VLDB 2026 Research / reviewers in the wild / expert
David Lindlbauer
dblp:128/9519
· DBLP profile ↗
43ranked-venue papers
7as first author
25since 2021 · last 2026
0000-0002-0809-9696ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 41 · 7 first-author · 23 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Auditorily Embodied Conversational Agents: Effects of Spatialization and Situated Audio Cues on Presence and Social PerceptionabstractEmbodiment can enhance conversational agents, such as increasing their perceived presence. This is typically achieved through visual representations of a virtual body; however, visual modalities are not always available, such as when users interact with agents using headphones or display-less glasses. In this work, we explore auditory embodiment. By introducing auditory cues of bodily presence - through spatially localized voice and situated Foley audio from environmental interactions - we investigate how audio alone can convey embodiment and influence perceptions of a conversational agent. We conducted a 2 (spatialization: monaural vs. spatialized) x 2 (Foley: none vs. Foley) within-subjects study, where participants (n=24) engaged in conversations with agents. Our results show that spatialization and Foley increase co-presence, but reduce users' perceptions of the agent's attention and other social attributes. Yi Fei Cheng 0001, Jarod Bloch, Alexander Wang, Andrea Bianchi, Anusha Withana, Anhong Guo, Laurie M. Heller, David Lindlbauer |
CHI | 8 |
| 2026 | Simulating Human Audiovisual Search BehaviorabstractLocating a target based on auditory and visual cues—such as finding a car in a crowded parking lot or identifying a speaker in a virtual meeting—requires balancing effort, time, and accuracy under uncertainty. Existing models of audiovisual search often treat perception and action in isolation, overlooking how people adaptively coordinate movement and sensory strategies. We present Sensonaut, a computational model of embodied audiovisual search. The core assumption is that people deploy their body and sensory systems in ways they believe will most efficiently improve their chances of locating a target, trading off time and effort under perceptual constraints. Our model formulates this as a resource-rational decision-making problem under partial observability. We validate the model against newly collected human data, showing that it reproduces both adaptive scaling of search time and effort under task complexity, occlusion, and distraction, and characteristic human errors. Our simulation of human-like resource-rational search informs the design of audiovisual interfaces that minimize search cost and cognitive load. Hyunsung Cho, Xuejing Luo, Byungjoo Lee, David Lindlbauer, Antti Oulasvirta |
CHI | 4 |
| 2026 | One Body, Two Minds: Alternating VR Perspective During Remote Teleoperation of Supernumerary LimbsabstractRemote VR teleoperation with supernumerary robotic limbs enables distant users to operate in another’s local space. While a shared first-person view aids hand-eye coordination, locking the guest’s camera to the host’s head can degrade comfort, embodiment, and coordination. Based on a formative study (N=10) using a virtual supernumerary robotic limbs configuration to stress-test coordination, we propose guest-driven perspective switching from a shared first-person baseline (Shared Embodied View) to two alternatives: (a) a stabilized view with guest-controlled rotation (Embedded Anchored View), and (b) a fully decoupled third-person view (Out-of-body View). We ran a user study with 24 pairs (N=48), who switched between the baseline and proposed views as task demands changed. We measured performance, embodiment, fatigue, physiological arousal, and switching behaviors. Our results reveal role-dependent trade-offs: Out-of-body View improves navigation efficiency and reduces errors, while Embedded Anchored View supports embodiment. We conclude with guidelines: use Embedded Anchored View for hand-centric adjustments, Out-of-body View for navigation and object placement, and ensure smooth transitions. Xincheng Huang, Winston Wijaya, Yi Fei Cheng 0001, David Lindlbauer, Eduardo Velloso, Andrea Bianchi, Zhanna Sarsenbayeva, Anusha Withana |
CHI | 5 |
| 2025 | Sensing Noticeability in Ambient Information Environments
Yi Fei Cheng 0001, David Lindlbauer |
CHI | 2 |
| 2025 | Persistent Assistant: Seamless Everyday AI Interactions via Intent Grounding and Multimodal Feedback
Hyunsung Cho, Jacqui Fashimpaur, Naveen Sendhilnathan, Jonathan Browder, David Lindlbauer, Tanya R. Jonker, Kashyap Todi |
CHI | 5 |
| 2025 | MiniMates: Miniature Avatars for AR Remote Meetings within Limited Physical SpacesabstractRemote meetings using 3D avatars in Augmented Reality (AR) allow effective communication and enable users to retain awareness of their surroundings. However, positioning 3D avatars effectively and consistently for all users in AR is challenging since most spaces, such as offices or living rooms, are not large enough to accommodate multiple life-sized avatars without interference. To address this issue, we contribute MiniMates—a novel approach leveraging miniature avatars, which make it possible to place multiple remote users in a limited physical space. We see MiniMates as complementary to traditional 2D video conferencing and immersive telepresence. Our approach automatically adjusts the formation of avatars and redirects users’ head and body orientation to facilitate communication. Results from our user study (n = 24) show that participants experience a higher sense of co-presence compared to video conferencing, and that MiniMates enabled them to communicate the direction of their interactions non-verbally as well as manage multiple simultaneous conversations. Akihiro Kiuchi, Jonathan Wieland, Takeo Igarashi, David Lindlbauer |
CHI | 4 |
| 2025 | Evaluating Dynamic Delivery of Audio+Visual Message Notifications in XRabstractThe spatial flexibility of Extended Reality (XR) allows for personalized, context-aware organization of applications aligned with a user’s tasks and priorities. Notifications play a crucial role here, e.g., informing users of received messages they might otherwise miss. However, questions remain around how attention-grabbing they should be, how much information they should present, and how the presentation should adapt to the message’s context and content. While prior studies examined facets of message notification design, the impact of multimodal notifications and how they could be used holistically to support message awareness has not yet been explored. We address this by evaluating nine audio-visual notifications, investigating usability, interruptibility, preferences, and their use to inform of received messages. Our results show differing effects of multimodal notification designs and that individuals want notification modality and design to vary based on delivered message content. These results offer new insights into developing context-aware multimodal interaction strategies for spatial notifica¬tions and XR messaging. Hyunsung Cho, Drew Edgar, David Lindlbauer, Joseph O'Hagan |
