Robert Kovacs

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20ranked-venue papers
4as first author
5since 2021 · last 2026
0000-0002-9427-2861ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 20 · 4 first-author · 5 since 2021
YearPublicationVenuePosition
2026 AirForce: Personal Fabrication of Large-Scale, Load-Bearing Animatronics Structures from a Single Tube
abstract
We present a fabrication system called AirForce that allows users to create large-scale, load-bearing animated structures from a single inflatable tube. AirForce builds on the personal fabrication of animated truss structures, based on which it replaces not only the static elements with tube, but also introduces tube-based actuators that integrate with that same tube. This ‘single-tube’ design affords efficient single-person assembly, excellent power-to-weight ratio, easy transport and setup, and 100% material reuse. We show three variants of actuators: buckling actuators for pushing, muscle actuators for pulling, and telescoping actuators for large forces. Our blender plugin enables users to place actuators in structures and export instructions for efficient fabrication. We demonstrate a 6DOF motion platform that lifts humans and an 8m high animatronic T-rex that animates with 3DOF, enabled by custom hardware components. In our technical evaluation, the three actuators delivered 480N, 1420N, and 2330N peak forces, respectively.
Lukas Rambold, Robert Kovacs, Antonius Naumann, Konrad Gerlach, Horatio Hamkins, Helena Lendowski, Chiao Fang, Shohei Katakura, Conrad Lempert, Muhammad Abdullah 0002, Patrick Baudisch
CHI2
2023 Kerfmeter: Automatic Kerf Calibration for Laser Cutting
abstract
We present Kerfmeter, a hardware + software device that automatically determines how much material the laser cutter burns off, also known as kerf. Its knowledge about kerf allows Kerfmeter to make the joints of laser cut 3D models fit together with just the right tension, i.e., loose enough to allow for comfortable assembly, yet tight enough to hold parts together without glue—all this without user interaction. Kerfmeter attaches to the head of a laser cutter and works as follows: when users send a model to the laser cutter, Kerfmeter intercepts the job, injects a brief calibration routine that determines kerf, dilates the cutting plan according to this kerf, and then proceeds to fabricate the cutting plan. During the calibration routine, Kerfmeter cuts a 2cm Archimedean spiral and uses a motor to rotate it in place until it jams against the surrounding material; the angle at which the spiral jams allows Kerfmeter to infer kerf. The calibration process takes about 20s, which is >10x faster than traditional, manual kerf calibration, while also eliminating the need for expertise. In our technical evaluation, Kerfmeter produced functioning press fit joints reliably at a precision comparable to traditional manual kerf strips. Kerfmeter makes it easy to sample repeatedly; we demonstrate how this allows boosting precision past any traditional kerf strip.
Shohei Katakura, Martin Taraz, Muhammad Abdullah 0002, Paul Methfessel, Lukas Rambold, Robert Kovacs, Patrick Baudisch
CHI6
2023 AirTied: Automatic Personal Fabrication of Truss Structures
abstract
We present AirTied, a device that fabricates truss structures in a fully automatic fashion. AirTied achieves this by unrolling a 20cm-wide inflatable plastic tube and tying nodes into it. AirTied creates nodes by holding onto a segment of tube, stacking additional tube segments on top of it, tying them up, and releasing the result. The resulting structures are material-efficient and light as well as sturdy, as we demonstrate by creating a 6m-tower. Unlike the prior art, AirTied requires no scaffolding and no building blocks, bringing automated truss construction into the reach of personal fabrication.
Lukas Rambold, Robert Kovacs, Conrad Lempert, Muhammad Abdullah 0002, Helena Lendowski, Lukas Fritzsche, Martin Taraz, Patrick Baudisch
UIST2
2021 FastForce: Real-Time Reinforcement of Laser-Cut Structures
abstract
We present fastForce, a software tool that detects structural flaws in laser cut 3D models and fixes them by introducing additional plates into the model, thereby making models up to 52x stronger. By focusing on a specific type of structural issue, i.e., poorly connected sub-structures in closed box structures, fastForce achieves real-time performance (106x faster than finite element analysis, in the specific case of the wheelbarrow from Figure 1). This allows fastForce to fix structural issues continuously in the background, while users stay focused on editing their models and without ever becoming aware of any structural issues.
