VLDB 2026 Research / reviewers in the wild / expert
Martin Schmitz 0001
dblp:132/3034-1
· DBLP profile ↗
37ranked-venue papers
8as first author
25since 2021 · last 2026
0000-0002-7332-3287ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 34 · 8 first-author · 23 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Security and privacy · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | CuddleConnect: Designing Child-Initiated Emotive Communication and Mediated Hugs for Remote Parent-Child ConnectionabstractChildren often experience emotional distress during periods of separation from their parents, while parents may feel guilt about their limited availability. Yet, existing remote parent–child communication technologies rarely accommodate children’s communicative capacities or provide meaningful support for their agency. Thus, we present CuddleConnect, an interactive system that supports child-initiated, affective remote communication. CuddleConnect combines a weighted plush toy for children with a mobile application for parents, enabling children to express emotions and request hugs through light cues, while allowing parents to receive these requests on their smartphones and respond with mediated hugs delivered via haptic feedback and warmth on the plush toy. We report findings from a one-week in-situ study with four parent–child dyads, highlighting both opportunities for fostering closeness and challenges related to ambiguity and responsiveness. These insights inform design implications for future synchronous and asynchronous parent–child communication technologies. Nadine Wagener, Sophie Kunz, Jürgen Steimle, Martin Schmitz 0001 |
IDC | 4 |
| 2026 | HaptEx: Investigating Haptic Notification Channels for Exoskeletons Across Different Levels of Actuation
Marie Muehlhaus, Jannik Nau, Martin Schmitz 0001, Jürgen Steimle |
CHI | 3 |
| 2026 | Forefeel the Move: Investigating Proprioceptive Feedback for Communicating Imminent Motions of Body-actuating Systems
Marie Muehlhaus, Martin Schmitz 0001, Jürgen Steimle |
CHI | 2 |
| 2026 | User-reconfigured Haptics: Combining User-Reconfiguration and Visual Manipulations to Enhance Dynamic Passive Haptic Experiences for VRabstractVirtual Reality (VR) depends on haptic feedback to create immersive experiences. Traditional passive proxies align physical props with their virtual counterparts but remain limited in scalability and expressiveness, or require bulky actuators to support reconfiguration. We introduce User-reconfigured Haptics, an approach that utilizes implicit user actions to reconfigure haptic interfaces to extend the gamut of VR haptic experiences. Modular 3D-printed cells are assembled into dynamic interfaces that express diverse haptic properties such as softness and weight. By masking physical reconfigurations with visual (re)mapping, user actions unnoticeably change haptic properties, resulting in user-driven, dynamic haptic experiences. User studies show that our design can provide distinguishable haptic experiences and is perceived as realistic and enjoyable in a VR task. We further showcase four applications: a fishing rod that changes weight and flexibility, a dynamic desktop of pressable buttons, a glove with adjustable squeezing, and a crossbow with variable pulling resistance. Xinrong Wang, Yu Jiang 0010, Martin Schmitz 0001, Jürgen Steimle, Antonio Krüger, Donald Degraen |
CHI | 3 |
| 2025 | 3HANDS Dataset: Learning from Humans for Generating Naturalistic Handovers with Supernumerary Robotic LimbsabstractSupernumerary robotic limbs (SRLs) are robotic structures integrated closely with the user's body, which augment human physical capabilities and necessitate seamless, naturalistic human-machine interaction. For effective assistance in physical tasks, enabling SRLs to hand over objects to humans is crucial. Yet, designing heuristic-based policies for robots is time-consuming, difficult to generalize across tasks, and results in less human-like motion. When trained with proper datasets, generative models are powerful alternatives for creating naturalistic handover motions. We introduce 3HANDS, a novel dataset of object handover interactions between a participant performing a daily activity and another participant enacting a hip-mounted SRL in a naturalistic manner. 3HANDS captures the unique characteristics of SRL interactions: operating in intimate personal space with asymmetric object origins, implicit motion synchronization, and the user's engagement in a primary task during the handover. To demonstrate the effectiveness of our dataset, we present three models: one that generates naturalistic handover trajectories, another that determines the appropriate handover endpoints, and a third that predicts the moment to initiate a handover. In a user study (N=10), we compare the handover interaction performed with our method compared to a baseline. The findings show that our method was perceived as significantly more natural, less physically demanding, and more comfortable. Artin Saberpour, Yi-Chi Liao 0001, Ata Otaran, Rishabh Dabral, Marie Muehlhaus, Christian Theobalt, Martin Schmitz 0001, Jürgen Steimle |