VR | 3 |
| 2025 | Augmented Reality Productivity In-the-Wild: A Diary Study of Usage Patterns and Experiences of Working With AR Laptops in Real-World SettingsabstractAugmented Reality (AR) is increasingly positioned as a tool for knowledge work, providing beneficial affordances such as a virtually limitless display space that integrates digital information with the user's physical surroundings. However, for AR to supplant traditional screen-based devices in knowledge work, it must support prolonged usage across diverse contexts. Until now, few studies have explored the effects, opportunities, and challenges of working in AR outside a controlled laboratory setting and for an extended duration. This gap in research limits our understanding of how users may adapt its affordances to their daily workflows and what barriers hinder its adoption. In this article, we present findings from a longitudinal diary study examining how participants incorporated an AR laptop - Sightful's Spacetop EA - into their daily work routines. 14 participants used the device for 40-minute daily sessions over two weeks, collectively completing 103 hours of AR-based work. Through survey responses, workspace photographs, and post-study interviews, we analyzed usage patterns, workspace configurations, and evolving user perceptions. Our findings reveal key factors influencing participants' usage of AR, including task demands, environmental constraints, social dynamics, and ergonomic considerations. We highlight how participants leveraged and configured AR's virtual display space, along with emergent hybrid workflows that involved physical screens and tasks. Based on our results, we discuss both overlaps with current literature and new considerations and challenges for the future design of AR systems for pervasive and productive use. Yi Fei Cheng 0001, Ari Carden, Hyunsung Cho, Catarina G. Fidalgo, Jonathan Wieland, David Lindlbauer |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2024 | MineXR: Mining Personalized Extended Reality InterfacesabstractExtended Reality (XR) interfaces offer engaging user experiences, but their effective design requires a nuanced understanding of user behavior and preferences. This knowledge is challenging to obtain without the widespread adoption of XR devices. We introduce MineXR, a design mining workflow and data analysis platform for collecting and analyzing personalized XR user interaction and experience data. MineXR enables elicitation of personalized interfaces from participants of a data collection: for any particular context, participants create interface elements using application screenshots from their own smartphone, place them in the environment, and simultaneously preview the resulting XR layout on a headset. Using MineXR, we contribute a dataset of personalized XR interfaces collected from 31 participants, consisting of 695 XR widgets created from 178 unique applications. We provide insights for XR widget functionalities, categories, clusters, UI element types, and placement. Our open-source tools and data support researchers and designers in developing future XR interfaces. Hyunsung Cho, Yukang Yan, Kashyap Todi, Mark Parent, Missie Smith, Tanya R. Jonker, Hrvoje Benko, David Lindlbauer |
CHI | 8 |
| 2024 | Predicting the Noticeability of Dynamic Virtual Elements in Virtual RealityabstractWhile Virtual Reality (VR) systems can present virtual elements such as notifications anywhere, designing them so they are not missed by or distracting to users is highly challenging for content creators. To address this challenge, we introduce a novel approach to predict the noticeability of virtual elements. It computes the visual saliency distribution of what users see, and analyzes the temporal changes of the distribution with respect to the dynamic virtual elements that are animated. The computed features serve as input for a long short-term memory (LSTM) model that predicts whether a virtual element will be noticed. Our approach is based on data collected from 24 users in different VR environments performing tasks such as watching a video or typing. We evaluate our approach (n = 12), and show that it can predict the timing of when users notice a change to a virtual element within 2.56 sec compared to a ground truth, and demonstrate the versatility of our approach with a set of applications. We believe that our predictive approach opens the path for computational design tools that assist VR content creators in creating interfaces that automatically adapt virtual elements based on noticeability. Zhipeng Li 0001, Yi Fei Cheng 0001, Yukang Yan, David Lindlbauer |
CHI | 4 |
| 2024 | MARingBA: Music-Adaptive Ringtones for Blended Audio Notification DeliveryabstractAudio notifications provide users with an efficient way to access information beyond their current focus of attention. Current notification delivery methods, like phone ringtones, are primarily optimized for high noticeability, enhancing situational awareness in some scenarios but causing disruption and annoyance in others. In this work, we build on the observation that music listening is now a commonplace practice and present MARingBA, a novel approach that blends ringtones into background music to modulate their noticeability. We contribute a design space exploration of music-adaptive manipulation parameters, including beat matching, key matching, and timbre modifications, to tailor ringtones to different songs. Through two studies, we demonstrate that MARingBA supports content creators in authoring audio notifications that fit low, medium, and high levels of urgency and noticeability. Additionally, end users prefer music-adaptive audio notifications over conventional delivery methods, such as volume fading. Alexander Wang, Yi Fei Cheng 0001, David Lindlbauer |
CHI | 3 |
