VLDB 2026 Research / reviewers in the wild / expert
Robert Walter
dblp:91/8121
· DBLP profile ↗
13ranked-venue papers
4as first author
0since 2021 · last 2016
0000-0003-3725-7064ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 13 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
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
8 papers |
Ubiquitous computing and smart environments · 25% Interaction techniques and input · 23% Collaborative and social computing · 18% |
Topics — the 11 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Ubiquitous computing and smart environments
public displays |
0.4 | 4 | 2015 | Looking glass: a field study on noticing interactivity of a shop window · CHI 2012 Chained displays: configurations of public displays can be used to influence actor-, audience-, and passer-by behavior · CHI 2012 Analyzing visual attention during whole body interaction with public displays · UbiComp 2015 |
Interaction techniques and input › post-WIMP interaction › embodied interaction
full-body interaction |
0.2 | 1 | 2015 | Analyzing visual attention during whole body interaction with public displays · UbiComp 2015 |
Haptics and multimodal interaction › haptic feedback
tactile feedback |
0.2 | 1 | 2015 | GelTouch: Localized Tactile Feedback Through Thin, Programmable Gel · UIST 2015 |
Collaborative and social computing
civic engagement |
0.2 | 1 | 2014 | MyPosition: sparking civic discourse by a public interactive poll visualization · CSCW 2014 |
Immersive interaction
see-through display |
0.2 | 1 | 2014 | Tracs: transparency-control for see-through displays · UIST 2014 |
Interaction techniques and input › gesture input
mid-air gestures |
0.2 | 1 | 2013 | StrikeAPose: revealing mid-air gestures on public displays · CHI 2013 |
Ubiquitous computing and smart environments › public displays
public display interaction |
0.2 | 1 | 2013 | StrikeAPose: revealing mid-air gestures on public displays · CHI 2013 |
Interaction techniques and input
touch interaction |
0.1 | 1 | 2015 | GelTouch: Localized Tactile Feedback Through Thin, Programmable Gel · UIST 2015 |
Design research and methods › in-the-wild study
in-the-wild deployment |
0.1 | 1 | 2014 | MyPosition: sparking civic discourse by a public interactive poll visualization · CSCW 2014 |
Collaborative and social computing
social interaction |
0.0 | 1 | 2012 | Chained displays: configurations of public displays can be used to influence actor-, audience-, and passer-by behavior · CHI 2012 |
Interaction techniques and input
visual feedback |
0.0 | 1 | 2012 | Looking glass: a field study on noticing interactivity of a shop window · CHI 2012 |
Methods — techniques the papers use, named apart from their topics
field study · 0.5controlled experiment · 0.2recall and recognition tasks · 0.2poly(n-isopropylacrylamide) gel · 0.2iontophoresis · 0.2eye tracking · 0.2ITO heating · 0.2transparency control · 0.2polarization adjustment · 0.2in-the-wild study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Influence of Display Transparency on Background Awareness and Task PerformanceabstractIt has been argued that transparent displays are beneficial for certain tasks by allowing users to simultaneously see on-screen content as well as the environment behind the display. However, it is yet unclear how much in background awareness users gain and if performance suffers for tasks performed on the transparent display, since users are no longer shielded from distractions. Therefore, we investigate the influence of display transparency on task performance and background awareness in a dual-task scenario. We conducted an experiment comparing transparent displays with conventional displays in different horizontal and vertical configurations. Participants performed an attention-demanding primary task on the display while simultaneously observing the background for target stimuli. Our results show that transparent and horizontal displays increase the ability of participants to observe the background while keeping primary task performance constant. David Lindlbauer, Klemen Lilija, Robert Walter, Jörg Müller 0001 |
CHI | 3 |
| 2016 | Interruption and pausing of public display gamesabstractWe present a quantitative and qualitative analysis of interruptions of interaction with a public display game, and explore the use of a manual pause mode in this scenario. In previous public display installations we observed users frequently interrupting their interaction. To explore ways of supporting such behavior, we implemented a gesture controlled multiuser game with four pausing techniques. We evaluated them in a field study analyzing 704 users and found that our pausing techniques were eagerly explored, but rarely used with the intention to pause the game. Our study shows that interactions with public displays are considerably intermissive, and that users mostly interrupt interaction to socialize and mainly approach public displays in groups. We conclude that, as a typical characteristic of public display interaction, interruptions deserve consideration. However, manual pause modes are not well suited for games on public displays. Instead, interruptions should be implicitly supported by the application design. Tiare M. Feuchtner, Robert Walter, Jörg Müller 0001 |
MobileHCI | 2 |