CHI | 7 |
| 2025 | CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual RealityabstractGenerative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI when its actions are not transparently represented. This paper thus explores the co-creative object-building process through a Wizard-of-Oz study, focusing on how AI can effectively convey its intent to users during object customization in Virtual Reality. Inspired by human-to-human collaboration, we focus on three representation modes: the presence of an embodied avatar, whether the AI's contributions are visualized immediately or incrementally, and whether the areas modified are highlighted in advance. The findings provide insights into how these factors affect user perception and interaction with object-generating AI tools in Virtual Reality as well as satisfaction and ownership of the created objects. The results offer design implications for co-creative world-building systems, aiming to foster more effective and satisfying collaborations between humans and AI in Virtual Reality. Julian Rasch 0001, Julia Töws, Teresa Hirzle, Florian Müller 0003, Martin Schmitz 0001 |
CHI | 5 |
| 2025 | BroomBroom! Evaluation of Leaning and Controller-based Locomotion for Flying in Virtual RealityabstractVirtual Reality (VR) locomotion methods are mainly ground-based, room-scale, or discrete, making them ill-suited for flying experiences. Although leaning- and controller-based techniques are promising for flying in VR, we lack empirical evidence of their advantages. We compared combinations of leaning- and controller-based methods for steering and velocity in a user study (N = 24) using a broom metaphor to integrate these methods into an understandable locomotion reference. The steering methods were: 1) controller-pointing (CP) and 2) headset-leaning (HL); and for velocity control: 1) controller linear displacement (CLD) and 2) headset linear displacement (HLD). Results indicate that HL increase presence compared to CP. However, combining HL with CLD worsens coin collection rate, completion time, mental load, control factor ratings, and enjoyment. In contrast, HLD worked well when paired with either steering method. CP-CLD led to the highest coin collection rate and lowest mental load. All methods had comparable feelings of flying. Martin Hedlund, Florian Müller 0003, Martin Schmitz 0001, Cristian Bogdan, Remy Rey, Pooria Ghavamian, Deirdre Tobin, Andrii Matviienko |
VRST | 3 |
| 2025 | From Pegs to Pixels: A Comparative Analysis of the Nine Hole Peg Test and a Digital Copy Drawing Test for Fine Motor Control Assessment MHCI012abstractUser interaction with digital systems requires Fine Motor Control (FMC), especially if the interfaces are complex or require high fidelity and fine-grained interactions. Despite its importance, Fine Motor Control is often overlooked in interactive system design, partly because of its complex assessment. Measuring changes in fine motor abilities due to prolonged use or fatigue currently requires repeated manual testing. This paper analyzes the concept of using the digital mobile devices’ input behavior to assess the user’s Fine Motor Control. For this, we show that Fine Motor Control can be assessed for touch and stylus-based interaction with a digital mobile system. We conducted a user study, where participants performed a Nine Hole Peg Test and a predefined Copy Drawing Test before and after exercises that affect fine motor skills. Based on this data, we investigated how metrics such as pressure, velocity, and entropy for touch and stylus input can be used to predict Fine Motor Control. Thomas Kosch, Martin Schmitz 0001, Sebastian Günther 0001, Max Mühlhäuser, Florian Müller 0003 |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2023 | TicTacToes: Assessing Toe Movements as an Input ModalityabstractFrom carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces. Florian Müller 0003, Daniel Schmitt 0005, Andrii Matviienko, Sebastian Günther 0001, Thomas Kosch, Martin Schmitz 0001 |
CHI | 7 |
| 2023 | When XR and AI Meet - A Scoping Review on Extended Reality and Artificial IntelligenceabstractResearch on Extended Reality (XR) and Artificial Intelligence (AI) is booming, which has led to an emerging body of literature in their intersection. However, the main topics in this intersection are unclear, as are the benefits of combining XR and AI. This paper presents a scoping review that highlights how XR is applied in AI research and vice versa. We screened 2619 publications from 203 international venues published between 2017 and 2021, followed by an in-depth review of 311 papers. Based on our review, we identify five main topics at the intersection of XR and AI, showing how research at the intersection can benefit each other. Furthermore, we present a list of commonly used datasets, software, libraries, and models to help researchers interested in this intersection. Finally, we present 13 research opportunities and recommendations for future work in XR and AI research. Teresa Hirzle, Florian Müller 0003, Fiona Draxler, Martin Schmitz 0001, Pascal Knierim, Kasper Hornbæk |
