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Roman Rädle

dblp:82/5418 · DBLP profile ↗
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17ranked-venue papers
4as first author
1since 2021 · last 2025
0000-0002-0168-186XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 15 · 4 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021Graphics, 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
15 papers
Interaction techniques and input · 36% Collaborative and social computing · 31% Design research and methods · 11%
Artificial intelligence
1 paper
Segmentation and scene understanding · 70% Video understanding and tracking · 23% Deep learning architectures and training · 7%

Topics — the 29 heaviest of 36, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Segmentation and scene understanding
image segmentation
0.912025
SAM 2: Segment Anything in Images and Videos · ICLR 2025
Computer vision › Video understanding and tracking › video object segmentation
promptable video segmentation
0.912025
SAM 2: Segment Anything in Images and Videos · ICLR 2025
Computer vision › Segmentation and scene understanding
prompt-based segmentation
0.912025
SAM 2: Segment Anything in Images and Videos · ICLR 2025
Computer vision › Segmentation and scene understanding
video segmentation
0.912025
SAM 2: Segment Anything in Images and Videos · ICLR 2025
Interaction techniques and input
cross-device interaction
0.732019
Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices · CHI 2019
Spatially-aware or Spatially-agnostic?: Elicitation and Evaluation of User-Defined Cross-Device Interactions · CHI 2015
PolarTrack: Optical Outside-In Device Tracking that Exploits Display Polarization · CHI 2018
Collaborative and social computing
mixed reality collaboration
0.522017
Remote Collaboration With Mixed Reality Displays: How Shared Virtual Landmarks Facilitate Spatial Referencing · CHI 2017
Virtual Objects as Spatial Cues in Collaborative Mixed Reality Environments: How They Shape Communication Behavior and User Task Load · CHI 2016
Collaborative and social computing › computer-supported cooperative work
multi-device collaboration
0.522017
Is Two Enough?: ! Studying Benefits, Barriers, and Biases of Multi-Tablet Use for Collaborative Visualization · CHI 2017
When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets · CHI 2016
Interaction techniques and input › spatial interaction › navigation
peephole navigation
0.422015
An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation · CHI 2015
Bigger is not always better: display size, performance, and task load during peephole map navigation · CHI 2014
Design research and methods › research methodology
taxonomy development
0.412019
Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices · CHI 2019
Interaction techniques and input › cross-device interaction
cross-device UI distribution
0.312018
AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time · CHI 2018
Interaction techniques and input › input sensing › tracking
optical tracking
0.312018
PolarTrack: Optical Outside-In Device Tracking that Exploits Display Polarization · CHI 2018
Machine learning › Deep learning architectures and training
foundation model
0.312025
SAM 2: Segment Anything in Images and Videos · ICLR 2025
Collaborative and social computing › audience experience
audience engagement
0.212016
Office Social: Presentation Interactivity for Nearby Devices · CHI 2016
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial cues
0.212016
Virtual Objects as Spatial Cues in Collaborative Mixed Reality Environments: How They Shape Communication Behavior and User Task Load · CHI 2016
Collaborative and social computing › co-located collaboration
tabletop collaboration
0.212016
When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets · CHI 2016
Interaction techniques and input › spatial interaction › navigation
navigation techniques
0.212015
An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation · CHI 2015
Interaction techniques and input › spatial interaction
spatially-aware interaction
0.212015
Spatially-aware or Spatially-agnostic?: Elicitation and Evaluation of User-Defined Cross-Device Interactions · CHI 2015
Visualization and visual analytics
collaborative visualization
0.222019
Vistrates: A Component Model for Ubiquitous Analytics · IEEE Trans. Vis. Comput. Graph. 2019
Is Two Enough?: ! Studying Benefits, Barriers, and Biases of Multi-Tablet Use for Collaborative Visualization · CHI 2017
Collaborative and social computing
computer-supported cooperative work
0.222017
Remote Collaboration With Mixed Reality Displays: How Shared Virtual Landmarks Facilitate Spatial Referencing · CHI 2017
Virtual Objects as Spatial Cues in Collaborative Mixed Reality Environments: How They Shape Communication Behavior and User Task Load · CHI 2016
Collaborative and social computing
remote collaboration
0.222017
Remote Collaboration With Mixed Reality Displays: How Shared Virtual Landmarks Facilitate Spatial Referencing · CHI 2017
Virtual Objects as Spatial Cues in Collaborative Mixed Reality Environments: How They Shape Communication Behavior and User Task Load · CHI 2016
Design research and methods › design process
design ideation
0.112020
"In VR, everything is possible!": Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality · CHI 2020
Ubiquitous computing and smart environments › multi-device computing
artifact ecologies
0.112019
Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices · CHI 2019
Collaborative and social computing
collaborative design
0.112018
Remediating a Design Tool: Implications of Digitizing Sticky Notes · CHI 2018
Collaborative and social computing › collaborative systems
collaborative environments
0.112018
AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time · CHI 2018
Collaborative and social computing › collaborative systems
multi-user interfaces
0.112018
AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time · CHI 2018
Collaborative and social computing
collaborative editing
0.112017
Codestrates: Literate Computing with Webstrates · UIST 2017
Interaction techniques and input
gesture elicitation
0.112015
Spatially-aware or Spatially-agnostic?: Elicitation and Evaluation of User-Defined Cross-Device Interactions · CHI 2015
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial memory
0.112015
An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation · CHI 2015
Interaction techniques and input
mobile interaction
0.112014
Bigger is not always better: display size, performance, and task load during peephole map navigation · CHI 2014

Methods — techniques the papers use, named apart from their topics

user study · 1.3literate computing · 1.0qualitative analysis · 0.9transformer · 0.9streaming memory · 0.9component pipeline · 0.8controlled experiment · 0.6virtual reality · 0.4physics simulation · 0.4finger tracking · 0.4taxonomy · 0.4systematic literature survey · 0.4quantitative analysis · 0.3
YearPublicationVenuePosition
2025 SAM 2: Segment Anything in Images and Videos
abstract
We present Segment Anything Model 2 (SAM 2), a foundation model towards solving promptable visual segmentation in images and videos. We build a data engine, which improves model and data via user interaction, to collect the largest video segmentation dataset to date. Our model is a simple transformer architecture with streaming memory for real-time video processing. SAM 2 trained on our data provides strong performance across a wide range of tasks. In video segmentation, we observe better accuracy, using 3x fewer interactions than prior approaches. In image segmentation, our model is more accurate and 6x faster than the Segment Anything Model (SAM). We believe that our data, model, and insights will serve as a significant milestone for video segmentation and related perception tasks. We are releasing our main model, the dataset, an interactive demo and code.
Nikhila Ravi, Valentin Gabeur, Yuan-Ting Hu, Ronghang Hu, Chaitanya Ryali, Tengyu Ma 0005, Haitham Khedr, Roman Rädle, Chloé Rolland, Laura Gustafson, Eric Mintun, Junting Pan, Kalyan Vasudev Alwala, Nicolas Carion, Chao-Yuan Wu, Ross B. Girshick, Piotr Dollár, Christoph Feichtenhofer
ICLR8
2020 "In VR, everything is possible!": Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality
abstract
We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-less display tiles. Design ideas can be rapidly iterated without restrictions by the number, size, or shape and availability of devices or sensors in the lab. To understand the potentials and challenges of designing in VR, we conducted a user study with 12 interaction designers. As their tool, they used a custom-built virtual design environment with finger tracking and physics simulations for natural interactions with virtual devices and objects. Our study identified the designers' experience of space in relation to their own bodies and playful design explorations as key opportunities. Key challenges were the complexities of building a usable yet versatile VR-based "World Editor".
Hans-Christian Jetter, Roman Rädle, Tiare M. Feuchtner, Christoph Anthes, Judith Friedl-Knirsch, Clemens Nylandsted Klokmose
CHI2
2020 Exploring the Benefits and Barriers of Using Computational Notebooks for Collaborative Programming Assignments
abstract
Programming assignments in computer science courses are often processed in pairs or groups of students. While working together, students face several shortcomings in today's software: The lack of real-time collaboration capabilities, the setup time of the development environment, and the use of different devices or operating systems can hamper students when working together on assignments. Text processing platforms like Google Docs solve these problems for the writing process of prose text, and computational notebooks like Google Colaboratory for data analysis tasks. However, none of these platforms allows users to implement interactive applications. We deployed a web-based literate programming system for three months during an introductory course on application development to explore how collaborative programming practices unfold and how the structure of computational notebooks affect the development. During the course, pairs of students solved weekly programming assignments. We analyzed data from weekly questionnaires, three focus groups with students and teaching assistants, and keystroke-level log data to facilitate the understanding of the subtleties of collaborative programming with computational notebooks. Findings reveal that there are distinct collaboration patterns; the preferred collaboration pattern varied between pairs and even varied within pairs over the course of three months. Recognizing these distinct collaboration patterns can help to design future computational notebooks for collaborative programming assignments.
