SkullConduct: Biometric User Identification on Eyewear Computers Using Bone
Conduction Through the Skull
Authentication and Privacy
/
Schneegass, Stefan
/
Oualil, Youssef
/
Bulling, Andreas
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1379-1384
© Copyright 2016 ACM
Summary: Secure user identification is important for the increasing number of eyewear
computers but limited input capabilities pose significant usability challenges
for established knowledge-based schemes, such as passwords or PINs. We present
SkullConduct, a biometric system that uses bone conduction of sound through the
user's skull as well as a microphone readily integrated into many of these
devices, such as Google Glass. At the core of SkullConduct is a method to
analyze the characteristic frequency response created by the user's skull using
a combination of Mel Frequency Cepstral Coefficient (MFCC) features as well as
a computationally light-weight 1NN classifier. We report on a controlled
experiment with 10 participants that shows that this frequency response is
person-specific and stable -- even when taking off and putting on the device
multiple times -- and thus serves as a robust biometric. We show that our
method can identify users with 97.0% accuracy and authenticate them with an
equal error rate of 6.9%, thereby bringing biometric user identification to
eyewear computers equipped with bone conduction technology.
Investigating User Needs for Bio-sensing and Affective Wearables
Late-Breaking Works: Designing Interactive Systems
/
Hassib, Mariam
/
Khamis, Mohamed
/
Schneegass, Stefan
/
Shirazi, Ali Sahami
/
Alt, Florian
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1415-1422
© Copyright 2016 ACM
Summary: Bio-sensing wearables are currently advancing to provide users with a lot of
information about their physiological and affective states. However, relatively
little is known about users' interest in acquiring, sharing and receiving this
information and through which channels and modalities. To close this gap, we
report on the results of an online survey (N=109) exploring principle aspects
of the design space of wearables such as data types, contexts, feedback
modalities and sharing behaviors. Results show that users are interested in
obtaining physiological, emotional and cognitive data through modalities beyond
traditional touchscreen output. Valence of the information, whether positive or
negative affects the sharing behaviors.
What People Really Remember: Understanding Cognitive Effects When
Interacting with Large Displays
Session 5: Large Displays
/
Panhey, Philipp
/
Döring, Tanja
/
Schneegass, Stefan
/
Wenig, Dirk
/
Alt, Florian
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.103-106
© Copyright 2015 ACM
Summary: This paper investigates how common interaction techniques for large displays
impact on recall in learning tasks. Our work is motivated by results of prior
research in different areas that attribute a positive effect of interactivity
to cognition. We present findings from a controlled lab experiment with 32
participants comparing mobile phone-based interaction, touch interaction and
full-body interaction to a non-interactive baseline. In contrast to prior
findings, our results reveal that more movement can negatively influence
recall. In particular we show that designers are facing an immanent trade-off
between designing engaging interaction through extensive movement and creating
memorable content.
Self-Actuated Displays for Vertical Surfaces
Visualization
/
Bader, Patrick
/
Schwind, Valentin
/
Pohl, Norman
/
Henze, Niels
/
Wolf, Katrin
/
Schneegass, Stefan
/
Schmidt, Albrecht
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.282-299
Keywords: Self-actuated; Display; Vertical surface; Mobile
© Copyright 2015 Springer International Publishing Switzerland
Summary: Most current devices are passive regarding their locations by being
integrated in the environment or require to be carried when used in mobile
scenarios. In this paper we present a novel type of self-actuated devices,
which can be placed on vertical surfaces like whiteboards or walls. This
enables vertical tangible interaction as well as the device interacting with
the user through self-actuated movements. In this paper, we explore the
application space for such devices by aggregating user-defined application
ideas gathered in focus groups. Moreover, we implement and evaluate four
interaction scenarios, discuss their usability and identify promising future
use cases and improvements.
