ClimbAware: Investigating Perception and Acceptance of Wearables in Rock
Climbing
Living Healthy
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Kosmalla, Felix
/
Wiehr, Frederik
/
Daiber, Florian
/
Krüger, Antonio
/
Löchtefeld, Markus
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1097-1108
© Copyright 2016 ACM
Summary: Wearable sports devices like GPS watches and heart rate monitors are
ubiquitous in sports like running or road cycling and enable the users to
receive real-time performance feedback. Although rock climbing is a trending
sport, there are little to no consumer electronics available to support rock
climbing training during exercise. In this paper, we investigated the
acceptance and appropriateness of wearables in climbing on different body
parts. Based on an online survey with 54 climbers, we designed a wearable
device and conducted a perception study with 12 participants in a climbing gym.
Using vibro-tactile, audible, and visual cues while climbing an easy route and
a hard route, requiring high physical and cognitive load, we found that the
most suited notification channel is sound, directly followed by vibro-tactile
output. Light has been found to be inappropriate for the use in the sport of
climbing.
"Don't Whip Me With Your Games": Investigating "Bottom-Up" Gamification
Gamification
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Lessel, Pascal
/
Altmeyer, Maximilian
/
Müller, Marc
/
Wolff, Christian
/
Krüger, Antonio
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2026-2037
© Copyright 2016 ACM
Summary: In this paper we investigate "bottom-up" gamification, i.e. providing users
with the option to gamify an experience on their own. To this end, we review
commonly used gamification elements in terms of their suitability for such an
approach and present the results of an online questionnaire (N=75) complemented
by semi-structured interviews with employees of a manufacturing company (N=8).
In a twelve-day-long study (N=20) we investigated the usefulness of a task
managing app implementing a "bottom-up" gamification concept. With these
studies, we derived requirements "bottom-up" applications should fulfill. The
study results reveal that people want to use such an approach and are open to
the creation of their own gamified experience, thus suggesting that "bottom-up"
can be an alternative to "top-down" gamification often used today.
EMPress: Practical Hand Gesture Classification with Wrist-Mounted EMG and
Pressure Sensing
In-Air Gesture
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McIntosh, Jess
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McNeill, Charlie
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Fraser, Mike
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Kerber, Frederic
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Löchtefeld, Markus
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Krüger, Antonio
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2332-2342
© Copyright 2016 ACM
Summary: Practical wearable gesture tracking requires that sensors align with
existing ergonomic device forms. We show that combining EMG and pressure data
sensed only at the wrist can support accurate classification of hand gestures.
A pilot study with unintended EMG electrode pressure variability led to
exploration of the approach in greater depth. The EMPress technique senses both
finger movements and rotations around the wrist and forearm, covering a wide
range of gestures, with an overall 10-fold cross validation classification
accuracy of 96%. We show that EMG is especially suited to sensing finger
movements, that pressure is suited to sensing wrist and forearm rotations, and
their combination is significantly more accurate for a range of gestures than
either technique alone. The technique is well suited to existing wearable
device forms such as smart watches that are already mounted on the wrist.
WaterCoaster: A Device to Encourage People in a Playful Fashion to Reach
Their Daily Water Intake Level
Late-Breaking Works: Games & Playful Interaction
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Lessel, Pascal
/
Altmeyer, Maximilian
/
Kerber, Frederic
/
Barz, Michael
/
Leidinger, Cornelius
/
Krüger, Antonio
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1813-1820
© Copyright 2016 ACM
Summary: In this paper, we present WaterCoaster, a mobile device and a mobile
application to motivate people to drink beverages more often and more
regularly. The WaterCoaster measures the amount drunk and reminds the user to
consume more, if necessary. The app is designed as a game in which the user
needs to take care of a virtual character living in a fish tank, dropping the
water level if the user does not consume beverages in a healthy way. We report
results of a pilot study (N=17) running three weeks suggesting that our
approach is appreciated and subjectively influences participants. Based on the
results, we look forward to evaluating the system in a long-term study in the
next iteration.
