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Force-enabled TouchPad in Cars: Improving Target Selection using Absolute Input Late-Breaking Works: Novel Interactions / Sheik-Nainar, Mohamed / Huber, Jochen / Bose, Raja / Matic, Nada Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2697-2704
ACM Digital Library Link
Summary: Current automotive interfaces rely heavily on touchscreen interfaces which leverage simple and intuitive direct touch interaction. Since input and output are co-located, displays have to be positioned within hand's reach. When the display is outside the reach envelope, a touchpad has been used as a control device. Current implementation of touchpads in cars rely on a relative input method that requires a visual cursor and is known to cause distraction from primary driving task. Newer touchpads with force sensing ability are getting introduced in notebook computers. We propose to use a force-enabled touchpad with absolute mapping for target selection. We performed a controlled experiment as a first step towards assessing whether absolute mapped force input target selection performance can be comparable to direct touch input. Results show that target selection performance is not significantly different from direct touch input making a case for force-enabled touchpad usage in scenarios where the display is outside the reach envelope.

FingerReader: A Wearable Device to Explore Printed Text on the Go Accessibility at Home & on The Go / Shilkrot, Roy / Huber, Jochen / Ee, Wong Meng / Maes, Pattie / Nanayakkara, Suranga Chandima Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2363-2372
ACM Digital Library Link
Summary: Accessing printed text in a mobile context is a major challenge for the blind. A preliminary study with blind people reveals numerous difficulties with existing state-of-the-art technologies including problems with alignment, focus, accuracy, mobility and efficiency. In this paper, we present a finger-worn device, FingerReader, that assists blind users with reading printed text on the go. We introduce a novel computer vision algorithm for local-sequential text scanning that enables reading single lines, blocks of text or skimming the text with complementary, multimodal feedback. This system is implemented in a small finger-worn form factor, that enables a more manageable eyes-free operation with trivial setup. We offer findings from three studies performed to determine the usability of the FingerReader.

SmartObjects: Fourth Workshop on Interacting with Smart Objects Workshops / Schnelle-Walka, Dirk / Mühlhäuser, Max / Radomski, Stefan / Brdiczka, Oliver / Huber, Jochen / Luyten, Kris / Grosse-Puppendahl, Tobias Proceedings of the 2015 International Conference on Intelligent User Interfaces 2015-03-29 v.1 p.453-454
ACM Digital Library Link
Summary: The increasing number of smart objects in our everyday life shapes how we interact beyond the desktop. In this workshop we discussed how the interaction with these smart objects should be designed from various perspectives. This year's workshop put a special focus on affective computing with smart objects, as reflected by the keynote talk.

Body as display: augmenting the face through transillumination Posters & Demonstrations / Wessolek, Daniel / Huber, Jochen / Maes, Pattie Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.193-194
ACM Digital Library Link
Summary: In this paper we describe our explorations of the design space offered by augmenting parts of the human face, in this case, the ears. Using light-emitting add-ons behind the ears we aim to enhance social interactions. Scenarios range from indirect notifications of events, messaging directed to the wearer but communicated via a person face to face, or adding information regarding the internal state of the wearer, like loudness discomfort levels, concentration fatigue, or emotional strain levels.

Feel & see the globe: a thermal, interactive installation Posters & Demonstrations / Huber, Jochen / Malavipathirana, Hasantha / Wang, Yikun / Li, Xinyu / Fu, Jody C. / Maes, Pattie / Nanayakkara, Suranga Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.215-216
ACM Digital Library Link
Summary: "Feel & See the Globe" is a thermal, interactive installation. The central idea is to map temperature information in regions around the world from prehistoric, modern to futuristic times onto a low fidelity display. The display visually communicates global temperature rates and lets visitors experience the temperature physically through a tangible, thermal artifact. A pertinent educational aim is to inform and teach about global warming.

Towards effective interaction with omnidirectional videos using immersive virtual reality headsets Posters & Demonstrations / Petry, Benjamin / Huber, Jochen Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.217-218
ACM Digital Library Link
Summary: Omnidirectional videos (ODV), also known as panoramic videos, are an emerging, new kind of media. ODVs are typically recorded with cameras that cover up to 360° of the recorded scene. Due to the limitation of the human vision, ODVs cannot be viewed as-is. There is a larger body of work that focuses on browsing ODVs on ordinary 2D displays, e.g. on an LCD using a desktop computer or on a smartphone. In this demonstration paper, we present a new approach for ODV browsing using an immersive, head-mounted system. The novelty of our implementation lies in decoupling navigation in time from navigation in space: navigation in time is mapped to gesture-based interactions and navigation in space is mapped to head movements. We argue that this enables more natural ways of interacting with ODVs.

