Demo Data from VLDB 2026 / reviewers in the wild / expert
Sven G. Kratz
dblp:35/2609
· DBLP profile ↗
27ranked-venue papers
14as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 24 · 13 first-authorArtificial intelligence and machine learning · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
7 papers |
Interaction techniques and input · 49% Ubiquitous computing and smart environments · 22% Collaborative and social computing · 13% | |
| Computer networks
1 paper |
Wireless sensing and localization · 100% |
Topics — the 12 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wireless sensing and localization
indoor localization |
0.2 | 1 | 2014 | LoCo: a ready-to-deploy framework for efficient room localization using Wi-Fi · UbiComp 2014 |
Wireless sensing and localization › indoor localization
room-level localization |
0.2 | 1 | 2014 | LoCo: a ready-to-deploy framework for efficient room localization using Wi-Fi · UbiComp 2014 |
Interaction techniques and input › input sensing
gesture recognition |
0.1 | 2 | 2012 | Unravelling seams: improvoing mobile gesture recognition with visual feedback techniques · CHI 2009 ShoeSense: a new perspective on gestural interaction and wearable applications · CHI 2012 |
Interaction techniques and input
gesture |
0.1 | 1 | 2011 | I'm home: Defining and evaluating a gesture set for smart-home control · Int. J. Hum. Comput. Stud. 2011 |
Ubiquitous computing and smart environments › smart home
smart home control |
0.1 | 1 | 2011 | I'm home: Defining and evaluating a gesture set for smart-home control · Int. J. Hum. Comput. Stud. 2011 |
Collaborative and social computing › interactive media
social television |
0.1 | 1 | 2011 | Real-time nonverbal opinion sharing through mobile phones during sports events · CHI 2011 |
Interaction techniques and input › input device
pressure-based input |
0.1 | 1 | 2010 | Characteristics of pressure-based input for mobile devices · CHI 2010 |
Interaction techniques and input
gesture input |
0.1 | 1 | 2009 | Unravelling seams: improvoing mobile gesture recognition with visual feedback techniques · CHI 2009 |
Ubiquitous computing and smart environments › location awareness
location-aware applications |
0.1 | 1 | 2014 | LoCo: a ready-to-deploy framework for efficient room localization using Wi-Fi · UbiComp 2014 |
Ubiquitous computing and smart environments › mobile computing
mobile applications |
0.0 | 1 | 2011 | Real-time nonverbal opinion sharing through mobile phones during sports events · CHI 2011 |
Ubiquitous computing and smart environments
smart home |
0.0 | 1 | 2011 | I'm home: Defining and evaluating a gesture set for smart-home control · Int. J. Hum. Comput. Stud. 2011 |
Collaborative and social computing › social interaction
co-located interaction |
0.0 | 1 | 2009 | Bridging the gap between the Kodak and the Flickr generations: A novel interaction technique for collocated photo sharing · Int. J. Hum. Comput. Stud. 2009 |
Methods — techniques the papers use, named apart from their topics
wifi fingerprinting · 0.4supervised classification · 0.4lab study · 0.1depth sensing · 0.1uncontrolled user study · 0.1sentiment analysis · 0.1user study · 0.1signal conditioning · 0.1user evaluation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Unobtrusive Activity Recognition and Position Estimation for Work Surfaces Using RF-Radar SensingabstractActivity recognition is a core component of many intelligent and context-aware systems. We present a solution for discreetly and unobtrusively recognizing common work activities above a work surface without using cameras. We demonstrate our approach, which utilizes an RF-radar sensor mounted under the work surface, in three domains: recognizing work activities at a convenience-store counter, recognizing common office deskwork activities, and estimating the position of customers in a showroom environment. Our examples illustrate potential benefits for both post-hoc business analytics and for real-time applications. Our solution was able to classify seven clerk activities with 94.9% accuracy using data collected in a lab environment and able to recognize six common deskwork activities collected in real offices with 95.3% accuracy. Using two sensors simultaneously, we demonstrate coarse position estimation around a large surface with 95.4% accuracy. We show that using multiple projections of RF signal leads to improved recognition accuracy. Finally, we show how smartwatches worn by users can be used to attribute an activity, recognized with the RF sensor, to a particular user in multi-user scenarios. We believe our solution can mitigate some of users’ privacy concerns associated with cameras and is useful for a wide range of intelligent systems. Daniel Avrahami, Yusuke Yamaura, Sven G. Kratz, Matthew Cooper 0002 |
ACM Trans. Interact. Intell. Syst. | 4 |
