- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Virtual Reality Applications and Impacts
- Gaze Tracking and Assistive Technology
- Innovative Human-Technology Interaction
- Human-Automation Interaction and Safety
- Augmented Reality Applications
- Usability and User Interface Design
- EEG and Brain-Computer Interfaces
- Data Visualization and Analytics
- Context-Aware Activity Recognition Systems
- Hand Gesture Recognition Systems
- Mobile Crowdsensing and Crowdsourcing
- Social Robot Interaction and HRI
- Face recognition and analysis
- Personal Information Management and User Behavior
- Neural and Behavioral Psychology Studies
- Ergonomics and Musculoskeletal Disorders
- Privacy, Security, and Data Protection
- Visual Attention and Saliency Detection
- User Authentication and Security Systems
- Face Recognition and Perception
- AI in Service Interactions
- Teleoperation and Haptic Systems
- Software Engineering Research
Ludwig-Maximilians-Universität München
2020-2025
LMU Klinikum
2020-2025
Munich Center for Machine Learning
2023-2025
University of Stuttgart
2015-2021
Carnegie Mellon University
2019-2021
Technical University of Munich
2011
Deutsches Zentrum für Luft- und Raumfahrt e. V. (DLR)
2000-2003
Lane-keeping assistance systems for vehicles may be more acceptable to users if the was adaptive driver's state. To adapt in this way, a method detection of driver distraction is needed. Thus, we propose novel technique online distraction, modeling long-range temporal context driving and head tracking data. We show that long short-term memory (LSTM) recurrent neural networks enable reliable subject-independent inattention with an accuracy up 96.6%. Thereby, our LSTM framework significantly...
Today's working society tries to integrate more and impaired workers into everyday processes. One major scenario for integrating is in the assembly of products. However, tasks that are being assigned cognitively easy consist only a small number steps. For with higher steps, need instructions help them assembly. Although supervisors provide general support assist new while learning sheltered work organizations often additional printed pictorial actively guide workers. To further improve...
Cross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept toolkit for quick easy cross-reality systems. By simulating all levels entirely in Virtual Reality, our overcomes asynchronicity realities, eliminating obstacles. Our VRception...
Biocybernetic loops encompass users' state detection and system adaptation based on physiological signals. Current adaptive systems limit the to task features such as difficulty or multitasking demands. However, virtual reality allows manipulation of task-irrelevant elements in environment. We present a physiologically that adjusts environment arousal, i.e., electrodermal activity. conducted user study with our social verify improved performance. Here, participants completed an n-back task,...
Virtual reality (VR) is commonly used for entertainment applications but also increasingly employed a large number of use cases such as digital prototyping or training workers. Here, VR key to present an immersive secondary world. enables experiences that are close reality, regardless time and place. However, highly can result in missing information from the real world, important notifications. For efficient notification presentation VR, it necessary understand how notifications should be...
Empirical studies are a cornerstone of HCI research. Technical progress constantly enables new study methods. Online surveys, for example, make it possible to collect feedback from remote users. Progress in augmented and virtual reality with early designs. In-situ enable researchers gather natural environments. While these methods have unique advantages disadvantages, is unclear if how using specific method affects the results. Therefore, we conducted 60 participants comparing five different...
Pointing at remote objects to direct others' attention is a fundamental human ability. Previous work explored methods for pointing select targets. Absolute techniques that cast ray from the user target are affected by humans' limited accuracy. Recent suggests accuracy can be improved compensating systematic offsets between targets aims and rays target. In this paper, we investigate mid-air in real world virtual reality. Through study, model improve show being environment affects how users...
Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with goals deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system optimizes the virtual environment based on physiological arousal, i.e., electrodermal activity. investigated usability of in simulated social scenario. Participants completed an n-back task (primary) visual detection (secondary) task. Here, we adapted...
Tangible learning has received increasing attention. However, in the recent decade, it no comprehensive overview. This study aimed to fill gap and reviewed 92 publications from all TEI conference proceedings (2007–2021). We analysed previous studies' characteristics (e.g., purpose interactive modalities) elaborated on three common topics: collaborative tangible learning, tangibles' impacts comparisons between tangibles other interfaces. Three key findings were: (1) Tangibles impacted because...
Providing users with a haptic sensation of the hardness and softness objects in virtual reality is an open challenge. While physical props devices help, their properties do not allow for dynamic adjustments. To overcome this limitation, we present novel technique changing perceived stiffness based on visuo-haptic illusion. We achieved by manipulating hands' Control-to-Display (C/D) ratio while pressing down object fixed stiffness. In first study (N=12), determine detection thresholds Our...