Cruise Control for Pedestrians: Controlling Walking Direction using
Electrical Muscle Stimulation
Tactile Notifications for Phones & Wearables
/
Pfeiffer, Max
/
Dünte, Tim
/
Schneegass, Stefan
/
Alt, Florian
/
Rohs, Michael
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2505-2514
© Copyright 2015 ACM
Summary: Pedestrian navigation systems require users to perceive, interpret, and
react to navigation information. This can tax cognition as navigation
information competes with information from the real world. We propose actuated
navigation, a new kind of pedestrian navigation in which the user does not need
to attend to the navigation task at all. An actuation signal is directly sent
to the human motor system to influence walking direction. To achieve this goal
we stimulate the sartorius muscle using electrical muscle stimulation. The
rotation occurs during the swing phase of the leg and can easily be
counteracted. The user therefore stays in control. We discuss the properties of
actuated navigation and present a lab study on identifying basic parameters of
the technique as well as an outdoor study in a park. The results show that our
approach changes a user's walking direction by about 16°/m on average and
that the system can successfully steer users in a park with crowded areas,
distractions, obstacles, and uneven ground.
Modeling Distant Pointing for Compensating Systematic Displacements
Interaction Techniques for Tables & Walls
/
Mayer, Sven
/
Wolf, Katrin
/
Schneegass, Stefan
/
Henze, Niels
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.4165-4168
© Copyright 2015 ACM
Summary: Distant pointing at objects and persons is a highly expressive gesture that
is widely used in human communication. Pointing is also used to control a range
of interactive systems. For determining where a user is pointing at, different
ray casting methods have been proposed. In this paper we assess how accurately
humans point over distance and how to improve it. Participants pointed at
projected targets from 2m and 3m while standing and sitting. Testing three
common ray casting methods, we found that even with the most accurate one the
average error is 61.3cm. We found that all tested ray casting methods are
affected by systematic displacements. Therefore, we trained a polynomial to
compensate this displacement. We show that using a user-, pose-, and
distant-independent quartic polynomial can reduce the average error by 37.3%.
TUIs in the Large: Using Paper Tangibles with Mobile Devices
WIP Theme: Mobile Interactions
/
Wolf, Katrin
/
Schneegass, Stefan
/
Henze, Niels
/
Weber, Dominik
/
Schwind, Valentin
/
Knierim, Pascal
/
Mayer, Sven
/
Dingler, Tilman
/
Abdelrahman, Yomna
/
Kubitza, Thomas
/
Funk, Markus
/
Mebus, Anja
/
Schmidt, Albrecht
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1579-1584
© Copyright 2015 ACM
Summary: Tangible user interfaces (TUIs) have been proposed to interact with digital
information through physical objects. However being investigated since decades,
TUIs still play a marginal role compared to other UI paradigms. This is at
least partially because TUIs often involve complex hardware elements, which
make prototyping and production in quantities difficult and expensive. In this
paper we present our work towards paper TUIs (pTUIs) -- easily makeable
interactive TUIs using laser-cut paper, brass fasteners, metal bands, mirror
foils, and touch screen devices as platform. Through three examples we
highlight the flexibility of the approach. We rebuilt the seminal work URP to
show that pTUIs can replicate existing TUIs in DIY manufacturing. We
implemented tangible Pong being controlled by paper rackets to show that pTUIs
can be used in highly interactive systems. Finally, we manufactured an
interactive Christmas card and distributed it to 300 recipients by mail to show
that pTUIs can be used as apparatus to explore how pTUIs are used outside the
lab in real life.
Evaluating Stereoscopic 3D for Automotive User Interfaces in a Real-World
Driving Study
WIP Theme: Novel Interfaces and Interaction Techniques
/
Broy, Nora
/
Schneegass, Stefan
/
Guo, Mengbing
/
Alt, Florian
/
Schmidt, Albrecht
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1717-1722
© Copyright 2015 ACM
Summary: This paper reports on the use of in-car 3D displays in a real-world driving
scenario. Today, stereoscopic displays are becoming ubiquitous in many domains
such as mobile phones or TVs. Instead of using 3D for entertainment, we explore
the 3D effect as a mean to spatially structure user interface (UI) elements. To
evaluate potentials and drawbacks of in-car 3D displays we mounted an
autostereoscopic display as instrument cluster in a vehicle and conducted a
real-world driving study with 15 experts in automotive UI design. The results
show that the 3D effect increases the perceived quality of the UI and enhances
the presentation of spatial information (e.g., navigation cues) compared to 2D.