| 2018 | Below the Surface: Unobtrusive Activity Recognition for Work Surfaces using RF-radar sensingabstractActivity recognition is a core component of many intelligent and context-aware systems. In this paper, we present a solution for discreetly and unobtrusively recognizing common work activities above a work surface without using cameras. We demonstrate our approach, which utilizes an RF-radar sensor mounted under the work surface, in two work domains; recognizing work activities at a convenience-store counter (useful for post-hoc analytics) and recognizing common office deskwork activities (useful for real-time applications). We classify seven clerk activities with 94.9% accuracy using data collected in a lab environment, and recognize six common deskwork activities collected in real offices with 95.3% accuracy. We show that using multiple projections of RF signal leads to improved recognition accuracy. Finally, we show how smartwatches worn by users can be used to attribute an activity, recognized with the RF sensor, to a particular user in multi-user scenarios. We believe our solution can mitigate some of users privacy concerns associated with cameras and is useful for a wide range of intelligent systems. Daniel Avrahami, Yusuke Yamaura, Sven G. Kratz |
IUI | 4 |
| 2017 | ThermoTouch: a New Scalable Hardware Design for Thermal DisplaysabstractThermoTouch is a new type of thermo-haptic display device. It provides a visual display with a grid of thermal pixels that can provide hot or cold haptic feedback. Unlike previous devices, our proposed design uses liquid cooling and resistive heating to output thermal feedback. We describe the hardware and software design of ThermoTouch. Technical measurements on our prototype indicate that ThermoTouch has thermal output properties comparable to Peltier elements, which have been used extensively as thermal transducers in previous works. Our measurements of ThermoTouch's per-area power consumption and its low hardware cost per thermal pixel indicate that our technology improves scalability to large-scale thermal displays over technologies used in previous systems. As an example application of ThermoTouch, we describe an editing, automatic keyframe generation and playback system for video with an additional thermo-haptic feedback channel. Lastly, we describe technical design considerations for creating large-scale thermal displays using ThermoTouch technology. Sven G. Kratz, Anthony Dunnigan |
ISS | 1 |
| 2017 | Personalized presentation annotations using optical HMDs
Wyko Rijnsburger, Sven G. Kratz |
Multim. Tools Appl. | 2 |
| 2016 | Immersed remotely: Evaluating the use of Head Mounted Devices for remote collaboration in robotic telepresenceabstractMobile Telepresence Robots (MTR) are an emerging technology that extend the functionality of telepresence systems by adding mobility. MTRs nowadays, however, rely on stationary imaging systems such as a single narrow-view camera for vision, which can lead to higher operator error rates due to view-related deficiencies in situational awareness. We therefore developed an improved imaging and viewing platform that allows immersive telepresence using a Head Mounted Device (HMD) with head-tracked mono and stereoscopic video. Using a remote collaboration task to ground our research, we examine the effectiveness head-tracked HMD systems in comparison to a baseline monitor-based system. We performed a user study where participants were divided into three groups: fixed camera monitor-based baseline condition (without HMD), HMD with head-tracked 2D camera and HMD with head-tracked stereo camera. Results showed the use of HMD reduces task error rates and improves perceived collaborative success and quality of view, compared to the baseline condition. No major difference was found, however, between stereo and 2D camera conditions for participants wearing an HMD. Sven G. Kratz, Fred Rabelo Ferriera |
RO-MAN | 1 |
| 2016 | Look where you're going: Visual interfaces for robot teleoperationabstractTwo related challenges with current teleoperated robotic systems are lack of peripheral vision and awareness, and difficulty or tedium of navigating through remote spaces. We address these challenges by providing an interface with a focus plus context (F+C) view of the robot location, and where the user can navigate simply by looking where they want to go, and clicking or drawing a path on the view to indicate the desired trajectory or destination. The F+C view provides an undistorted, perspectively correct central region surrounded by a wide field of view peripheral portion, and avoids the need for separate views. The navigation method is direct and intuitive in comparison to keyboard or joystick based navigation, which require the user to be in a control loop as the robot moves. Both the F+C views and the direct click navigation were evaluated in a preliminary user study. Jim Vaughan, Sven G. Kratz, Don Kimber |
RO-MAN | 2 |
| 2016 | LoCo: boosting for indoor location classification combining Wi-Fi and BLE
Matthew Cooper 0002, Jacob T. Biehl, Gerry Filby, Sven G. Kratz |
Pers. Ubiquitous Comput. | 4 |