Virtual reality finds various applications in productivity, entertainment, and training scenarios requiring working memory attentional resources. Working relies on prioritizing relevant information suppressing irrelevant through internal attention, which is fundamental for successful task performance training. Today, virtual systems do not account the impact of loads resulting over or under-stimulation. In this work, we designed an adaptive system based EEG correlates external attention to...
Previous research and recent smartphone development presented a wide range of input controls beyond the touchscreen. Fingerprint scanners, silent switches, Back-of-Device (BoD) touch panels offer additional ways to perform input. However, with increasing amount on device, unintentional or limited reachability can hinder interaction. In one-handed scenario, we conducted study investigate areas that be reached without losing grip stability (comfortable area), stretched fingers (maximum range)...
In the last years, touchscreens became most common input device for a wide range of computers. While are truly pervasive, commercial devices reduce richness touch to two-dimensional positions on screen. Recent work proposed interaction techniques extend vocabulary using finger orientation. Approaches determining finger's orientation off-the-shelf capacitive in previous already enable compelling use cases. However, low estimation accuracy limits usability and restricts usage non-precise...
Order Picking is not only one of the most important but also mentally demanding and error-prone tasks in industry. Both stationary wearable systems have been introduced to facilitate this task. Existing are scalable because high cost issues being accepted by workers. In paper, we introduce a mobile camera-projector cart called OrderPickAR, which combines benefits both support order picking through Augmented Reality. Our system dynamically projects in-situ information into storage...
Smartphones are the most successful mobile devices and offer intuitive interaction through touchscreens. Current treat all fingers equally only sense touch contacts on front of device. In this paper, we present InfiniTouch, first system that enables input whole device surface identifies touching without external sensors while keeping form factor a standard smartphone. We developed prototype with capacitive front, back three sides. then conducted study to train convolutional neural network an...
Touchscreens are the most successful input method for smartphones. Despite their flexibility, touch is limited to location of taps and gestures. We present PalmTouch, an additional modality that differentiates between touches fingers palm. Touching display with palm can be a natural gesture since moving thumb towards device's top edge implicitly places on touchscreen. different use cases including as shortcut improving reachability. To evaluate these cases, we have developed model finger...
Contemporary voice assistants require that objects of inter-est be specified in spoken commands. Of course, users are often looking directly at the object or place interest ? fine-grained, contextual information is currently unused. We present WorldGaze, a software-only method for smartphones provides real-world gaze location user agents can utilize rapid, natural, and precise interactions. achieve this by simultaneously opening front rear cameras smartphone. The front-facing camera used to...
Physiologically-adaptive Virtual Reality can drive interactions and adjust virtual content to better fit users' needs support specific goals. However, the complexity of psychophysiological inference hinders efficient adaptation as relationship between cognitive physiological features rarely show one-to-one correspondence. Therefore, it is necessary employ multimodal approaches evaluate effect adaptations. In this work, we analyzed a dataset (EEG, ECG, EDA) acquired during interaction with...
Recently, we saw a trend toward using physiological signals in interactive systems. These signals, offering deep insights into users' internal states and health, herald new era for HCI. However, as this is an interdisciplinary approach, many challenges arise HCI researchers, such merging diverse disciplines, from understanding functions to design expertise. Also, isolated research endeavors limit the scope reach of findings. This workshop aims bridge these gaps, fostering cross-disciplinary...
Physiologically-adaptive Virtual Reality systems dynamically adjust virtual content based on users' physiological signals to enhance interaction and achieve specific goals. However, as different cognitive states may underlie multivariate patterns, adaptive necessitate a multimodal evaluation investigate the relationship between input features target for efficient user modeling. Here, we investigated dataset (EEG, ECG, EDA) while interacting with two adjusting environmental visual complexity...
Synchronous colocated collaborative sensemaking requires that analysts share their information and insights with each other. The challenge is to know when the right time what without disrupting present state of analysis. This crucial in ad-hoc sessions mobile devices because small screen space limits display. To address these tensions, we propose evaluate RAMPARTS - a spatially aware system for crime analysis aims support faster sharing, clue-finding, We compare an interactive tabletop...
Avatars in virtual reality (VR) increase the immersion and provide an interface between user's physical body world. Thus, avatars enable referential gestures, which are essential for targeting, selection, locomotion, collaboration VR. However, players of immersive games can have another appearance deviating from human-likeness previous work suggests that effect on accuracy gestures One most important is mid-air pointing. It has been shown pointing affected by systematic errors, be...
Touchscreens enable intuitive mobile interaction. However, touch input is limited to 2D locations which makes it challenging provide shortcuts and secondary actions similar hardware keyboards mice. Previous work presented a wide range of approaches by identifying finger touched the display. While these are based on external sensors inconvenient, we use capacitive images from touchscreens investigate feasibility identification. We collected dataset low-resolution fingerprints trained...