However, the effect should be used well-considered to avoid spatial clutter
which can increase the system's complexity.
Design and evaluation of a layered handheld 3d display with touch-sensitive
front and back
/
Bader, Patrick
/
Schwind, Valentin
/
Henze, Niels
/
Schneegass, Stefan
/
Broy, Nora
/
Schmidt, Albrecht
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.315-318
© Copyright 2014 ACM
Summary: Touch screens became truly pervasive through the success of smartphones and
tablet PCs. Several approaches to further improve the interaction with touch
screens have been proposed. In this paper we combine and extend two of these
trends. We present a mobile 3D screen that consists of a stack of displays and
is touch sensitive on both display sides. This design makes the screen
independent from the user's view angle. Using a touch-sensitive back enables
back-of-device interaction to avoid the fat-finger problem. Combining
back-of-device interaction with a transparent display also avoids occlusion of
the user's finger on the back through the device. Through a study we
investigate how back and front touch improves interaction with 3D content and
show how back-of-device interaction is improved if the user can actually see
the finger on the back.
3D Displays in Cars: Exploring the User Performance for a Stereoscopic
Instrument Cluster
Podium Presentations: Investigating the impacts of novel user interfaces
/
Broy, Nora
/
Alt, Florian
/
Schneegass, Stefan
/
Pfleging, Bastian
AutomotiveUI 2014: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2014-09-17
v.1
n.9 pages
p.2
© Copyright 2014 ACM
Summary: In this paper, we investigate user performance for stereoscopic automotive
user interfaces (UI). Our work is motivated by the fact that stereoscopic
displays are about to find their way into cars. Such a safety-critical
application area creates an inherent need to understand how the use of
stereoscopic 3D visualizations impacts user performance. We conducted a
comprehensive study with 56 participants to investigate the impact of a 3D
instrument cluster (IC) on primary and secondary task performance. We
investigated different visualizations (2D and 3D) and complexities (low vs.
high amount of details) of the IC as well as two 3D display technologies
(shutter vs. autostereoscopy). As secondary tasks the participants judged
spatial relations between UI elements (expected events) and reacted on pop-up
instructions (unexpected events) in the IC. The results show that stereoscopy
increases accuracy for expected events, decreases task completion times for
unexpected tasks, and increases the attractiveness of the interface.
Furthermore, we found a significant influence of the used technology,
indicating that secondary task performance improves for shutter displays.
Experience Maps: Experience-Enhanced Routes for Car Navigation
Work in Progress
/
Pfleging, Bastian
/
Meschtscherjakov, Alexander
/
Schneegass, Stefan
/
Tscheligi, Manfred
AutomotiveUI 2014: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications, Adjunct Proceedings
2014-09-17
v.2
n.6 pages
p.41
© Copyright 2014 ACM
Summary: People spend a considerable time per day driving a car. Navigation
technology helps the driver to find a location, to see traffic details, or to
estimate the arrival time. Selecting a certain route influences the driving
experience (i.e., the user experience while driving) through factors such as
traffic density, landscape, or road type. However, current navigation systems
mainly optimize routes regarding time, distance, or fuel efficiency --
neglecting important driving experience factors: The fastest route might still
be packed with traffic which stresses drivers or negatively influence their
mood. In contrast, a slightly slower route could for instance offer a better
driving experience with less traffic and scenic views. In this paper, we
propose a concept that allows for experience-optimized routing to make driving
more joyful and pleasurable. We also present the results of a web survey with
114 participants that we conducted to explore the users' preferences and
opinions regarding taking the experience into account for route guidance.