| 2014 | LoCo: a ready-to-deploy framework for efficient room localization using Wi-FiabstractIn recent years, there has been an explosion of social and collaborative applications that leverage location to provide users novel and engaging experiences. Current location technologies work well outdoors but fare poorly indoors. In this paper we present LoCo, a new framework that can provide highly accurate room-level location using a supervised classification scheme. We provide experiments that show this technique is orders of magnitude more efficient than current state-of-the-art Wi-Fi localization techniques. Low classification overhead and computational footprint make classification practical and efficient even on mobile devices. Our framework has also been designed to be easily deployed and leveraged by developers to help create a new wave of location-driven applications and services. Jacob T. Biehl, Matthew Cooper 0002, Gerry Filby, Sven G. Kratz |
UbiComp | 4 |
| 2014 | HABLO: Inaudible acoustic beacons for micro-localizationabstractWe present HABLO, an acoustic beacon system for low-range (<; 0.5 m) indoor localization, which remains a difficult task for existing indoor localization technologies. The beacons utilize an audio band which is inaudible to humans but can be received by the microphones on consumer devices such as laptops, tablets and smartphones. HABLO is designed to be low-cost, easy to integrate with existing infrastructure using USB connectors and to be usable with unmodified end-user devices. We present a technical description of the software and hardware implementation of our prototype and show the results of an initial feasibility study of our system for a localization application within an office environment. Sven G. Kratz, Jacob T. Biehl, Gerry Filby |
IPIN | 1 |
| 2014 | AirAuth: evaluating in-air hand gestures for authenticationabstractSecure authentication with devices or services that store sensitive and personal information is highly important. However, traditional password and pin-based authentication methods compromise between the level of security and user experience. AirAuth is a biometric authentication technique that uses in-air gesture input to authenticate users. We evaluated our technique on a predefined (simple) gesture set and our classifier achieved an average accuracy of 96.6% in an equal error rate (EER-)based study. We obtained an accuracy of 100% when exclusively using personal (complex) user gestures. In a further user study, we found that AirAuth is highly resilient to video-based shoulder surfing attacks, with a measured false acceptance rate of just 2.2%. Furthermore, a longitudinal study demonstrates AirAuth's repeatability and accuracy over time. AirAuth is relatively simple, robust and requires only a low amount of computational power and is hence deployable on embedded or mobile hardware. Unlike traditional authentication methods, our system's security is positively aligned with user-rated pleasure and excitement levels. In addition, AirAuth attained acceptability ratings in personal, office, and public spaces that are comparable to an existing stroke-based on-screen authentication technique. Based on the results presented in this paper, we believe that AirAuth shows great promise as a novel, secure, ubiquitous, and highly usable authentication method. Md Tanvir Islam Aumi, Sven G. Kratz |
Mobile HCI | 2 |
| 2014 | Polly: "being there" through the parrot and a guideabstractTelepresence systems usually lack mobility. Polly, a wearable telepresence device, allows users to explore remote locations or experience events remotely by means of a person that serves as a mobile "guide". We built a series of hardware prototypes and our current, most promising embodiment consists of a smartphone mounted on a stabilized gimbal that is wearable. The gimbal enables remote control of the viewing angle as well as providing active image stabilization while the guide is walking. We present qualitative findings from a series of 8 field tests using either Polly or only a mobile phone. We found that guides felt more physical comfort when using Polly vs. a phone and that Polly was accepted by other persons at the remote location. Remote participants appreciated the stabilized video and ability to control camera view. Connection and bandwidth issues appear to be the most challenging issues for Polly-like systems. Sven G. Kratz, Don Kimber, Weiqing Su, Gwen Gordon, Don Severns |
Mobile HCI | 1 |
| 2013 | Combining acceleration and gyroscope data for motion gesture recognition using classifiers with dimensionality constraintsabstractMotivated by the addition of gyroscopes to a large number of new smart phones, we study the effects of combining accelerometer and gyroscope data on the recognition rate of motion gesture recognizers with dimensionality constraints. Using a large data set of motion gestures we analyze results for the following algorithms: Protractor3D, Dynamic Time Warping (DTW) and Regularized Logistic Regression (LR). We chose to study these algorithms because they are relatively easy to implement, thus well suited for rapid prototyping or early deployment during prototyping stages. For use in our analysis, we contribute a method to extend Protractor3D to work with the 6D data obtained by combining accelerometer and gyroscope data. Our results show that combining accelerometer and gyroscope data is beneficial also for algorithms with dimensionality constraints and improves the gesture recognition rate on our data set by up to 4%. Sven G. Kratz, Michael Rohs, Georg Essl |
