Hey, I’m Yannick Weiss.
I am a Ph.D. student in the field of Human-Computer Interaction at the Ludwig-Maximilians-Universität (LMU) in Munich. My research interests surround haptics in and for mixed reality, from understanding haptic perception to creating and adapting haptic experiences for virtual and augmented reality interfaces.
I’m currently working on the research project Illusionary Surface Interfaces, where I investigate the possibilities of sensory illusions to enrich haptic experiences.
Contact: yannick.weiss(at)ifi.lmu.de
Publications
2024
Marco Kurzweg*; Yannick Weiss*; Marc O. Ernst; Albrecht Schmidt; Katrin Wolf
A Survey on Haptic Feedback through Sensory Illusions in Interactive Systems Journal Article
In: ACM Comput. Surv., vol. 56, iss. 8, no. 194, pp. 1-39, 2024, ISSN: 0360-0300, (*Both authors contributed equally to this work).
@article{10.1145/3648353,
title = {A Survey on Haptic Feedback through Sensory Illusions in Interactive Systems},
author = {Marco Kurzweg* and Yannick Weiss* and Marc O. Ernst and Albrecht Schmidt and Katrin Wolf},
url = {https://doi.org/10.1145/3648353},
doi = {10.1145/3648353},
issn = {0360-0300},
year = {2024},
date = {2024-04-10},
urldate = {2024-04-10},
journal = {ACM Comput. Surv.},
volume = {56},
number = {194},
issue = {8},
pages = {1-39},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
abstract = {A growing body of work in human-computer interaction (HCI), particularly work on haptic feedback and haptic displays, relies on sensory illusions, which is a phenomenon investigated in perception research. However, an overview of which illusions are prevalent in HCI for generating haptic feedback in computing systems and which remain underrepresented, as well as the rationales and possible undiscovered potentials therein, have not yet been provided. Existing surveys on human-computer interfaces using sensory illusions are not only outdated but, more importantly, they do not consider literature across disciplines, namely perception research and HCI. This paper provides a systematic literature review (SLR) of haptic feedback generated by sensory illusions. By reporting and discussing the findings of 90 publications, we provide an overview of how sensory illusions can be used and adapted to produce haptic feedback and how they are implemented and evaluated in HCI. We moreover identify current trends and research gaps and discuss ideas for possible research directions worth investigating.},
note = {*Both authors contributed equally to this work},
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2023
Yannick Weiss; Steeven Villa; Albrecht Schmidt; Sven Mayer; Florian Müller
Using Pseudo-Stiffness to Enrich the Haptic Experience in Virtual Reality Inproceedings
In: Proceedings of the 42nd ACM Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, 2023.
@inproceedings{weiss2023using,
title = {Using Pseudo-Stiffness to Enrich the Haptic Experience in Virtual Reality},
author = {Yannick Weiss and Steeven Villa and Albrecht Schmidt and Sven Mayer and Florian Müller},
url = {https://dx.doi.org/10.1145/3544548.3581223
https://yannick-weiss.com/wp-content/uploads/2023/04/Weiss2023_PseudoStiffness.pdf},
doi = {10.1145/3544548.3581223},
year = {2023},
date = {2023-04-23},
urldate = {2023-04-23},
booktitle = {Proceedings of the 42nd ACM Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {CHI '23},
abstract = {Providing users with a haptic sensation of the hardness and softness of objects in virtual reality is an open challenge. While physical props and haptic devices help, their haptic properties do not allow for dynamic adjustments. To overcome this limitation, we present a novel technique for changing the perceived stiffness of objects based on a visuo-haptic illusion. We achieved this by manipulating the hands' Control-to-Display (C/D) ratio in virtual reality while pressing down on an object with fixed stiffness. In the first study (N=12), we determine the detection thresholds of the illusion. Our results show that we can exploit a C/D ratio from 0.7 to 3.5 without user detection. In the second study (N=12), we analyze the illusion's impact on the perceived stiffness. Our results show that participants perceive the objects to be up to 28.1% softer and 8.9% stiffer, allowing for various haptic applications in virtual reality.},
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pubstate = {published},
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Jakob Carl Uhl; Helmut Schrom-Feiertag; Georg Regal; Linda Hirsch; Yannick Weiss; Manfred Tscheligi
When Realities Interweave: Exploring the Design Space of Immersive Tangible XR Inproceedings
In: Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery, Warsaw, Poland, 2023, ISBN: 9781450399777.
