- Interactive and Immersive Displays
- Usability and User Interface Design
- Data Visualization and Analytics
- Augmented Reality Applications
- Virtual Reality Applications and Impacts
- Innovative Human-Technology Interaction
- Tactile and Sensory Interactions
- Multimedia Communication and Technology
- Personal Information Management and User Behavior
- Digital Innovation in Industries
- Mobile Health and mHealth Applications
- Business Process Modeling and Analysis
- Semantic Web and Ontologies
- Persona Design and Applications
- Video Analysis and Summarization
- Advanced Database Systems and Queries
- Libraries and Information Services
- Gaze Tracking and Assistive Technology
- Context-Aware Activity Recognition Systems
- Software Engineering Techniques and Practices
- Ergonomics and Human Factors
- Data Management and Algorithms
- Spatial Cognition and Navigation
- Human-Automation Interaction and Safety
- Design Education and Practice
University of Konstanz
2015-2024
Microsoft (United States)
2022
Seattle University
2022
Human Computer Interaction (Switzerland)
1993-2016
Siemens (Germany)
2010-2011
Freie Universität Berlin
2011
Media Design School
2006
Daimler (Germany)
2004
TU Wien
2002
University of Vienna
1991-1997
Despite typically receiving little emphasis in visualization research, interaction is the catalyst for user's dialogue with data, and, ultimately, actual understanding and insight into these data. There are many possible reasons this skewed balance between visual interactive aspects of a visualization. One reason that an intangible concept difficult to design, quantify, evaluate. Unlike there few examples show practitioners researchers how design new best manner. In article, we attempt...
Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the body not new. however, we believe that rapid technological advancements, increasing real-world deployments, growing ethical societal implications, it critical to identify agenda for future research. We present a set of challenges HInt research, formulated over course five-day workshop consisting 29 experts who have designed, deployed...
In this position paper we encourage the use of eye tracking measurements to investigate users' cognitive load while interacting with a system. We start an overview how movements can be interpreted provide insight about processes and present descriptive model representing relations load. Then, discuss specific characteristics human-computer interaction (HCI) interfere impede application data measure in visual computing. As result, refined model, embedding HCI into relation Based on this,...
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...
Immersive technologies such as augmented reality devices are opening up a new design space for the visual analysis of data. This paper studies potential an environment purpose collaborative multidimensional, abstract We present ART, tool to visualize multidimensional data in using interactive, 3D parallel coordinates visualization. The visualization is anchored touch-sensitive tabletop, benefiting from well-established interaction techniques. results group-based, expert walkthroughs show...
Recent research in the area of immersive analytics demonstrated utility head-mounted augmented reality devices for visual data analysis. However, it can be challenging to use by default supported mid-air gestures interact with visualizations (e.g. due limited precision). Touch-based interaction via mobile devices) compensate these drawbacks, but is two-dimensional input. In this work we present STREAM: Spatially-aware Tablets combined Augmented Reality Head-Mounted Displays multimodal 3D...
The nascent field of mixed reality is seeing an ever-increasing need for user studies and evaluation, which are particularly challenging given device heterogeneity, diversity use, mobile deployment. Immersive analytics tools have recently emerged to support such analysis in situ, yet the complexity data also warrants ex-situ using more traditional non-immersive visual setups. To bridge gap between both approaches, we introduce ReLive: a mixed-immersion framework exploring analyzing studies....
We introduce "Facet-Streams", a hybrid interactive surface for co-located collaborative product search on tabletop. Facet-Streams combines techniques of information visualization with tangible and multi-touch interaction to materialize It harnesses the expressive power facets Boolean logic without exposing users complex formal notations. Two user studies reveal how unifies visual expressivity simplicity in interaction, supports different strategies collaboration styles, turns into fun social...
Objective Poor lifestyle represents a health risk factor and is the leading cause of morbidity chronic conditions. The impact poor can be significantly altered by individual's behavioral modification. Although there are abundant promotion applications tools, they still limited in providing tailored social support that goes beyond their predefined functionalities. In addition, virtual coaching approaches unable to handle user emotional needs. Our approach presents human–virtual agent mediated...