IUI | 1 |
| 2013 | Tickle: a surface-independent interaction technique for grasp interfacesabstractWe present a wearable interface that consists of motion sensors. As the interface can be worn on the user's fingers (as a ring) or fixed to it (with nail polish), the device controlled by finger gestures can be any generic object, provided they have an interface for receiving the sensor's signal. We implemented four gestures: tap, release, swipe, and pitch, all of which can be executed with a finger of the hand holding the device. In a user study we tested gesture appropriateness for the index finger at the back of a handheld tablet that offered three different form factors on its rear: flat, convex, and concave (undercut). For all three shapes, the gesture performance was equally good, however pitch performed better on all surfaces than swipe. The proposed interface is an example towards the idea of ubiquitous computing and the vision of seamless interactions with grasped objects. As an initial application scenario we implemented a camera control that allows the brightness to be configured using our tested gestures on a common SLR device. Katrin Wolf 0001, Robert Schleicher, Sven G. Kratz, Michael Rohs |
TEI | 3 |
| 2012 | PalmSpace: continuous around-device gestures vs. multitouch for 3D rotation tasks on mobile devicesabstractRotating 3D objects is a difficult task on mobile devices, because the task requires 3 degrees of freedom and (multi-)touch input only allows for an indirect mapping. We propose a novel style of mobile interaction based on mid-air gestures in proximity of the device to increase the number of DOFs and alleviate the limitations of touch interaction with mobile devices. While one hand holds the device, the other hand performs mid-air gestures in proximity of the device to control 3D objects on the mobile device's screen. A flat hand pose defines a virtual surface which we refer to as the PalmSpace for precise and intuitive 3D rotations. We constructed several hardware prototypes to test our interface and to simulate possible future mobile devices equipped with depth cameras. We conducted a user study to compare 3D rotation tasks using the most promising two designs for the hand location during interaction -- behind and beside the device -- with the virtual trackball, which is the current state-of-art technique for orientation manipulation on touch-screens. Our results show that both variants of PalmSpace have significantly lower task completion times in comparison to the virtual trackball. Sven G. Kratz, Michael Rohs, Dennis Guse, Jörg Müller 0001, Gilles Bailly, Michael Nischt |
AVI | 1 |
| 2012 | ShoeSense: a new perspective on gestural interaction and wearable applicationsabstractWhen the user is engaged with a real-world task it can be inappropriate or difficult to use a smartphone. To address this concern, we developed ShoeSense, a wearable system consisting in part of a shoe-mounted depth sensor pointing upward at the wearer. ShoeSense recognizes relaxed and discreet as well as large and demonstrative hand gestures. In particular, we designed three gesture sets (Triangle, Radial, and Finger-Count) for this setup, which can be performed without visual attention. The advantages of ShoeSense are illustrated in five scenarios: (1) quickly performing frequent operations without reaching for the phone, (2) discreetly performing operations without disturbing others, (3) enhancing operations on mobile devices, (4) supporting accessibility, and (5) artistic performances. We present a proof-of-concept, wearable implementation based on a depth camera and report on a lab study comparing social acceptability, physical and mental demand, and user preference. A second study demonstrates a 94-99% recognition rate of our recognizers. Gilles Bailly, Jörg Müller 0001, Michael Rohs, Daniel J. Wigdor, Sven G. Kratz |
CHI | 5 |
| 2011 | Real-time nonverbal opinion sharing through mobile phones during sports eventsabstractEven with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium and is nowadays often used together with other media, which allow for active participation. The idea of connecting non-collocated TV viewers via telecommunication technologies, referred to as Social TV, has recently received considerable attention. Such systems typically include set-top boxes for supporting collaboration. In this research we investigate if real-time opinion sharing about TV shows through a nonverbal (non-textual) iconic UI on mobile phones is reasonable. For this purpose we developed a mobile app, made it available to a large number of users through the Android Market, and conducted an uncontrolled user study in the wild during the soccer world cup 2010. The results of the study indicate that TV viewers who used the app had more fun and felt more connected to other viewers. We also show that by monitoring this channel it is possible to collect sentiments relevant to the broadcasted content in real-time. The collected data exemplify that the aggregated sentiments correspond to important moments, and hence can be used to generate a summary of the event. Alireza Sahami Shirazi, Michael Rohs, Robert Schleicher, Sven G. Kratz, Albrecht Schmidt 0001 |