betaCube: Enhancing Training for Climbing by a Self-Calibrating
Camera-Projection Unit
Late-Breaking Works: Games & Playful Interaction
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Wiehr, Frederik
/
Kosmalla, Felix
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Daiber, Florian
/
Krüger, Antonio
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1998-2004
© Copyright 2016 ACM
Summary: In rock climbing, discussing climbing techniques with others to master a
specific route and getting practical advice from more experienced climbers is
an inherent part of the culture and tradition of the sport. Spatial
information, such as the position of holds, as well as learning complex body
postures plays a major role in this process. A typical problem that occurs
during advising is an alignment effect when trying to picture
orientation-specific knowledge, e.g. explaining how to perform a certain
self-climbed move to others. We propose betaCube, a self-calibrating
camera-projection unit that features 3D tracking and distortion-free
projection. The system enables a life-sized video replay and climbing route
creation using augmented reality. We contribute an interface for automatic
setup of mobile distortion-free projection, blob detection for climbing holds,
as well as an automatic method for extracting planar trackables from artificial
climbing walls.
A time-efficient re-calibration algorithm for improved long-term accuracy of
head-worn eye trackers
Video & demo abstracts
/
Lander, Christian
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Kerber, Frederic
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Rauber, Thorsten
/
Krüger, Antonio
Proceedings of the 2016 Symposium on Eye Tracking Research &
Applications
2016-03-14
p.213-216
© Copyright 2016 ACM
Summary: Mobile gaze-based interaction has been emerging over the last two decades.
Head-mounted eye trackers as well as remote systems are used to determine
people's gaze (e.g., on a display). However, most state-of-the-art systems need
calibration prior to usage. When using a head-mounted eye tracker, many factors
(e.g., changes of eye physiology) can influence the stability of the
calibration leading to less accuracy over time. Re-calibrating the system at
certain time intervals is cumbersome and time-consuming. We investigate methods
to minimize the time needed and optimize the process. In a user study with 16
participants, we compared partial re-calibrations with different numbers of
calibration points and types of adaptation strategies. In contrast to a full
calibration with nine points, the results show that a re-calibration with only
three points results in 60% less time needed and achieves a similar accuracy.
Expense Control: A Gamified, Semi-Automated, Crowd-Based Approach For
Receipt Capturing
Social Media
/
Altmeyer, Maximilian
/
Lessel, Pascal
/
Krüger, Antonio
Proceedings of the 2016 International Conference on Intelligent User
Interfaces
2016-03-07
v.1
p.31-42
© Copyright 2016 ACM
Summary: We investigate a crowd-based approach to enhance the outcome of optical
character recognition in the domain of receipt capturing to keep track of
expenses. In contrast to existing work, our approach is capable of extracting
single products and provides categorizations for both articles and expenses,
through the use of microtasks which are delegated to an unpaid crowd. To
evaluate our approach, we developed a smartphone application based on a receipt
analysis and an online questionnaire in which users are able to track expenses
by taking photos of receipts, and solve microtasks to enhance the recognition.
To provide additional motivation to solve these tasks, we make use of
gamification. In a three-week-long user study (N=12), we found that our system
is appreciated, that our approach reduces the error rate of captured receipts
significantly, and that the gamification provided additional motivation to
contribute more and thereby enrich the database.
GazeProjector: Accurate Gaze Estimation and Seamless Gaze Interaction Across
Multiple Displays
Session 6A: Gaze
/
Lander, Christian
/
Gehring, Sven
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Krüger, Antonio
/
Boring, Sebastian
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Bulling, Andreas
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.395-404
© Copyright 2015 ACM
Summary: Mobile gaze-based interaction with multiple displays may occur from
arbitrary positions and orientations. However, maintaining high gaze estimation
accuracy in such situations remains a significant challenge. In this paper, we
present GazeProjector, a system that combines (1) natural feature tracking on
displays to determine the mobile eye tracker's position relative to a display
with (2) accurate point-of-gaze estimation. GazeProjector allows for seamless
gaze estimation and interaction on multiple displays of arbitrary sizes
independently of the user's position and orientation to the display. In a user
study with 12 participants we compare GazeProjector to established methods
(here: visual on-screen markers and a state-of-the-art video-based motion
capture system). We show that our approach is robust to varying head poses,
orientations, and distances to the display, while still providing high gaze
estimation accuracy across multiple displays without recalibration for each
variation. Our system represents an important step towards the vision of
pervasive gaze-based interfaces.