| 2024 | First or Third-Person Hearing? A Controlled Evaluation of Auditory Perspective on Embodiment and Sound Localization PerformanceabstractVirtual Reality (VR) allows users to flexibly choose the perspective through which they interact with a synthetic environment. Users can either adopt a first-person perspective, in which they see through the eyes of their virtual avatar, or a third-person perspective, in which their viewpoint is detached from the virtual avatar. Prior research has shown that the visual perspective affects different interactions and influences core experiential factors, such as the user’s sense of embodiment. However, there is limited understanding of how auditory perspective mediates user experience in immersive virtual environments. In this paper, we conducted a controlled experiment $(N=24)$ on the effect of the user’s auditory perspective on their performance in a sound localization task and their sense of embodiment. Our results showed that when viewing a virtual avatar from a third-person visual perspective, adopting the auditory perspective of the avatar may increase agency and self-avatar merging, even when controlling for variations in task difficulty caused by shifts in auditory perspective. Additionally, our findings suggest that differences in auditory perspective generally have a smaller effect than differences in visual perspective. We discuss the implications of our empirical investigation of audio perspective for designing embodied auditory experiences in VR. Yi Fei Cheng 0001, Laurie M. Heller, Stacey Cho, David Lindlbauer |
ISMAR | 4 |
| 2024 | Push2AR: Enhancing Mobile List Interactions Using Augmented RealityabstractSmartphones provide convenient access to vast data collections (e.g., online shops, social media) within a compact, portable form factor. While the prevalent infinite scroll lists address the inherently restricted screen space, they also introduce navigation and orientation challenges. Users often lose track of their position within these lists and find it difficult to efficiently access, compare, and filter items of interest. To address this challenge, we introduce Push2AR, a novel interaction concept that extends the phone’s high-resolution display and familiar touch interaction with the virtual display space offered by Augmented Reality (AR) headsets. Push2AR enables users to transfer individual list items from their phone to its surrounding AR space, facilitating bookmarking, filtering, and side-by-side comparisons while maintaining orientation through visual links to the original scroll position. Our evaluation shows that our approach enhances user experience and reduces subjective workload involved in locating and comparing list items in contrast to conventional phone-only lists. Jonathan Wieland, Hyunsung Cho, Sebastian Hubenschmid, Akihiro Kiuchi, Harald Reiterer, David Lindlbauer |
ISMAR | 6 |
| 2024 | New Ears: An Exploratory Study of Audio Interaction Techniques for Performing Search in a Virtual Reality Environment
Muzhe Wu, Yi Fei Cheng 0001, David Lindlbauer |
ISMAR | 3 |
| 2024 | SonoHaptics: An Audio-Haptic Cursor for Gaze-Based Object Selection in XRabstractWe introduce SonoHaptics, an audio-haptic cursor for gaze-based 3D object selection. SonoHaptics addresses challenges around providing accurate visual feedback during gaze-based selection in Extended Reality (XR), e. g., lack of world-locked displays in no- or limited-display smart glasses and visual inconsistencies. To enable users to distinguish objects without visual feedback, SonoHaptics employs the concept of cross-modal correspondence in human perception to map visual features of objects (color, size, position, material) to audio-haptic properties (pitch, amplitude, direction, timbre). We contribute data-driven models for determining cross-modal mappings of visual features to audio and haptic features, and a computational approach to automatically generate audio-haptic feedback for objects in the user’s environment. SonoHaptics provides global feedback that is unique to each object in the scene, and local feedback to amplify differences between nearby objects. Our comparative evaluation shows that SonoHaptics enables accurate object identification and selection in a cluttered scene without visual feedback. Hyunsung Cho, Naveen Sendhilnathan, Michael Nebeling, Tianyi Wang 0004, Purnima Padmanabhan, Jonathan Browder, David Lindlbauer, Tanya R. Jonker, Kashyap Todi |
UIST | 7 |
| 2024 | Auptimize: Optimal Placement of Spatial Audio Cues for Extended RealityabstractSpatial audio in Extended Reality (XR) provides users with better awareness of where virtual elements are placed, and efficiently guides them to events such as notifications, system alerts from different windows, or approaching avatars. Humans, however, are inaccurate in localizing sound cues, especially with multiple sources due to limitations in human auditory perception such as angular discrimination error and front-back confusion. This decreases the efficiency of XR interfaces because users misidentify from which XR element a sound is coming from. To address this, we propose Auptimize, a novel computational approach for placing XR sound sources, which mitigates such localization errors by utilizing the ventriloquist effect. Auptimize disentangles the sound source locations from the visual elements and relocates the sound sources to optimal positions for unambiguous identification of sound cues, avoiding errors due to inter-source proximity and front-back confusion. Our evaluation shows that Auptimize decreases spatial audio-based source identification errors compared to playing sound cues at the paired visual-sound locations. We demonstrate the applicability of Auptimize for diverse spatial audio-based interactive XR scenarios. Hyunsung Cho, Alexander Wang, Divya Kartik, Emily Liying Xie, Yukang Yan, David Lindlbauer |
UIST | 6 |
| 2024 | Towards Music-Aware Virtual AssistantsabstractWe propose a system for modifying spoken notifications in a manner that is sensitive to the music a user is listening to. Spoken notifications provide convenient access to rich information without the need for a screen. Virtual assistants see prevalent use in hands-free settings such as driving or exercising, activities where users also regularly enjoy listening to music. In such settings, virtual assistants will temporarily mute a user’s music to improve intelligibility. However, users may perceive these interruptions as intrusive, negatively impacting their music-listening experience. To address this challenge, we propose the concept of music-aware virtual assistants, where speech notifications are modified to resemble a voice singing in harmony with the user’s music. We contribute a system that processes user music and notification text to produce a blended mix, replacing original song lyrics with the notification content. In a user study comparing musical assistants to standard virtual assistants, participants expressed that musical assistants fit better with music, reduced intrusiveness, and provided a more delightful listening experience overall. Alexander Wang, David Lindlbauer, Chris Donahue |