Workshop on smart garments: sensing, actuation, interaction, and
applications in garments
Workshop on Smart Garments: Sensing, Actuation, Interaction, and
Applications in Garments (WOSG)
/
Schneegass, Stefan
/
Van Laerhoven, Kristof
/
Cheng, Jingyuan
/
Amft, Oliver
Adjunct Proceedings of the 2014 International Symposium on Wearable
Computers
2014-09-13
v.2
p.225-229
© Copyright 2014 ACM
Summary: Over the last years different wearable electronic devices, technically
similar to smart phones, have become available in the form factor of watches
and glasses. However, including wearable sensing, actuation, and communication
technologies directly into garments is still a great challenge. Cloths offer
the chance to unobtrusively integrate new functionalities. Nevertheless, it is
essential to take into account that garments and cloths are fundamentally
different from electronic devices. Manufacturing processes for fabrics and
cloths, drivers for fashion, and user expectation with regard to comfort and
durability are not comparable to classical electronic devices. In smart watches
and glasses applications resemble common smart phone functionality (e.g.,
picture taking, (instant) messaging, voice communication, presentation of
reminders) with new input and output channels. In contrast to this, new
possibilities for sensing, actuation, and interaction are opening entirely new
applications on garments. These new applications are needed to be identified
and will then again drive the advances in smart garments. In this workshop, we
focus on novel applications for garments. We discuss underlying abstraction
layers that allow developers to create applications that are independent from a
specific garment and that can be used with different garments. Furthermore, we
invite research contributions and position statements on sensing and actuation
as the basic mechanisms for smart garments. Overall the workshop aims at
improving our understanding of the fundamental challenges when wearable
computing moves beyond accessories into garments.
Towards a garment OS: supporting application development for smart garments
Workshop on Smart Garments: Sensing, Actuation, Interaction, and
Applications in Garments (WOSG)
/
Schneegass, Stefan
/
Birmili, Tobias
/
Hassib, Mariam
/
Henze, Niels
Adjunct Proceedings of the 2014 International Symposium on Wearable
Computers
2014-09-13
v.2
p.261-266
© Copyright 2014 ACM
Summary: Wearable devices and the development of smart garments emerged into a
significant research domain over the last decades. Despite the increasing
commercial interest, however, smart garments are almost exclusively developed
in academia and the developed systems do not exceed a prototypical level. We
argue that the main reason why smart garments cannot be produced on
commercially relevant scale today is that they each focus on a specific use
case. There is no tool support for application developers and no defined APIs
within the software and hardware stack that allows developing useful smart
garment applications. In this paper we present our work towards Garment OS, a
layered software stack that encapsulates different levels of abstraction. We
highlight the design of that system which is based on open web protocols. We
present an evaluation with software engineers and derive directions for future
work.
SmudgeSafe: geometric image transformations for smudge-resistant user
authentication
Security
/
Schneegass, Stefan
/
Steimle, Frank
/
Bulling, Andreas
/
Alt, Florian
/
Schmidt, Albrecht
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.775-786
© Copyright 2014 ACM
Summary: Touch-enabled user interfaces have become ubiquitous, such as on ATMs or
portable devices. At the same time, authentication using touch input is
problematic, since finger smudge traces may allow attackers to reconstruct
passwords. We present SmudgeSafe, an authentication system that uses random
geometric image transformations, such as translation, rotation, scaling,
shearing, and flipping, to increase the security of cued-recall graphical
passwords. We describe the design space of these transformations and report on
two user studies: A lab-based security study involving 20 participants in
attacking user-defined passwords, using high quality pictures of real smudge
traces captured on a mobile phone display; and an in-the-field usability study
with 374 participants who generated more than 130,000 logins on a mobile phone
implementation of SmudgeSafe. Results show that SmudgeSafe significantly
increases security compared to authentication schemes based on PINs and lock
patterns, and exhibits very high learnability, efficiency, and memorability.