Muhammad Abdullah 0002, Martin Taraz, Yannis Kommana, Shohei Katakura, Robert Kovacs, Jotaro Shigeyama, Thijs Roumen, Patrick Baudisch
CHI5
2021 Trusscillator: a System for Fabricating Human-Scale Human-Powered Oscillating Devices
abstract
Trusscillator is an end-to-end system that allows non-engineers to create human-scale human-powered devices that perform oscillatory movements, such as playground equipment, workout devices, and interactive kinetic installations. While recent research has been focusing on generating mechanisms that produce specific movement-path, without considering the required energy for the motion (kinematic approach), Trusscillator supports users in designing mechanisms that recycle energy in the system in the form of oscillating mechanisms (dynamic approach), specifically with the help of coil-springs. The presented system features a novel set of tools tailored for designing the dynamic experience of the motion. These tools allow designers to focus on user experience-specific aspects, such as motion range, tempo, and effort while abstracting away the underlying technicalities of eigenfrequencies, spring constants, and energy. Since the forces involved in the resulting devices can be high, Trusscillator helps users to fabricate from steel by picking out appropriate steal springs, generating part lists, and producing stencils and welding jigs that help weld with precision. To validate our system, we designed, built, and tested a series of unique playground equipment featuring 2-4 degrees of movement.
Robert Kovacs, Lukas Rambold, Lukas Fritzsche, Dominik Meier, Jotaro Shigeyama, Shohei Katakura, Ran Zhang 0007, Patrick Baudisch
UIST1
2020 Virtual Reality Without Vision: A Haptic and Auditory White Cane to Navigate Complex Virtual Worlds
abstract
Current Virtual Reality (VR) technologies focus on rendering visuospatial effects, and thus are inaccessible for blind or low vision users. We examine the use of a novel white cane controller that enables navigation without vision of large virtual environments with complex architecture, such as winding paths and occluding walls and doors. The cane controller employs a lightweight three-axis brake mechanism to provide large-scale shape of virtual objects. The multiple degrees-of-freedom enables users to adapt the controller to their preferred techniques and grip. In addition, surface textures are rendered with a voice coil actuator based on contact vibrations; and spatialized audio is determined based on the progression of sound through the geometry around the user. We design a scavenger hunt game that demonstrates how our device enables blind users to navigate a complex virtual environment. Seven out of eight users were able to successfully navigate the virtual room (6x6m) to locate targets while avoiding collisions. We conclude with design consideration on creating immersive non-visual VR experiences based on user preferences for cane techniques, and cane material properties.
Alexa F. Siu, Mike Sinclair, Robert Kovacs, Eyal Ofek, Christian Holz 0001, Edward Cutrell
CHI3
2020 Haptic PIVOT: On-Demand Handhelds in VR
abstract
We present PIVOT, a wrist-worn haptic device that renders virtual objects into the user's hand on demand. Its simple design comprises a single actuated joint that pivots a haptic handle into and out of the user's hand, rendering the haptic sensations of grasping, catching, or throwing an object anywhere in space. Unlike existing hand-held haptic devices and haptic gloves, PIVOT leaves the user's palm free when not in use, allowing users to make unencumbered use of their hand. PIVOT also enables rendering forces acting on the held virtual objects, such as gravity, inertia, or air-drag, by actively driving its motor while the user is firmly holding the handle. When wearing a PIVOT device on both hands, they can add haptic feedback to bimanual interaction, such as lifting larger objects. In our user study, participants (n=12) evaluated the realism of grabbing and releasing objects of different shape and size with mean score 5.19 on a scale from 1 to 7, rated the ability to catch and throw balls in different directions with different velocities (mean=5.5), and verified the ability to render the comparative weight of held objects with 87% accuracy for ~100g increments.