CHI | 4 |
| 2023 | Handheld Tools Unleashed: Mixed-Initiative Physical Sketching with a Robotic PrinterabstractPersonal fabrication has mostly focused on handheld tools as embodied extensions of the user, and machines like laser cutters and 3D printers automating parts of the process without intervention. Although interactive digital fabrication has been explored as a middle ground, existing systems have a fixed allocation of user intervention vs. machine autonomy, limiting flexibility, creativity, and improvisation. We explore a new class of devices that combine the desirable properties of a handheld tool and an autonomous fabrication robot, offering a continuum from manual and assisted to autonomous fabrication, with seamless mode transitions. We exemplify the concept of mixed-initiative physical sketching with a working robotic printer that can be handheld for free-hand sketching, can provide interactive assistance during sketching, or move about for computer-generated sketches. We present interaction techniques to seamlessly transition between modes, and sketching techniques benefitting from these transitions to, e.g., extend (upscale, repeat) or revisit (refine, color) sketches. Our evaluation with seven sketchers illustrates that RoboSketch successfully leverages each mode’s strengths, and that mixed-initiative physical sketching makes computer-supported sketching more flexible. Narjes Pourjafarian, Fjolla Mjaku, Marion Koelle, Martin Schmitz 0001, Jan O. Borchers, Jürgen Steimle |
CHI | 4 |
| 2023 | Going, Going, Gone: Exploring Intention Communication for Multi-User Locomotion in Virtual RealityabstractExploring virtual worlds together with others adds a social component to the Virtual Reality (VR) experience that increases connectedness. In the physical world, joint locomotion comes naturally through implicit intention communication and subsequent adjustments of the movement patterns. In VR, however, discrete locomotion techniques such as point&teleport come without prior intention communication, hampering the collective experience. Related work proposes fixed groups, with a single person controlling the group movement, resulting in the loss of individual movement capabilities. To close the gap and mediate between these two extremes, we introduce three intention communication methods and explore them with two baseline methods. We contribute the results of a controlled experiment (n=20) investigating these methods from the perspective of a leader and a follower in a dyadic locomotion task. Our results suggest shared visualizations support the understanding of movement intentions, increasing the group feeling while maintaining individual freedom of movement. Julian Rasch 0001, Vladislav Dmitrievic Rusakov, Martin Schmitz 0001, Florian Müller 0003 |
CHI | 3 |
| 2023 | Tailor Twist: Assessing Rotational Mid-Air Interactions for Augmented RealityabstractMid-air gestures, widely used in today’s Augmented Reality (AR) applications, are prone to the “gorilla arm” effect, leading to discomfort with prolonged interactions. While prior work has proposed metrics to quantify this effect and means to improve comfort and ergonomics, these works usually only consider simplistic, one-dimensional AR interactions, like reaching for a point or pushing a button. However, interacting with AR environments also involves far more complex tasks, such as rotational knobs, potentially impacting ergonomics. This paper advances the understanding of the ergonomics of rotational mid-air interactions in AR. For this, we contribute the results of a controlled experiment exposing the participants to a rotational task in the interaction space defined by their arms’ reach. Based on the results, we discuss how novel future mid-air gesture modalities benefit from our findings concerning ergonomic-aware rotational interaction. Thomas Kosch, Florian Müller 0003, Martin Schmitz 0001, Sebastian Günther 0001, Lukas Bommhardt, Max Mühlhäuser |
CHI | 4 |
| 2023 | Tangible 2FA - An In-the-Wild Investigation of User-Defined Tangibles for Two-Factor Authentication
Mark Turner 0014, Martin Schmitz 0001, Morgan Masichi Bierey, Mohamed Khamis, Karola Marky |
SOUPS | 2 |