We seek to close the gap between software engineering (SE) and human-computer interaction (HCI) by indicating interdisciplinary interfaces throughout different phases of SE HCI lifecycles. As agile representatives SE, Extreme Programming (XP) Agile Modeling (AM) contribute helpful principles practices for a common approach. present cross-discipline user interface design lifecycle that integrates under umbrella development. Melting IT budgets, pressure time demand build better in less must be...
Cross-device interaction between multiple mobile devices is a popular field of research in HCI. However, the appropriate design this still an open question, with competing approaches such as spatially-aware vs. spatially-agnostic techniques. In paper, we present results two-phase user study that explores space: phase 1, elicited gestures for typical cross-device tasks from 4 focus groups (N=17). The show 71% were and participants strongly associated interacting thinking space. 2, implemented...
Users' cognitive load while interacting with a system is valuable metric for evaluations in HCI. We encourage the analysis of eye movements as an unobtrusive and widely available way to measure load. In this paper, we report initial findings from user study 26 participants working on three visual search tasks that represent different levels difficulty. Also, linearly increased demand solving tasks. This allowed us analyze reaction individual task Our results show how pupil dilation, blink...
HCI research has demonstrated Mixed Reality (MR) as being beneficial for co-located collaborative work. For remote collaboration, however, the collaborators' visual contexts do not coincide due to their individual physical environments. The problem becomes apparent when collaborators refer landmarks in environments guide each other's attention. In an experimental study with 16 dyads, we investigated how provisioning of shared virtual (SVLs) influences communication behavior and user...
In collaborative activities, collaborators can use physical objects in their shared environment as spatial cues to guide each other's attention. Collaborative mixed reality environments (MREs) include both, and digital objects. To study how virtual influence collaboration whether they are used cues, we conducted a controlled lab experiment with 16 dyads. Results of our show that favored the over objects: Collaborators significantly less deictic gestures favor more disambiguous verbal...
Building data analysis skills is part of modern elementary school curricula. Recent research has explored how to facilitate children's understanding visual representations through completion exercises which highlight links between concrete and abstract mappings. This approach scaffolds visualization activities by presenting a target children. But can we engage children in more free-form mapping that are driven their own ideas? How scaffold creative exploration techniques possibilities? We...
Background Establishing a methodology for assessing nutritional behavior comprehensively and accurately poses great challenge. Mobile technologies such as mobile image-based food recording apps enable eating events to be assessed in the moment real time, thereby reducing memory biases inherent retrospective records. However, users might find it challenging take images of they consume at every event over an extended period, which lead incomplete records (missing events). Objective Analyzing...
Augmented reality (AR) can create the illusion of being virtually co-located during remote collaboration, e.g., by visualizing co-workers as avatars. However, spatial awareness each other's activities is limited physical spaces, including position devices, are often incongruent. Therefore, alignment methods needed to support on devices. In this paper, we present concept Re-locations, a method for enabling collaboration with augmented in incongruent spaces. The idea enrich multiple devices...
Using affinity diagramming as an example, we investigate reality-based interfaces for supporting creative group work. Based on observational study grounded in the interaction framework, identified power vs. reality tradeoffs that can be addressed to find a close fit embodied practice. this knowledge, designed and implemented digital workspace diagramming. Its hybrid techniques combine pen & paper with interactive table tangible tokens. An additional vertical display is used support...
Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only can be improved by additional shared workspace on interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent physical size of horizontal surfaces really pays off. In order analyse suitability smaller-than-tabletop devices (e.g. tablets) as a low-cost alternative, we studied effect users' attention, awareness, efficiency...
While Mark Weiser's vision of ubiquitous computing is getting closer to reality, a fundamental part it - the interconnection devices into "ubiquitous network" not achieved yet. Differences in hardware, architecture, and missing standardizations are just some reasons for this. We think that existing research versatile enough too tailored either single applications, or location. contribute Connichiwa -- framework creating web applications across multiple devices. base on four key goals:...
We present two experiments examining the impact of navigation techniques on users' performance and spatial memory in a zoomable user interface (ZUI). The first experiment with 24 participants compared effect egocentric body movements traditional multi-touch navigation. results indicate 47% decrease path lengths 34% task time favor navigation, but no significant immediately after task. However, an additional second 8 revealed such increase long-term memory: recall administered 15-minute...