Nicolai Marquardt

ORCID: 0000-0002-5473-2448
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Innovative Human-Technology Interaction
  • Tactile and Sensory Interactions
  • Usability and User Interface Design
  • Augmented Reality Applications
  • Context-Aware Activity Recognition Systems
  • Personal Information Management and User Behavior
  • Virtual Reality Applications and Impacts
  • Mobile Crowdsensing and Crowdsourcing
  • Data Visualization and Analytics
  • Hand Gesture Recognition Systems
  • Teaching and Learning Programming
  • Teleoperation and Haptic Systems
  • Digital Storytelling and Education
  • Modular Robots and Swarm Intelligence
  • Gaze Tracking and Assistive Technology
  • Infrared Thermography in Medicine
  • Multimedia Communication and Technology
  • Digital Games and Media
  • Human-Automation Interaction and Safety
  • Musculoskeletal pain and rehabilitation
  • Advanced Sensor and Energy Harvesting Materials
  • Action Observation and Synchronization
  • Conservation Techniques and Studies
  • Educational Games and Gamification

Microsoft (United States)
2012-2024

University College London
2014-2023

London Centre for Nanotechnology
2015-2023

Microsoft Research (United Kingdom)
2021-2023

The London College
2020

University College Hospital
2017

University College Lahore
2016

University of Calgary
2009-2015

Marquardt (Germany)
2015

UCL Australia
2014

research-article Proxemic interactions: the new ubicomp? Share on Authors: Saul Greenberg University of Calgary CalgaryView Profile , Nicolai Marquardt Till Ballendat and Ludwig-Maximilians-Universität Ludwig-Maximilians-UniversitätView Rob Diaz-Marino Miaosen Wang Authors Info & Claims InteractionsVolume 18Issue 1January + February 2011 pp 42–50https://doi.org/10.1145/1897239.1897250Online:01 January 2011Publication History 265citation8,470DownloadsMetricsTotal Citations265Total...

10.1145/1897239.1897250 article EN interactions 2011-01-01

In the everyday world, much of what we do is dictated by how interpret spatial relationships, or proxemics. What surprising little proxemics are used to mediate people's interactions with surrounding digital devices. We imagine proxemic interaction as devices fine-grained knowledge nearby people and other -- their position, identity, movement, orientation such can be exploited design techniques. particular, show can: regulate implicit explicit interaction; trigger continuous movement in out...

10.1145/1936652.1936676 article EN 2010-11-07

Toolkit research plays an important role in the field of HCI, as it can heavily influence both design and implementation interactive systems. For publication, HCI community typically expects toolkit to include evaluation component. The problem is that challenging, often unclear what 'evaluating' a means methods are appropriate. To address this problem, we analyzed 68 published papers. From our analysis, provide overview of, reflection on, discussion for contributions. We identify discuss...

10.1145/3173574.3173610 article EN 2018-04-19

Designing interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing opportunities and challenges interactions multiple devices in concert is continued focus HCI research. To inform future research agenda this field, we contribute an analysis taxonomy corpus 510 papers cross-device computing domain. For both experienced researchers field provide: overview, historic trends unified terminology research;...

10.1145/3290605.3300792 article EN 2019-04-29

This paper contributes to a taxonomy of augmented reality and robotics based on survey 460 research papers. Augmented mixed (AR/MR) have emerged as new way enhance human-robot interaction (HRI) robotic interfaces (e.g., actuated shape-changing interfaces). Recently, an increasing number studies in HCI, HRI, demonstrated how AR enables better interactions between people robots. However, often remains focused individual explorations key design strategies, questions are rarely analyzed...

10.1145/3491102.3517719 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

People naturally understand and use proxemic relationships (e.g., their distance orientation towards others) in everyday situations. However, only few ubiquitous computing (ubicomp) systems interpret such to mediate interaction (proxemic interaction). A technical problem is that developers find it challenging tedious access information from sensors. Our Proximity Toolkit solves this problem. It simplifies the exploration of techniques by supplying fine-grained between people, portable...

10.1145/2047196.2047238 article EN 2011-10-16

GroupTogether is a system that explores cross-device interaction using two sociological constructs. First, F-formations concern the distance and relative body orientation among multiple users, which indicate when how people position themselves as group. Second, micro-mobility describes orient tilt devices towards one another to promote fine-grained sharing during co-present collaboration. We sense these constructs using: (a) pair of overhead Kinect depth cameras small groups people, (b)...

10.1145/2380116.2380121 article EN 2012-10-05

Modern mobile devices allow a rich set of multi-finger interactions that combine modes into single fluid act, for example, one finger panning blending two-finger pinch gesture zooming. Such gestures require the use both hands: holding device while other is interacting. While on go, however, only hand may be available to hold and interact with it. This mostly limits interaction single-touch (i.e., thumb), forcing users switch between input explicitly. In this paper, we contribute Fat Thumb...

10.1145/2371574.2371582 article EN 2012-09-21

An ever more sedentary lifestyle is a serious problem in our society. Enhancing people's exercise adherence through technology remains an important research challenge. We propose novel approach for system supporting walking that draws from basic findings neuroscience research. Our shoe-based prototype senses person's footsteps and alters real-time the frequency spectra of sound they produce while walking. The resulting sounds are consistent with those produced by either lighter or heavier...