| 2023 | Hands-On 3D Printed ElectronicsabstractThe parallel improvements in multi-material 3D printers and the quality of conductive filament open new possibilities for the fabrication of tangible and functional objects. In this studio, we discuss best practices for 3D printed electronics, talk about encountered problems, and derive design recommendations. We will guide the participants through a fabrication process by practically designing and printing objects. Consequently, we contemplate individual functional fabricated components, including small printed circuits and multi-material prints. We aim to spark a discussion about individually experienced challenges participants encountered during their design and fabrication process. This discussion includes problem-solving strategies, whose insights benefit other participants. Finally, we show the potential of printed electronics and discuss encouraging new opportunities in this field. Julian Rasch 0001, Florian Müller 0003, Thomas Kosch, Martin Schmitz 0001, Sebastian S. Feger |
TEI | 4 |
| 2023 | Computational Design of Personalized Wearable Robotic LimbsabstractWearable robotic limbs (WRLs) augment human capabilities through robotic structures that attach to the user’s body. While WRLs are intensely researched and various device designs have been presented, it remains difficult for non-roboticists to engage with this exciting field. We aim to empower interaction designers and application domain experts to explore novel designs and applications by rapidly prototyping personalized WRLs that are customized for different tasks, different body locations, or different users. In this paper, we present WRLKit, an interactive computational design approach that enables designers to rapidly prototype a personalized WRL without requiring extensive robotics and ergonomics expertise. The body-aware optimization approach starts by capturing the user’s body dimensions and dynamic body poses. Then, an optimized fabricable structure of the WRL is generated for a desired mounting location and workspace of the WRL, to fit the user’s body and intended task. The results of a user study and several implemented prototypes demonstrate the practical feasibility and versatility of WRLKit. Artin Saberpour, Ata Otaran, Martin Schmitz 0001, Marie Muehlhaus, Rishabh Dabral, Diogo C. Luvizon, Azumi Maekawa, Masahiko Inami, Christian Theobalt, Jürgen Steimle |
UIST | 3 |
| 2022 | Smooth as Steel Wool: Effects of Visual Stimuli on the Haptic Perception of Roughness in Virtual RealityabstractHaptic Feedback is essential for lifelike Virtual Reality (VR) experiences. To provide a wide range of matching sensations of being touched or stroked, current approaches typically need large numbers of different physical textures. However, even advanced devices can only accommodate a limited number of textures to remain wearable. Therefore, a better understanding is necessary of how expectations elicited by different visualizations affect haptic perception, to achieve a balance between physical constraints and great variety of matching physical textures. Sebastian Günther 0001, Julian Rasch 0001, Florian Müller 0003, Martin Schmitz 0001, Jan Riemann, Andrii Matviienko, Max Mühlhäuser |
CHI | 5 |
| 2022 | SkyPort: Investigating 3D Teleportation Methods in Virtual EnvironmentsabstractTeleportation has become the de facto standard of locomotion in Virtual Reality (VR) environments. However, teleportation with parabolic and linear target aiming methods is restricted to horizontal 2D planes and it is unknown how they transfer to the 3D space. In this paper, we propose six 3D teleportation methods in virtual environments based on the combination of two existing aiming methods (linear and parabolic) and three types of transitioning to a target (instant, interpolated and continuous). To investigate the performance of the proposed teleportation methods, we conducted a controlled lab experiment (N = 24) with a mid-air coin collection task to assess accuracy, efficiency and VR sickness. We discovered that the linear aiming method leads to faster and more accurate target selection. Moreover, a combination of linear aiming and instant transitioning leads to the highest efficiency and accuracy without increasing VR sickness. Andrii Matviienko, Florian Müller 0003, Martin Schmitz 0001, Marco Fendrich, Max Mühlhäuser |
CHI | 3 |
| 2022 | Squeezy-Feely: Investigating Lateral Thumb-Index Pinching as an Input ModalityabstractFrom zooming on smartphones and mid-air gestures to deformable user interfaces, thumb-index pinching grips are used in many interaction techniques. However, there is still a lack of systematic understanding of how the accuracy and efficiency of such grips are affected by various factors such as counterforce, grip span, and grip direction. Therefore, in this paper, we contribute an evaluation (N = 18) of thumb-index pinching performance in a visual targeting task using scales up to 75 items. As part of our findings, we conclude that the pinching interaction between the thumb and index finger is a promising modality also for one-dimensional input on higher scales. Furthermore, we discuss and outline implications for future user interfaces that benefit from pinching as an additional and complementary interaction modality. Martin Schmitz 0001, Sebastian Günther 0001, Florian Müller 0003 |
