectively helps users get an overview of the environment, observe features at different heights, or maneuver quickly around larger obstacles.

» Show BibTeX

@ARTICLE{Rupp2026,
author={Rupp, Daniel and Wölwer, Matthias and Kuhlen, Torsten W. and Zielasko, Daniel and Weissker, Tim},
journal={IEEE Transactions on Visualization and Computer Graphics},
title={{SATOR: Seamless 3D Teleportation to both Ground and Mid-Air Targets}},
year={2026},
volume={},
number={},
pages={1-10},
keywords={Projectiles;Weapons;Circuits;Feedback;MIMICs;Millimeter wave integrated circuits;Monolithic integrated circuits;Graphical user interfaces;Videos;Avatars;Virtual Reality;3D User Interfaces;3D Navigation;Head-Mounted Display;Teleportation;Flying;Mid-Air Navigation},
doi={10.1109/TVCG.2026.3679894}}





This Lecture Makes Me Sick: On Confounding Factors Influencing the Simulator Sickness Questionnaire (SSQ)


Tim Weissker
IEEE Transactions on Visualization and Computer Graphics
pubimg

The Simulator Sickness Questionnaire (SSQ) has become a standard tool for quantifying the severity and distribution of discomfort symptoms in virtual reality (VR) research. Despite its straightforward administration, the use of the SSQ also comes with significant challenges, including response subjectivity, strict threshold values based on a military reference population, and confounding factors influencing the results. To demonstrate the adverse interplay of these issues, we asked three cohorts of students to fill in a SSQ after having attended a 90-minute lecture of our teaching program. Although students were not exposed to any form of VR experience, the resulting SSQ scores were indistinguishable from VR studies and extended far beyond the originally defined threshold of a “bad simulator', with 88.1% of TS scores being larger and 25.4% even exceeding thrice this value. We compare our results to alternative scoring systems of the SSQ proposed in the literature and suggest implications for future experimental designs involving the quantification of sickness symptoms. In summary, our results motivate to exert caution when interpreting the results of the SSQ in the context of a VR study; participants might just have attended a lecture prior to the experiment.

» Show BibTeX

@ARTICLE{Weissker2026a,
author={Weissker, Tim},
journal={IEEE Transactions on Visualization and Computer Graphics},
title={{This Lecture Makes Me Sick: on Confounding Factors Influencing the Simulator Sickness Questionnaire (SSQ)}},
year={2026},
volume={},
number={},
pages={1-7},
keywords={Solid modeling;Particle measurements;Focusing;Cybersickness;Atmospheric measurements;Visualization;Resists;Motion sickness;Education;Anxiety disorders;Virtual Reality;Simulator Sickness;Discomfort;Cybersickness;Nausea},
doi={10.1109/TVCG.2026.3679089}}





Beyond Words: The Impact of Static and Animated Faces as Visual Cues on Memory Performance and Listening Effort during Two-Talker Conversations


Chinthusa Mohanathasan, Plamenna Koleva, Jonathan Ehret, Andrea Bönsch, Janina Fels, Torsten Wolfgang Kuhlen, Sabine Janina Schlittmeier
Acta Psychologica
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Listening to a conversation between two talkers and recalling the information is a common goal in verbal communication. However, cognitive-psychological experiments on short-term memory performance often rely on rather simple stimulus material, such as unrelated word lists or isolated sentences. The present study uniquely incorporated running speech, such as listening to a two-talker conversation, to investigate whether talker-related visual cues enhance short-term memory performance and reduce listening effort in non-noisy listening settings. In two equivalent dual-task experiments, participants listened to interrelated sentences spoken by two alternating talkers from two spatial positions, with talker-related visual cues presented as either static faces (Experiment 1, n = 30) or animated faces with lip sync (Experiment 2, n = 28). After each conversation, participants answered content-related questions as a measure of short-term memory (via the Heard Text Recall task). In parallel to listening, they performed a vibrotactile pattern recognition task to assess listening effort. Visual cue conditions (static or animated faces) were compared within-subject to a baseline condition without faces. To account for inter-individual variability, we measured and included individual working memory capacity, processing speed, and attentional functions as cognitive covariates. After controlling for these covariates, results indicated that neither static nor animated faces improved short-term memory performance for conversational content. However, static faces reduced listening effort, whereas animated faces increased it, as indicated by secondary task RTs. Participants' subjective ratings mirrored these behavioral results. Furthermore, working memory capacity was associated with short-term memory performance, and processing speed was associated with listening effort, the latter reflected in performance on the vibrotactile secondary task. In conclusion, this study demonstrates that visual cues influence listening effort and that individual differences in working memory and processing speed help explain variability in task performance, even in optimal listening conditions.