Robert Kovacs, Eyal Ofek, Mar González-Franco, Alexa F. Siu, Sebastian Marwecki, Christian Holz 0001, Mike Sinclair
UIST1
2019 Kyub: A 3D Editor for Modeling Sturdy Laser-Cut Objects
abstract
We present an interactive editing system for laser cutting called kyub. Kyub allows users to create models efficiently in 3D, which it then unfolds into the 2D plates laser cutters expect. Unlike earlier systems, such as FlatFitFab, kyub affords construction based on closed box structures, which allows users to turn very thin material, such as 4mm plywood, into objects capable of withstanding large forces, such as chairs users can actually sit on. To afford such sturdy construction, every kyub project begins with a simple finger-joint "boxel"-a structure we found to be capable of withstanding over 500kg of load. Users then extend their model by attaching additional boxels. Boxels merge automatically, resulting in larger, yet equally strong structures. While the concept of stacking boxels allows kyub to offer the strong affordance and ease of use of a voxel-based editor, boxels are not confined to a grid and readily combine with kuyb's various geometry deformation tools. In our technical evaluation, objects built with kyub withstood hundreds of kilograms of loads. In our user study, non-engineers rated the learnability of kyub 6.1/7.
Patrick Baudisch, Arthur Silber, Yannis Kommana, Milan Gruner, Ludwig Wall, Kevin Reuss, Lukas Heilmann, Robert Kovacs, Daniel Rechlitz, Thijs Roumen
CHI8
2019 FormFab: Continuous Interactive Fabrication
abstract
Several systems have illustrated the concept of interactive fabrication, i.e. rather than working through a digital editor, users make edits directly on the physical workpiece. However, so far the interaction has been limited to turn-taking, i.e., users first perform a command and then the system responds with physical feedback. In this paper, we present a first step towards interactive fabrication that changes the workpiece continuously while the user is manipulating it.
Stefanie Mueller 0001, Anna Seufert, Huaishu Peng, Robert Kovacs, Kevin Reuss, François Guimbretière, Patrick Baudisch
TEI4
2018 Metamaterial Textures
abstract
We present metamaterial textures---3D printed surface geometries that can perform a controlled transition between two or more textures. Metamaterial textures are integrated into 3D printed objects and allow designing how the object interacts with the environment and the user's tactile sense. Inspired by foldable paper sheets ("origami") and surface wrinkling, our 3D printed metamaterial textures consist of a grid of cells that fold when compressed by an external global force. Unlike origami, however, metamaterial textures offer full control over the transformation, such as in between states and sequence of actuation. This allows for integrating multiple textures and makes them useful, e.g., for exploring parameters in the rapid prototyping of textures. Metamaterial textures are also robust enough to allow the resulting objects to be grasped, pushed, or stood on. This allows us to make objects, such as a shoe sole that transforms from flat to treaded, a textured door handle that provides tactile feedback to visually impaired users, and a configurable bicycle grip. We present an editor assists users in creating metamaterial textures interactively by arranging cells, applying forces, and previewing their deformation.
Alexandra Ion, Robert Kovacs, Oliver Schneider 0006, Pedro Lopes 0001, Patrick Baudisch
CHI2
2018 TrussFormer: 3D Printing Large Kinetic Structures
abstract
We present TrussFormer, an integrated end-to-end system that allows users to 3D print large-scale kinetic structures, i.e., structures that involve motion and deal with dynamic forces. TrussFormer builds on TrussFab, from which it inherits the ability to create static large-scale truss structures from 3D printed connectors and PET bottles. TrussFormer adds movement to these structures by placing linear actuators into them: either manually, wrapped in reusable components called assets, or by demonstrating the intended movement. TrussFormer verifies that the resulting structure is mechanically sound and will withstand the dynamic forces resulting from the motion. To fabricate the design, TrussFormer generates the underlying hinge system that can be printed on standard desktop 3D printers. We demonstrate TrussFormer with several example objects, including a 6 legged walking robot and a 4m tall animatronics dinosaur with 5 degrees of freedom.