HoverSpace
Interactive Tabletops
/
Lubos, Paul
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Ariza, Oscar
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Bruder, Gerd
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Daiber, Florian
/
Steinicke, Frank
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Krüger, Antonio
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III
2015-09-14
v.3
p.259-277
Keywords: Hover space; Touch interaction; Stereoscopic displays; 3D interaction
© Copyright 2015 Springer International Publishing Switzerland
Summary: Recent developments in the area of stereoscopic displays and tracking
technologies have paved the way to combine touch interaction on interactive
surfaces with spatial interaction above the surface of a stereoscopic display.
This holistic design space supports novel affordances and user experiences
during touch interaction, but also induce challenges to the interaction design.
In this paper we introduce the concept of hover interaction for such setups.
Therefore, we analyze the non-visual volume above a virtual object, which is
perceived as the corresponding hover space for that object. The results show
that the users' perceptions of hover spaces can be categorized into two groups.
Either users assume that the shape of the hover space is extruded and scaled
towards their head, or along the normal vector of the interactive surface. We
provide a corresponding model to determine the shapes of these hover spaces,
and confirm the findings in a practical application. Finally, we discuss
important implications for the development of future touch-sensitive
interfaces.
The Comparison of Performance, Efficiency, and Task Solution Strategies in
Real, Virtual and Dual Reality Environments
Visualization in Virtual Spaces
/
Raber, Frederic
/
Krüger, Antonio
/
Kahl, Gerrit
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.390-408
Keywords: Immersion; Dual reality; Efficiency; Performance differences in real and
virtual environments
© Copyright 2015 Springer International Publishing Switzerland
Summary: Using virtual models of a real environment to improve performance and design
effective and efficient user interfaces has always been a matter of choice to
provide control of complex environments. The concept of Dual Reality has gone
one step further in synchronizing a real environment with its virtualization.
So far, little is known about the design of effective Dual Reality interfaces.
With this paper we want to shed light on this topic by comparing the
strategies, performance and efficiency in a real, virtualized and a DR setting
given a complex task. We propose a cost and efficiency measure for complex
tasks, and have conducted an experiment based on a complex shelf planning task.
Our results show that for certain tasks interacting with the virtual world
yields better results, whereas the best effectivity can be observed in a Dual
Reality setup. We discuss these results and present design guidelines for
future Dual Reality interfaces.
Analysis of Recycling Capabilities of Individuals and Crowds to Encourage
and Educate People to Separate Their Garbage Playfully
Sustainability & Recycling
/
Lessel, Pascal
/
Altmeyer, Maximilian
/
Krüger, Antonio
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1095-1104
© Copyright 2015 ACM
Summary: Sorting garbage is a relevant topic in many countries as it contributes to
environmental protection. Empirical evidence suggests that not all people
separate waste, potentially because they do not know how to do it correctly or
are simply not motivated enough. We present the results of an online study
(N=184) investigating people's capabilities for classifying waste, their
capabilities to improve in this task over time and their current garbage
separation behavior. The study confirms that the Wisdom of Crowds is applicable
in this context as the crowd produces only half as many errors as the
individual and feedback helps participants to improve. Based on this, we
introduce the idea of a crowd classifying waste in a game, with their
classification result then being used as feedback on gamified public trash cans
to educate both the crowd playing the game and people using the trash can
playfully.
ClimbSense: Automatic Climbing Route Recognition using Wrist-worn Inertia
Measurement Units
Sports Tracking & Training
/
Kosmalla, Felix
/
Daiber, Florian
/
Krüger, Antonio
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2033-2042
© Copyright 2015 ACM
Summary: Today, sports and activity trackers are ubiquitous. Especially runners and
cyclists have a variety of possibilities to record and analyze their workouts.
In contrast, climbing did not find much attention in consumer electronics and
human-computer interaction. If quantified data similar to cycling or running
data were available for climbing, several applications would be possible,
ranging from simple training diaries to virtual coaches or usage analytics for
gym operators. This paper introduces a system that automatically recognizes
climbed routes using wrist-worn inertia measurement units (IMUs). This is
achieved by extracting features of a recorded ascent and use them as training
data for the recognition system. To verify the recognition system,
cross-validation methods were applied to a set of ascent recordings that were
assessed during a user study with eight climbers in a local climbing gym. The
evaluation resulted in a high recognition rate, thus proving that our approach
is possible and operational.