» Show BibTeX

@article{MOHANATHASAN2026106295,
title = {Beyond words: The impact of static and animated faces as visual cues on memory performance and listening effort during two-talker conversations},
journal = {Acta Psychologica},
volume = {263},
pages = {106295},
year = {2026},
issn = {0001-6918},
doi = {https://doi.org/10.1016/j.actpsy.2026.106295},
url = {https://www.sciencedirect.com/science/article/pii/S0001691826000946},
author = {Chinthusa Mohanathasan and Plamenna B. Koleva and Jonathan Ehret and Andrea Bönsch and Janina Fels and Torsten W. Kuhlen and Sabine J. Schlittmeier}
}





SPLOCIS - Extending SPLOMs to a Scatterplot Cube with Interactable Shadows for Immersive Analysis in Virtual Reality


Melanie Derksen, Viktoria Diekel, Torsten Wolfgang Kuhlen, Mario Botsch, Tim Weissker
IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2026
pubimg

In data analysis, scatterplots serve as an initial tool for exploring the relationships between two or three attributes. While scatterplot matrices (SPLOMs) display every attribute combination through numerous 2D scatterplots to show a concise overview of a multivariate dataset, this approach is not directly suitable for 3D scatterplots due to visual clutter. Since research has shown that immersive virtual environments can enhance data analysis compared to traditional 2D desktop setups - especially for spatial analysis tasks - we propose an interactive system, called SPLOCIS, that makes use of virtual reality to enable users to interactively filter and select 3D scatterplots from all possible attribute combinations. Our user study, combining both qualitative and quantitative results, demonstrates that SPLOCIS is a particularly novel and stimulating approach to work with multivariate data in immersive environments. It enables solving classic data exploration tasks in an efficient and accurate way, while not imposing unexpectedly high task loads. Moreover, our findings provide promising suggestions for further developments.

» Show BibTeX

@INPROCEEDINGS{11457517,
author={Derksen, Melanie and Dieke, Viktoria and Kuhlen, Torsten and Botsch, Mario and Weissker, Tim},
booktitle={2026 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
title={SPLOCIS – Extending SPLOMs to a Scatterplot Cube with Interactable Shadows for Immersive Analysis in Virtual Reality},
year={2026},
volume={},
number={},
pages={55-65},
keywords={Projectiles;Weapons;Radio broadcasting;Frequency modulation;Filtering;Filters;Feedback;Circuits;Brushes;Negative feedback;Virtual reality;3D user interfaces;Head-mounted display;Immersive analytics;Scatterplot;Scatterplot matrix},
doi={10.1109/VR67842.2026.00029}}





Fostering Engagement through a Latency-Optimized LLM-based Dialogue System for Multimodal ECA Responses


Konstantin Wilfried Kühlem, Jonathan Ehret, Torsten Wolfgang Kuhlen, Andrea Bönsch
IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR) 2026
pubimg

Interactions with Embodied Conversational Agents (ECAs) are an integral part of many social Virtual Reality (VR) applications, increasing the need for free, context-sensitive conversations characterized by latency-optimized and multimodal ECA responses. Our presented methodology consists of three interdependent steps: We first present a holistic framework driven by a Large Language Model (LLM), which integrates existing technologies into a modular and extendable system that is developer-friendly and suitable for diverse use-cases. Building on this foundation, our second step comprises streaming-based optimizations that effectively reduce measured response latency, thereby facilitating real-time conversations. Finally, we conduct a comparative analysis between our latency optimized LLM-driven ECA and a conventional button-based Wizard-of-Oz (WoZ) system to evaluate performance differences in user engagement. Our insights reveal that users perceive our LLM-driven ECA as significantly more natural, competent, and trustworthy than their WoZ counterparts, despite objective measures indicating slightly higher latency in technical performance. These findings underscore the potential of LLMs to enhance engagement in ECAs within VR environments.

» Show Videos
» Show BibTeX

@INPROCEEDINGS{Kuehlem2026,
author={Kühlem, Konstantin W. and Ehret, Jonathan and Kuhlen, Torsten W. and Bönsch, Andrea},
booktitle={2026 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)},
title={{Fostering Engagement Through a Latency-Optimized LLM-Based Dialogue System for Multimodal ECA Responses}},
year={2026},
volume={},
number={},
pages={85-97},
keywords={Large language models;Buildings;Virtual reality;Oral communication;Real-time systems;Optimization;large language model;embodied conversational agents;latency;multi-modal responses;virtual reality},
doi={10.1109/AIxVR67263.2026.00019}}






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