Antonio Krüger

ORCID: 0000-0002-8055-8367
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Tactile and Sensory Interactions
  • Virtual Reality Applications and Impacts
  • Innovative Human-Technology Interaction
  • Usability and User Interface Design
  • Gaze Tracking and Assistive Technology
  • Context-Aware Activity Recognition Systems
  • Spatial Cognition and Navigation
  • Educational Games and Gamification
  • Digital Games and Media
  • Speech and dialogue systems
  • Teleoperation and Haptic Systems
  • Personal Information Management and User Behavior
  • Multimedia Communication and Technology
  • Digital Innovation in Industries
  • Computer Graphics and Visualization Techniques
  • Human Motion and Animation
  • Geographic Information Systems Studies
  • Video Analysis and Summarization
  • Human-Automation Interaction and Safety
  • Human Mobility and Location-Based Analysis
  • Hand Gesture Recognition Systems
  • Natural Language Processing Techniques
  • Semantic Web and Ontologies

Saarland University
2015-2024

German Research Centre for Artificial Intelligence
2015-2024

Ludwig-Maximilians-Universität München
2022-2023

Deutsche Nationalbibliothek
2022-2023

Artificial Intelligence in Medicine (Canada)
2023

Technische Hochschule Augsburg
2023

Software (Spain)
2023

Integra (United States)
2023

Museum of Fine Arts Bern
2023

Praxis
2023

While applications for mobile devices have become extremely important in the last few years, little public information exists on application usage behavior. We describe a large-scale deployment-based research study that logged detailed from over 4,100 users of Android-powered devices. present two types results analyzing this data: basic descriptive statistics and contextual statistics. In case former, we find average session with an lasts less than minute, even though spend almost hour day...

10.1145/2037373.2037383 article EN 2011-08-30

Brain plasticity as a neurobiological reflection of individuality is difficult to capture in animal models. Inspired by behavioral-genetic investigations human monozygotic twins reared together, we obtained dense longitudinal activity data on 40 inbred mice living one large enriched environment. The exploratory the diverged over time, resulting increasing individual differences with advancing age. Individual cumulative roaming entropy, indicating active coverage territory, correlated...

10.1126/science.1235294 article EN Science 2013-05-09

We define the concept of Dynamic Passive Haptic Feedback (DPHF) for virtual reality by introducing weight-shifting physical DPHF proxy object Shifty. This combines actuators known from active haptics and proxies passive to construct that automatically adapt their haptic feedback. describe behind our ungrounded Shifty implementation prototype. then investigate how can, changing its internal weight distribution, enhance user's perception objects interacted with in two experiments. In a first...

10.1109/tvcg.2017.2656978 article EN IEEE Transactions on Visualization and Computer Graphics 2017-01-27

The design of mobile navigation systems adapting to limited resources will be an important future challenge. Since typically several different means transportation have combined in order reach a destination, the user interface such system has adapt user's changing situation. This applies especially alternating use technologies detect position, which should as seamless possible. article presents hybrid that relies on determine location and adapts presentation route directions technical output...

10.1145/502716.502723 article EN 2002-01-13

In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially terms of consumer-ready hardware software. While the technology for input as well output devices is market ready, only few solutions text exist, empirical knowledge about performance user preferences lacking. this paper, we study entry VR by selecting characters on virtual keyboard. We discuss design space assessing selection-based VR. Then, implement six methods that...

10.1145/3173574.3174221 article EN 2018-04-20

Practical wearable gesture tracking requires that sensors align with existing ergonomic device forms. We show combining EMG and pressure data sensed only at the wrist can support accurate classification of hand gestures. A pilot study unintended electrode variability led to exploration approach in greater depth. The EMPress technique senses both finger movements rotations around forearm, covering a wide range gestures, an overall 10-fold cross validation accuracy 96%. is especially suited...

10.1145/2858036.2858093 article EN 2016-05-05

Smartphone users might be interrupted while interacting with an application, either by intended or unintended circumstances. In this paper, we report on a large-scale observational study that investigated mobile application interruptions in two scenarios: (1) back and forth switching between applications (2) caused incoming phone calls. Our findings reveal these rarely happen (at most 10% of the daily usage), but when they do, may introduce significant overhead (can delay completion task up...

10.1145/2371574.2371617 article EN 2012-09-21

Standard controllers for virtual reality (VR) lack sophisticated means to convey a realistic, kinesthetic impression of size, resistance or inertia. We present the concept and implementation Drag:on, an ungrounded shape-changing VR controller that provides dynamic passive haptic feedback based on drag, i.e. air resistance, weight shift. Drag:on leverages airflow occurring at during interaction. By dynamically adjusting its surface area, changes drag rotational inertia felt by user. In user...