@inproceedings{10.1145/3569009.3571843,
title = {When Realities Interweave: Exploring the Design Space of Immersive Tangible XR},
author = {Jakob Carl Uhl and Helmut Schrom-Feiertag and Georg Regal and Linda Hirsch and Yannick Weiss and Manfred Tscheligi},
url = {https://doi.org/10.1145/3569009.3571843},
doi = {10.1145/3569009.3571843},
isbn = {9781450399777},
year = {2023},
date = {2023-02-26},
urldate = {2023-02-26},
booktitle = {Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction},
publisher = {Association for Computing Machinery},
address = {Warsaw, Poland},
series = {TEI '23},
abstract = {Tangible devices and interaction in Extended Reality (XR) increase immersion and enable users to perform tasks more intuitively, accurately and joyfully across the reality-virtuality continuum. Upon reviewing the literature, we noticed no clear trend for a publication venue, as well as no standard in evaluating the effects of tangible XR. To position the topic of tangible XR in the TEI community, we propose a hands-on studio, where participants will bring in their own ideas for tangible XR from their application fields, and develop prototypes with the cutting-edge technology and a selection of virtual assets provided. Additionally, we will collectively reflect upon evaluation methods on tangible XR, and aim to find a consensus of a core evaluation suite. With this, we aim to foster a practical understanding and spark new developments in tangible XR and its use cases within the TEI community.},
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Marco Kurzweg; Simon Linke; Yannick Weiss; Maximilian Letter; Albrecht Schmidt; Katrin Wolf
Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency Inproceedings
In: Nocera, José Äbdelnour; Lárusdóttir, Marta Kristín; Petrie, Helen; Piccinno, Antonio; Winckler, Marco" (Ed.): Human-Computer Interaction — INTERACT 2023, pp. 523–545, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-42280-5.
@inproceedings{10.1007/978-3-031-42280-5_33,
title = {Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency},
author = {Marco Kurzweg and Simon Linke and Yannick Weiss and Maximilian Letter and Albrecht Schmidt and Katrin Wolf},
editor = {José Äbdelnour Nocera and Marta Kristín Lárusdóttir and Helen Petrie and Antonio Piccinno and Marco" Winckler},
doi = {10.1007/978-3-031-42280-5_33},
isbn = {978-3-031-42280-5},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {Human-Computer Interaction -- INTERACT 2023},
pages = {523--545},
publisher = {Springer Nature Switzerland},
address = {Cham},
abstract = {This work aims to provide tactile feedback when touching elements on everyday surfaces using their resonant frequencies. We used a remote speaker to bring a thin wooden surface into vibration for providing haptic feedback when a small graphical fly glued on the board was touched. Participants assigned the vibration to the fly instead of the board it was glued on. We systematically explored when that assignment illusion works best. The results indicate that additional sound, as well as vibration, lasting as long as the touch, are essential factors for having an assignment of the haptic feedback to the touched graphical object. With this approach, we contribute to ubiquitous and calm computing by showing that resonant frequency can provide vibrotactile feedback for images on thin everyday surfaces using only a minimum of hardware.},
keywords = {},
pubstate = {published},
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2022
Katrin Wolf; Marco Kurzweg; Yannick Weiss; Stephen Brewster; Albrecht Schmidt
Visuo-Haptic Interaction Inproceedings
In: Proceedings of the 2022 International Conference on Advanced Visual Interfaces, Association for Computing Machinery, Frascati, Rome, Italy, 2022, ISBN: 9781450397193.
@inproceedings{10.1145/3531073.3535260,
title = {Visuo-Haptic Interaction},
author = {Katrin Wolf and Marco Kurzweg and Yannick Weiss and Stephen Brewster and Albrecht Schmidt},
url = {https://doi.org/10.1145/3531073.3535260},
doi = {10.1145/3531073.3535260},
isbn = {9781450397193},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {Proceedings of the 2022 International Conference on Advanced Visual Interfaces},
publisher = {Association for Computing Machinery},
address = {Frascati, Rome, Italy},
series = {AVI 2022},
abstract = {While traditional interfaces in human-computer interaction mainly rely on vision and audio, haptics becomes more and more important. Haptics cannot only increase the user experience and make technology more immersive, it can also transmit information that is hard to interpret only through vision and audio, such as the softness of a surface or other material properties. In this workshop, we aim at discussing how we could interact with technology if haptics is strongly supported and which novel research areas could emerge.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Daniel Hepperle; Yannick Weiss; Andreas Siess; Matthias Wölfel
2D, 3D or speech? A case study on which user interface is preferable for what kind of object interaction in immersive virtual reality Journal Article
In: Computers & Graphics, vol. 82, pp. 321-331, 2019, ISSN: 0097-8493.
