Daniel Zielasko
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Daniel Zielasko has a total of 137 co-authors. Here are the top co-authors by number of shared publications:
Benjamin Weyers
18 shared publicationsTorsten W. Kuhlen
15 shared publications- Benjamin Weyers
Trier University, Trier, Germany
9 shared publications - Matthias Wölwer
Human-Computer Interaction Group at Trier University, Germany
5 shared publications - Nico Feld
Trier University, Trier, Germany
5 shared publications - Pauline Bimberg
Human-Computer Interaction Group, University of Trier, Germany
5 shared publications
Latest Publications
- Open Access
- 16 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-12
From Interaction Primitives to Retail Concepts: A Systematic Review of VR Retail Applications
- 16 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessFrom Interaction Primitives to Retail Concepts: A Systematic Review of VR Retail Applications
- Open Access
- 16 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Steering Versus Teleporting in Mobile Virtual Reality
- 16 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessSteering Versus Teleporting in Mobile Virtual Reality
- Open Access
- 9 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Do Commercial Video See-Through AR HMDs with Foveated Rendering and Autofocus Cameras Improve 3D Pointing?
- 9 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessDo Commercial Video See-Through AR HMDs with Foveated Rendering and Autofocus Cameras Improve 3D Pointing?
- Open Access
- 25 September 2026
- Published by Elsevier in Comprehensive Psychoneuroendocrinology
- Vol. 28, 100383
The TSST goes virtual: conceptual development, current evidence and future directions
- 25 September 2026
- Published by Elsevier in Comprehensive Psychoneuroendocrinology
- Vol. 28, 100383
Open AccessThe TSST goes virtual: conceptual development, current evidence and future directions
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (7) , 5276-5290
Discrete Virtual Rotation in Pointing Versus Leaning-Directed Steering Interfaces: A Uni Versus Bimanual Perspective
In this work, we explore the integration of Orientation Selection into Steering interfaces, aiming to preserve the seamless sensation of real-world movement while mitigating the risk of inducing cybersickness. Our implementation encounters conflicts in standard input mappings, prompting us to adopt bimanual interaction as a solution. Recognizing the complexity of interaction that may arise from this step, we also develop unimanual alternatives, e.g., utilizing a Human-Joystick, commonly referred to as a Leaning interface. The outcomes of an empirical study centered around a primed search task yield unexpected findings. We observed a sample of users spanning multiple levels of gaming experience and a balanced gender distribution exhibit no significant difficulties with the bimanual, asymmetric interfaces. Remarkably, the performance of Orientation Selection is, as in prior work, at least on par with Snap Rotation. Moreover, through a subsequent exploratory analysis, we uncover indications that Pointing-Directed Steering outperforms embodied interfaces in usability and task load in the given setting.
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (7) , 5276-5290
Discrete Virtual Rotation in Pointing Versus Leaning-Directed Steering Interfaces: A Uni Versus Bimanual Perspective
In this work, we explore the integration of Orientation Selection into Steering interfaces, aiming to preserve the seamless sensation of real-world movement while mitigating the risk of inducing cybersickness. Our implementation encounters conflicts in standard input mappings, prompting us to adopt bimanual interaction as a solution. Recognizing the complexity of interaction that may arise from this step, we also develop unimanual alternatives, e.g., utilizing a Human-Joystick, commonly referred to as a Leaning interface. The outcomes of an empirical study centered around a primed search task yield unexpected findings. We observed a sample of users spanning multiple levels of gaming experience and a balanced gender distribution exhibit no significant difficulties with the bimanual, asymmetric interfaces. Remarkably, the performance of Orientation Selection is, as in prior work, at least on par with Snap Rotation. Moreover, through a subsequent exploratory analysis, we uncover indications that Pointing-Directed Steering outperforms embodied interfaces in usability and task load in the given setting.
- Open Access
- 19 May 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. PP (10772626) , 1-20
Grand Challenges in Cross Reality
Cross Reality (CR) is a new emerging field based on the current developments in Mixed Reality hardware, especially supported by the broad market penetration of video-based see-through Head-Mounted Displays. It refers to applications that span across different stages (real, Augmented Reality, Augmented Virtuality, Virtual Reality) of the reality-virtuality continuum, where users are interconnected between different stages and/or are able to transition between these stages. This publication follows the concept of other grand challenges publications and reflects the discussion of various researchers invested in CR. After an initial discussion at the 1st Joint Workshop on Cross Reality at IEEE ISMAR 2023, six topic groups have been identified, leading to 22 challenges, which were discussed in groups over the period of multiple months. The discussion of these challenges should act as a road map for future research in the area of CR.
- 19 May 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. PP (10772626) , 1-20
Open AccessGrand Challenges in Cross Reality
Cross Reality (CR) is a new emerging field based on the current developments in Mixed Reality hardware, especially supported by the broad market penetration of video-based see-through Head-Mounted Displays. It refers to applications that span across different stages (real, Augmented Reality, Augmented Virtuality, Virtual Reality) of the reality-virtuality continuum, where users are interconnected between different stages and/or are able to transition between these stages. This publication follows the concept of other grand challenges publications and reflects the discussion of various researchers invested in CR. After an initial discussion at the 1st Joint Workshop on Cross Reality at IEEE ISMAR 2023, six topic groups have been identified, leading to 22 challenges, which were discussed in groups over the period of multiple months. The discussion of these challenges should act as a road map for future research in the area of CR.