UIST | 2 |
| 2024 | Don't Block My Stuff: Fostering Personal Object Awareness in Multi-user Mixed Reality EnvironmentsabstractIn Mixed Reality (MR), users can collaborate efficiently by creating personalized layouts that incorporate both personal and shared virtual objects. Unlike in the real world, personal objects in MR are only visible to their owner. This makes them susceptible to occlusions from shared objects of other users, who remain unaware of their existence. Thus, achieving unobstructed layouts in collaborative MR settings requires knowledge of where others have placed their personal objects. In this paper, we assessed the effects of three visualizations, and a baseline without any visualization, on occlusions and user perceptions. Our study involved 16 dyads (N=32) who engaged in a series of collaborative sorting tasks. Results indicate that the choice of visualization significantly impacts both occlusion and perception, emphasizing the need for effective visualizations to enhance collaborative MR experiences. We conclude with design recommendations for multi-user MR systems to better accommodate both personal and shared interfaces simultaneously. David Lindlbauer |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2023 | HandAvatar: Embodying Non-Humanoid Virtual Avatars through HandsabstractWe propose HandAvatar to enable users to embody non-humanoid avatars using their hands. HandAvatar leverages the high dexterity and coordination of users’ hands to control virtual avatars, enabled through our novel approach for automatically-generated joint-to-joint mappings. We contribute an observation study to understand users’ preferences on hand-to-avatar mappings on eight avatars. Leveraging insights from the study, we present an automated approach that generates mappings between users’ hands and arbitrary virtual avatars by jointly optimizing control precision, structural similarity, and comfort. We evaluated HandAvatar on static posing, dynamic animation, and creative exploration tasks. Results indicate that HandAvatar enables more precise control, requires less physical effort, and brings comparable embodiment compared to a state-of-the-art body-to-avatar control method. We demonstrate HandAvatar’s potential with applications including non-humanoid avatar based social interaction in VR, 3D animation composition, and VR scene design with physical proxies. We believe that HandAvatar unlocks new interaction opportunities, especially for usage in Virtual Reality, by letting users become the avatar in applications including virtual social interaction, animation, gaming, or education. Yu Jiang 0010, Zhipeng Li 0001, Mufei He, David Lindlbauer, Yukang Yan |
CHI | 4 |
| 2023 | Parametric Haptics: Versatile Geometry-based Tactile Feedback DevicesabstractHaptic feedback is important for immersive, assistive, or multimodal interfaces, but engineering devices that generalize across applications is notoriously difficult. To address the issue of versatility, we propose Parametric Haptics, geometry-based tactile feedback devices that are customizable to render a variety of tactile sensations. To achieve this, we integrate the actuation mechanism with the tactor geometry into passive 3D printable patches, which are then connected to a generic wearable actuation interface consisting of micro gear motors. The key benefit of our approach is that the 3D-printed patches are modular, can consist of varying numbers and shapes of tactors, and that the tactors can be grouped and moved by our actuation geometry over large areas of the skin. The patches are soft, thin, conformable, and easy to customize to different use cases, thus potentially enabling a large design space of diverse tactile sensations. Violet Yinuo Han, Abena Boadi-Agyemang, Yuyu Lin, David Lindlbauer, Alexandra Ion |
UIST | 4 |
| 2023 | BlendMR: A Computational Method to Create Ambient Mixed Reality InterfacesabstractMixed Reality (MR) systems display content freely in space, and present nearly arbitrary amounts of information, enabling ubiquitous access to digital information. This approach, however, introduces clutter and distraction if too much virtual content is shown. We present BlendMR, an optimization-based MR system that blends virtual content onto the physical objects in users’ environments to serve as ambient information displays. Our approach takes existing 2D applications and meshes of physical objects as input. It analyses the geometry of the physical objects and identifies regions that are suitable hosts for virtual elements. Using a novel integer programming formulation, our approach then optimally maps selected contents of the 2D applications onto the object, optimizing for factors such as importance and hierarchy of information, viewing angle, and geometric distortion. We evaluate BlendMR by comparing it to a 2D window baseline. Study results show that BlendMR decreases clutter and distraction, and is preferred by users. We demonstrate the applicability of BlendMR in a series of results and usage scenarios. Violet Yinuo Han, Hyunsung Cho, Kiyosu Maeda, Alexandra Ion, David Lindlbauer |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2023 | A Survey on Remote Assistance and Training in Mixed Reality EnvironmentsabstractThe recent pandemic, war, and oil crises have caused many to reconsider their need to travel for education, training, and meetings. Providing assistance and training remotely has thus gained importance for many applications, from industrial maintenance to surgical telemonitoring. Current solutions such as video conferencing platforms lack essential communication cues such as spatial referencing, which negatively impacts both time completion and task performance. Mixed Reality (MR) offers opportunities to improve remote assistance and training, as it opens the way to increased spatial clarity and large interaction space. We contribute a survey of remote assistance and training in MR environments through a systematic literature review to provide a deeper understanding of current approaches, benefits and challenges. We analyze 62 articles and contextualize