10.1145/3290605.3300441 article EN 2019-04-29

Virtual reality (VR) interaction techniques like haptic retargeting offset the user's rendered virtual hand from real location to redirect physical movement. This paper explores order of magnitude redirection that can be applied without user noticing it. By deriving lower-bound estimates detection thresholds, we quantify range unnoticeable for three basic dimensions, horizontal, vertical and gain-based warping. In a two-alternative forced choice (2AFC) experiment, individually explore these...

10.1109/vr.2019.8798143 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

In running, knee-related injuries are very common. The main cause high impact forces when striking the ground with heel first. Mid- or forefoot running is generally known to reduce loads and be a more efficient style. this paper, we introduce wearable assistant, consisting of an electrical muscle stimulation (EMS) device insole force sensing resistors. It detects actuates calf muscles during flight phase control foot angle before landing. We conducted user study, in which compared classical...

10.1145/3053332 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2017-03-30

A user study was conducted to compare the performance of three methods for map navigation with mobile devices. These are joystick navigation, dynamic peephole method without visual context, and magic lens paradigm using external context. The is familiar scrolling panning a virtual keeping device itself static. In moved fixed respect an frame reference, but no information present outside device's display. augments content graphical overlays, hence providing context Here too motion serves...

10.1145/1322192.1322219 article EN 2007-11-12

Live-streaming of video games is a recent phenomenon. One driving factor the direct communication between streamer and audience. Currently, besides platform-integrated options such as text chats, streamers often use external sources to let their community better articulate opinions. In this paper we present case study with our tool Helpstone, live-streaming for card game Hearthstone. Helpstone provides several new channels that allow viewer-streamer interaction. We evaluated within session...

10.1145/3025453.3025708 article EN 2017-05-02

In this work, we explored the main characteristics of on- and offline shops with regard to customer shopping behavior frequency. Thus, designed implemented an immersive virtual reality (VR) online environment. We tried maintain benefits shops, like search functionality availability, while simultaneously focusing on experience immersion. By touching third dimension, VR provides a more advanced form visualization, which can increase customer’s satisfaction thus experience. further introduced...

10.1145/3130967 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2017-09-11

In this work, we present the VRQuestionnaireToolkit, which enables research community to easily collect subjective measures within virtual reality (VR). We contribute a highly customizable and reusable open-source toolkit can be integrated in existing VR projects rapidly. The comes with pre-installed set of standard questionnaires such as NASA TLX, SSQ SUS Presence questionnaire. Our system aims lower entry barrier use significantly reduce development time cost needed run pre-, between-...

10.1145/3379350.3416188 article EN 2020-10-20

To provide immersive haptic experiences, proxy-based feedback systems for virtual reality (VR) face two central challenges: (1) similarity, and (2) colocation. While to solve challenge (1), physical proxy objects need be sufficiently similar their counterparts in terms of properties, (2), proxies colocated allow seamless interactions. these challenges, past research introduced, among others, successful techniques: (a) Dynamic Passive Haptic Feedback (DPHF), a hardware-based technique that...

10.1109/tvcg.2021.3067777 article EN IEEE Transactions on Visualization and Computer Graphics 2021-03-22

The issue of the seamless interleaving interaction with a mobile device and stationary devices is addressed, in typical situation educational entertainment: visit to museum. Some salient elements described work are emphasis on multimodality dynamic presentation coherence throughout visit.The adopted metaphor kind contextualized TV-like presentation, useful for engaging (young) visitors. On device, personal video clips dynamically generated from personalized verbal presentations; larger...

10.1145/964442.964517 article EN 2004-01-13

This study tests the hypothesis that aging-induced cognitive permeation of sensorimotor functions contributes to adult age differences in spatial navigation performance.Virtual maze-like museums were projected front a treadmill.Sixteen 20 -30-year-old men and sixteen 60 -70-year-old performed way-finding task city-block or variable topographies while walking with without support.Walking support attenuated age-related decrements navigational learning.Navigation load increased trunkangle...

10.1037/0882-7974.20.4.683 article EN Psychology and Aging 2005-12-01

There are a number of mobile shopping aids and recommender systems available, but none can be easily used for weekly shop at local supermarket. We present minimal, fully functional lambent display that clips onto any trolley handle, intended to nudge people when choosing what buy. It provides salient information about the food miles various scanned items represented by varying lengths lit LEDs on handle changing emoticon comparing average all products in against social norm. When evaluated...

10.1145/2030112.2030115 article EN 2011-09-17

In this paper, we present a novel real-time hand gesture recognition system based on surface electromyography. We employ user-independent approach support vector machine utilizing ten features extracted from the raw electromyographic data obtained Myo armband by Thalmic Labs. Through an improved synchronization approach, simplified application process of sensing armband. report results user study with 14 participants using extended set consisting 40 gestures. Considering five gestures...

10.1145/3098279.3098553 article EN 2017-09-01
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