Same-side Hand Interactions with Arm-placed Devices Using EMG
WIP Theme: Gesture and Multimodal
/
Kerber, Frederic
/
Lessel, Pascal
/
Krüger, Antonio
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1367-1372
© Copyright 2015 ACM
Summary: We present a preliminary evaluation of an approach utilizing eyes-free,
same-side hand interactions with arm-placed devices based on electromyography
(EMG). We hypothesize that the approach is well-suited for situations that do
not allow for opposite-side hand interactions, e.g. while carrying something.
In contrast to other methods such as speech input, it does not depend on
external factors such as surrounding noise. In our pilot study in a laboratory
setting, we compared same-side hand interactions using EMG against traditional
opposite-side hand touch interactions to control a music player on a
smartwatch. The results indicate that the same-side hand interaction approach
is in general feasible for the envisaged type of interactions.
Towards a Novel Issue Tracking System for "Industry 4.0" Environments
WIP Theme: Search and Infoviz
/
Lessel, Pascal
/
Müller, Marc
/
Krüger, Antonio
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1809-1814
© Copyright 2015 ACM
Summary: In this paper we describe the concept and system design of a novel tracking
system for deviations and disturbances in a production environment. We motivate
the need for such a system by reporting our observations of two production
systems of German manufacturing companies. Our envisioned system focuses on
helping and motivating people to digitally document the problems, potential
causes and steps to overcome the issues more thoroughly and provide
capabilities that make these easily accessible at the point in time when they
are needed. Such a functionality is not only helpful for problem solving in the
general production system itself, but can also be used for other specific
aspects of it, e.g. errors requiring documentation in the manual end-assembly
that can also profit from the same strategies.
Scarfy: Augmenting Human Fashion Behaviour with Self-Actuated Clothes
Paper Demonstrations
/
von Radziewsky, Luisa
/
Krüger, Antonio
/
Löchtefeld, Markus
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.313-316
© Copyright 2015 ACM
Summary: Our clothes are objects we interact with constantly. They represent our
attitude and the circumstances we live in. In the following we will present an
example of how this information can be used. Scarfy is a system based on a
scarf which augments the natural interaction between a person and her clothes.
Scarfy is able to detect the way it is tied and it can deliver information by
shape-change and vibration. In this paper we explore the technical and
fabrication approaches of technologically extended clothes and their input and
output generation and discuss future applications.
Investigating the effectiveness of peephole interaction for smartwatches in
a map navigation task
Input and interaction
/
Kerber, Frederic
/
Krüger, Antonio
/
Löchtefeld, Markus
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.291-294
© Copyright 2014 ACM
Summary: With the increasing availability of smartwatches the question of suited
input modalities arises. While direct touch input comes at the cost of the
fat-finger problem, we propose to use a dynamic peephole to explore larger
content such as websites or maps. In this paper, we present the results of a
user study comparing the performance of static and dynamic peephole
interactions for a map navigation task on a smartwatch display. As a first
method, we investigated the static peephole metaphor where the displayed map is
moved on the device via direct touch interaction. In contrast, for the second
method -- the dynamic peephole -- the device is moved and the map is static
with respect to an external frame of reference. We compared both methods in
terms of task performance and perceived user experience. The results show that
the dynamic peephole interaction performs significantly more slowly in terms of
task completion time.
ambiPad: enriching mobile digital media with ambient feedback
Input and interaction
/
Löchtefeld, Markus
/
Lautemann, Nadine
/
Gehring, Sven
/
Krüger, Antonio
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.295-298
© Copyright 2014 ACM
Summary: With the recent increase in sales figures of tablet computers, a
corresponding boost of mobile media consumption on such devices can be
observed. Even though tablets provide a comparably larger screen in contrast to
smartphones -- which are taking the main share of mobile media consumption --
the experience of consuming media content on tablets is still limited. For
movie theatres the notion of 4 dimensional (4D) films exist, describing a 3D
movie that is enhanced with ambient feedback such as environmental light, air
streams or moist. In this paper we present ambiPad, a tablet prototype that
enriches mobile digital media with ambient feedback around the tablet's
display. Besides a light emitting frame, ambiPad allows for thermal stimuli as
well. We report on the results of a qualitative user study, in which the
feedback channels of ambiPad were rated as highly attractive and desirable by
the participants.