SparKubes: exploring the interplay between digital and physical spaces with minimalistic interfaces Physical -- virtual / Ortega-Avila, Santiago / Huber, Jochen / Janaka, Nuwan / Withana, Anusha / Fernando, Piyum / Nanayakkara, Suranga Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.204-207
ACM Digital Library Link
Summary: Tangible objects have seen an ongoing integration into real-world settings, e.g. in the classroom. These objects allow for instance learners to explore digital content in the physical space and leverage the physicality of the interface for spatial interaction. In this paper, we present SparKubes, a set of stand-alone tangible objects that are corded with simple behaviors and do not require additional instrumentation or setup. This overcomes a variety of issues such as setting up network connection and instrumentation of the environment -- as long as a SparKube sees another, it "works". The contribution of this paper is three-fold: we (1) present the implementation of a minimalistic tangible platform as the basis for SparKube, (2) depict the design space that covers a variety of interaction primitives and (3) show how these primitives can be combined to create and manipulate SparKube interfaces in the scope of two salient application scenarios: tangible widgets and the manipulation of information flow.

EarPut: augmenting ear-worn devices for ear-based interaction User experience / Lissermann, Roman / Huber, Jochen / Hadjakos, Aristotelis / Nanayakkara, Suranga / Mühlhäuser, Max Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.300-307
ACM Digital Library Link
Summary: One of the pervasive challenges in mobile interaction is decreasing the visual demand of interfaces towards eyes-free interaction. In this paper, we focus on the unique affordances of the human ear to support one-handed and eyes-free mobile interaction. We present EarPut, a novel interface concept and hardware prototype, which unobtrusively augments a variety of accessories that are worn behind the ear (e.g. headsets or glasses) to instrument the human ear as an interactive surface. The contribution of this paper is three-fold. We contribute (i) results from a controlled experiment with 27 participants, providing empirical evidence that people are able to target salient regions on their ear effectively and precisely, (ii) a first, systematically derived design space for ear-based interaction and (iii) a set of proof of concept EarPut applications that leverage on the design space and embrace mobile media navigation, mobile gaming and smart home interaction.

LODE: Linking digital humanities content to the web of data Other / Sztyler, Timo / Huber, Jakob / Noessner, Jan / Murdock, Jaimie / Allen, Colin / Niepert, Mathias JCDL'14: Proceedings of the 2014 ACM/IEEE-CS Joint Conference on Digital Libraries 2014-09-08 p.423-424
Keywords: Browsers
Keywords: Cognitive science
Keywords: Educational institutions
Keywords: Joining processes
Keywords: Resource description framework
Keywords: Search engines
Keywords: Standards
dx.doi.org/10.1109/JCDL.2014.6970206
Summary: Numerous digital libraries projects maintain their data collections in the form of text, images, and metadata. While data may be stored in many formats, from plain text to XML to relational databases, the use of the resource description framework (RDF) as a standardized representation has gained considerable traction during the last five years. Almost every digital humanities meeting has at least one session concerned with the topic of digital humanities, RDF, and linked data, including JCDL. While most existing work in linked data has focused on improving algorithms for entity matching, the aim of our Linked Open Data Enhancer Lode is to work "out of the box", enabling their use by humanities scholars, computer scientists, librarians, and information scientists alike. With Lode we enable non-technical users to enrich a local RDF repository with high-quality data from the Linked Open Data cloud. Lode links and enhances the local RDF repository without reducing the quality of the data. In particular, we support the user in the enhancement and linking process by providing intuitive user-interfaces and by suggesting high quality linking candidates using state of the art matching algorithms. We hope that the Lode framework will be useful to digital humanities scholars complementing other digital humanities tools.

PalmRC: leveraging the palm surface as an imaginary eyes-free television remote control / Dezfuli, Niloofar / Khalilbeigi, Mohammadreza / Huber, Jochen / Özkorkmaz, Murat / Mühlhäuser, Max Behaviour and Information Technology 2014-08-03 v.33 n.8 p.829-843
Link to Article at Taylor & Francis
Summary: User input on television (TV) typically requires a mediator device such as a handheld remote control. While this is a well-established interaction paradigm, a handheld device has serious drawbacks: it can be easily misplaced due to its mobility and in case of a touch screen interface, it also requires additional visual attention. Emerging interaction paradigms such as 3D mid-air gestures using novel depth sensors (e.g. Microsoft Kinect), aim at overcoming these limitations, but are known to be tiring. In this article, we propose to leverage the palm as an interactive surface for TV remote control. We present three user studies which set the base for our four contributions: We (1) qualitatively explore the conceptual design space of the proposed imaginary palm-based remote control in an explorative study, (2) quantitatively investigate the effectiveness and accuracy of such an interface in a controlled experiment, (3) identified user acceptance in a controlled laboratory evaluation comparing PalmRC concept with two most typical existing input modalities, here conventional remote control and touch-based remote control interfaces on smart phones for their user experience, task load, as well as overall preference, and (4) contribute PalmRC, an eyes-free, palm-surface-based TV remote control. Our results show that the palm has the potential to be leveraged for device-less eyes-free TV remote interaction without any third-party mediator device.