Robert Kovacs, Alexandra Ion, Pedro Lopes 0001, Tim Oesterreich, Johannes Filter, Philipp Otto, Tobias Arndt, Nico Ring, Melvin Witte, Anton Synytsia, Patrick Baudisch
UIST1
2018 DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual Worlds
abstract
We present a new haptic device that enables blind users to continuously interact with spatial virtual environments that contain moving objects, as is the case in sports or shooter games. Users interact with DualPanto by operating the me handle with one hand and by holding on to the it handle with the other hand. Each handle is connected to a pantograph haptic input/output device. The key feature is that the two handles are spatially registered with respect to each other. When guiding their avatar through a virtual world using the me handle, spatial registration enables users to track moving objects by having the device guide the output hand. This allows blind players of a 1-on-1 soccer game to race for the ball or evade an opponent; it allows blind players of a shooter game to aim at an opponent and dodge shots. In our user study, blind participants reported very high enjoyment when using the device to play (6.5/7).
Oliver Schneider 0006, Jotaro Shigeyama, Robert Kovacs, Thijs Roumen, Sebastian Marwecki, Nico Boeckhoff, Daniel Amadeus Gloeckner, Jonas Bounama, Patrick Baudisch
UIST3
2017 Digital Mechanical Metamaterials
abstract
In this paper, we explore how to embody mechanical computation into 3D printed objects, i.e., without electronic sensors, actuators, or controllers typically used for this purpose. A key benefit of our approach is that the resulting objects can be 3D printed in one piece and thus do not require assembly. We are building on 3D printed cell structures, also known as metamaterials. We introduce a new type of cell that propagates a digital mechanical signal using an embedded bistable spring. When triggered, the embedded spring discharges and the resulting impulse triggers one or more neighboring cells, resulting in signal propagation. We extend this basic mechanism to implement simple logic functions. We demonstrate interactive objects based on this concept, such as a combination lock. We present a custom editor that allows users to model 3D objects, route signals, simulate signal flow, and synthesize cell patterns.
Alexandra Ion, Ludwig Wall, Robert Kovacs, Patrick Baudisch
CHI3
2017 TrussFab: Fabricating Sturdy Large-Scale Structures on Desktop 3D Printers
abstract
We present TrussFab, an integrated end-to-end system that allows users to fabricate large scale structures that are sturdy enough to carry human weight. TrussFab achieves the large scale by complementing 3D print with plastic bottles. It does not use these bottles as "bricks" though, but as beams that form structurally sound node-link structures, also known as trusses, allowing it to handle the forces resulting from scale and load. TrussFab embodies the required engineering knowledge, allowing non-engineers to design such structures and to validate their design using integrated structural analysis. We have used TrussFab to design and fabricate tables and chairs, a 2.5 m long bridge strong enough to carry a human, a functional boat that seats two, and a 5 m diameter dome.
Robert Kovacs, Anna Seufert, Ludwig Wall, Hsiang-Ting Chen, Florian Meinel, Willi Müller, Sijing You, Maximilian Brehm, Jonathan Striebel, Yannis Kommana, Alexander Popiak, Thomas Bläsius, Patrick Baudisch
CHI1
2016 Linespace: A Sensemaking Platform for the Blind
abstract
For visually impaired users, making sense of spatial information is difficult as they have to scan and memorize content before being able to analyze it. Even worse, any update to the displayed content invalidates their spatial memory, which can force them to manually rescan the entire display. Making display contents persist, we argue, is thus the highest priority in designing a sensemaking system for the visually impaired. We present a tactile display system designed with this goal in mind. The foundation of our system is a large tactile display (140x100cm, 23x larger than Hyperbraille), which we achieve by using a 3D printer to print raised lines of filament. The system's software then trades in this space in order to minimize screen updates. Instead of panning and zooming, for example, our system creates additional views, leaving display contents intact and thus supporting users in preserving their spatial memory. We illustrate our system and its design principles at the example of four spatial applications. We evaluated our system with six blind users. Participants responded favorably to the system and expressed, for example, that having multiple views at the same time was helpful. They also judged the increased expressiveness of lines over the more traditional dots as useful for encoding information.
Sai Swaminathan, Thijs Roumen, Robert Kovacs, David Stangl, Stefanie Mueller 0001, Patrick Baudisch
CHI3
2016 Metamaterial Mechanisms
abstract
Recently, researchers started to engineer not only the outer shape of objects, but also their internal microstructure. Such objects, typically based on 3D cell grids, are also known as metamaterials. Metamaterials have been used, for example, to create materials with soft and hard regions.