@article{HEPPERLE2019321,
title = {2D, 3D or speech? A case study on which user interface is preferable for what kind of object interaction in immersive virtual reality},
author = {Daniel Hepperle and Yannick Weiss and Andreas Siess and Matthias Wölfel},
url = {https://www.sciencedirect.com/science/article/pii/S0097849319300974},
doi = {https://doi.org/10.1016/j.cag.2019.06.003},
issn = {0097-8493},
year = {2019},
date = {2019-08-01},
urldate = {2019-08-01},
journal = {Computers & Graphics},
volume = {82},
pages = {321-331},
abstract = {Recent developments in human machine interaction offer three principal different approaches to interact with 3D environments, namely: 2D overlays using icons, 3D interfaces resembling interactions of the real world and speech interfaces which matured in the last years and are becoming more and more popular in other context such as smartphones or smart homes. Faced with the task to select the best interaction strategy to interact with immersive environments one is left with best practice and literature. But neither offers a clear strategy and all the methods are used widely. In particular a consistent comparison providing insights on when to use what interface in immersive virtual environments is missing. In order to evaluate the relative strengths and weaknesses of each interface in relation to different tasks in immersive environments a quantitative user study has been conducted. Results showed significant differences on the interface performances according to different parameters: ease of learning (Speech and 2D are favored), uncomplicated handling (Speech), speed (Speech and 2D), overview (2D), fun (3D), comprehension (2D and 3D) and on how simple and efficient it is to handle text input (Speech).},
keywords = {},
pubstate = {published},
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2018
Yannick Weiss; Daniel Hepperle; Andreas Sieß; Matthias Wölfel
What User Interface to Use for Virtual Reality? 2D, 3D or Speech–A User Study Inproceedings
In: 2018 International Conference on Cyberworlds (CW), pp. 50-57, IEEE , 2018.
@inproceedings{Weiss2018,
title = {What User Interface to Use for Virtual Reality? 2D, 3D or Speech–A User Study},
author = {Yannick Weiss and Daniel Hepperle and Andreas Sieß and Matthias Wölfel},
url = {https://ieeexplore.ieee.org/abstract/document/8590016},
doi = {10.1109/CW.2018.00021},
year = {2018},
date = {2018-12-27},
urldate = {2018-12-27},
booktitle = {2018 International Conference on Cyberworlds (CW)},
pages = {50-57},
publisher = {IEEE },
abstract = {In virtual reality different demands on the user interface have to be addressed than on classic screen applications. That's why established strategies from other digital media cannot be transferred unreflected and at least adaptation is required. So one of the leading questions is: which form of interface is preferable for virtual reality? Are 2D interfaces—that are mostly used in combination with mouse or touch interactions— the means of choice, although they do not use the medium's full capabilities? What about 3D interfaces that can be naturally integrated into the virtual space? And last but not least: are speech interfaces, the fastest and most natural form of human interaction/communication, which have recently established themselves in other areas (e.g. digital assistants), ready to conquer the world of virtual reality? To answer these question this work compares these three approaches based on a quantitative user study and highlights advantages and disadvantages of the respective interfaces for virtual reality applications.},
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}
Michael Braun; Sarah Theres Völkel; Gesa Wiegand; Thomas Puls; Daniel Steidl; Yannick Weiss; Florian Alt
The Smile is The New Like: Controlling Music with Facial Expressions to Minimize Driver Distraction Inproceedings
In: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia, pp. 383–389, Association for Computing Machinery, Cairo, Egypt, 2018, ISBN: 9781450365949.
@inproceedings{10.1145/3282894.3289729,
title = {The Smile is The New Like: Controlling Music with Facial Expressions to Minimize Driver Distraction},
author = {Michael Braun and Sarah Theres Völkel and Gesa Wiegand and Thomas Puls and Daniel Steidl and Yannick Weiss and Florian Alt},
url = {https://doi.org/10.1145/3282894.3289729},
doi = {10.1145/3282894.3289729},
isbn = {9781450365949},
year = {2018},
date = {2018-11-25},
urldate = {2018-11-25},
booktitle = {Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia},
pages = {383–389},
publisher = {Association for Computing Machinery},
address = {Cairo, Egypt},
series = {MUM '18},
abstract = {The control of user interfaces while driving is a textbook example for driver distraction. Modern in-car interfaces are growing in complexity and visual demand, yet they need to stay simple enough to handle while driving. One common approach to solve this problem are multimodal interfaces, incorporating e.g. touch, speech, and mid-air gestures for the control of distinct features. This allows for an optimization of used cognitive resources and can relieve the driver of potential overload. We introduce a novel modality for in-car interaction: our system allows drivers to use facial expressions to control a music player.The results of a user study show that both implicit emotion recognition and explicit facial expressions are applicable for music control in cars. Subconscious emotion recognition could decrease distraction, while explicit expressions can be used as an alternative input modality. A simple smiling gesture showed good potential, e.g. to save favorite songs.},
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}