- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Virtual Reality Applications and Impacts
- Usability and User Interface Design
- Personal Information Management and User Behavior
- Innovative Human-Technology Interaction
- Gaze Tracking and Assistive Technology
- Augmented Reality Applications
- Context-Aware Activity Recognition Systems
- Data Visualization and Analytics
- User Authentication and Security Systems
- Hand Gesture Recognition Systems
- Mobile Crowdsensing and Crowdsourcing
- Green IT and Sustainability
- Spatial Cognition and Navigation
- Sport Psychology and Performance
- Image and Video Quality Assessment
- Visual Attention and Saliency Detection
- Human-Automation Interaction and Safety
- Visual perception and processing mechanisms
- Advanced Optical Imaging Technologies
- Visual and Cognitive Learning Processes
- Speech and dialogue systems
- Action Observation and Synchronization
- Video Analysis and Summarization
University of Regensburg
2018-2024
Bayer (Germany)
2020
University of Stuttgart
2012-2019
Eindhoven University of Technology
2019
Vetenskap I Skolan
2014-2017
Carl von Ossietzky Universität Oldenburg
2010-2014
Oldenburger Institut für Informatik
2007-2009
In many applications today user interaction is moving away from mouse and pens becoming pervasive much more physical tangible. New emerging technologies allow developing experimenting with new methods on the long way to providing intuitive human computer interaction. this paper, we aim at recognizing gestures interact an application present design evaluation of our sensor-based gesture recognition. As input device employ Wii-controller (Wiimote) which recently gained attention world wide. We...
Notifications are a core feature of mobile phones. They inform users about variety events. Users may take immediate action or ignore them depending on the importance notification as well their current context. The nature notifications is manifold, applications use both sparsely and frequently. In this paper we present first large-scale analysis with focus users' subjective perceptions. We derive holistic picture phones by collecting close to 200 million from more than 40,000 users. Using...
Virtual Reality (VR) is gaining increasing importance in science, education, and entertainment. A fundamental characteristic of VR creating presence, the experience 'being' or 'acting', when physically situated another place. Measuring presence vital for research development. It typically repeatedly assessed through questionnaires completed after leaving a scene. Requiring participants to leave re-enter costs time can cause disorientation. In this paper, we investigate effect completing...
Rendering the user's body in virtual reality increases immersion and presence illusion of "being there". Recent technology enables determining pose position hands to render them accordingly while interacting within environment. Virtual applications often use realistic male or female hands, mimic robotic cartoon hands. However, it is unclear how users perceive different hand styles. We conducted a study with 14 participants investigate effect gender on perception six Quantitative qualitative...
Touchscreens became the dominant input device for smartphones. Users' touch behaviour has been widely studied in lab studies with a relative low number of participants. In contrast, we published game Android Market that records when executing controlled task to collect large amounts events. Players' is simply circles appearing on screen. Data from 91,731 installations collected and players produced 120,626,225 We determined error rates different target sizes screen locations. The amount data...
Digital maps and route descriptions on a PDA have become very popular for navigation, not the least with advent of iPhone its Google Maps application. A visual support wayfinding, however, is reasonable or even possible all time. pedestrian must pay attention to traffic street, hiker should concentrate narrow trail, blind person relies other modalities find her way. To overcome these limitations, we developed non-visual wayfinding that guides keeps mobile user en by tactile display. We...
Entering text is one of the most common tasks when interacting with computing systems. Virtual Reality (VR) presents a challenge as neither user's hands nor physical input devices are directly visible. Hence, conventional desktop peripherals very slow, imprecise, and cumbersome. We developed apparatus that tracks hands, keyboard, visualize them in VR. In study 32 participants, we investigated achievable entry speed effect hand representations transparency on typing performance, workload,...
The advent of wearables (e.g., smartwatches, smartglasses, and digital jewelry) anticipates the need for text entry methods on very small devices. We conduct fundamental research this topic using 3 qwerty-based soft keyboards different screen sizes, motivated by extensive training that users have with qwerty keyboards. In addition to ZoomBoard (a keyboard diminutive screens), we propose a callout-based ZShift, novel extension Shift pointing technique. conducted comprehensive user study...
Obtaining information about audience engagement in presentations is a valuable asset for presenters many domains. Prior literature mostly utilized explicit methods of collecting feedback which induce distractions, add workload on and do not provide objective to presenters. We present EngageMeter - system that allows fine-grained be obtained implicitly from multiple brain-computer interfaces (BCI) fed back real time post-hoc access. Through evaluation during an HCI conference (Naudience=11,...
column Share on Avoiding the uncanny valley in virtual character design Authors: Valentin Schwind University of Stuttgart StuttgartView Profile , Katrin Wolf Hamburg Applied Sciences SciencesView Niels Henze Regensburg RegensburgView Authors Info & Claims InteractionsVolume 25Issue 5September-October 2018 pp 45–49https://doi.org/10.1145/3236673Published:22 August 2018Publication History 38citation11,832DownloadsMetricsTotal Citations38Total Downloads11,832Last 12 Months3,602Last 6 weeks101...
