Sarah Faltaous

ORCID: 0000-0003-1755-1717
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About
Contact & Profiles
Research Areas
  • Tactile and Sensory Interactions
  • Human-Automation Interaction and Safety
  • Interactive and Immersive Displays
  • Innovative Human-Technology Interaction
  • Virtual Reality Applications and Impacts
  • Gaze Tracking and Assistive Technology
  • Safety Warnings and Signage
  • Autonomous Vehicle Technology and Safety
  • Context-Aware Activity Recognition Systems
  • Muscle activation and electromyography studies
  • Usability and User Interface Design
  • Color perception and design
  • Motor Control and Adaptation
  • User Authentication and Security Systems
  • IoT-based Smart Home Systems
  • Traffic and Road Safety
  • Speech and dialogue systems
  • Nutritional Studies and Diet
  • Biometric Identification and Security
  • Innovative Approaches in Technology and Social Development
  • Ocular and Laser Science Research
  • Multisensory perception and integration
  • Hand Gesture Recognition Systems
  • Hearing Impairment and Communication
  • AI in Service Interactions

University of Duisburg-Essen
2018-2024

Max Planck Institute for Biological Cybernetics
2017-2018

Currently offered autonomous vehicles still require the human intervention. For instance, when system fails to perform as expected or adapts unanticipated situations. Given that reliability of systems can fluctuate across conditions, this work is a first step towards understanding how information ought be communicated users. We conducted user study investigate effect communicating system's through feedback bar. Subjective was solicited from participants with questionnaires and...

10.1145/3239060.3239072 article EN 2018-09-13

For highly automated vehicles (AVs), new interaction concepts need to be developed. Even in AVs, the driver might want intervene and override automation from time time. To create possibility of control, we explore vehicle control through maneuver-based interventions (MBI). Thereby, focus on explicit, contact-less interaction, which could beneficial future AV designs, where is not necessarily bound classical controls. We propose a set freehand gestures keywords for voice derived user-centered...

10.1145/3340764.3340798 article EN Proceedings of Mensch und Computer 2019 2019-09-08

One of the main benefits interactive Virtual Reality (VR) applications is that they provide a high sense immersion. As result, users lose their real-world space which makes them vulnerable to collisions with objects. In this work, we propose novel approach prevent such using Electrical Muscle Stimulation (EMS). EMS actively prevents movement would result in collision by actuating antagonist muscle. We report on user study comparing our commonly used feedback modalities: audio, visual, and...

10.1145/3428361.3428389 article EN 2020-11-22

Electrical Muscle Stimulation (EMS) has unique capabilities that can manipulate users' actions or perceptions, such as actuating user movement while walking, changing the perceived texture of food, and guiding movements for a learning an instrument. These applications highlight potential utility EMS, but benefits may be lost if users reject EMS. To investigate acceptance we conducted online survey (N = 101). We compared eight scenarios, six from HCI research two sports health domain. gain...

10.1145/3613904.3642585 article EN cc-by 2024-05-11

Virtual Reality (VR) devices empower users to experience virtual worlds through rich visual and auditory sensations. However, believable haptic feedback that communicates the physical properties of objects, such as their weight, is still unsolved in VR. The current trend towards hand tracking-based interactions, neglecting typical controllers, further amplifies this problem. Hence, work, we investigate combination passive haptics electric muscle stimulation manipulate users' perception thus,...

10.1145/3543758.3547571 article EN 2022-09-04

Racket sports offer an enjoyable form of physical activity and are fertile ground for interactive technologies supporting new players. Yet, current research has neglected its potential to support not only active players but also coaches in their training methods. To investigate how can skill acquisition training, we designed Electrical Muscle Stimulation (EMS) system that helps maintain the ready position crossminton. We compared with a vibrotactile solution user study, interviewing novice...

10.1145/3490149.3505578 article EN 2022-02-08

The uprising levels of autonomous vehicles allow the drivers to shift their attention non-driving tasks while driving (i.e., texting, reading, or watching movies). However, these systems are prone failure and, thus, depending on human intervention becomes crucial in critical situations. In this work, we propose using actuation as a new mean communicating take-over requests (TOR) through proprioception. We conducted user study via simulation presence complex working memory span task....

10.1145/3365610.3365644 article EN 2019-11-25

In Level 3 automated vehicles, preparing drivers for take-over requests (TORs) on the head-up display (HUD) requires their repeated attention. Visually salient HUD elements can distract attention from potentially critical parts in a driving scene during TOR. Further, is (a) meanwhile needed non-driving-related activities and (b) be over-requested. this paper, we conduct simulator study (N=12), varying required by warning presence (absent vs. constant TOR-only) across gaze-adaptivity (with...

10.1145/3543174.3546089 article EN 2022-09-10

Abstract Biometric authentication received considerable attention lately. The vein pattern on the back of hand is a unique biometric that can be measured through thermal imaging. Detecting this provides an implicit approach authenticate users while interacting. In paper, we present Vein-Identification system, called VPID. It consists recognition pipeline and part. We implemented six different vein-based approaches by combining imaging computer vision algorithms. Through study, show achieve...