Midair Displays: Concept and First Experiences with Free-Floating Pervasive
Displays
Papers Session #2
/
Schneegass, Stefan
/
Alt, Florian
/
Scheible, Jürgen
/
Schmidt, Albrecht
Proceedings of the 2014 ACM International Symposium on Pervasive Displays
2014-06-03
p.27-31
© Copyright 2014 ACM
Summary: Due to advances in technology, displays could replace literally any surface
in the future, including walls, windows, and ceilings. At the same time, midair
remains a relatively unexplored domain for the use of displays as of today,
particularly in public space. Nevertheless, we see large potential in the
ability to make displays appear at any possible point in space, both indoors
and outdoors. Such displays, that we call midair displays, could control large
crowds in emergency situations, they could be used during sports for navigation
and feedback on performance, or as group displays. We see midair displays as a
complementary technology to wearable displays. In contrast to statically
deployed displays they allow information to be brought to the user anytime and
anywhere. We explore the concept of midair displays and show that with current
technology, e.g., copter drones, such displays can be easily built. A study on
the readability of such displays showcases the potential and feasibility of the
concept and provides early insights.
SenScreen: A Toolkit for Supporting Sensor-enabled Multi-Display Networks
Papers Session #4
/
Schneegass, Stefan
/
Alt, Florian
Proceedings of the 2014 ACM International Symposium on Pervasive Displays
2014-06-03
p.92-97
© Copyright 2014 ACM
Summary: Over the past years, a number of sensors have emerged, that enable
gesture-based interaction with public display applications, including Microsoft
Kinect, Asus Xtion, and Leap Motion. In this way, interaction with displays can
be made more attractive, particularly if deployed across displays hence
involving many users. However, interactive applications are still scarce, which
can be attributed to the fact that developers usually need to implement a
low-level connection to the sensor. In this work, we tackle this issue by
presenting a toolkit, called SenScreen, consisting of (a) easy-to-install
adapters that handle the low-level connection to sensors and provides the data
via (b) an API that allows developers to write their applications in
JavaScript. We evaluate our approach by letting two groups of developers create
an interactive game each using our toolkit. Observation, interviews, and
questionnaire indicate that our toolkit simplifies the implementation of
interactive applications and may, hence, serve as a first step towards a more
widespread use of interactive public displays.
Let me catch this!: experiencing interactive 3D cinema through collecting
content with a mobile phone
Enabling interactive performances
/
Häkkilä, Jonna R.
/
Posti, Maaret
/
Schneegass, Stefan
/
Alt, Florian
/
Gultekin, Kunter
/
Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1011-1020
© Copyright 2014 ACM
Summary: The entertainment industry is going through a transformation, and technology
development is affecting how we can enjoy and interact with the entertainment
media content in new ways. In our work, we explore how to enable interaction
with content in the context of 3D cinemas. This allows viewers to use their
mobile phone to retrieve, for example, information on the artist of the
soundtrack currently playing or a discount coupon on the watch the main actor
is wearing. We are particularly interested in the user experience of the
interactive 3D cinema concept, and how different interactive elements and
interaction techniques are perceived. We report on the development of a
prototype application utilizing smart phones and on an evaluation in a cinema
context with 20 participants. Results emphasize that designing for interactive
cinema experiences should drive for holistic and positive user experiences.
Interactive content should be tied together with the actual video content, but
integrated into contexts where it does not conflict with the immersive
experience with the movie.
FrameBox and MirrorBox: tools and guidelines to support designers in
prototyping interfaces for 3D displays
3D interaction: modeling and prototyping
/
Broy, Nora
/
Schneegass, Stefan
/
Alt, Florian
/
Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.2037-2046
© Copyright 2014 ACM
Summary: In this paper, we identify design guidelines for stereoscopic 3D (S3D) user
interfaces (UIs) and present the MirrorBox and the FrameBox, two UI prototyping
tools for S3D displays. As auto-stereoscopy becomes available for the mass
market we believe the design of S3D UIs for devices, for example, mobile
phones, public displays, or car dashboards, will rapidly gain importance. A
benefit of such UIs is that they can group and structure information in a way
that makes them easily perceivable for the user. For example, important
information can be shown in front of less important information. This paper
identifies core requirements for designing S3D UIs and derives concrete
guidelines. The requirements also serve as a basis for two depth layout tools
we built with the aim to overcome limitations of traditional prototyping when
sketching S3D UIs. We evaluated the tools with usability experts and compared
them to traditional paper prototyping.