CHI | 1 |
| 2022 | Understanding Perspectives for Single- and Multi-Limb Movement Guidance in Virtual 3D EnvironmentsabstractMovement guidance in virtual reality has many applications ranging from physical therapy, assistive systems to sport learning. These movements range from simple single-limb to complex multi-limb movements. While VR supports many perspectives – e.g., first person and third person – it remains unclear how accurate these perspectives communicate different movements. In a user study (N=18), we investigated the influence of perspective, feedback, and movement properties on the accuracy of movement guidance. Participants had on average an angle error of 6.2° for single arm movements, 7.4° for synchronous two arm movements, and 10.3° for synchronous two arm and leg movements. Furthermore, the results show that the two variants of third-person perspectives outperform a first-person perspective for movement guidance (19.9% and 24.3% reduction in angle errors). Qualitative feedback confirms the quantitative data and shows users have a clear preference for third-person perspectives. Through our findings we provide guidance for designers and developers of future VR movement guidance systems. Hesham Elsayed, Kenneth Kartono, Martin Schmitz 0001, Max Mühlhäuser, Martin Weigel 0001 |
VRST | 4 |
| 2022 | "Nah, it's just annoying!" A Deep Dive into User Perceptions of Two-Factor AuthenticationabstractTwo-factor authentication (2FA) is a recommended or imposed authentication mechanism for valuable online assets. However, 2FA mechanisms usually exhibit user experience issues that create user friction and even lead to poor acceptance, hampering the wider spread of 2FA. In this article, we investigate user perceptions of 2FA through in-depth interviews with 42 participants, revealing key requirements that are not well met today despite recently emerged 2FA solutions. First, we investigate past experiences with authentication mechanisms emphasizing problems and aspects that hamper good user experience. Second, we investigate the different authentication factors more closely. Our results reveal particularly interesting preferences regarding the authentication factor “ownership” in terms of properties, physical realizations, and interaction. These findings suggest a path toward 2FA mechanisms with considerably better user experience, promising to improve the acceptance and hence, the proliferation of 2FA for the benefit of security in the digital world. Karola Marky, Kirill Ragozin, George Chernyshov, Andrii Matviienko, Martin Schmitz 0001, Max Mühlhäuser, Chloe Eghtebas, Kai Kunze |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2021 | CameraReady: Assessing the Influence of Display Types and Visualizations on Posture GuidanceabstractComputer-supported posture guidance is used in sports, dance training, expression of art with movements, and learning gestures for interaction. At present, the influence of display types and visualizations have not been investigated in the literature. These factors are important as they directly impact perception and cognitive load, and hence influence the performance of participants. In this paper, we conducted a controlled experiment with 20 participants to compare the use of five display types with different screen sizes: smartphones, tablets, desktop monitors, TVs, and large displays. On each device, we compared three common visualizations for posture guidance: skeletons, silhouettes, and 3d body models. To conduct our assessment, we developed a mobile and cross-platform system that only requires a single camera. Our results show that compared to a smartphone display, larger displays show a lower error (12%). Regarding the choice of visualization, participants rated 3D body models as significantly more usable in comparison to a skeleton visualization. Hesham Elsayed, Philipp P. Hoffmann, Sebastian Günther 0001, Martin Schmitz 0001, Martin Weigel 0001, Max Mühlhäuser, Florian Müller 0003 |
Conference on Designing Interactive Systems | 4 |
| 2021 | Let's Frets! Assisting Guitar Students During Practice via Capacitive SensingabstractLearning a musical instrument requires regular exercise. However, students are often on their own during their practice sessions due to the limited time with their teachers, which increases the likelihood of mislearning playing techniques. To address this issue, we present Let’s Frets - a modular guitar learning system that provides visual indicators and capturing of finger positions on a 3D-printed capacitive guitar fretboard. We based the design of Let’s Frets on requirements collected through in-depth interviews with professional guitarists and teachers. In a user study (N=24), we evaluated the feedback modules of Let’s Frets against fretboard charts. Our results show that visual indicators require the least time to realize new finger positions while a combination of visual indicators and position capturing yielded the highest playing accuracy. We conclude how Let’s Frets enables independent practice sessions that can be translated to other musical instruments. Karola Marky, Andreas Weiß, Andrii Matviienko, Florian Brandherm, Martin Schmitz 0001, Florian Krell, Florian Müller 0003, Max Mühlhäuser, Thomas Kosch |