10.1515/icom-2019-0009 article EN i-com 2019-11-18

Abstract Motor skills are omnipresent in our daily lives. Humans seek to learn new or improve existing ones. In this work, we explore how the actuation of human body can be used augment motor skills. We present GeniePutt, which augments performance via electrical muscle stimulation (EMS). conducted a user study controlled turning angle wrist through GeniePutt increase participants’ accuracy mini-golf scenario. Our results indicate that best achieved when capabilities combined with...

10.1515/itit-2020-0035 article EN it - Information Technology 2021-05-21

Around 466 million people in the world live with hearing loss, many benefiting from sign language as a mean of communication. Through advancements technology-supported learning, autodidactic acquisition languages, e.g., American Sign Language (ASL), has become possible. However, little is known about best practices for teaching signs using technology. This work investigates use different conditions ASL signs: audio, visual, electrical muscle stimulation (EMS), and visual combined EMS. In...

10.1145/3519391.3519396 article EN 2022-03-13

Human computer interaction models deliver a conceptual overview of the fundamental communication processes between and human. The aim these is to provide an easy understanding system's behaviour on meta level. Existing HCI cover most actual modalities. New arising technologies possibility directly manipulating human action – called actuation. Such interaction, however, not covered by classical models. In this work, we propose additional relations extending current include novel interactions using

10.1145/3428361.3432081 article EN 2020-11-22

In the last decade, researchers contributed an increasing number of cross-reality systems and their evaluations. Going beyond individual technologies such as Virtual or Augmented Reality, these introduce novel approaches that help to solve relevant problems integration bystanders physical objects. However, are complex by nature, describing interactions transitions taking place is a challenging task. Thus, in this paper, we propose idea Actuality-Time Continuum aims enable designers alike...

10.1109/ismar-adjunct60411.2023.00015 article EN 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2023-10-16

Obesity and overweight are two factors linked to various health problems that lead death in the long run. Technological advancements have granted chance create smart interventions. These interventions could be operated by Internet of Things (IoT) connects different home wearable devices, providing a large pool data. In this work, we use IoT with technologies present an exemplary nutrition monitoring intake system. This system integrates input from devices understand users' behavior better...

10.1145/3473856.3474009 article EN 2021-09-05

Locked-in syndrome (LIS) patients are partially or entirely paralyzed but fully conscious. Those report a high quality of life and desire to remain active in their society families. We propose system for enhancing social interactions LIS with families friends the goal improving overall life. Our comprises Brain-Computer Interface (BCI), augmented-reality glasses, screen that shares view caretaker patient. This setting targets both caretakers: (1) it allows patient experience outside world...

10.1145/3290607.3312754 article EN 2019-04-30

The use of smart home devices is widely spreading. Several ways exist to control such devices. Besides classical approaches as buttons and remote controls, voice user interfaces (VUIs) are showcased a primary input method in the context home. Yet, few studies investigated user's behaviour experience with newly offered techniques. In this research, we carried out field study investigate preferences using VUIs for controlling lighting system. results indicate that usage frequency drops after...

10.1145/3340764.3344437 article EN Proceedings of Mensch und Computer 2019 2019-09-08

With the expansion of multicultural communities, raising awareness to diminish cultural misconceptions became a must. We investigate different research probes using interactive Virtual Reality (VR) applications increase such awareness. VR environments provide high sense immersion, which enhance user's experience. In this work, we present three that allow users understand differences and reduce misconceptions.

10.1145/3282894.3289739 article EN 2018-11-25

Displays are a ubiquitous part of our everyday life. Digital, as well paper-based displays, used on various occasions to present us with different information. While users cannot interact many these displays yet, they could benefit from making them interactive. Research shows that thermal cameras can be exploited make surfaces interactive by sensing touchpoints based the heat signature and residue. However, most research done uses stationary setup. This work proposes HeatGoggles, wearable...

10.1145/3568444.3570597 article EN 2022-11-27

Over recent decades, with the fast growth of urbanization, new health-related issues have resulted from changed lifestyles. People become more sedentary. They suffer fully-packed calendars, which does not give them enough time to care for their physical and psychological well-being. While this is a growing challenge, advancements made in internet things (IoT) devices private context offer chance develop applications that tackle these issues. many such been envisioned, user's views...

10.1145/3490632.3490645 article EN 2021-05-12

Current levels of vehicle automation (i.e., SAE-L2) require users to be vigilant and intervene when automated vehicles fail perform appropriately. In this work, we developed a scenario for investigating how humans respond, in the absence notifications system failure. order develop better elicit user intervention, it is necessary first understand would intervene, even without aid in-vehicle notifications. We provide description implemented driving simulator using Unity, game engine. addition,...

10.1145/3131726.3131766 article EN 2017-09-24

Models in HCI describe and provide insights into how humans use interactive technology. They are used by engineers, designers, developers to understand formalize the interaction process. At same time, novel paradigms arise constantly introducing new ways of technology can support humans. In this work, we look these be described using classical model introduced Schomaker 1995. We extend presenting relations that would a better understanding them. For this, revisit existing try their model....

10.1145/3473856.3474008 article EN 2021-09-05
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