Marcel Borowski, Johannes Zagermann, Clemens Nylandsted Klokmose, Harald Reiterer, Roman Rädle
SIGCSE5
2019 Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices
abstract
Designing interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing the opportunities and challenges of interactions with multiple devices in concert is of continued focus in HCI research. To inform the future research agenda of this field, we contribute an analysis and taxonomy of a corpus of 510 papers in the cross-device computing domain. For both new and experienced researchers in the field we provide: an overview, historic trends and unified terminology of cross-device research; discussion of major and under-explored application areas; mapping of enabling technologies; synthesis of key interaction techniques spanning across multiple devices; and review of common evaluation strategies. We close with a discussion of open issues. Our taxonomy aims to create a unified terminology and common understanding for researchers in order to facilitate and stimulate future cross-device research.
Frederik Brudy, Christian Holz 0001, Roman Rädle, Chi-Jui Wu, Steven Houben, Clemens Nylandsted Klokmose, Nicolai Marquardt
CHI3
2019 Vistrates: A Component Model for Ubiquitous Analytics
abstract
Visualization tools are often specialized for specific tasks, which turns the user's analytical workflow into a fragmented process performed across many tools. In this paper, we present a component model design for data visualization to promote modular designs of visualization tools that enhance their analytical scope. Rather than fragmenting tasks across tools, the component model supports unification, where components-the building blocks of this model-can be assembled to support a wide range of tasks. Furthermore, the model also provides additional key properties, such as support for collaboration, sharing across multiple devices, and adaptive usage depending on expertise, from creating visualizations using dropdown menus, through instantiating components, to actually modifying components or creating entirely new ones from scratch using JavaScript or Python source code. To realize our model, we introduce VISTRATES, a literate computing platform for developing, assembling, and sharing visualization components. From a visualization perspective, Vistrates features cross-cutting components for visual representations, interaction, collaboration, and device responsiveness maintained in a component repository. From a development perspective, Vistrates offers a collaborative programming environment where novices and experts alike can compose component pipelines for specific analytical activities. Finally, we present several Vistrates use cases that span the full range of the classic "anytime" and "anywhere" motto for ubiquitous analysis: from mobile and on-the-go usage, through office settings, to collaborative smart environments covering a variety of tasks and devices.
Sriram Karthik Badam, Andreas Mathisen, Roman Rädle, Clemens Nylandsted Klokmose, Niklas Elmqvist
IEEE Trans. Vis. Comput. Graph.3
2018 Remediating a Design Tool: Implications of Digitizing Sticky Notes
abstract
Sticky notes are ubiquitous in design processes because of their tangibility and ease of use. Yet, they have well-known limitations in professional design processes, as documentation and distribution are cumbersome at best. This paper compares the use of sticky notes in ideation with a remediated digital sticky notes setup. The paper contributes with a nuanced understanding of what happens when remediating a physical design tool into digital space, by emphasizing focus shifts and breakdowns caused by the technology, but also benefits and promises inherent in the digital media. Despite users' preference for creating physical notes, handling digital notes on boards was easier and the potential of proper documentation make the digital setup a possible alternative. While the analogy in our remediation supported a transfer of learned handling, the users' experiences across technological setups impact their use and understanding, yielding new concerns regarding cross-device transfer and collaboration.
Mads Møller Jensen, Roman Rädle, Clemens Nylandsted Klokmose, Susanne Bødker
CHI2
2018 AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time
abstract
Developing cross-device multi-user interfaces (UIs) is a challenging problem. There are numerous ways in which content and interactivity can be distributed. However, good solutions must consider multiple users, their roles, their preferences and access rights, as well as device capabilities. Manual and rule-based solutions are tedious to create and do not scale to larger problems nor do they adapt to dynamic changes, such as users leaving or joining an activity. In this paper, we cast the problem of UI distribution as an assignment problem and propose to solve it using combinatorial optimization. We present a mixed integer programming formulation which allows real-time applications in dynamically changing collaborative settings. It optimizes the allocation of UI elements based on device capabilities, user roles, preferences, and access rights. We present a proof-of-concept designer-in-the-loop tool, allowing for quick solution exploration. Finally, we compare our approach to traditional paper prototyping in a lab study.
