- Interactive and Immersive Displays
- Augmented Reality Applications
- EFL/ESL Teaching and Learning
- Tactile and Sensory Interactions
- Virtual Reality Applications and Impacts
- Second Language Learning and Teaching
- Student Assessment and Feedback
- Advanced Sensor and Energy Harvesting Materials
- Educational Systems and Policies
- Multilingual Education and Policy
- Innovative Teaching and Learning Methods
- Advanced Materials and Mechanics
- Second Language Acquisition and Learning
- Human Motion and Animation
- Linguistic Variation and Morphology
- Visual and Cognitive Learning Processes
- Spatial Cognition and Navigation
- Educational Research and Pedagogy
- Phonetics and Phonology Research
- Design Education and Practice
- Educational and Psychological Assessments
- Linguistic Studies and Language Acquisition
- Additive Manufacturing and 3D Printing Technologies
- Satellite Communication Systems
- Education and Learning Interventions
RWTH Aachen University
2018-2024
International Space University
1999
We introduce Springlets, expressive, non-vibrating mechanotactile interfaces on the skin. Embedded with shape memory alloy springs, we implement Springlets as thin and flexible stickers to be worn various body locations, thanks their silent operation even neck head. present a technically simple rapid technique for fabricating wide range of Springlet computer-generated tactile patterns. developed six primitives: pinching, directional stretching, pressing, pulling, dragging, expanding. A study...
Besides sketching in mid-air, Augmented Reality (AR) lets users sketch 3D designs directly attached to existing physical objects. These objects provide natural haptic feedback whenever the pen touches them, and, unlike VR, there is no need digitize object first. Especially Personal Fabrication, this non-professional designers quickly create simple models that fit objects, such as a lampshade for lamp socket. We categorize guidance types of real into flat, concave, and convex surfaces, edges,...
We present ANISMA, a software and hardware toolkit to prototype on-skin haptic devices that generate skin deformation stimuli like pressure, stretch, motion using shape-memory alloys (SMAs). Our embeds expert knowledge makes SMA spring actuators more accessible human–computer interaction (HCI) researchers. Using our tool, users can design different actuator layouts, program their spatio-temporal actuation preview the resulting behavior verify at an early stage. allows exporting layout 3D...
In Handheld Augmented Reality, users look at AR scenes through the smartphone held in their hand. this setting, having a mid-air pointing device like pen other hand greatly expands interaction possibilities. For example, it lets create 3D sketches and models while on go. However, perceptual issues make difficult to judge distance of virtual object, making hard align it. To address this, we designed compared different visualizations pen's position its environment, measuring precision, task...
We present Springlets, expressive, non-vibrating mechanotactile interfaces on the skin. Embedded with shape memory alloy springs, we implement Springlets as thin and flexible stickers to be worn various body locations, thanks their silent operation even neck head. a technically simple rapid technique for fabricating wide range of Springlet interfaces. developed six modular Springlets: pincher, directional stretcher, presser, puller, dragger, an expander (Fig. 1). In our hands-on...
Makers must regularly assess their expertise when planning projects or selecting tutorials. However, personal bias makes this assessment prone to error, potentially leading frustration, loss of materials, and discouragement. Additionally, hobbyists have limited feedback possibilities refine skills, unlike, for example, apprentice artisans who receive continuous instructor feedback. To address these issues, automated systems could help makers skills progress. such require metrics, which been...
We introduce a Personal Fabrication workflow to easily create feature-rich 3D objects with textile-covered surfaces. Our approach unfolds model into series of flat frames connectors, which are then 3D-printed onto piece fabric, and folded manually the shape original model. This opens up an accessible way incorporate established 2D textile workflows, such as embroidery, using color patterns, combining different fabrics, when creating objects. FabricFaces can also be flattened again for...
Augmented Reality (AR) lets users sketch 3D designs directly attached to existing physical objects. These objects provide natural haptic feedback whenever the pen touches them, and, unlike in VR, there is no need digitize object first. Especially Personal Fabrication, this non-professional designers quickly create simple models that fit We studied how accurately visual lines and concave/convex surfaces let draw shapes vs. virtual AR. Results show tracing 48% more accurate, but takes longer...
This year, the Media Computing Group at RWTH Aachen University turns 20. We celebrate this anniversary with a Lab Interactivity Demo CHI that showcases not past achievements, but range of currently ongoing research lab. It features hands-on interactive demos ranging from fundamental in perception and cognition traditional devices, such as experiencing input latency Dark Patterns, to new output techniques beyond desktop, user-perspective rendering handheld AR interaction time-based media...
2020년에는 코로나19 팬데믹으로 인해 모모야마 가쿠인 대학을 비롯한 많은 교육 기관들이 갑작스럽게 모든 수업을 온라인 형태로 전환해야 하는 사태에 직면하였다. 이러한 상황으로 교육자가 수업 내용과 형태를 환경에 맞게 변경해야 했지만, 가장 어려움을 겪은 것은 의사소통교수법(CLT)을 사용하는 외국어 교사였을 것이다.<BR> CLT 환경에서 수업은 의사소통 기반의 활동을 통해 학습자가 목표어를 사용할 수 있도록 것에 주안점을 두고 진행된다. Zoom과 같은 플랫폼은 교사와 학습자에게 실제에 가까운 교실 환경을 제공하였지만, 불안정한 인터넷 환경, 참석을 위한 적합한 장소의 부재와 다양한 이유로 학생들의 Zoom 참여를 강제할 없으므로, 교수자들은 학생들이 ZOOM 대신 선택할 있는 비실시간 제공해야만 했다.<BR> 본 연구에서는 Google Classroom 시스템을 사용하여 인풋과 아웃풋의 균형을 맞출 과업중심학습법(TBL)의 영어 중점으로 다룰 형태에서는...