Interacting with 3D Content on Stereoscopic Displays
Papers Session #2
/
Daiber, Florian
/
Speicher, Marco
/
Gehring, Sven
/
Löchtefeld, Markus
/
Krüger, Antonio
Proceedings of the 2014 ACM International Symposium on Pervasive Displays
2014-06-03
p.32-37
© Copyright 2014 ACM
Summary: Along with the number of pervasive displays in urban environments, recent
advances in technology allow to display three-dimensional (3D) content on these
displays. However, current input techniques for pervasive displays usually
focus on interaction with two-dimensional (2D) data. To enable interaction with
3D content on pervasive displays, we need to adapt existing and create novel
interaction techniques. In this paper we investigate remote interaction with 3D
content on pervasive displays. We introduce and evaluate four 3D travel
techniques that rely on well established interaction metaphors and either use a
mobile device or depth tracking as spatial input. Our study on a large-scale
stereoscopic display shows that the physical travel techniques (whole-body
gestures) outperformed the virtual (mobile touch) techniques with respect to
task performance time and error rate.
Interrupted by a phone call: exploring designs for lowering the impact of
call notifications for smartphone users
Interruptions and distractions
/
Böhmer, Matthias
/
Lander, Christian
/
Gehring, Sven
/
Brumby, Duncan P.
/
Krüger, Antonio
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3045-3054
© Copyright 2014 ACM
Summary: Mobile phones have evolved significantly in recent years from single-purpose
communication devices to multi-purpose computing devices. Despite this
evolution, the interaction model for how incoming calls are handled has barely
changed. Current-generation smartphones still use abrupt full-screen
notifications to alert users to incoming calls, demanding a decision to either
accept or decline the call. These full-screen notifications forcibly interrupt
whatever activity the user was already engaged in. This might be undesirable
when the user's primary task was more important than the incoming call. This
paper explores the design space for how smartphones can alert users to incoming
calls. We consider designs that allow users to postpone calls and also to
multiplex by way of a smaller partial-screen notification. These design
alternatives were evaluated in both a small-scale controlled lab study as well
as a large-scale naturalistic in-the-wild study. Results show that a multiplex
design solution works best because it allows people to continue working on
their primary task while being made aware that there is a caller on the line.
The contribution of this work is an enhanced interaction design for handling
phone calls, and an understanding of how people use it for handling incoming
calls.
SurfacePhone: a mobile projection device for single- and multiuser
everywhere tabletop interaction
Novel mobile displays and devices
/
Winkler, Christian
/
Löchtefeld, Markus
/
Dobbelstein, David
/
Krüger, Antonio
/
Rukzio, Enrico
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3513-3522
© Copyright 2014 ACM
Summary: To maintain a mobile form factor, the screen real estate of a mobile device
canIn this paper we present SurfacePhone; a novel configuration of a projector
phone which aligns the projector to project onto a physical surface to allow
tabletop-like interaction in a mobile setup. The projection is created behind
the upright standing phone and is touch and gesture-enabled. Multiple
projections can be merged to create shared spaces for multi-user collaboration.
We investigate this new setup, starting with the concept that we evaluated with
a concept prototype. Furthermore we present our technical prototype, a mobile
phone case with integrated projector that allows for the aforementioned
interaction. We discuss its technical requirements and evaluate the accuracy of
interaction in a second user study. We conclude with lessons learned and design
guidelines.
CHI 2039: speculative research visions
alt.chi: limits and futures
/
Baumer, Eric P. S.
/
Ahn, June
/
Bie, Mei
/
Bonsignore, Elizabeth M.
/
Börütecene, Ahmet
/
Buruk, Oguz Turan
/
Clegg, Tamara
/
Druin, Allison
/
Echtler, Florian
/
Gruen, Dan
/
Guha, Mona Leigh
/
Hordatt, Chelsea
/
Krüger, Antonio
/
Maidenbaum, Shachar
/
Malu, Meethu
/
McNally, Brenna
/
Muller, Michael
/
Norooz, Leyla
/
Norton, Juliet
/
Ozcan, Oguzhan
/
Patterson, Donald J.
/
Riener, Andreas
/
Ross, Steven I.
/
Rust, Karen
/
Schöning, Johannes
/
Silberman, M. Six
/
Tomlinson, Bill
/
Yip, Jason
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.761-770
© Copyright 2014 ACM
Summary: This paper presents a curated collection of fictional abstracts for papers
that could appear in the proceedings of the 2039 CHI Conference. It provides an
opportunity to consider the various visions guiding work in HCI, the futures
toward which we (believe we) are working, and how research in the field might
relate with broader social, political, and cultural changes over the next
quarter century.