Seonwook Park, Christoph Gebhardt, Roman Rädle, Anna Maria Feit, Hana Vrzakova, Niraj Ramesh Dayama, Hui-Shyong Yeo, Clemens Nylandsted Klokmose, Aaron J. Quigley, Antti Oulasvirta, Otmar Hilliges
CHI3
2018 PolarTrack: Optical Outside-In Device Tracking that Exploits Display Polarization
abstract
PolarTrack is a novel camera-based approach to detecting and tracking mobile devices inside the capture volume. In PolarTrack, a polarization filter continuously rotates in front of an off-the-shelf color camera, which causes the displays of observed devices to periodically blink in the camera feed. The periodic blinking results from the physical characteristics of current displays, which shine polarized light either through an LC overlay to produce images or through a polarizer to reduce light reflections on OLED displays. PolarTrack runs a simple detection algorithm on the camera feed to segment displays and track their locations and orientations, which makes PolarTrack particularly suitable as a tracking system for cross-device interaction with mobile devices. Our evaluation of PolarTrack's tracking quality and comparison with state-of-the-art camera-based multi-device tracking showed a better tracking accuracy and precision with similar tracking reliability. PolarTrack works as standalone multi-device tracking but is also compatible with existing camera-based tracking systems and can complement them to compensate for their limitations.
Roman Rädle, Hans-Christian Jetter, Jonathan Fischer, Inti Gabriel, Clemens Nylandsted Klokmose, Harald Reiterer, Christian Holz 0001
CHI1
2017 Remote Collaboration With Mixed Reality Displays: How Shared Virtual Landmarks Facilitate Spatial Referencing
abstract
HCI research has demonstrated Mixed Reality (MR) as being beneficial for co-located collaborative work. For remote collaboration, however, the collaborators' visual contexts do not coincide due to their individual physical environments. The problem becomes apparent when collaborators refer to physical landmarks in their individual environments to guide each other's attention. In an experimental study with 16 dyads, we investigated how the provisioning of shared virtual landmarks (SVLs) influences communication behavior and user experience. A quantitative analysis revealed that participants used significantly less ambiguous spatial expressions and reported an improved user experience when SVLs were provided. Based on these findings and a qualitative video analysis we provide implications for the design of MRs to facilitate remote collaboration.
Jens Müller 0001, Roman Rädle, Harald Reiterer
CHI2
2017 Is Two Enough?: ! Studying Benefits, Barriers, and Biases of Multi-Tablet Use for Collaborative Visualization
abstract
A sizable part of HCI research on cross-device interaction is driven by the vision of users conducting complex knowledge work seamlessly across multiple mobile devices. This is based on the Weiserian assumption that people will be inclined to distribute their work across multiple ``pads' if such are available. We observed that this is not the reality today, even when devices were in abundance. We present a study with 24 participants in 12 dyads completing a collaborative visualization task with up to six tablets. They could choose between three different visualization types to answer questions about economic data. Tasks were designed to afford simultaneous use of tablets, either with linked or independent views. We found that users typically utilized only one tablet per user. A quantitative and qualitative analysis revealed a ``legacy bias' that introduced barriers for using more tablets and reduced the overall benefit of multi-device visualization.
Thomas Plank, Hans-Christian Jetter, Roman Rädle, Clemens Nylandsted Klokmose, Thomas Luger, Harald Reiterer
CHI3
2017 Codestrates: Literate Computing with Webstrates
abstract
We introduce Codestrates, a literate computing approach to developing interactive software. Codestrates blurs the distinction between the use and development of applications. It builds on the literate computing approach, commonly found in interactive notebooks such as Jupyter notebook. Literate computing weaves together prose and live computation in the same document. However, literate computing in interactive notebooks are limited to computation and it is challenging to extend their user interface, reprogram their functionality, or develop stand-alone applications. Codestrates builds literate computing capabilities on top of Webstrates and demonstrates how it can be used for (i) collaborative interactive notebooks, (ii) extending its functionality from within itself, and (iii) developing reprogrammable applications.
Roman Rädle, Midas Nouwens, Kristian Antonsen, James R. Eagan, Clemens Nylandsted Klokmose
UIST1
2016 Office Social: Presentation Interactivity for Nearby Devices
abstract
Slide presentations have long been stuck in a one-to-many paradigm, limiting audience engagement. Based on the concept of smartphone-based remote control of slide navigation, we present Office Social-a PowerPoint plugin and companion smartphone app that allows audience members qualified access to slides for personal review and, when the presenter enables it, public control over slide navigation. We studied the longitudinal use of Office Social across four meetings of a workgroup. We found that shared access and regulated control facilitated various forms of public and personal audience engagement. We discuss how enabling ad-hoc aggregation of co-proximate devices reduces 'interaction costs' and leads to both opportunities and challenges for presentation situations.