Exploiting thermal reflection for interactive systems
Novel mobile displays and devices
/
Shirazi, Alireza Sahami
/
Abdelrahman, Yomna
/
Henze, Niels
/
Schneegass, Stefan
/
Khalilbeigi, Mohammadreza
/
Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3483-3492
© Copyright 2014 ACM
Summary: Thermal cameras have recently drawn the attention of HCI researchers as a
new sensory system enabling novel interactive systems. They are robust to
illumination changes and make it easy to separate human bodies from the image
background. Far-infrared radiation, however, has another characteristic that
distinguishes thermal cameras from their RGB or depth counterparts, namely
thermal reflection. Common surfaces reflect thermal radiation differently than
visual light and can be perfect thermal mirrors. In this paper, we show that
through thermal reflection, thermal cameras can sense the space beyond their
direct field-of-view. A thermal camera can sense areas besides and even behind
its field-of-view through thermal reflection. We investigate how thermal
reflection can increase the interaction space of projected surfaces using
camera-projection systems. We moreover discuss the reflection characteristics
of common surfaces in our vicinity in both the visual and thermal radiation
bands. Using a proof-of-concept prototype, we demonstrate the increased
interaction space for hand-held camera-projection system. Furthermore, we
depict a number of promising application examples that can benefit from the
thermal reflection characteristics of surfaces.
NatCut: an interactive tangible editor for physical object fabrication
Works-in-progress
/
Schneegass, Stefan
/
Shirazi, Alireza Sahami
/
Döring, Tanja
/
Schmid, David
/
Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1441-1446
© Copyright 2014 ACM
Summary: While physical prototyping and personal fabrication is currently getting
increasingly popular, many of the tools used to design 3D objects are still
complex and cumbersome to use. In this paper, we address this issue and present
a novel tabletop-based tangible editor, called NatCut, that allows the quick
and easy design of physical enclosures for interactive prototypes. To generate
an enclosure with NatCut, the user first chooses a basic geometric shape for it
on the tabletop surface. By simply placing electronic components on the
displayed 2D layout for the enclosure, respective cut-outs and holes are
generated. Further, a number of user interactions on the tabletop screen are
supported to modify, personalize, and enrich the casing. The resulting 2D
layout contains all joints needed to assemble the parts after laser cutting. We
discuss the results of a user study in which we tested the approach.
Exploring virtual depth for automotive instrument cluster concepts
Works-in-progress
/
Broy, Nora
/
Zierer, Benedikt J.
/
Schneegass, Stefan
/
Alt, Florian
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1783-1788
© Copyright 2014 ACM
Summary: This paper compares the user experience of three novel concept designs for
3D-based car dashboards. Our work is motivated by the fact that analogue
dashboards are currently being replaced by their digital counterparts. At the
same time, auto-stereoscopic displays enter the market, allowing the quality of
novel dashboards to be increased, both with regard to the perceived quality and
in supporting the driving task. Since no guidelines or principles exist for the
design of digital 3D dashboards, we take an initial step in designing and
evaluating such interfaces. In a study with 12 participants we were able to
show that stereoscopic 3D increases the perceived quality of the display while
motion parallax leads to a rather disturbing experience.
Midair displays: exploring the concept of free-floating public displays
Works-in-progress
/
Schneegass, Stefan
/
Alt, Florian
/
Scheible, Jürgen
/
Schmidt, Albrecht
/
Su, Haifeng
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2035-2040
© Copyright 2014 ACM
Summary: Due to advances in technology, displays could replace literally any surface
in the future, including walls, windows, and ceilings. At the same time, midair
remains a relatively unexplored domain for the use of displays as of today,
particularly in public spaces. Nevertheless, we see large potential in the
ability to make displays appear at any possible point in space, both indoors
and outdoors. Such displays, that we call midair displays, could control large
crowds in emergency situations, they could be used during sports for navigation
and feedback on performance, or they could be used as group displays which
enable information to be brought to the user anytime and anywhere. We explore
the concept of midair displays and show that with current technology, for
example copter drones, such displays can be easily built.