CHI | 6 |
| 2021 | Itsy-Bits: Fabrication and Recognition of 3D-Printed Tangibles with Small Footprints on Capacitive TouchscreensabstractTangibles on capacitive touchscreens are a promising approach to overcome the limited expressiveness of touch input. While research has suggested many approaches to detect tangibles, the corresponding tangibles are either costly or have a considerable minimal size. This makes them bulky and unattractive for many applications. At the same time, they obscure valuable display space for interaction. Martin Schmitz 0001, Florian Müller 0003, Max Mühlhäuser, Jan Riemann, Huy Viet Le |
CHI | 1 |
| 2021 | Oh, Snap! A Fabrication Pipeline to Magnetically Connect Conventional and 3D-Printed Electronicsabstract3D printing has revolutionized rapid prototyping by speeding up the creation of custom-shaped objects. With the rise of multi-material 3D printers, these custom-shaped objects can now be made interactive in a single pass through passive conductive structures. However, connecting conventional electronics to these conductive structures often still requires time-consuming manual assembly involving many wires, soldering or gluing. Martin Schmitz 0001, Jan Riemann, Florian Müller 0003, Steffen Kreis, Max Mühlhäuser |
CHI | 1 |
| 2020 | Walk The Line: Leveraging Lateral Shifts of the Walking Path as an Input Modality for Head-Mounted DisplaysabstractRecent technological advances have made head-mounted displays (HMDs) smaller and untethered, fostering the vision of ubiquitous interaction in a digitally augmented physical world. Consequently, a major part of the interaction with such devices will happen on the go, calling for interaction techniques that allow users to interact while walking. In this paper, we explore lateral shifts of the walking path as a hands-free input modality. The available input options are visualized as lanes on the ground parallel to the user's walking path. Users can select options by shifting the walking path sideways to the respective lane. We contribute the results of a controlled experiment with 18 participants, confirming the viability of our approach for fast, accurate, and joyful interactions. Further, based on the findings of the controlled experiment, we present three example applications. Florian Müller 0003, Martin Schmitz 0001, Daniel Schmitt 0005, Sebastian Günther 0001, Markus Funk, Max Mühlhäuser |
CHI | 2 |
| 2020 | Therminator: Understanding the Interdependency of Visual and On-Body Thermal Feedback in Virtual RealityabstractRecent advances have made Virtual Reality (VR) more realistic than ever before. This improved realism is attributed to today's ability to increasingly appeal to human sensations, such as visual, auditory or tactile. While research also examines temperature sensation as an important aspect, the interdependency of visual and thermal perception in VR is still underexplored. In this paper, we propose Therminator, a thermal display concept that provides warm and cold on-body feedback in VR through heat conduction of flowing liquids with different temperatures. Further, we systematically evaluate the interdependency of different visual and thermal stimuli on the temperature perception of arm and abdomen with 25 participants. As part of the results, we found varying temperature perception depending on the stimuli, as well as increasing involvement of users during conditions with matching stimuli. Sebastian Günther 0001, Florian Müller 0003, Omar Elmoghazy, Max Mühlhäuser, Martin Schmitz 0001 |
CHI | 6 |
| 2020 | 3D-Auth: Two-Factor Authentication with Personalized 3D-Printed ItemsabstractTwo-factor authentication is a widely recommended security mechanism and already offered for different services. However, known methods and physical realizations exhibit considerable usability and customization issues. In this paper, we propose 3D-Auth, a new concept of two-factor authentication. 3D-Auth is based on customizable 3D-printed items that combine two authentication factors in one object. The object bottom contains a uniform grid of conductive dots that are connected to a unique embedded structure inside the item. Based on the interaction with the item, different dots turn into touch-points and form an authentication pattern. This pattern can be recognized by a capacitive touchscreen. Based on an expert design study, we present an interaction space with six categories of possible authentication interactions. In a user study, we demonstrate the feasibility of 3D-Auth items and show that the items are easy to use and the interactions are easy to remember. Karola Marky, Martin Schmitz 0001, Verena Zimmermann, Martin Herbers, Kai Kunze, Max Mühlhäuser |
