- Interactive and Immersive Displays
- Context-Aware Activity Recognition Systems
- Tactile and Sensory Interactions
- Augmented Reality Applications
- Innovative Human-Technology Interaction
- Virtual Reality Applications and Impacts
- Vehicular Ad Hoc Networks (VANETs)
- Indoor and Outdoor Localization Technologies
- IoT and Edge/Fog Computing
- Usability and User Interface Design
- Robotics and Automated Systems
- Human-Automation Interaction and Safety
- User Authentication and Security Systems
- Hand Gesture Recognition Systems
- Advanced Malware Detection Techniques
- Transportation and Mobility Innovations
- Robotics and Sensor-Based Localization
- Technology Use by Older Adults
- Mobile Learning in Education
- Green IT and Sustainability
- Mobile Crowdsensing and Crowdsourcing
- Autonomous Vehicle Technology and Safety
- Gaze Tracking and Assistive Technology
- Opportunistic and Delay-Tolerant Networks
- Target Tracking and Data Fusion in Sensor Networks
Boston University
2024
University of Passau
2013-2023
Embedded Systems (United States)
2020
Technical University of Munich
2009-2015
Luleå University of Technology
2012
Deutsches Zentrum für Luft- und Raumfahrt e. V. (DLR)
2008
Ludwig-Maximilians-Universität München
2005-2007
Technische Universität Braunschweig
2007
Institut für Urheber- und Medienrecht
2006-2007
The Internet of Things assumes that objects have digital functionality and can be identified tracked automatically. main goal embedded interaction is to look at new opportunities arise for interactive systems the immediate value users gain. authors developed various prototypes explore novel ways human-computer (HCI), enabled by related technologies. Based on these experiences, they derive a set guidelines embedding interfaces into people's daily lives.
Data glasses do carry promising potential for hands-free interaction, but also raise various concerns amongst their users. In order to gain insights into the nature of those concerns, we investigate how usage scenarios are perceived by device users and peers. We present results a two-step approach: focus group discussion with 7 participants, user study 38 participants. particular, look differences between data more established devices such as smart phones. provide quantitative measures...
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards touchscreen keyboards, for use in Virtual Reality (VR) applications. discuss limitations arising from limited visual feedback, examine efficiency different strategies use. analyze a total 24 hours typing data VR participants find that novice users are able to retain about 60% their speed on keyboard 40-45% keyboard. also no significant learning effects, indicating can transfer skills...
Alphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of keyboard, without occlusion by user's physical hands. Several hand representations have been proposed typing on standard keyboards. However, to date, these not compared regarding their performance and effects presence entry. Our work addresses this gap comparing existing with minimalistic fingertip visualization. We study...
We present GymSkill, a personal trainer for ubiquitous monitoring and assessment of physical activity using standard fitness equipment. The system records analyzes exercises the sensors smartphone attached to gym Novel fine-grained recognition techniques based on pyramidal Principal Component Breakdown Analysis (PCBA) provide quantitative analysis quality human movements. In addition overall judgments, GymSkill identifies interesting portions recorded sensor data provides suggestions...
Vision-based approaches for mobile indoor localization do not rely on the infrastructure and are therefore scalable cheap. The particular requirements to a navigation user interface vision-based system, however, have been investigated so far.
Self-reporting techniques, such as data logging or a diary, are frequently used in long-term studies, but prone to subjects' forgetfulness and other sources of inaccuracy. We conducted six-week self-reporting study on smartphone usage order investigate the accuracy self-reported information, logged ground truth compare reports against. Subjects never recorded more than 70% and, depending requested reporting interval, down less 40% actual app usages. They significantly overestimated how long...
In this paper, we review the use of gameful design in automotive domain. Outside vehicles industry is mainly using for marketing and brand forming. For in-vehicle applications directly connected to real vehicles, main usage scenarios are navigation, eco-driving driving safety. The objective answer following questions: (1) What elements currently used industry? (2) other could be realized or enhanced by applying design? (3) challenges limitations domain especially applications? concludes that...
Mobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how user interface (UI) can cope with challenges vision-based localization technique, such as varying quality query images. We implemented novel UI visual localization, consisting Virtual Reality (VR) and Augmented (AR) views that actively communicate ensure accuracy. If necessary,...
Coordinated multi-display environments from the desktop, second-screen to gigapixel display walls are increasingly common. Personal and intimate mobile wearable devices such as head-mounted displays, smartwatches, smartphones tablets rarely part of multi-device ecosystems. We conducted a literature research an expert survey identify challenges in present grounded relevant for design, development use well opportunities future research. While our surveys indicated that large number have been...
Drone assisted navigation aids for supporting walking activities of visually impaired have been established in related work but fine-point object grasping tasks and the localization unknown environments still presents an open complex challenge. We present a drone-based interface that provides fine-grain haptic feedback thus physically guides them hand-object surroundings. Our research is built around community groups blind or (BVI) people, which provide in-depth insights during development...
In this paper we present a toolkit for realizing capacitive sensing applications human-computer interaction in pervasive computing systems. We argue that sensors - due to their unique properties are well suited many and ubiquitous scenarios. describe the CapToolKit designed rapidly realize prototypes systems able detect presence of humans objects. Our also allows integration 3D with everyday objects as instrumented environments. illustrate its capabilities by presenting several implemented...
The adoption of NFC technology has taken longer than expected after its inception in 2004. Several projects on ticketing and payment are gaining momentum. However, the actual state is still unclear. As an alternative to consultants’ prediction (which mostly prove wrong), this paper describes a gamification-based approach motivate users themselves report tags they spotted their environment. part trading card context, get rewarded with gadgets points for documenting existence This development...
Computing and communication technology is widely used integrated in devices, environments, everyday objects. Even with major advances the vision of ubiquitous computing - from a user perspective not yet achieved. In this paper we look at new forms interaction that will help to interact computer. particular introduce concept embedded interaction, implicit use. The focus research on embedding information into people's environments. Currently massive amounts are available. However, delivering...
In this paper we present Thracker - a low-cost and robust hardware to track hand gestures in front of screen or small-scale active spaces like public displays posters. uses capacitive sensing for tracking user input. allows entire new interaction modes picking dropping an object on the with hand. We fully working prototype short study confirm our findings.
In this paper we report on a use case of networked sensing technologies in the context smart homes and specifically kitchen as scenario for our research. We adapt, extend an existing middleware originating from robotics pervasive computing. initial results towards recognition sensor enriched environment.
While there is more to context than location, localization and positioning must continue be improved. Location-aware applications, such as Google Latitude, are enjoying great popularity. Location-based applications services widely used on platforms the iPhone. The itself thus remains an issue, especially in indoor scenarios. In this paper we discuss Digital Enhanced Cordless Telecommunications (DECT) its potential for localization. technology not new, application of DECT has so far been...
We present a visual odometry system for indoor navigation with focus on long-term robustness and consistency. As our work is targeting mobile phones, we employ monocular SLAM to jointly estimate local map the device's trajectory. specifically address problem of estimating scale factor both, State-of-the-art solutions approach this an Extended Kalman Filter (EKF), which estimates by fusing inertial data, but strongly relies good initialization takes time converge. Each tracking failure...