CHI | 4 |
| 2011 | Protractor3D: a closed-form solution to rotation-invariant 3D gesturesabstractProtractor 3D is a gesture recognizer that extends the 2D touch screen gesture recognizer Protractor to 3D gestures. It inherits many of Protractor's desirable properties, such as high recognition rate, low computational and low memory requirements, ease of implementation, ease of customization, and low number of required training samples. Protractor 3D is based on a closed-form solution to finding the optimal rotation angle between two gesture traces involving quaternions. It uses a nearest neighbor approach to classify input gestures. It is thus well-suited for application in resource-constrained mobile devices. We present the design of the algorithm and a study that evaluated its performance. Sven G. Kratz, Michael Rohs |
IUI | 1 |
| 2011 | Body, movement, gesture & tactility in interaction with mobile devicesabstractIn the search for novel and more expressive interaction techniques for mobile devices, bodily aspects such as movement, gesture, and touch based interfaces are prominent. For instance, touch-screen gestures have found widespread application in mobile device interfaces while bodily gestures involving device movement are successfully applied in gaming scenarios. Research systems increasingly explore other modalities, like pressure, free-hand and on body interaction in mobile settings. This has become possible through on-going developments that have made sensing and actuating technologies cheaper and more easily integrated in mobile and handheld devices. The turn towards experiential, embodied, and enacted perspectives on cognition and action has also contributed to a shift in what aspects of interaction to focus upon in interaction design. This has led HCIresearchers to explore not only how the whole human body can be taken into account in design, but also to explore new domains of application for instance in leisure, entertainment and public urban environments. Sven G. Kratz, Michael Rohs, Katrin Wolf 0001, Jörg Müller 0001, Mathias Wilhelm 0002, Carolina Johansson, Jakob Tholander, Jarmo Laaksolahti |
Mobile HCI | 1 |
| 2011 | I'm home: Defining and evaluating a gesture set for smart-home control
Christine Kühnel, Tilo Westermann, Fabian Hemmert, Sven G. Kratz, Sebastian Möller 0001 |
Int. J. Hum. Comput. Stud. | 4 |
| 2010 | Characteristics of pressure-based input for mobile devicesabstractWe conducted a series of user studies to understand and clarify the fundamental characteristics of pressure in user interfaces for mobile devices. We seek to provide insight to clarify a longstanding discussion on mapping functions for pressure input. Previous literature is conflicted about the correct transfer function to optimize user performance. Our study results suggest that the discrepancy can be explained by different signal conditioning circuitry and with improved signal conditioning the user-performed precision relationship is linear. We also explore the effects of hand pose when applying pressure to a mobile device from the front, the back, or simultaneously from both sides in a pinching movement. Our results indicate that grasping type input outperforms single-sided input and is competitive with pressure input against solid surfaces. Finally we provide an initial exploration of non-visual multimodal feedback, motivated by the desire for eyes-free use of mobile devices. The findings suggest that non-visual pressure input can be executed without degradation in selection time but suffers from accuracy problems. Craig D. Stewart, Michael Rohs, Sven G. Kratz, Georg Essl |
CHI | 3 |
| 2010 | A $3 gesture recognizer: simple gesture recognition for devices equipped with 3D acceleration sensorsabstractWe present the $3 Gesture Recognizer, a simple but robust gesture recognition system for input devices featuring 3D acceleration sensors. The algorithm is designed to be implemented quickly in prototyping environments, is intended to be device-independent and does not require any special toolkits or frameworks. It relies solely on simple trigonometric and geometric calculations. A user evaluation of our system resulted in a correct gesture recognition rate of 80%, when using a set of 10 unique gestures for classification. Our method requires significantly less training data than other gesture recognizers and is thus suited to be deployed and to deliver results rapidly. Sven G. Kratz, Michael Rohs |