Permulin: mixed-focus collaboration on multi-view tabletops Head-worn displays / Lissermann, Roman / Huber, Jochen / Schmitz, Martin / Steimle, Jürgen / Mühlhäuser, Max Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3191-3200
ACM Digital Library Link
Summary: We contribute Permulin, an integrated set of interaction and visualization techniques for multi-view tabletops to support co-located collaboration across a wide variety of collaborative coupling styles. These techniques (1) provide support both for group work and for individual work, as well as for the transitions in-between, (2) contribute sharing and peeking techniques to support mutual awareness and group coordination during phases of individual work, (3) reduce interference during group work on a group view, and (4) directly integrate with conventional multi-touch input. We illustrate our techniques in a proof-of-concept implementation with the two example applications of map navigation and photo collages. Results from two user studies demonstrate that Permulin supports fluent transitions between individual and group work and exhibits unique awareness properties that allow participants to be highly aware of each other during tightly coupled collaboration, while being able to unobtrusively perform individual work during loosely coupled collaboration.

Workshop on assistive augmentation Workshop summaries / Huber, Jochen / Rekimoto, Jun / Inami, Masahiko / Shilkrot, Roy / Maes, Pattie / Ee, Wong Meng / Pullin, Graham / Nanayakkara, Suranga Chandima Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.103-106
ACM Digital Library Link
Summary: Our senses are the dominant channel for perceiving the world around us, some more central than the others, such as the sense of vision. Whether they have impairments or not, people often find themselves at the edge of sensorial capability and seek assistive or enhancing devices. We wish to put sensorial ability and disability on a continuum of usability for certain technology, rather than treat one or the other extreme as the focus.
    The overarching topic of the workshop proposed here is the design and development of assistive technology, user interfaces and interactions that seamlessly integrate with a user's mind, body and behavior, providing an enhanced perception. We call this "Assistive Augmentation".
    The workshop aims to establish conversation and idea exchange with researchers and practitioners at the junction of human-computer interfaces, assistive technology and human augmentation. The workshop will serve as a hub for the emerging community of assistive augmentation researchers.

A wearable text-reading device for the visually-impaired Video showcase presentations / Shilkrot, Roy / Huber, Jochen / Liu, Connie / Maes, Pattie / Nanayakkara, Suranga Chandima Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.193-194
ACM Digital Library Link
Summary: Visually impaired people report numerous difficulties with accessing printed text using existing technology, including problems with alignment, focus, accuracy, mobility and efficiency. We present a finger worn device, which contains a camera, vibration motors and a microcontroller, that assists the visually impaired with effectively and efficiently reading paper-printed text in a manageable operation with little setup. We introduce a novel, local-sequential manner for scanning text which enables reading single lines, blocks of text or skimming the text for important sections while providing real-time auditory and tactile feedback.

FingerReader: a wearable device to support text reading on the go Works-in-progress / Shilkrot, Roy / Huber, Jochen / Liu, Connie / Maes, Pattie / Nanayakkara, Suranga Chandima Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2359-2364
ACM Digital Library Link
Summary: Visually impaired people report numerous difficulties with accessing printed text using existing technology, including problems with alignment, focus, accuracy, mobility and efficiency. We present a finger worn device that assists the visually impaired with effectively and efficiently reading paper-printed text. We introduce a novel, local-sequential manner for scanning text which enables reading single lines, blocks of text or skimming the text for important sections while providing real-time auditory and tactile feedback. The design is motivated by preliminary studies with visually impaired people, and it is small-scale and mobile, which enables a more manageable operation with little setup.