| 2015 | Analyzing visual attention during whole body interaction with public displaysabstractWhile whole body interaction can enrich user experience on public displays, it remains unclear how common visualizations of user representations impact users' ability to perceive content on the display. In this work we use a head-mounted eye tracker to record visual behavior of 25 users interacting with a public display game that uses a silhouette user representation, mirroring the users' movements. Results from visual attention analysis as well as post-hoc recall and recognition tasks on display contents reveal that visual attention is mostly on users' silhouette while peripheral screen elements remain largely unattended. In our experiment, content attached to the user representation attracted significantly more attention than other screen contents, while content placed at the top and bottom of the screen attracted significantly less. Screen contents attached to the user representation were also significantly better remembered than those at the top and bottom of the screen. Robert Walter, Andreas Bulling, David Lindlbauer, Martin Schuessler, Jörg Müller 0001 |
UbiComp | 1 |
| 2015 | GelTouch: Localized Tactile Feedback Through Thin, Programmable GelabstractWe present GelTouch, a gel-based layer that can selectively transition between soft and stiff to provide tactile multi-touch feedback. It is flexible, transparent when not activated, and contains no mechanical, electromagnetic, or hydraulic components, resulting in a compact form factor (a 2mm thin touchscreen layer for our prototype). The activated areas can be morphed freely and continuously, without being limited to fixed, predefined shapes. GelTouch consists of a poly(N-isopropylacrylamide) gel layer which alters its viscoelasticity when activated by applying heat (>32 C). We present three different activation techniques: 1) Indium Tin Oxide (ITO) as a heating element that enables tactile feedback through individually addressable taxels; 2) predefined tactile areas of engraved ITO, that can be layered and combined; 3) complex arrangements of resistance wire that create thin tactile edges. We present a tablet with 6x4 tactile areas, enabling a tactile numpad, slider, and thumbstick. We show that the gel is up to 25 times stiffer when activated and that users detect tactile features reliably (94.8%). Viktor Miruchna, Robert Walter, David Lindlbauer, Maren Lehmann, Regine von Klitzing, Jörg Müller 0001 |
UIST | 2 |
| 2014 | MyPosition: sparking civic discourse by a public interactive poll visualizationabstractWe present the design and evaluation of MyPosition, a public display in the form of a large projection, featuring an interactive poll visualization. MyPosition aims at facilitating the deliberation and comparison of individual opinions on locally relevant topics in an opportunistic and engaging way. We evaluated MyPosition in an in-the-wild study and demonstrated that the engaging nature of the installation was effective in enticing public discussion. We found that (i) the increased identifiability of users positively impacted the engagement with and the social debate around the installation, however lowered the actual polling rate; (ii) people submitted their personal opinion instead of playing around with the interactive features; and (iii) the display led to considerable discussion as well as nudging among people, in particular in zones beyond the interaction area in front of the screen. Nina Valkanova, Robert Walter, Andrew Vande Moere, Jörg Müller 0001 |
CSCW | 2 |
| 2014 | Cuenesics: using mid-air gestures to select items on interactive public displaysabstractMost of today's public displays only show predefined contents that passers-by are not able to change. We argue that interactive public displays would benefit from immediately usable mid-air techniques for choosing options, expressing opinions or more generally selecting one among several items. We propose a design space for hand-gesture based mid-air selection techniques on interactive public displays, along with four specific techniques that we evaluated at three different locations in the the field. Our findings include: 1) if no hint is provided, people successfully use Point+Dwell for selecting items, 2) the user representation could be switched from Mirror to Cursor after registration without causing confusion, 3) people tend to explore items before confirming one, 4) in a public context, people frequently interact inadvertently (without looking at the screen). We conclude by providing recommendations for designers of interactive public displays to support immediate usability for mid-air selection. Robert Walter, Gilles Bailly, Nina Valkanova, Jörg Müller 0001 |
Mobile HCI | 1 |