CHI | 2 |
| 2020 | Podoportation: Foot-Based Locomotion in Virtual RealityabstractVirtual Reality (VR) allows for infinitely large environments. However, the physical traversable space is always limited by real-world boundaries. This discrepancy between physical and virtual dimensions renders traditional locomotion methods used in real world unfeasible. To alleviate these limitations, research proposed various artificial locomotion concepts such as teleportation, treadmills, and redirected walking. However, these concepts occupy the user's hands, require complex hardware or large physical spaces. In this paper, we contribute nine VR locomotion concepts for foot-based locomotion, relying on the 3D position of the user's feet and the pressure applied to the sole as input modalities. We evaluate our concepts and compare them to state-of-the-art point & teleport technique in a controlled experiment with 20 participants. The results confirm the viability of our approaches for foot-based and engaging locomotion. Further, based on the findings, we contribute a wireless hardware prototype implementation. Julius von Willich, Martin Schmitz 0001, Florian Müller 0003, Daniel Schmitt 0005, Max Mühlhäuser |
CHI | 2 |
| 2020 | VRSketchPen: Unconstrained Haptic Assistance for Sketching in Virtual 3D EnvironmentsabstractAccurate sketching in virtual 3D environments is challenging due to aspects like limited depth perception or the absence of physical support. To address this issue, we propose VRSketchPen – a pen that uses two haptic modalities to support virtual sketching without constraining user actions: (1) pneumatic force feedback to simulate the contact pressure of the pen against virtual surfaces and (2) vibrotactile feedback to mimic textures while moving the pen over virtual surfaces. To evaluate VRSketchPen, we conducted a lab experiment with 20 participants to compare (1) pneumatic, (2) vibrotactile and (3) a combination of both with (4) snapping and no assistance for flat and curved surfaces in a 3D virtual environment. Our findings show that usage of pneumatic, vibrotactile and their combination significantly improves 2D shape accuracy and leads to diminished depth errors for flat and curved surfaces. Qualitative results indicate that users find the addition of unconstraining haptic feedback to significantly improve convenience, confidence and user experience. Hesham Elsayed, Mayra Donaji Barrera Machuca, Christian Schaarschmidt, Karola Marky, Florian Müller 0003, Jan Riemann, Andrii Matviienko, Martin Schmitz 0001, Martin Weigel 0001, Max Mühlhäuser |
VRST | 8 |
| 2019 | Mind the Tap: Assessing Foot-Taps for Interacting with Head-Mounted DisplaysabstractFrom voice commands and air taps to touch gestures on frames: Various techniques for interacting with head-mounted displays (HMDs) have been proposed. While these techniques have both benefits and drawbacks dependent on the current situation of the user, research on interacting with HMDs has not concluded yet. In this paper, we add to the body of research on interacting with HMDs by exploring foot-tapping as an input modality. Through two controlled experiments with a total of 36 participants, we first explore direct interaction with interfaces that are displayed on the floor and require the user to look down to interact. Secondly, we investigate indirect interaction with interfaces that, although operated by the user's feet, are always visible as they are floating in front of the user. Based on the results of the two experiments, we provide design recommendations for direct and indirect foot-based user interfaces. Florian Müller 0003, Joshua McManus, Sebastian Günther 0001, Martin Schmitz 0001, Max Mühlhäuser, Markus Funk |
CHI | 4 |
| 2019 | ./trilaterate: A Fabrication Pipeline to Design and 3D Print Hover-, Touch-, and Force-Sensitive ObjectsabstractHover, touch, and force are promising input modalities that get increasingly integrated into screens and everyday objects. However, these interactions are often limited to flat surfaces and the integration of suitable sensors is time-consuming and costly. To alleviate these limitations, we contribute Trilaterate: A fabrication pipeline to 3D print custom objects that detect the 3D position of a finger hovering, touching, or forcing them by combining multiple capacitance measurements via capacitive trilateration. Trilaterate places and routes actively-shielded sensors inside the object and operates on consumer-level 3D printers. We present technical evaluations and example applications that validate and demonstrate the wide applicability of Trilaterate. Martin Schmitz 0001, Martin Stitz, Florian Müller 0003, Markus Funk, Max Mühlhäuser |
CHI | 1 |