With the rise of current smartphones, virtual keyboards for touchscreens became dominant mobile text entry technique. We developed a typing game that records how users touch on standard Android keyboard to investigate users' behaviour. 47,770,625 keystrokes from 72,945 installations have been collected by publishing game. By visualizing distribution we identified systematic skew and derived function compensates this shifting events. updating conduct an experiment investigates effect events,...
An emerging technology for tourism information systems is mobile Augmented Reality using the position and orientation sensors of recent smartphones. State-of-the-art application accompanies visualization with a small mini-map to provide an overview nearby points interest (POIs). In this paper we develop alternative POIs based on off-screen techniques digital maps. The uses arrows directly embedded into scene which point at POIs. conducted study 26 participants explored had interpret their...
Smart glasses are increasingly being used in professional contexts. Having key applications such as short messaging and newsreader, they enable continuous access to textual information. In particular, smart allow reading while performing other activities do not occlude the user's world view. For efficient reading, it is necessary understand how a text should be presented on them. We, therefore, conducted study with 24 participants using Microsoft HoloLens investigate display walking sitting....
Head-mounted displays for virtual reality (VR) provide high-fidelity visual and auditory experiences. Other modalities are currently less supported. Current commercial devices typically deliver tactile feedback through controllers the user holds in hands. Since both hands get occupied can only be provided at a single position, research industry proposed range of approaches to richer feedback. Approaches, such as vests or electrical muscle stimulation, were proposed, but require additional...
We present VRHapticDrones, a system utilizing quadcopters as levitating haptic feedback proxy. A touchable surface is attached to the side of provide unintrusive, flexible, and programmable in virtual reality. Since users' sense presence reality crucial factor for overall user experience, our simulates objects. Quadcopters are dynamically positioned relative physical interaction space user. In first study, we demonstrate that provided by VRHapticDrones significantly increases compared...
Experiments are a cornerstone of HCI research. Mobile distribution channels such as Apple’s App Store and Google’s Android Market have created the opportunity to bring experiments end user. Hardly any experience exists on how conduct successfully. This article reports five that were conducted by publishing Apps in Market. The freely available been installed more than 30,000 times. outcomes range from failure valuable insights. Based these outcomes, authors identified factors account for...
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...
Learning a foreign language is daunting and time-consuming task. People often lack the time or motivation to sit down engage with learning content on regular basis. We present an investigation of microlearning sessions mobile phones, in which we focus session triggers, presentation methods, user context. Therefore, built Android app that prompts users review vocabulary directly through notifications usage across day. results from controlled in-the-wild study, explore engagement In-app lasted...
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...
Even after decades of research about navigation support for visually impaired people, moving independently still remains a major challenge. Previous work in HCI explored large number aids, including auditory and tactile guidance systems. In this poster we propose novel approach to guide people. We use small lightweight drones that can be perceived through the distinct sound airflow they naturally produce. describe interaction concept envision, first insights from proof-of-concept tests with...
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 (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereotypical assessments are known as Proteus effect. Exergames involve physical activities players, however, it is currently unknown if caused by an avatar's affect players' performance in physically engaging tasks. Therefore, we conducted a study with 30 participants determine effect avatars'...
The hands of one's avatar are possibly the most visible aspect when interacting in virtual reality (VR). As video games VR proliferate, it is important to understand how appearance influence user experience. Designers often stylize and reduce number fingers game characters. Previous work shows that has significant effects on user's presence - feeling `being' `acting' VR. However, little known about missing an In this paper, we present a study (N=24) investigated effect hand representations...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift behavior attitude to mimic one's digital representation. Previous work found that avatars associated with physical strength can decrease users' perceived exertion when performing tasks. However, it is unknown if an avatar's appearance also influence user's physiological response exercises. Therefore, we conducted experiment 24 participants investigate effect of avatars' athleticism on heart rate...
Although a large number of navigation support systems for visually impaired people have been proposed in the past, navigating through unknown environments is still major challenge travelers. Existing provide information headphones, speakers or tactile actuators. In this paper, we propose to use small lightweight quadcopters instead with visual impairments. Using leashed free-floating quadcopter, user navigated by distinct sound that quadcopter emits and haptic stimulus provided leash. 14...