our findings along a taxonomy based on degree of collaboration, perspective sharing, MR space symmetry, time, input and output modality, visual display, and application domain. We identify the main gaps and opportunities in this research area, such as exploring collaboration scenarios beyond one-expert-to-one-trainee, enabling users to move across the reality-virtuality spectrum during a task, or exploring advanced interaction techniques that resort to hand or eye tracking. Our survey informs and helps researchers in different domains, including maintenance, medicine, engineering, or education, build and evaluate novel MR approaches to remote training and assistance. All supplemental materials are available at https://augmented-perception.org/publications/2023-training-survey.html. Catarina G. Fidalgo, Yukang Yan, Hyunsung Cho, Maurício Sousa, David Lindlbauer, Joaquim Jorge 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | Towards Understanding Diminished RealityabstractDiminished reality (DR) refers to the concept of removing content from a user’s visual environment. While its implementation is becoming feasible, it is still unclear how users perceive and interact in DR-enabled environments and what applications it benefits. To address this challenge, we first conduct a formative study to compare user perceptions of DR and mediated reality effects (e. g., changing the color or size of target elements) in four example scenarios. Participants preferred removing objects through opacity reduction (i. e., the standard DR implementation) and appreciated mechanisms for maintaining a contextual understanding of diminished items (e. g., outlining). In a second study, we explore the user experience of performing tasks within DR-enabled environments. Participants selected which objects to diminish and the magnitude of the effects when performing two separate tasks (video viewing, assembly). Participants were comfortable with decreased contextual understanding, particularly for less mobile tasks. Based on the results, we define guidelines for creating general DR-enabled environments. Yi Fei Cheng 0001, Yukang Yan, Jan Gugenheimer, David Lindlbauer |
CHI | 5 |
| 2022 | User Preference for Navigation Instructions in Mixed RealityabstractCurrent solutions for providing navigation instructions to users who are walking are mostly limited to 2D maps on smartphones and voice-based instructions. Mixed Reality (MR) holds the promise of integrating navigation instructions directly in users’ visual field, potentially making them less obtrusive and more expressive. Current MR navigation systems, however, largely focus on using conventional designs such as arrows, and do not fully leverage the technological possibilities. While MR could present users with more sophisticated navigation visualizations, such as in-situ virtual signage, or visually modifying the physical world to highlight a target, it is unclear how such interventions would be perceived by users. We conducted two experiments to evaluate a set of navigation instructions and the impact of different contexts such as environment or task. In a remote survey (n = 50), we collected preference data with ten different designs in twelve different scenarios. Results indicate that while familiar designs such as arrows are well-rated, methods such as avatars or desaturation of non-target areas are viable alternatives. We confirmed and expanded our findings in an in-person virtual reality (VR) study (n = 16), comparing the highest-ranked designs from the initial study. Our findings serve as guidelines for MR content creators, and future MR navigation systems that can automatically choose the most appropriate navigation visualization based on users’ contexts. Fanjie Jin, Younsoo Kim, David Lindlbauer |
VR | 4 |
| 2021 | SemanticAdapt: Optimization-based Adaptation of Mixed Reality Layouts Leveraging Virtual-Physical Semantic ConnectionsabstractWe present an optimization-based approach that automatically adapts Mixed Reality (MR) interfaces to different physical environments. Current MR layouts, including the position and scale of virtual interface elements, need to be manually adapted by users whenever they move between environments, and whenever they switch tasks. This process is tedious and time consuming, and arguably needs to be automated for MR systems to be beneficial for end users. We contribute an approach that formulates this challenge as a combinatorial optimization problem and automatically decides the placement of virtual interface elements in new environments. To achieve this, we exploit the semantic association between the virtual interface elements and physical objects in an environment. Our optimization furthermore considers the utility of elements for users’ current task, layout factors, and spatio-temporal consistency to previous layouts. All those factors are combined in a single linear program, which is used to adapt the layout of MR interfaces in real time. We demonstrate a set of application scenarios, showcasing the versatility and applicability of our approach. Finally, we show that compared to a naive adaptive baseline approach that does not take semantic associations into account, our approach decreased the number of manual interface adaptations by 33%. Yi Fei Cheng 0001, Yukang Yan, Xin Yi 0001, Yuanchun Shi, David Lindlbauer |
UIST | 5 |
| 2020 | A Rapid Tapping Task on Commodity Smartphones to Assess Motor FatigabilityabstractFatigue is a common debilitating symptom of many autoimmune diseases, including multiple sclerosis. It negatively impacts patients' every-day life and productivity. Despite its prevalence, fatigue is still poorly understood. Its subjective nature makes quantification challenging and it is mainly assessed by questionnaires, which capture the magnitude of fatigue insufficiently. Motor fatigability, the objective decline of performance during a motor task, is an underrated aspect in this regard. Currently, motor fatigability is assessed using a handgrip dynamometer. This approach has been proven valid and accurate but requires special equipment and trained personnel. We propose a technique to objectively quantify motor fatigability using a commodity smartphone. The method comprises a simple exertion task requiring rapid alternating tapping. Our study with 20 multiple sclerosis patients and 35 healthy participants showed a correlation of rho = 0.8 with the baseline handgrip method. This smartphone-based approach is a first step towards ubiquitous, more frequent, and remote monitoring of fatigability and disease progression. Liliana Barrios, Pietro Oldrati, David Lindlbauer, Marc Hilty, Helen Hayward-Koennecke, Christian Holz 0001, Andreas Lutterotti |
