Prof. Dr. Eike Langbehn

Department of Media Technology



  • Human-Computer Interaction
  • Game Engines
  • Mixed Reality
  • Interaktive Systeme

Focus areas/Expertise

  • Game Development & Game Design
  • Virtual & Augmented Reality
  • Interactive Storytelling
  • 3D User Interfaces

Offices held/Professional memberships

  • IEEE VR Program Committee 2020, 2021
  • ICAT-EGVE Program Committee 2021
  • ACM SUI Program Committee 2021
  • Reviewer for several national and international conferences and journals (IEEE TVCG, ACM TOG, PLOS One, ACM UIST, IEEE 3DUI, ACM CHI Play, ACM CHI, INTERACT, ...)
  • Member of IEEE, ACM, GI, CCC

Thesis (B.A./M.A.) and PhD supervision

  • Gemeinsame Objekte in Mehrbenutzer Redirected Walking
  • Audio-Visual Position Estimation of Co-Located Users in a Redirected Walking Environment
  • Entwicklung einer Unity-Schnittstelle zur Steuerung von Drohnenschwärmen am Beispiel eines Teleoperationsszenarios
  • Evaluation von Techniken zur Szenentransition in Virtual Reality
  • Evaluation der kognitiven Anforderungen von Fortbewegungs-
    techniken in VR
  • Stimulation der Bereitschaft zur realen Fortbewegung von Tele-
    portationsbenutzern in VR
  • Automatisierte Pfadgenerierung für virtuelle Umgebungen
  • Evaluation von Kollisionen mit Avataren in Virtueller Realität
  • Prozedurale Level Generierung mit vordefinierten Pfaden
  • Evaluation von Techniken zur Verstärkung der Kopfrotationen in
    virtueller Realität
  • Evaluation von Walking-in-Place-Techniken für VR
  • Apple Watch als Eingabegerät in VR
  • Redirected Feet in VR: Manipulating the virtual position of the
    users‘ feet
  • Entwicklung & Evaluierung von 3D-Selektionstechniken durch Eye- und Head-Tracking in VR
  • Das Blickverhalten von Agenten in Virtual Reality
  • Design of a Hand Posture Vocabulary for Interactive Paint Software
  • Evaluation grafischer Skriptsprachen am Beispiel der Unreal Engine 4
  • Was passiert mit mir bei Gewaltausübung in Virtual Reality? Moralisches Verhalten und dessen Bewertung in VR
  • Entwicklung und Evaluation eines immersiven, avatargestützten Telekonferenzsystems
  • Entwicklung der Rechenkapazität von Computern anhand von Moore's Law
  • Entwicklung und Evaluation von visuellen Wettereffekten für archäologische Modelle am Beispiel der Hammaburg

Short bio

Eike Langbehn is Professor for Media Informatics at the HAW Hamburg since March 2021. His fields of work include XR and games. He studied Computer Science in Oldenburg and Hamburg and graduated with a PhD thesis about perceptual aspects of VR locomotion in 2019. In 2020, he co-founded Curvature Games, a Hamburg-based games studio that is specialised in narrative VR experiences. Since 2012, he has been working in the games industry as a programmer and game designer on titles for different platforms including web, mobile and VR.

Eikes research is focused on (3D) human-computer interaction in spatial environments. It is driven by the question how stories can be told in interactive media. He published in the most competitive conferences of the field including ACM SIGGRAPH and IEEE VR and is actively involved in the research community. Eike is regularly invited as a speaker at conferences and gatherings in the area of VR and game development.


Selected Publications:

Eike Langbehn and Frank Steinicke. 2019. Space walk: a combination of subtle redirected walking techniques integrated with gameplay and narration. In ACM SIGGRAPH 2019 Emerging Technologies (SIGGRAPH '19). Association for Computing Machinery, New York, NY, USA, Article 24, 1–2. DOI:

Eike Langbehn, Frank Steinicke, Markus Lappe, Gregory F. Welch, and Gerd Bruder. 2018. In the blink of an eye: leveraging blink-induced suppression for imperceptible position and orientation redirection in virtual reality. ACM Transaction on Graphics (TOG/SIGGRAPH). 37, 4, Article 66 (August 2018), 11 pages. DOI:

E. Langbehn, P. Lubos, G. Bruder and F. Steinicke, "Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR," in IEEE Transactions on Visualization and Computer Graphics (TVCG), vol. 23, no. 4, pp. 1389-1398, April 2017, doi: 10.1109/TVCG.2017.2657220.

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