Debaleena Chattopadhyay, Kenton O'Hara, Sean Rintel, Roman Rädle
CHI4
2016 Virtual Objects as Spatial Cues in Collaborative Mixed Reality Environments: How They Shape Communication Behavior and User Task Load
abstract
In collaborative activities, collaborators can use physical objects in their shared environment as spatial cues to guide each other's attention. Collaborative mixed reality environments (MREs) include both, physical and digital objects. To study how virtual objects influence collaboration and whether they are used as spatial cues, we conducted a controlled lab experiment with 16 dyads. Results of our study show that collaborators favored the digital objects as spatial cues over the physical environment and the physical objects: Collaborators used significantly less deictic gestures in favor of more disambiguous verbal references and a decreased subjective workload when virtual objects were present. This suggests adding additional virtual objects as spatial cues to MREs to improve user experience during collaborative mixed reality tasks.
Jens Müller 0001, Roman Rädle, Harald Reiterer
CHI2
2016 When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets
abstract
Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only collaboration can be improved by an additional shared workspace on an interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent the physical size of shared horizontal surfaces really pays off. In order to analyse the suitability of smaller-than-tabletop devices (e.g. tablets) as a low-cost alternative, we studied the effect of the size of a shared horizontal interactive workspace on users' attention, awareness, and efficiency during cross-device collaboration. In our study, 15 groups of two users executed a sensemaking task with two personal tablets (9.7") and a horizontal shared display of varying sizes (10.6", 27", and 55"). Our findings show that different sizes lead to differences in participants' interaction with the tabletop and in the groups' communication styles. To our own surprise we found that larger tabletops do not necessarily improve collaboration or sensemaking results, because they can divert users' attention away from their collaborators and towards the shared display.
Johannes Zagermann, Ulrike Pfeil, Roman Rädle, Hans-Christian Jetter, Clemens Nylandsted Klokmose, Harald Reiterer
CHI3
2015 An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation
abstract
Dynamic peephole navigation represents a technique for navigating large information spaces in an egocentric way. Studies have shown cognitive benefits for a vertical peephole orientation, when compared to non-egocentric interaction styles. To see how the aspect of canvas orientation effects user performance, we conducted a study (N=16) which revealed that canvas orientation has no significant effect on either navigation performance or spatial memory. We also found a significantly lower physical demand and a higher mental demand in the horizontal orientation. For short-term activities we therefore propose a vertical orientation, while for long-term activities horizontal dynamic peephole navigation is more suitable.
Jens Müller 0001, Roman Rädle, Hans-Christian Jetter, Harald Reiterer
CHI2
2015 Spatially-aware or Spatially-agnostic?: Elicitation and Evaluation of User-Defined Cross-Device Interactions
abstract
Cross-device interaction between multiple mobile devices is a popular field of research in HCI. However, the appropriate design of this interaction is still an open question, with competing approaches such as spatially-aware vs. spatially-agnostic techniques. In this paper, we present the results of a two-phase user study that explores this design space: In phase 1, we elicited gestures for typical mobile cross-device tasks from 4 focus groups (N=17). The results show that 71% of the elicited gestures were spatially-aware and that participants strongly associated cross-device tasks with interacting and thinking in space. In phase 2, we implemented one spatially-agnostic and two spatially-aware techniques from phase 1 and compared them in a controlled experiment (N=12). The results indicate that spatially-aware techniques are preferred by users and can decrease mental demand, effort, and frustration, but only when they are designed with great care. We conclude with a summary of findings to inform the design of future cross-device interactions.
Roman Rädle, Hans-Christian Jetter, Mario Schreiner, Zhihao Lu, Harald Reiterer, Yvonne Rogers
CHI1
2014 Bigger is not always better: display size, performance, and task load during peephole map navigation
abstract
Dynamic peephole navigation is an increasingly popular technique for navigating large information spaces such as maps. Users can view the map through handheld, spatially aware displays that serve as peepholes and navigate the map by moving these displays in physical space. We conducted a controlled experiment of peephole map navigation with 16 participants to better understand the effect of a peephole's size on users' map navigation behavior, navigation performance, and task load. Simulating different peephole sizes from 4' (smartphone) up to 120' (control condition), we confirmed that larger peepholes significantly improve learning speed, navigation speed, and reduce task load; however, this added benefit diminishes with growing sizes. Our data shows that a relatively small, tablet-sized peephole can serve as a 'sweet spot' between peephole size and both user navigation performance and user task load.
Roman Rädle, Hans-Christian Jetter, Jens Müller 0001, Harald Reiterer
CHI1