| 2014 | Tracs: transparency-control for see-through displaysabstractWe present Tracs, a dual-sided see-through display system with controllable transparency. Traditional displays are a constant visual and communication barrier, hindering fast and efficient collaboration of spatially close or facing co-workers. Transparent displays could potentially remove these barriers, but introduce new issues of personal privacy, screen content privacy and visual interference. We therefore propose a solution with controllable transparency to overcome these problems. Tracs consists of two see-through displays, with a transparency-control layer, a backlight layer and a polarization adjustment layer in-between. The transparency-control layer is built as a grid of individually addressable transparency-controlled patches, allowing users to control the transparency overall or just locally. Additionally, the locally switchable backlight layer improves the contrast of LCD screen content. Tracs allows users to switch between personal and collaborative work fast and easily and gives them full control of transparent regions on their display. David Lindlbauer, Toru Aoki, Robert Walter, Yuji Uema, Anita Vogl, Michael Haller, Masahiko Inami, Jörg Müller 0001 |
UIST | 3 |
| 2013 | StrikeAPose: revealing mid-air gestures on public displaysabstractWe investigate how to reveal an initial mid-air gesture on interactive public displays. This initial gesture can serve as gesture registration for advanced operations. We propose three strategies to reveal the initial gesture: spatial division, temporal division and integration. Spatial division permanently shows the gesture on a dedicated screen area. Temporal division interrupts the application to reveal the gesture. Integration embeds gesture hints directly in the application. We also propose a novel initial gesture called Teapot to illustrate our strategies. We report on a laboratory and field study. Our main findings are: A large percentage of all users execute the gesture, especially with spatial division (56%). Users intuitively discover a gesture vocabulary by exploring variations of the Teapot gesture by themselves, as well as by imitating and extending other users' variations. Robert Walter, Gilles Bailly, Jörg Müller 0001 |
CHI | 1 |
| 2012 | Chained displays: configurations of public displays can be used to influence actor-, audience-, and passer-by behaviorabstractMost interactive public displays currently rely on flat screens. This form factor impacts how users (1) notice the public display (2) develop motivation and (3) (socially) interact with the public display. In this paper, we present Chained Displays, a combination of several screens to create different form factors for interactive public displays. We also present a design space based on two complementary concepts, Focus and Nimbus, to describe and compare chained display configurations. Finally, we performed a field study comparing three chained displays: Flat, Concave, and Hexagonal. Results show that Flat triggers the strongest honeypot effect, Hexagonal causes low social learning, and Concave triggers the smallest amount of simultaneously interacting users among other findings. Maurice Ten Koppel, Gilles Bailly, Jörg Müller 0001, Robert Walter |
CHI | 4 |
| 2012 | Looking glass: a field study on noticing interactivity of a shop windowabstractIn this paper we present our findings from a lab and a field study investigating how passers-by notice the interactivity of public displays. We designed an interactive installation that uses visual feedback to the incidental movements of passers-by to communicate its interactivity. The lab study reveals: (1) Mirrored user silhouettes and images are more effective than avatar-like representations. (2) It takes time to notice the interactivity (approx. 1.2s). In the field study, three displays were installed during three weeks in shop windows, and data about 502 interaction sessions were collected. Our observations show: (1) Significantly more passers-by interact when immediately showing the mirrored user image (+90%) or silhouette (+47%) compared to a traditional attract sequence with call-to-action. (2) Passers-by often notice interactivity late and have to walk back to interact (the landing effect). (3) If somebody is already interacting, others begin interaction behind the ones already interacting, forming multiple rows (the honeypot effect). Our findings can be used to design public display applications and shop windows that more effectively communicate interactivity to passers-by. Jörg Müller 0001, Robert Walter, Gilles Bailly, Michael Nischt, Florian Alt |
CHI | 2 |
| 2011 | Comparing Free Hand Menu Techniques for Distant Displays Using Linear, Marking and Finger-Count Menus
Gilles Bailly, Robert Walter, Jörg Müller 0001, Tongyan Ning, Eric Lecolinet |
INTERACT (2) | 2 |
| 2011 | 1st Workshop on Game Development and Model-Driven Software Development
Robert Walter, Maic Masuch, Ed Merks |
ICEC | 1 |
| 2010 | ABC-Sprints: adapting Scrum to academic game development coursesabstractWe propose a course design that fits a practical game development project into a regular game design lecture course. As this approach requires a consistent structure, our concept proposes an adaption of Scrum that is based on the game development life-cycle: ABC-Sprints consist of three Sprints to iteratively create Alpha, Beta and Completed versions of a game. We present a detailed walkthrough of the course and give results of a formal evaluation. These indicate that ABC-Sprints help students to manage their workload and to increase productivity over time. Consequently, three teams each presented a game at the end of the course that technically exceeded typical outcomes of game projects without lectures. We hence encourage to apply ABC-Sprints to other curricula and provide a set of recommendations. Jonas Schild, Robert Walter, Maic Masuch |
FDG | 2 |