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ClimbAware: Investigating Perception and Acceptance of Wearables in Rock Climbing Living Healthy / 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
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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 / McIntosh, Jess / McNeill, Charlie / Fraser, Mike / Kerber, Frederic / Löchtefeld, Markus / Krüger, Antonio Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2332-2342
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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 / Wiehr, Frederik / Kosmalla, Felix / 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
ACM Digital Library Link
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 / Kerber, Frederic / Rauber, Thorsten / Krüger, Antonio Proceedings of the 2016 Symposium on Eye Tracking Research & Applications 2016-03-14 p.213-216
ACM Digital Library Link
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
ACM Digital Library Link
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 / Krüger, Antonio / Boring, Sebastian / Bulling, Andreas Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.395-404
ACM Digital Library Link
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 / Ariza, Oscar / Bruder, Gerd / Daiber, Florian / Steinicke, Frank / 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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
www.igi-global.com/article/a-case-study-of-research-through-the-app-store/112029
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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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