SpiderVision: extending the human field of view for augmented awareness 8. Super Perception / Fan, Kevin / Huber, Jochen / Nanayakkara, Suranga / Inami, Masahiko Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.47
ACM Digital Library Link
Summary: We present SpiderVision, a wearable device that extends the human field of view to augment a user's awareness of things happening behind one's back. SpiderVision leverages a front and back camera to enable users to focus on the front view while employing intelligent interface techniques to cue the user about activity in the back view. The extended back view is only blended in when the scene captured by the back camera is analyzed to be dynamically changing, e.g. due to object movement. We explore factors that affect the blended extension, such as view abstraction and blending area. We contribute results of a user study that explore 1) whether users can perceive the extended field of view effectively, and 2) whether the extended field of view is considered a distraction. Quantitative analysis of the users' performance and qualitative observations of how users perceive the visual augmentation are described.

SmartObjects: third workshop on interacting with smart objects Workshop summaries / Schnelle-Walka, Dirk / Huber, Jochen / Radomski, Stefan / Brdiczka, Oliver / Luyten, Kris / Mühlhäuser, Max Companion Proceedings of the 2014 International Conference on Intelligent User Interfaces 2014-02-24 v.2 p.45-46
ACM Digital Library Link
Summary: The increasing number of smart objects in our everyday life shapes how we interact beyond the desktop. In this workshop we discuss how interaction with these smart objects should be designed from various perspectives.

CoStream: co-construction of shared experiences through mobile live video sharing Innovative interaction / Dezuli, Niloofar / Huber, Jochen / Churchill, Elizabeth F. / Mühlhäuser, Max Proceedings of the 27th BCS International Conference on Human-Computer Interaction 2013-09-09 p.6
ACM Digital Library Link
Summary: Mobile media sharing is an increasingly popular form of social media interaction. Research has shown that asynchronous sharing fosters and maintains social connections and serves as a memory aid. More recently, researchers have investigated the potential for mobile media sharing as a mechanism for providing additional event-related information to spectators in a stadium. In this paper, we describe CoStream, a novel system for mobile live sharing of user-generated video in-situ during events. Developed iteratively with users, CoStream goes beyond prior work by providing a strong real-time coupling to the event, leveraging users' social connections to provide multiple perspectives on the ongoing action. Field trials demonstrate that real time sharing of different perspectives on the same event has the potential to provide fundamentally new experiences of same-place events, such as concerts or stadium sports. We discuss how CoStream enriches social interactions, increases context, social and spatial awareness, and thus encourages active spectatorship. We further contribute key requirements for the design of future interfaces supporting the co-construction of shared experiences during events, in-situ.

EarPut: augmenting behind-the-ear devices for ear-based interaction Inputs / Lissermann, Roman / Huber, Jochen / Hadjakos, Aristotelis / Mühlhäuser, Max Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1323-1328
ACM Digital Library Link
Summary: In this work-in-progress paper, we make a case for leveraging the unique affordances of the human ear for eyes-free, mobile interaction. We present EarPut, a novel interface concept, which instruments the ear as an interactive surface for touch-based interactions and its prototypical hardware implementation. The central idea behind EarPut is to go beyond prior work by unobtrusively augmenting a variety of accessories that are worn behind the ear, such as headsets or glasses. Results from a controlled experiment with 27 participants provide empirical evidence that people are able to target salient regions on their ear effectively and precisely. Moreover, we contribute a first, systematically derived interaction design space for ear-based interaction and a set of exemplary applications.

Permulin: collaboration on interactive surfaces with personal in- and output Tabletops and displays / Lissermann, Roman / Huber, Jochen / Steimle, Jürgen / Mühlhäuser, Max Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1533-1538
ACM Digital Library Link
Summary: Interactive tables are well suited for co-located collaboration. Most prior research assumed users to share the same overall display output; a key challenge was the appropriate partitioning of screen real estate, assembling the right information 'at the users' finger-tips through simultaneous input. A different approach is followed in recent multi-view display environments: they offer personal output for each team member, yet risk to dissolve the team due to the lack of a common visual focus. Our approach combines both lines of thought, guided by the question: "What if the visible output and simultaneous input was partly shared and partly private?" We present Permulin as a concrete corresponding implementation, based on a set of novel interaction concepts that support fluid transitions between individual and group activities, coordination of group activities, and concurrent, distraction-free in-place manipulation. Study results indicate that users are able to focus on individual work on the whole surface without notable mutual interference, while at the same time establishing a strong sense of collaboration.

