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Tobias Seitz

dblp:94/10055 · also Tobias Stockinger · DBLP profile ↗
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7ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0002-9361-9827ORCID · verified

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

Human-computer interaction and ubiquitous computing · 7 · 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
2 papers
Interaction techniques and input · 100%
Network and information security
1 paper
Authentication and access control · 77% Usable security · 23%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › text entry
mobile text entry
0.412019
Passquerade: Improving Error Correction of Text Passwords on Mobile Devices by using Graphic Filters for Password Masking · CHI 2019
Authentication and access control › password authentication
password entry
0.412019
Passquerade: Improving Error Correction of Text Passwords on Mobile Devices by using Graphic Filters for Password Masking · CHI 2019
Interaction techniques and input › spatial interaction › navigation
augmented reality navigation
0.212014
Experimental evaluation of user interfaces for visual indoor navigation · CHI 2014
Usable security
shoulder surfing resistance
0.112019
Passquerade: Improving Error Correction of Text Passwords on Mobile Devices by using Graphic Filters for Password Masking · CHI 2019
Interaction techniques and input
mobile interaction
0.112014
Experimental evaluation of user interfaces for visual indoor navigation · CHI 2014

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

user study · 0.8online questionnaire · 0.8experimental evaluation · 0.2design mockups · 0.2
YearPublicationVenuePosition
2019 Passquerade: Improving Error Correction of Text Passwords on Mobile Devices by using Graphic Filters for Password Masking
abstract
Entering text passwords on mobile devices is a significant challenge. Current systems either display passwords in plain text: making them visible to bystanders, or replace characters with asterisks shortly after they are typed: making editing them harder. This work presents a novel approach to mask text passwords by distorting them using graphical filters. Distorted passwords are difficult to observe by attackers because they cannot mentally reverse the distortions. Yet passwords remain readable by their owners because humans can recognize visually distorted versions of content they saw before. We present results of an online questionnaire and a user study where we compared Color-halftone, Crystallize, Blurring, and Mosaic filters to Plain text and Asterisks when 1) entering, 2) editing, and 3) shoulder surfing one-word passwords, random character passwords, and passphrases. Rigorous analysis shows that Color-halftone and Crystallize filters significantly improve editing speed, editing accuracy and observation resistance compared to current approaches.
Mohamed Khamis, Tobias Seitz, Leonhard Mertl, Alice Nguyen, Mario Schneller
CHI2
2014 Experimental evaluation of user interfaces for visual indoor navigation
abstract
Mobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how the user interface (UI) can cope with the challenges of the vision-based localization technique, such as varying quality of the query images. We implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. If necessary, the system encourages the user to point the smartphone at distinctive regions to improve localization quality. We evaluated the UI in a experimental navigation task with a prototype, informed by initial evaluation results using design mockups. We found that VR can contribute to efficient and effective indoor navigation even at unreliable location and orientation accuracy. We discuss identified challenges and share lessons learned as recommendations for future work.
Andreas Möller, Matthias Kranz, Stefan Diewald, Luis Roalter, Robert Huitl, Tobias Seitz, Marion Koelle, Patrick Lindemann
CHI6
2013 Gameful design in the automotive domain: review, outlook and challenges
abstract
In this paper, we review the use of gameful design in the automotive domain. Outside of vehicles the automotive industry is mainly using gameful design for marketing and brand forming. For in-vehicle applications and for applications directly connected to real vehicles, the main usage scenarios of gameful design are navigation, eco-driving and driving safety. The objective of this review is to answer the following questions: (1) What elements of gameful design are currently used in the automotive industry? (2) What other automotive applications could be realized or enhanced by applying gameful design? (3) What are the challenges and limitations of gameful design in this domain especially for in-vehicle applications? The review concludes that the use of gameful design for in-vehicle applications seems to be promising. However, gamified applications related to the serious task of driving require thought-out rules and extensive testing in order to achieve the desired goal.
Stefan Diewald, Andreas Möller, Luis Roalter, Tobias Seitz, Matthias Kranz
AutomotiveUI4
2013 Visual authentication: a secure single step authentication for user authorization
abstract
User authentication on publicly exposed terminals with established mechanisms, such as typing the credentials on a virtual keyboard, can be insecure e.g. due to shoulder surfing or due to a hacked terminal. In addition, username and password entry can be time-consuming and thus improvable with relation to usability. As security and comfort are often competing with each other, novel authentication and authorization methods especially for public terminals are desirable. In this paper, we present an approach on a distributed authentication and authorization system, where the user can be easily identified and enabled to use a service with his smartphone. The smartphone (as personal and private device the user is always in control of) can provide a highly secure authentication token that is renewed and exchanged in the background without the user's participation. The claimed improvements were supported by a user survey with an implementation of a digital room management system as an example for a public display. The proposed authentication procedure would increase security and yet enable fast authentication within publicly exposed terminals.
Luis Roalter, Matthias Kranz, Andreas Möller, Stefan Diewald, Tobias Seitz, Marion Koelle, Patrick Lindemann
MUM5
2013 SmartPiggy: a piggy bank that talks to your smartphone
abstract
Saving money is usually a tedious task that requires a high degree of self-control for many of us. Some people have one or more specific savings targets in mind and thus need to prioritize them. We propose connecting a savings box with a personal smartphone. Thus, people become motivated to keep track of their savings for multiple targets. Using a savings box capable of counting money and connecting it to an app, we believe people stick to their plans to save with higher motivation and are happier with their behavior. In this paper, we present first evidence for the success of this concept. We gathered feedback through an online user study in which participants were shown a video prototype. We propose further research directions with our SmartPiggy, to confirm the feasibility of behavioral economics in HCI.
Tobias Seitz, Marion Koelle, Patrick Lindemann, Lukas Witzani, Matthias Kranz
MUM1
2013 Who's there?: experience-driven design of urban interaction using a tangible user interface
abstract
During recent years public displays relying on new types of display technologies have made their way to the city scene. In this paper, we present a concept that combines tangible interfaces with such ubiquitous urban interaction. We set out to create a tangible connection between different cities and employed an experience-driven design process towards our concept called 'Who's There?'. We evaluated the concept by using a cardboard prototype with a group of fifteen users in a busy market square, where it generated considerable engagement and discussion with members of the public.
Leena Ventä-Olkkonen, Marianne Kinnula, Graham Dean, Tobias Seitz, Claudia Liliana Zuniga-Canon
MUM4
2011 Shining Chrome: Using Web Browser Personas to Enhance SSL Certificate Visualization
Max-Emanuel Maurer, Alexander De Luca, Tobias Seitz
INTERACT (4)3