| 2018 | Off-Line Sensing: Memorizing Interactions in Passive 3D-Printed ObjectsabstractEmbedding sensors into objects allow them to recognize various interactions. However, sensing usually requires active electronics that are often costly, need time to be assembled, and constantly draw power. Thus, we propose off-line sensing: passive 3D-printed sensors that detect one-time interactions, such as accelerating or flipping, but neither require active electronics nor power at the time of the interaction. They memorize a pre-defined interaction via an embedded structure filled with a conductive medium (e.g., a liquid). Whether a sensor was exposed to the interaction can be read-out via a capacitive touchscreen. Sensors are printed in a single pass on a consumer-level 3D printer. Through a series of experiments, we show the feasibility of off-line sensing. Martin Schmitz 0001, Martin Herbers, Niloofar Dezfuli, Sebastian Günther 0001, Max Mühlhäuser |
CHI | 1 |
| 2017 | Flexibles: Deformation-Aware 3D-Printed Tangibles for Capacitive TouchscreensabstractWe introduce Flexibles: 3D-printed flexible tangibles that are deformation-aware and operate on capacitive touchscreens. Flexibles add expressive deformation input to interaction with on-screen tangibles. Based on different types of deformation mapping, we contribute a set of 3D-printable mechanisms that capture pressing, squeezing, and bending input with multiple levels of intensities. They can be integrated into 3D printed objects with custom geometries and on different locations. A Flexible is printed in a single pass on a consumer-level 3D printer without requiring further assembly. Through a series of interactive prototypes, example applications and a technical evaluation, we show the technical feasibility and the wide applicability of Flexibles. Martin Schmitz 0001, Jürgen Steimle, Jochen Huber, Niloofar Dezfuli, Max Mühlhäuser |
CHI | 1 |
| 2016 | Exploring 3D Printed Interactionabstract3D printing is widely used to physically prototype the look and feel of 3D objects. However, interaction possibilities of these prototypes are often limited to mechanical parts or post-assembled electronics. Moreover, fabricating interactive 3D printed objects is still an expert task. In my dissertation, I therefore explore how to support users in the design of interactive 3D objects and how to automate the generation of adequate sensing structures. Further, I investigate tangible interaction concepts for 3D printed objects. In this paper, I outline my past and future research towards the fabrication of 3D objects in terms of (1) user-friendly design, (2) automation of fabrication, and (3) tangible interaction concepts for the input modalities touch and deformation. Martin Schmitz 0001 |
TEI | 1 |
| 2015 | Capricate: A Fabrication Pipeline to Design and 3D Print Capacitive Touch Sensors for Interactive Objectsabstract3D printing is widely used to physically prototype the look and feel of 3D objects. Interaction possibilities of these prototypes, however, are often limited to mechanical parts or post-assembled electronics. In this paper, we present Capricate, a fabrication pipeline that enables users to easily design and 3D print highly customized objects that feature embedded capacitive multi-touch sensing. The object is printed in a single pass using a commodity multi-material 3D printer. To enable touch input on a wide variety of 3D printable surfaces, we contribute two techniques for designing and printing embedded sensors of custom shape. The fabrication pipeline is technically validated by a series of experiments and practically validated by a set of example applications. They demonstrate the wide applicability of Capricate for interactive objects. Martin Schmitz 0001, Mohammadreza Khalilbeigi, Matthias Balwierz, Roman Lissermann, Max Mühlhäuser, Jürgen Steimle |
UIST | 1 |
| 2014 | Permulin: mixed-focus collaboration on multi-view tabletopsabstractWe contribute Permulin, an integrated set of interaction and visualization techniques for multi-view tabletops to support co-located collaboration across a wide variety of collaborative coupling styles. These techniques (1) provide support both for group work and for individual work, as well as for the transitions in-between, (2) contribute sharing and peeking techniques to support mutual awareness and group coordination during phases of individual work, (3) reduce interference during group work on a group view, and (4) directly integrate with conventional multi-touch input. We illustrate our techniques in a proof-of-concept implementation with the two example applications of map navigation and photo collages. Results from two user studies demonstrate that Permulin supports fluent transitions between individual and group work and exhibits unique awareness properties that allow participants to be highly aware of each other during tightly coupled collaboration, while being able to unobtrusively perform individual work during loosely coupled collaboration. Roman Lissermann, Jochen Huber, Martin Schmitz 0001, Jürgen Steimle, Max Mühlhäuser |
CHI | 3 |