IUI | 1 |
| 2010 | The $3 recognizer: simple 3D gesture recognition on mobile devicesabstractWe present the $3 Gesture Recognizer, a simple but robust gesture recognition system for input devices featuring 3D acceleration sensors. The algorithm is designed to be implemented quickly in prototyping environments, is intended to be device-independent and does not require any special toolkits or frameworks, but relies solely on simple trigonometric and geometric calculations. Our method requires significantly less training data than other gesture recognizers and is thus suited to be deployed and to deliver results rapidly. Sven G. Kratz, Michael Rohs |
IUI | 1 |
| 2010 | Semi-automatic zooming for mobile map navigationabstractIn this paper we present a novel interface for mobile map navigation based on Semi-Automatic Zooming (SAZ). SAZ gives the user the ability to manually control the zoom level of an SDAZ interface, while retaining the automatic zooming characteristics of that interface at times when the user is not explicitly controlling the zoom level. In a user study conducted using a realistic mobile map with a wide scale space, we compare SAZ with existing map interface techniques, multi-touch and Speed-Dependent Automatic Zooming (SDAZ). We extend a dynamic state-space model for Speed-Dependent Automatic Zooming (SDAZ) to accept 2D tilt input for scroll rate and zoom level control and implement a dynamically zoomable map view with access to high-resolution map material for use in our study. The study reveals that SAZ performs significantly better than SDAZ and that SAZ is comparable in performance and usability to a standard multi-touch map interface. Furthermore, the study shows that SAZ could serve as an alternative to multi-touch as input technique for mobile map interfaces. Sven G. Kratz, Ivo Brodien, Michael Rohs |
Mobile HCI | 1 |
| 2009 | Unravelling seams: improvoing mobile gesture recognition with visual feedback techniquesabstractGesture recognition is emerging as an engaging interaction technique in mobile scenarios, and high recognition rates promote user acceptance. Several factors influence recognition rates including the nature of the gesture set and the suitability of the gesture recognition algorithm. This work explores how seamfulness in gesture stroke visualization affects recognition rates. We present the results of a user evaluation of a gesture recognition system that shows that raw (seamful) visualization of low-delity gesture stroke data has recognition rates comparable to no feedback. Providing filtered (seamless) stroke visualization to the user, while retaining the un-filtered input data for recognition, resulted in a 34.9% improvement in gesture recognition rate over raw stroke data. The results provide insights into the broader design space of seamful design, and identifies areas where seamlessness is advantageous. Sven G. Kratz, Rafael Ballagas |
CHI | 1 |
| 2009 | HoverFlow: expanding the design space of around-device interactionabstractIn this paper we explore the design space of around-device interaction (ADI). This approach seeks to expand the interaction possibilities of mobile and wearable devices beyond the confines of the physical device itself to include the space around it. This enables rich 3D input, comprising coarse movement-based gestures, as well as static position-based gestures. ADI can help to solve occlusion problems and scales down to very small devices. We present a novel around-device interaction interface that allows mobile devices to track coarse hand gestures performed above the device's screen. Our prototype uses infrared proximity sensors to track hand and finger positions in the device's proximity. We present an algorithm for detecting hand gestures and provide a rough overview of the design space of ADI-based interfaces. Sven G. Kratz, Michael Rohs |
Mobile HCI | 1 |
| 2009 | Hoverflow: exploring around-device interaction with IR distance sensorsabstractBy equipping a mobile device with distance sensing capabilities, we aim to expand the interaction possibilities of mobile and wearable devices beyond the confines of the physical device itself to include the space immediately around it. Our prototype, an Apple iPhone equipped with six IR distance sensors, allows for rich 3D input, comprising coarse movement-based hand gestures, as well as static position-based gestures. A demonstration application, HoverFlow, illustrates the use of coarse hand gestures for interaction with mobile applications. This type of interaction, which we call Around-Device Interaction (ADI) has the potential to help to solve occlusion problems on small-screen mobile devices and scales well to small device sizes. Sven G. Kratz, Michael Rohs |
Mobile HCI | 1 |
| 2009 | Bridging the gap between the Kodak and the Flickr generations: A novel interaction technique for collocated photo sharing
Christian Kray, Michael Rohs, Jonathan Hook, Sven G. Kratz |
Int. J. Hum. Comput. Stud. | 4 |