Permulin: personal in- and output on interactive surfaces Interactivity: research / Lissermann, Roman / Huber, Jochen / Steimle, Jürgen / Mühlhäuser, Max Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3083-3086
ACM Digital Library Link
Summary: Interactive tables are well suited for co-located collaboration. Most prior research assumed users to share the same overall display output; a key challenge was the appropriate partitioning of screen real estate, assembling the right information "at the users' finger-tips" through simultaneous input. A different approach is followed in recent multi-view display environments: they offer personal output for each team member, yet risk to dissolve the team due to the lack of a common visual focus. Our approach combines both lines of thought, guided by the question: "What if the visible output and simultaneous input was partly shared and partly private?" We present Permulin as a concrete corresponding implementation, based on a set of novel interaction concepts that support fluid transitions between individual, group activities and coordination of group activities.

SmartObjects: second workshop on interacting with smart objects Workshops / Schnelle-Walka, Dirk / Huber, Jochen / Lissermann, Roman / Brdiczka, Oliver / Luyten, Kris / Mühlhäuser, Max Proceedings of the 2013 International Conference on Intelligent User Interfaces 2013-03-19 v.2 p.113-114
ACM Digital Library Link
Summary: Smart objects are everyday objects that have computing capabilities and give rise to new ways of interaction with our environment. The increasing number of smart objects in our life shapes how we interact beyond the desktop. In this workshop we explore various aspects of the design, development and deployment of smart objects including how one can interact with smart objects.

LightBeam: interacting with augmented real-world objects in pico projections Mobile augmented reality and mobile video / Huber, Jochen / Steimle, Jürgen / Liao, Chunyuan / Liu, Qiong / Mühlhäuser, Max Proceedings of the 2012 International Conference on Mobile and Ubiquitous Multimedia 2012-12-04 p.16
ACM Digital Library Link
Summary: Pico projectors have lately been investigated as mobile display and interaction devices. We propose to use them as 'light beams': Everyday objects sojourning in a beam are turned into dedicated projection surfaces and tangible interaction devices. This way, our daily surroundings get populated with interactive objects, each one temporarily chartered with a dedicated sub-issue of pervasive interaction. While interaction with objects has been studied in larger, immersive projection spaces, the affordances of pico projections are fundamentally different: they have a very small, strictly limited field of projection, and they are mobile. This paper contributes the results of an exploratory field study on how people interact with everyday objects in pico projections in nomadic settings. Based upon these results, we present novel interaction techniques that leverage the limited field of projection and trade-off between digitally augmented and traditional uses of everyday objects.

Toward a theory of interaction in mobile paper-digital ensembles Beyond paper / Heinrichs, Felix / Schreiber, Daniel / Huber, Jochen / Mühlhäuser, Max Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1897-1900
ACM Digital Library Link
Summary: Although smartphones and tablets become increasingly popular, pen and paper continues to play an important role in mobile practices, such as note taking or creative discussions. Applications designed to combine the benefits of both worlds in a mobile paper-digital ensemble require a theoretical understanding of interaction, to inform the design of adequate interaction techniques. To fill this void, we propose a theory based on the results of a stimulus driven exploratory study.

CoStream: in-situ co-construction of shared experiences through mobile video sharing during live events Work-in-progress / Dezfuli, Niloofar / Huber, Jochen / Olberding, Simon / Mühlhäuser, Max Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2477-2482
ACM Digital Library Citation
Summary: Mobile live video broadcasting has become increasingly popular as means for novel social media interactions. Recent research mainly focused on bridging larger physical distances in large-scale events such as car racing, where participants are unable to spectate from a certain location in the event. In this paper, we advocate using live video streams not only over larger distances, but also in-situ in closed events such as soccer matches or concerts. We present CoStream, a mobile live video sharing system and present its iterative design process. We used CoStream as an instrument in a field study to investigate the in-situ co-construction of shared experiences during live events. We contribute our findings and outline future work.

Leveraging the palm surface as an eyes-free tv remote control Work-in-progress / Dezfuli, Niloofar / Khalilbeigi, Mohammadreza / Huber, Jochen / Müller, Florian / Mühlhäuser, Max Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2483-2488
ACM Digital Library Citation
Summary: User input on television typically requires a mediator device such as a handheld remote control. While being a well-established interaction paradigm, a handheld device has serious drawbacks: it can be easily misplaced due to its mobility and in case of a touch screen interface, it also requires additional visual attention. Emerging interaction paradigms like 3D mid-air gestures using novel depth sensors such as Microsoft's Kinect aim at overcoming these limitations, but are known for instance to be tiring. In this paper, we propose to leverage the palm as an interactive surface for TV remote control. Our contribution is two-fold: (1) we have explored the conceptual design space in an exploratory study. (2) Based upon these results, we investigated the accuracy and effectiveness of such an interface in a controlled experiment. Our results show that the palm has the potential to be leveraged for device-less and eyes-free TV interactions without any third-party mediator device.
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