- 7 April 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3379-3388
SATOR: Seamless 3D Teleportation to Both Ground and Mid-Air Targets
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.
- 7 April 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3379-3388
SATOR: Seamless 3D Teleportation to Both Ground and Mid-Air Targets
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.
- Open Access
- 24 February 2026
- Published by Springer Nature in Virtual Reality
- Vol. 30 (2)
Do not immerse and drive? prolonged effects of cybersickness on physiological stress markers and cognitive performance
Extended exposure to virtual reality environments can induce motion sickness, often referred to as cybersickness, which may lead to physiological stress responses and impaired cognitive performance. This study investigates the aftereffects of VR-induced motion sickness with a focus on physiological stress markers and working memory performance. Using a carousel simulation to elicit cybersickness, we assessed subjective discomfort (SSQ, FMS), physiological stress (salivary cortisol, alpha-amylase, electrodermal activity, heart rate), and cognitive performance (n-Back task) over a 90-minute post-exposure period. Our findings demonstrate a significant increase in both subjective and physiological stress indicators following VR exposure, accompanied by a decline in working memory performance. Notably, delayed symptom progression was observed in a substantial proportion of participants, with some reporting peak symptoms up to 90 min post-stimulation. Salivary cortisol levels remained elevated throughout the observation period, indicating prolonged stress recovery. These results highlight the need for longer washout phases in XR research and raise safety concerns for professional applications involving post-exposure task performance.
- 24 February 2026
- Published by Springer Nature in Virtual Reality
- Vol. 30 (2)
Open AccessDo not immerse and drive? prolonged effects of cybersickness on physiological stress markers and cognitive performance
Extended exposure to virtual reality environments can induce motion sickness, often referred to as cybersickness, which may lead to physiological stress responses and impaired cognitive performance. This study investigates the aftereffects of VR-induced motion sickness with a focus on physiological stress markers and working memory performance. Using a carousel simulation to elicit cybersickness, we assessed subjective discomfort (SSQ, FMS), physiological stress (salivary cortisol, alpha-amylase, electrodermal activity, heart rate), and cognitive performance (n-Back task) over a 90-minute post-exposure period. Our findings demonstrate a significant increase in both subjective and physiological stress indicators following VR exposure, accompanied by a decline in working memory performance. Notably, delayed symptom progression was observed in a substantial proportion of participants, with some reporting peak symptoms up to 90 min post-stimulation. Salivary cortisol levels remained elevated throughout the observation period, indicating prolonged stress recovery. These results highlight the need for longer washout phases in XR research and raise safety concerns for professional applications involving post-exposure task performance.
- 14 November 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (2) , 1864-1878
How Far is Too Far? The Trade-Off Between Selection Distance and Accuracy During Teleportation in Immersive Virtual Reality
Target-selection-based teleportation is one of the most widely used and researched travel techniques in immersive virtual environments, requiring the user to specify a target location with a selection ray before being transported there. This work explores the influence of the maximum reach of the parabolic selection ray, modeled by different emission velocities of the projectile motion equation, and compares the resulting teleportation performance to a straight ray as the baseline. In a user study with 60 participants, we asked participants to teleport as far as possible while still remaining within accuracy constraints to understand how the theoretical implications of the projectile motion equation apply to a realistic VR use case. We found that a projectile emission velocity of $14 \frac{m}{s}$ (resulting in a maximal reach of $21.52 \ m$) offered the best trade-off between selection distance and accuracy, with an inferior performance of the straight ray. Our results demonstrate the necessity to carefully set and report the projectile emission velocity in future work, as it was shown to directly influence user-selected distance, selection errors, and controller height during selection.
- 14 November 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (2) , 1864-1878
How Far is Too Far? The Trade-Off Between Selection Distance and Accuracy During Teleportation in Immersive Virtual Reality
Target-selection-based teleportation is one of the most widely used and researched travel techniques in immersive virtual environments, requiring the user to specify a target location with a selection ray before being transported there. This work explores the influence of the maximum reach of the parabolic selection ray, modeled by different emission velocities of the projectile motion equation, and compares the resulting teleportation performance to a straight ray as the baseline. In a user study with 60 participants, we asked participants to teleport as far as possible while still remaining within accuracy constraints to understand how the theoretical implications of the projectile motion equation apply to a realistic VR use case. We found that a projectile emission velocity of $14 \frac{m}{s}$ (resulting in a maximal reach of $21.52 \ m$) offered the best trade-off between selection distance and accuracy, with an inferior performance of the straight ray. Our results demonstrate the necessity to carefully set and report the projectile emission velocity in future work, as it was shown to directly influence user-selected distance, selection errors, and controller height during selection.