Daniel Hepperle
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
Daniel Hepperle has a total of 24 co-authors. Here are the top co-authors by number of shared publications:
Matthias Wölfel
University of Applied Sciences Karlsruhe
6 shared publications- Matthias Wölfel
Karlsruhe University of Applied Sciences
5 shared publications Andreas Dronov
2 shared publicationsAndreas Siess
2 shared publicationsChristian Hufnagel
2 shared publicationsJulia Aktun
2 shared publications
Latest Publications
- 2 September 2026
- Published by Springer Nature
- p. 53-72
How Stationary, Gaze-Directed, and Treadmill Locomotion Affect Relaxation in Immersive Virtual Nature
- 2 September 2026
- Published by Springer Nature
- p. 53-72
How Stationary, Gaze-Directed, and Treadmill Locomotion Affect Relaxation in Immersive Virtual Nature
- 28 July 2026
- Published by Springer Nature
- p. 177-205
Lehr- und Lernpraktiken in sozialer virtueller Realität erforschen: Methodische Überlegungen aus soziologischer Perspektive
- 28 July 2026
- Published by Springer Nature
- p. 177-205
Lehr- und Lernpraktiken in sozialer virtueller Realität erforschen: Methodische Überlegungen aus soziologischer Perspektive
- 1 October 2025
- Published by Springer Nature
- p. 426-437
Enter the Hindenburg: Experiencing Cultural Heritage by Social Interaction in Hybrid Space
- 1 October 2025
- Published by Springer Nature
- p. 426-437
Enter the Hindenburg: Experiencing Cultural Heritage by Social Interaction in Hybrid Space
- 22 January 2025
- Published by Springer Nature
- p. 212-225
Exploring Ecological Validity: A Comparative Study of the Mere Exposure Effect on Screens and in Immersive Virtual Reality
- 22 January 2025
- Published by Springer Nature
- p. 212-225
Exploring Ecological Validity: A Comparative Study of the Mere Exposure Effect on Screens and in Immersive Virtual Reality
- Open Access
- 27 May 2023
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 7 (6) , 56
Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies
In the broader field of human behavior studies, there are several trade-offs for on-site experiments. To be tied to a specific location can limit both the availability and diversity of participants. However, current and future technological advances make it possible to replicate real-world scenarios in a virtual environment up to a certain level of detail. How these differences add up and affect the cross-media validity of findings remains a topic of debate. How a virtual world is accessed, through a computer screen or a head-mounted display, may have a significant impact. Not surprisingly, the literature has presented various comparisons. However, while previous research has compared the different devices for a specific research question, a systematic review is lacking. To fill this gap, we conducted this review. We identified 1083 articles in accordance with the PRISMA guidelines. Following screening, 56 articles remained and were compared for a qualitative synthesis to provide the reader a summary of current research on the differences between head-mounted displays (HMDs), computer screens, and the real world. Overall, the data show that virtual worlds presented in an HMD are more similar to real-world situations than to computer screens. This supports the thesis that HMDs are more suitable than computer screens for conducting experiments in the field of human behavioral studies.
- 27 May 2023
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 7 (6) , 56
Open AccessSimilarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies
In the broader field of human behavior studies, there are several trade-offs for on-site experiments. To be tied to a specific location can limit both the availability and diversity of participants. However, current and future technological advances make it possible to replicate real-world scenarios in a virtual environment up to a certain level of detail. How these differences add up and affect the cross-media validity of findings remains a topic of debate. How a virtual world is accessed, through a computer screen or a head-mounted display, may have a significant impact. Not surprisingly, the literature has presented various comparisons. However, while previous research has compared the different devices for a specific research question, a systematic review is lacking. To fill this gap, we conducted this review. We identified 1083 articles in accordance with the PRISMA guidelines. Following screening, 56 articles remained and were compared for a qualitative synthesis to provide the reader a summary of current research on the differences between head-mounted displays (HMDs), computer screens, and the real world. Overall, the data show that virtual worlds presented in an HMD are more similar to real-world situations than to computer screens. This supports the thesis that HMDs are more suitable than computer screens for conducting experiments in the field of human behavioral studies.
- Open Access
- 17 June 2021
- Published by Springer Nature in The Visual Computer
- Vol. 38 (4) , 1227-1244
Aspects of visual avatar appearance: self-representation, display type, and uncanny valley
The visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but—compared to 2D monitors—even more pronounced.
- 17 June 2021
- Published by Springer Nature in The Visual Computer
- Vol. 38 (4) , 1227-1244
Open AccessAspects of visual avatar appearance: self-representation, display type, and uncanny valley
The visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but—compared to 2D monitors—even more pronounced.
- 1 August 2019
- Published by Elsevier in Computers & Graphics
- Vol. 82, 321-331
2D, 3D or speech? A case study on which user interface is preferable for what kind of object interaction in immersive virtual reality
- 1 August 2019
- Published by Elsevier in Computers & Graphics
- Vol. 82, 321-331
2D, 3D or speech? A case study on which user interface is preferable for what kind of object interaction in immersive virtual reality
- 31 January 2019
- Published by Springer Nature
- p. 58-68
Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces
- 31 January 2019
- Published by Springer Nature
- p. 58-68
Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces
- 1 October 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 50-57
What User Interface to Use for Virtual Reality? 2D, 3D or Speech–A User Study
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.
- 1 October 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 50-57
What User Interface to Use for Virtual Reality? 2D, 3D or Speech–A User Study
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.
- Open Access
- 8 November 2017
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Do you feel what you see? Multimodal perception in virtual reality
- 8 November 2017
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessDo you feel what you see? Multimodal perception in virtual reality