Let me grab this: a comparison of EMS and vibration for haptic feedback in
free-hand interaction
1. Touch
/
Pfeiffer, Max
/
Schneegass, Stefan
/
Alt, Florian
/
Rohs, Michael
Proceedings of the 2014 Augmented Human International Conference
2014-03-07
p.46
© Copyright 2014 ACM
Summary: Free-hand interaction with large displays is getting more common, for
example in public settings and exertion games. Adding haptic feedback offers
the potential for more realistic and immersive experiences. While vibrotactile
feedback is well known, electrical muscle stimulation (EMS) has not yet been
explored in free-hand interaction with large displays. EMS offers a wide range
of different strengths and qualities of haptic feedback. In this paper we first
systematically investigate the design space for haptic feedback. Second, we
experimentally explore differences between strengths of EMS and vibrotactile
feedback. Third, based on the results, we evaluate EMS and vibrotactile
feedback with regard to different virtual objects (soft, hard) and interaction
with different gestures (touch, grasp, punch) in front of a large display. The
results provide a basis for the design of haptic feedback that is appropriate
for the given type of interaction and the material.
Using eye-tracking to support interaction with layered 3D interfaces on
stereoscopic displays
Adaptive user interfaces
/
Alt, Florian
/
Schneegass, Stefan
/
Auda, Jonas
/
Rzayev, Rufat
/
Broy, Nora
Proceedings of the 2014 International Conference on Intelligent User
Interfaces
2014-02-24
v.1
p.267-272
© Copyright 2014 ACM
Summary: In this paper, we investigate the concept of gaze-based interaction with 3D
user interfaces. We currently see stereo vision displays becoming ubiquitous,
particularly as auto-stereoscopy enables the perception of 3D content without
the use of glasses. As a result, application areas for 3D beyond entertainment
in cinema or at home emerge, including work settings, mobile phones, public
displays, and cars. At the same time, eye tracking is hitting the consumer
market with low-cost devices. We envision eye trackers in the future to be
integrated with consumer devices (laptops, mobile phones, displays), hence
allowing the user's gaze to be analyzed and used as input for interactive
applications. A particular challenge when applying this concept to 3D displays
is that current eye trackers provide the gaze point in 2D only (x and y
coordinates). In this paper, we compare the performance of two methods that use
the eye's physiology for calculating the gaze point in 3D space, hence enabling
gaze-based interaction with stereoscopic content. Furthermore, we provide a
comparison of gaze interaction in 2D and 3D with regard to user experience and
performance. Our results show that with current technology, eye tracking on
stereoscopic displays is possible with similar performance as on standard 2D
screens.
Exploring user expectations for context and road video sharing while calling
and driving
Texting and calling
/
Pfleging, Bastian
/
Schneegass, Stefan
/
Schmidt, Albrecht
AutomnotiveUI 2013: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2013-10-28
p.132-139
© Copyright 2013 ACM
Summary: Calling while driving a car has become very common since the rise of mobile
phones. Drivers use their phone despite the fact that calling in the car is
potentially distracting and dangerous. Prohibiting communication while driving
is not a good idea as there are also positive effects of calling (e.g., ability
to notify about a delay, staying awake, preventing fatigue, guidance at foreign
places).
In contrast to passengers in the car, remote phone callers do not know any
context details about the driver besides transmitted background noise. Using
driving-related context information and live images allows to create situation
awareness for the caller outside of the car and share a passenger-like view of
car, road, and traffic conditions. In this paper, we explore drivers' and
callers' expectations and reservations towards context and video sharing before
and during phone calls. First, we explored which data can be shared between
callers and drivers. Based on a web survey conducted with 123 participants, we
evaluate the callers' and drivers' attitudes towards sharing of such
information. We then conducted separate interviews with various drivers to get
deeper insights about their attitudes towards sharing context information while
driving and their expectations towards systems that provide such features. We
found that automatic context and video sharing is less preferred than
situation-based sharing. If drivers like the idea of video sharing, they also
assume that it would have a positive influence on driving.