Alexandra Ion, Johannes Frohnhofen, Ludwig Wall, Robert Kovacs, Mirela Alistar, Jack Lindsay, Pedro Lopes 0001, Hsiang-Ting Chen, Patrick Baudisch
UIST4
2015 Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual Reality
abstract
We present "Level-Ups", computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted to the bottom of the boot that extends vertically. Unlike traditional solutions that are integrated with locomotion devices, Level-Ups allow users to walk around freely ("real-walking"). We present Level-Ups in a demo environment based on a head-mounted display, optical motion capture, and integrated with two different game engines. In a user study, participants rated the realism of stepping onto objects 6.0 out of 7.0 when wearing Level-Ups compared to 3.5 without.
Dominik Schmidt, Robert Kovacs, Vikram Mehta, Udayan Umapathi, Sven Köhler 0004, Lung-Pan Cheng, Patrick Baudisch
CHI2
2015 Protopiper: Physically Sketching Room-Sized Objects at Actual Scale
abstract
Physical sketching of 3D wireframe models, using a hand-held plastic extruder, allows users to explore the design space of 3D models efficiently. Unfortunately, the scale of these devices limits users' design explorations to small-scale objects. We present protopiper, a computer aided, hand-held fabrication device, that allows users to sketch room-sized objects at actual scale. The key idea behind protopiper is that it forms adhesive tape into tubes as its main building material, rather than extruded plastic or photopolymer lines. Since the resulting tubes are hollow they offer excellent strength-to-weight ratio, thus scale well to large structures. Since the tape is pre-coated with adhesive it allows connecting tubes quickly, unlike extruded plastic that would require heating and cooling in the kilowatt range. We demonstrate protopiper's use through several demo objects, ranging from more constructive objects, such as furniture, to more decorative objects, such as statues. In our exploratory user study, 16 participants created objects based on their own ideas. They rated the device as being "useful for creative exploration", "its ability to sketch at actual scale helped judge fit", and "fun to use."
Harshit Agrawal, Udayan Umapathi, Robert Kovacs, Johannes Frohnhofen, Hsiang-Ting Chen, Stefanie Mueller 0001, Patrick Baudisch
UIST3
2015 TurkDeck: Physical Virtual Reality Based on People
abstract
TurkDeck is an immersive virtual reality system that reproduces not only what users see and hear, but also what users feel. TurkDeck produces the haptic sensation using props, i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. Unlike previous work on prop-based virtual reality, however, TurkDeck allows creating arbitrarily large virtual worlds in finite space and using a finite set of physical props. The key idea behind TurkDeck is that it creates these physical representations on the fly by making a group of human workers present and operate the props only when and where the user can actually reach them. TurkDeck manages these so-called "human actuators" by displaying visual instructions that tell the human actuators when and where to place props and how to actuate them. We demonstrate TurkDeck at the example of an immersive 300m2 experience in 25m2 physical space. We show how to simulate a wide range of physical objects and effects, including walls, doors, ledges, steps, beams, switches, stompers, portals, zip lines, and wind. In a user study, participants rated the realism/immersion of TurkDeck higher than a traditional prop-less baseline condition (4.9 vs. 3.6 on 7 item Likert).
Lung-Pan Cheng, Thijs Roumen, Hannes Rantzsch, Sven Köhler 0004, Robert Kovacs, Johannes Jasper, Jonas Kemper, Patrick Baudisch
UIST6
2015 Patching Physical Objects
abstract
Personal fabrication is currently a one-way process: Once an object has been fabricated with a 3D printer, it cannot be changed anymore; any change requires printing a new version from scratch. The problem is that this approach ignores the nature of design iteration, i.e. that in subsequent iterations large parts of an object stay the same and only small parts change. This makes fabricating from scratch feel unnecessary and wasteful.
Alexander Teibrich, Stefanie Mueller 0001, François Guimbretière, Robert Kovacs, Stefan Neubert, Patrick Baudisch
UIST4