Towards a novel digital household account book
Works-in-progress
/
Kerber, Frederic
/
Lessel, Pascal
/
Altmeyer, Maximilian
/
Kaltenhauser, Annika
/
Neurohr, Christian
/
Krüger, Antonio
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1921-1926
© Copyright 2014 ACM
Summary: We introduce the concept of a novel digital household account book which
lessens the burden of manually entering single items. In this paper, we present
the results of two studies. We first conducted an online questionnaire with 142
participants to assess requirements. One of the lessons learned supports our
initial notion to enhance digital household account books with automatic
receipt capturing for increasing the acceptance rate. Subsequently, we analyzed
a corpus of 117 German receipts in a technical study to learn about their
structure and content. The results from these two studies form the basis for
the realization of the concept.
A Case Study of Research through the App Store: Leveraging the System UI as
a Playing Field for Improving the Design of Smartphone Launchers
Special Issue of Best Papers from Selected MobileHCI'2013 Workshops
/
Böhmer, Matthias
/
Krüger, Antonio
International Journal of Mobile Human Computer Interaction
2014-04
v.6
n.2
p.32-45
© Copyright 2014 IGI Global
Summary: With a growing number of mobile applications available on application stores
and the improved capabilities of smartphones, people download more applications
to their devices. Researchers began to leverage this momentum for distributing
applications to conduct studies on end-users' devices. This paper grounds the
approach of research through the application store in the theory of
quasi-experimental design. Further, with people having more applications
installed, finding applications quickly when they need them can become a
time-consuming issue that impacts user experience. This paper presents our
approach to improve future design of smartphone launcher menus. The authors
present our approach of combining research through the app store with the idea
of studying people's smartphones as the apparatus themselves. Therefore the
authors designed a game that takes advantage of the user's smartphone itself as
a field of play. By timing a simple visual search task for an icon, the authors
aim to deduce how well a user knows where he can find his applications, and
thus how well he can build a mental model of his smartphone launcher menu. The
authors introduce our approach, present the game rapidly that serves as a
vehicle of our research question, and discuss open challenges and future work.
Is autostereoscopy useful for handheld AR?
Visualization techniques
/
Kerber, Frederic
/
Lessel, Pascal
/
Mauderer, Michael
/
Daiber, Florian
/
Oulasvirta, Antti
/
Krüger, Antonio
Proceedings of the 2013 International Conference on Mobile and Ubiquitous
Multimedia
2013-12-02
p.4
© Copyright 2013 ACM
Summary: Some recent mobile devices have autostereoscopic displays that enable users
to perceive stereoscopic 3D without lenses or filters. This might be used to
improve depth discrimination of objects overlaid to a camera viewfinder in
augmented reality (AR). However, it is not known if autostereoscopy is useful
in the viewing conditions typical to mobile AR. This paper investigates the use
of autostereoscopic displays in an psychophysical experiment with twelve
participants using a state-of-the-art commercial device. The main finding is
that stereoscopy has a negligible if any effect on a small screen, even in
favorable viewing conditions. Instead, the traditional depth cues, in
particular object size, drive depth discrimination.
The media façade toolkit: prototyping and simulating interaction with
media façades
Public displays
/
Gehring, Sven
/
Hartz, Elias
/
Löchtefeld, Markus
/
Krüger, Antonio
Proceedings of the 2013 International Joint Conference on Pervasive and
Ubiquitous Computing
2013-09-08
v.1
p.763-772
© Copyright 2013 ACM
Summary: Digital technologies are rapidly finding their way into urban spaces. One
prominent example is media façades. Due to their size, visibility and
their technical capabilities, they offer great potential for interaction and
for becoming the future displays of public spaces. To explore their potential,
researchers have recently started to develop interactive applications for
various media façades. Existing development tools are mostly tailored to
one specific media façade in one specific setting. They usually provide
limited means to incorporate interaction by a user, and the applications
developed are limited to running on only one particular media façade. In
this paper, we present a flexible, generalized media façade toolkit,
which is capable of mimicking arbitrary media façade installations. The
toolkit is capable of running interactive applications on media façades
with different form factors, sizes and technical capabilities. Furthermore, it
ensures application portability between different media façades and
offers the possibility of providing interactivity by enabling user input with
different modalities and different interaction devices.