10.1145/2702123.2702374 article EN 2015-04-17

We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays hands on table. This enables new breed spatially-aware multi-user multi-device applications for around-the-table collaboration without interactive tabletop. At any time, users can add or remove reconfigure them in space ad-hoc manner need installing software attaching markers. Additionally, are tracked to detect interactions above between displays, enabling...

10.1145/2669485.2669500 article EN 2014-11-16

The ability to monitor respiratory rate is extremely important for medical treatment, healthcare and fitness sectors. In many situations, mobile methods, which allow users undertake every day activities, are required. However, current monitoring systems can be obtrusive, requiring wear respiration belts or nasal probes. Recent advances in thermographic have shrunk their size, weight cost, the point where it possible create smart-phone based devices that not affected by lighting conditions....

10.1364/boe.8.004480 article EN cc-by Biomedical Optics Express 2017-09-13

Internet of things (IoT) devices and sensor kits have the potential to democratize access, use, appropriation data. Despite increased availability low cost sensors, most produced data is "black box" in nature: users often do not know how access or interpret We propose a "human-data design" approach which end-users are given tools create, share, use through tangible physical visualizations. This paper introduces Physikit, system designed allow explore engage with environmental ambient report...

10.1145/2858036.2858059 article EN 2016-05-05

People increasingly use smartwatches in tandem with other devices such as smartphones, laptops or tablets. This allows for novel cross-device applications that the watch both input device and output display. However, despite increasing availability of smartwatches, prototyping watch-centric remains a challenging task. Developers are limited they can explore available toolkits provide only access to different types sensors interactions. To address this problem, we introduce WatchConnect,...

10.1145/2702123.2702215 article EN 2015-04-17

The increasing number of digital devices in our environment enriches how we interact with content. Yet, cross-device information transfer -- which should be a common operation is surprisingly difficult. One has to know can communicate, what they contain, and exchanged. To mitigate this problem, formulate the gradual engagement design pattern that generalizes prior work proxemic interactions informs future system designs. describes device interfaces gradually engage user by disclosing...

10.1145/2396636.2396642 article EN 2012-11-11

Proxemic interactions can help address six key challenges of ubicomp interaction design and how devices sense or capture proxemic information via five dimensions-distance, orientation, movement, identity, location.

10.1109/mprv.2012.15 article EN IEEE Pervasive Computing 2012-01-10

In everyday life, our interactions with objects on real tables include how fingertips feel those objects. comparison, current digital interactive present a uniform touch surface that feels the same, regardless of what it presents visually. this paper, we explore tactile interaction can be used tabletop surfaces. We simple and inexpensive device -- Haptic Tabletop Puck incorporates dynamic, haptics into interaction. created several applications feedback in area haptic information...

10.1145/1731903.1731922 article EN 2009-11-23

Recent work in multi-touch tabletop interaction introduced many novel techniques that let people manipulate digital content through touch. Yet most only detect touch blobs. This ignores richer interactions would be possible if we could identify (1) which part of the hand, (2) side and (3) person is actually touching surface. Fiduciary-tagged gloves were previously as a simple but reliable technique for providing this information. The problem its low-level programming model hinders way...

10.1145/2076354.2076358 article EN 2011-11-13

We present RealPen, an augmented stylus for capacitive tablet screens that recreates the physical sensation of writing on paper with a pencil, ball-point pen or marker pen. The aim is to create more engaging experience when touch surfaces, such as computers. This achieved by regenerating friction-induced oscillation and sound real tool in contact paper. To generate realistic tactile feedback, our algorithm analyzes frequency spectrum friction generated traditional tools, extracts principal...

10.1145/2984511.2984550 preprint EN 2016-10-16

People with chronic musculoskeletal pain would benefit from technology that provides run-time personalized feedback and help adjust their physical exercise plan. However, increased during exercise, or anxiety about anticipated increase, may lead to setback intensified sensitivity pain. Our study investigates the possibility of detecting levels quality body movement two functional exercises. By analyzing recordings kinematics muscle activity, our feature optimization algorithms machine...

10.1109/acii.2015.7344578 article EN 2015-09-01

Although clinical best practice suggests that affect awareness could enable more effective technological support for physical rehabilitation through personalisation to psychological needs, designers need consider what affective states matter, and how they should be tracked addressed. In this article, we set the standard by analysing major factors in chronic pain (pain, fear/anxiety, low/depressed mood) interfere with everyday functioning. Further, based on discussion of modality used track...

10.1145/3299095 article EN ACM Transactions on Computer-Human Interaction 2019-01-30

Learning about computing technology has become an increasingly important part of the school curriculum but it remains unclear how best to teach children. Here, we report on empirical study that investigated process making affects children different ages learn technology. In one condition, they had first make electronic cube before conducting other activities and in were given a ready made use. The results show for younger children, significantly improved their performance post-lesson test,...

10.1145/2930674.2930691 article EN 2016-06-21

Remote controls facilitate interactions at-a-distance with appliances. However, the complexity, diversity, and increasing number of digital appliances in ubiquitous computing ecologies make it increasingly difficult to: (1) discover which are controllable; (2) select a particular appliance from large available; (3) view information about its status; (4) control pertinent manner. To mitigate these problems we contribute proxemic-aware controls, exploit spatial relationships between person's...

10.1145/2785830.2785871 article EN 2015-08-24
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