CHI | 3 |
| 2020 | Omni: Volumetric Sensing and Actuation of Passive Magnetic Tools for Dynamic Haptic FeedbackabstractWe present Omni, a self-contained 3D haptic feedback system that is capable of sensing and actuating an untethered, passive tool containing only a small embedded permanent magnet. Omni enriches AR, VR and desktop applications by providing an active haptic experience using a simple apparatus centered around an electromagnetic base. The spatial haptic capabilities of Omni are enabled by a novel gradient-based method to reconstruct the 3D position of the permanent magnet in midair using the measurements from eight off-the-shelf hall sensors that are integrated into the base. Omni's 3 DoF spherical electromagnet simultaneously exerts dynamic and precise radial and tangential forces in a volumetric space around the device. Since our system is fully integrated, contains no moving parts and requires no external tracking, it is easy and affordable to fabricate. We describe Omni's hardware implementation, our 3D reconstruction algorithm, and evaluate the tracking and actuation performance in depth. Finally, we demonstrate its capabilities via a set of interactive usage scenarios. Thomas Langerak, Juan Jose Zarate, David Lindlbauer, Christian Holz 0001, Otmar Hilliges |
UIST | 3 |
| 2020 | Optimal Control for Electromagnetic Haptic Guidance SystemsabstractWe introduce an optimal control method for electromagnetic haptic guidance systems. Our real-time approach assists users in pen-based tasks such as drawing, sketching or designing. The key to our control method is that it guides users, yet does not take away agency. Existing approaches force the stylus to a continuously advancing setpoint on a target trajectory, leading to undesirable behavior such as loss of haptic guidance or unintended snapping. Our control approach, in contrast, gently pulls users towards the target trajectory, allowing them to always easily override the system to adapt their input spontaneously and draw at their own speed. To achieve this flexible guidance, our optimization iteratively predicts the motion of an input device such as a pen, and adjusts the position and strength of an underlying dynamic electromagnetic actuator accordingly. To enable real-time computation, we additionally introduce a novel and fast approximate model of an electromagnet. We demonstrate the applicability of our approach by implementing it on a prototypical hardware platform based on an electromagnet moving on a bi-axial linear stage, as well as a set of applications. Experimental results show that our approach is more accurate and preferred by users compared to open-loop and time-dependent closed-loop approaches. Thomas Langerak, Juan Jose Zarate, Velko Vechev, David Lindlbauer, Daniele Panozzo, Otmar Hilliges |
UIST | 4 |
| 2019 | Understanding Metamaterial MechanismsabstractIn this paper, we establish the underlying foundations of mechanisms that are composed of cell structures---known as metamaterial mechanisms. Such metamaterial mechanisms were previously shown to implement complete mechanisms in the cell structure of a 3D printed material, without the need for assembly. However, their design is highly challenging. A mechanism consists of many cells that are interconnected and impose constraints on each other. This leads to unobvious and non-linear behavior of the mechanism, which impedes user design. In this work, we investigate the underlying topological constraints of such cell structures and their influence on the resulting mechanism. Based on these findings, we contribute a computational design tool that automatically creates a metamaterial mechanism from user-defined motion paths. This tool is only feasible because our novel abstract representation of the global constraints highly reduces the search space of possible cell arrangements. Alexandra Ion, David Lindlbauer, Philipp Herholz, Marc Alexa, Patrick Baudisch |
CHI | 2 |
| 2019 | The Mental Image Revealed by Gaze TrackingabstractHumans involuntarily move their eyes when retrieving an image from memory. This motion is often similar to actually observing the image. We suggest to exploit this behavior as a new modality in human computer interaction, using the motion of the eyes as a descriptor of the image. Interaction requires the user's eyes to be tracked but no voluntary physical activity. We perform a controlled experiment and develop matching techniques using machine learning to investigate if images can be discriminated based on the gaze patterns recorded while users merely think about image. Our results indicate that image retrieval is possible with an accuracy significantly above chance. We also show that this result generalizes to images not used during training of the classifier and extends to uncontrolled settings in a realistic scenario. Xi Wang 0021, Andreas Ley, David Lindlbauer, James Hays, Kenneth Holmqvist, Marc Alexa |
CHI | 4 |
| 2019 | Context-Aware Online Adaptation of Mixed Reality InterfacesabstractWe present an optimization-based approach for Mixed Reality (MR) systems to automatically control when and where applications are shown, and how much information they display. Currently, content creators design applications, and users then manually adjust which applications are visible and how much information they show. This choice has to be adjusted every time users switch context, i.e., whenever they switch their task or environment. Since context switches happen many times a day, we believe that MR interfaces require automation to alleviate this problem. We propose a real-time approach to automate this process based on users' current cognitive load and knowledge about their task and environment. Our system adapts which applications are displayed, how much information they show, and where they are placed. We formulate this problem as a mix of rule-based decision making and combinatorial optimization which can be solved efficiently in real-time. We present a set of proof-of-concept applications showing that our approach is applicable in a wide range of scenarios. Finally, we show in a dual-task evaluation that our approach decreased secondary tasks interactions by 36%. David Lindlbauer, Anna Maria Feit, Otmar Hilliges |
UIST | 1 |
| 2019 | TacTiles: Dual-Mode Low-Power Electromagnetic Actuators for Rendering Continuous Contact and Spatial Haptic Patterns in VRabstractWe introduce TacTiles, light (1.8g), low-power (130 mW), and small form-factor (1 cm3) electromagnetic actuators that can form a flexible haptic array to provide localized tactile feedback. Our novel hardware design uses a custom 8-layer PCB, dampening materials, and asymmetric latching, enabling two distinct modes of actuation: contact and pulse mode. We leverage these modes in Virtual Reality (VR) to render continuous contact with objects and the exploration of object surfaces and volumes with spatial haptic patterns. Results from a series of experiments show that users are able to localize feedback, discriminate between modes with high accuracy, and differentiate objects from haptic surfaces and volumes even without looking at them. Velko Vechev, Juan Jose Zarate, David Lindlbauer, Ronan Hinchet, Herbert Shea, Otmar Hilliges |
VR | 3 |
| 2018 | Remixed Reality: Manipulating Space and Time in Augmented RealityabstractWe present Remixed Reality, a novel form of mixed reality. In contrast to classical mixed reality approaches where users see a direct view or video feed of their environment, with Remixed Reality they see a live 3D reconstruction, gathered from multiple external depth cameras. This approach enables changing the environment as easily as geometry can be changed in virtual reality, while allowing users to view and interact with the actual physical world as they would in augmented reality. We characterize a taxonomy of manipulations that are possible with Remixed Reality: spatial changes such as erasing objects; appearance changes such as changing textures; temporal changes such as pausing time; and viewpoint changes that allow users to see the world from different points without changing their physical location. We contribute a method that uses an underlying voxel grid holding information like visibility and transformations, which is applied to live geometry in real time. David Lindlbauer, Andrew D. Wilson |
CHI | 1 |
| 2017 | Changing the Appearance of Real-World Objects By Modifying Their SurroundingsabstractWe present an approach to alter the perceived appearance of physical objects by controlling their surrounding space. Many real-world objects cannot easily be equipped with displays or actuators in order to change their shape. While common approaches such as projection mapping enable changing the appearance of objects without modifying them, certain surface properties (e.g. highly reflective or transparent surfaces) can make employing these techniques difficult. In this work, we present a conceptual design exploration on how the appearance of an object can be changed by solely altering the space around it, rather than the object itself. In a proof-of-concept implementation, we place objects onto a tabletop display and track them together with users to display perspective-corrected 3D graphics for augmentation. This enables controlling properties such as the perceived size, color, or shape of objects. We characterize the design space of our approach and demonstrate potential applications. For example, we change the contour of a wallet to notify users when their bank account is debited. We envision our approach to gain in importance with increasing ubiquity of display surfaces. David Lindlbauer, Jörg Müller 0001, Marc Alexa |
CHI | 1 |
| 2017 | HeatSpace: Automatic Placement of Displays by Empirical Analysis of User BehaviorabstractWe present HeatSpace, a system that records and empirically analyzes user behavior in a space and automatically suggests positions and sizes for new displays. The system uses depth cameras to capture 3D geometry and users' perspectives over time. To derive possible display placements, it calculates volumetric heatmaps describing geometric persistence and planarity of structures inside the space. It evaluates visibility of display poses by calculating a volumetric heatmap describing occlusions, position within users' field of view, and viewing angle. Optimal display size is calculated through a heatmap of average viewing distance. Based on the heatmaps and user constraints we sample the space of valid display placements and jointly optimize their positions. This can be useful when installing displays in multi-display environments such as meeting rooms, offices, and train stations. Andreas Rene Fender, David Lindlbauer, Philipp Herholz, Marc Alexa, Jörg Müller 0001 |
UIST | 2 |
| 2016 | Combining Shape-Changing Interfaces and Spatial Augmented Reality Enables Extended Object AppearanceabstractWe propose combining shape-changing interfaces and spatial augmented reality for extending the space of appearances and interactions of actuated interfaces. While shape-changing interfaces can dynamically alter the physical appearance of objects, the integration of spatial augmented reality additionally allows for dynamically changing objects' optical appearance with high detail. This way, devices can render currently challenging features such as high frequency texture or fast motion. We frame this combination in the context of computer graphics with analogies to established techniques for increasing the realism of 3D objects such as bump mapping. This extensible framework helps us identify challenges of the two techniques and benefits of their combination. We utilize our prototype shape-changing device enriched with spatial augmented reality through projection mapping to demonstrate the concept. We present a novel mechanical distance-fields algorithm for real-time fitting of mechanically constrained shape-changing devices to arbitrary 3D graphics. Furthermore, we present a technique for increasing effective screen real estate for spatial augmented reality through view-dependent shape change. David Lindlbauer, Jens Emil Grønbæk, Morten Henriksen Birk, Kim Halskov, Marc Alexa, Jörg Müller 0001 |
CHI | 1 |
| 2016 | Influence of Display Transparency on Background Awareness and Task PerformanceabstractIt has been argued that transparent displays are beneficial for certain tasks by allowing users to simultaneously see on-screen content as well as the environment behind the display. However, it is yet unclear how much in background awareness users gain and if performance suffers for tasks performed on the transparent display, since users are no longer shielded from distractions. Therefore, we investigate the influence of display transparency on task performance and background awareness in a dual-task scenario. We conducted an experiment comparing transparent displays with conventional displays in different horizontal and vertical configurations. Participants performed an attention-demanding primary task on the display while simultaneously observing the background for target stimuli. Our results show that transparent and horizontal displays increase the ability of participants to observe the background while keeping primary task performance constant. David Lindlbauer, Klemen Lilija, Robert Walter, Jörg Müller 0001 |
CHI | 1 |
| 2016 | Changing the Appearance of Physical Interfaces Through Controlled TransparencyabstractWe present physical interfaces that change their appearance through controlled transparency. These transparency-controlled physical interfaces are well suited for applications where communication through optical appearance is sufficient, such as ambient display scenarios. They transition between perceived shapes within milliseconds, require no mechanically moving parts and consume little energy. We build 3D physical interfaces with individually controllable parts by laser cutting and folding a single sheet of transparency-controlled material. Electrical connections are engraved in the surface, eliminating the need for wiring individual parts. We consider our work as complementary to current shape-changing interfaces. While our proposed interfaces do not exhibit dynamic tangible qualities, they have unique benefits such as the ability to create apparent holes or nesting of objects. We explore the benefits of transparency-controlled physical interfaces by characterizing their design space and showcase four physical prototypes: two activity indicators, a playful avatar, and a lamp shade with dynamic appearance. David Lindlbauer, Jörg Müller 0001, Marc Alexa |
UIST | 1 |
| 2015 | Analyzing visual attention during whole body interaction with public displaysabstractWhile whole body interaction can enrich user experience on public displays, it remains unclear how common visualizations of user representations impact users' ability to perceive content on the display. In this work we use a head-mounted eye tracker to record visual behavior of 25 users interacting with a public display game that uses a silhouette user representation, mirroring the users' movements. Results from visual attention analysis as well as post-hoc recall and recognition tasks on display contents reveal that visual attention is mostly on users' silhouette while peripheral screen elements remain largely unattended. In our experiment, content attached to the user representation attracted significantly more attention than other screen contents, while content placed at the top and bottom of the screen attracted significantly less. Screen contents attached to the user representation were also significantly better remembered than those at the top and bottom of the screen. Robert Walter, Andreas Bulling, David Lindlbauer, Martin Schuessler, Jörg Müller 0001 |
UbiComp | 3 |
| 2015 | GelTouch: Localized Tactile Feedback Through Thin, Programmable GelabstractWe present GelTouch, a gel-based layer that can selectively transition between soft and stiff to provide tactile multi-touch feedback. It is flexible, transparent when not activated, and contains no mechanical, electromagnetic, or hydraulic components, resulting in a compact form factor (a 2mm thin touchscreen layer for our prototype). The activated areas can be morphed freely and continuously, without being limited to fixed, predefined shapes. GelTouch consists of a poly(N-isopropylacrylamide) gel layer which alters its viscoelasticity when activated by applying heat (>32 C). We present three different activation techniques: 1) Indium Tin Oxide (ITO) as a heating element that enables tactile feedback through individually addressable taxels; 2) predefined tactile areas of engraved ITO, that can be layered and combined; 3) complex arrangements of resistance wire that create thin tactile edges. We present a tablet with 6x4 tactile areas, enabling a tactile numpad, slider, and thumbstick. We show that the gel is up to 25 times stiffer when activated and that users detect tactile features reliably (94.8%). Viktor Miruchna, Robert Walter, David Lindlbauer, Maren Lehmann, Regine von Klitzing, Jörg Müller 0001 |
UIST | 3 |
| 2014 | A chair as ubiquitous input device: exploring semaphoric chair gestures for focused and peripheral interactionabstractDuring everyday office work we are used to controlling our computers with keyboard and mouse, while the majority of our body remains unchallenged and the physical workspace around us stays largely unattended. Addressing this untapped potential, we explore the concept of turning a flexible office chair into a ubiquitous input device. To facilitate daily desktop work, we propose the utilization of semaphoric chair gestures that can be assigned to specific application functionalities. The exploration of two usage scenarios in the context of focused and peripheral interaction demonstrates high potential of chair gestures as additional input modality for opportunistic, hands-free interaction. Kathrin Probst, David Lindlbauer, Michael Haller, Bernhard Schwartz, Andreas Schrempf |
CHI | 2 |
| 2014 | Tracs: transparency-control for see-through displaysabstractWe present Tracs, a dual-sided see-through display system with controllable transparency. Traditional displays are a constant visual and communication barrier, hindering fast and efficient collaboration of spatially close or facing co-workers. Transparent displays could potentially remove these barriers, but introduce new issues of personal privacy, screen content privacy and visual interference. We therefore propose a solution with controllable transparency to overcome these problems. Tracs consists of two see-through displays, with a transparency-control layer, a backlight layer and a polarization adjustment layer in-between. The transparency-control layer is built as a grid of individually addressable transparency-controlled patches, allowing users to control the transparency overall or just locally. Additionally, the locally switchable backlight layer improves the contrast of LCD screen content. Tracs allows users to switch between personal and collaborative work fast and easily and gives them full control of transparent regions on their display. David Lindlbauer, Toru Aoki, Robert Walter, Yuji Uema, Anita Vogl, Michael Haller, Masahiko Inami, Jörg Müller 0001 |
UIST | 1 |
| 2013 | Exploring the Use of Distributed Multiple Monitors within an Activity-Promoting Sit-and-Stand Office Workspace
Kathrin Probst, David Lindlbauer, Florian Perteneder, Michael Haller, Bernhard Schwartz, Andreas Schrempf |
INTERACT (3) | 2 |