Jörg Müller 0001

dblp:m/JorgMuller · also Hans Jörg Müller · DBLP profile ↗
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62ranked-venue papers
8as first author
12since 2021 · last 2025
0000-0002-4971-9126ORCID · verified

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

Human-computer interaction and ubiquitous computing · 54 · 7 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 1
YearPublicationVenuePosition
2025 Working in Extended Reality in the Wild: Worker and Bystander Experiences of XR Virtual Displays in Public Real-World Settings
abstract
Although access to sufficient screen space is crucial to knowledge work, workers often find themselves with limited access to display infrastructure in remote or public settings. While virtual displays can be used to extend the available screen space through extended reality (XR) head-worn displays (HWD), we must better understand the implications of working with them in public settings from both users' and bystanders' viewpoints. To this end, we conducted two user studies. We first explored the usage of a hybrid AR display across real-world settings and tasks. We focused on how users take advantage of virtual displays and what social and environmental factors impact their usage of the system. A second study investigated the differences between working with a laptop, an AR system, or a VR system in public. We focused on a single location and participants performed a predefined task to enable direct comparisons between the conditions while also gathering data from bystanders. The combined results suggest a positive acceptance of XR technology in public settings and show that virtual displays can be used to accompany existing devices. We highlighted some environmental and social factors. We saw that previous XR experience and personality can influence how people perceive the use of XR in public. In addition, we confirmed that using XR in public still makes users stand out and that bystanders are curious about the devices, yet have no clear understanding of how they can be used.
Leonardo Pavanatto, Verena Biener, Jennifer Chandran, Snehanjali Kalamkar, Feiyu Lu 0001, John J. Dudley, Jinghui Hu, Gabriella N. Ramirez, Per Ola Kristensson, Alexander Giovannelli, Luke Schlueter, Jörg Müller 0001, Jens Grubert, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.12
2024 SIM2VR: Towards Automated Biomechanical Testing in VR
abstract
Automated biomechanical testing has great potential for the development of VR applications, as initial insights into user behaviour can be gained in silico early in the design process. In particular, it allows prediction of user movements and ergonomic variables, such as fatigue, prior to conducting user studies. However, there is a fundamental disconnect between simulators hosting state-of-the-art biomechanical user models and simulators used to develop and run VR applications. Existing user simulators often struggle to capture the intricacies of real-world VR applications, reducing ecological validity of user predictions. In this paper, we introduce sim2vr, a system that aligns user simulation with a given VR application by establishing a continuous closed loop between the two processes. This, for the first time, enables training simulated users directly in the same VR application that real users interact with. We demonstrate that sim2vr can predict differences in user performance, ergonomics and strategies in a fast-paced, dynamic arcade game. In order to expand the scope of automated biomechanical testing beyond simple visuomotor tasks, advances in cognitive models and reward function design will be needed.
Florian Fischer 0001, Aleksi Ikkala, Markus Klar, Arthur Fleig, Miroslav Bachinski, Roderick Murray-Smith, Perttu Hämäläinen, Antti Oulasvirta, Jörg Müller 0001
UIST9
2024 Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR Through Video Analysis
abstract
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR such as a study observing 16 participants working in VR and a physical environment for one work-week each and reporting mainly on subjective feedback. As a nuanced understanding of participants' behavior in VR and how it evolves over time is still missing, we report on the results from an analysis of 559 hours of video material obtained in this prior study. Among other findings, we report that (1) the frequency of actions related to adjusting the headset reduced by 46% and the frequency of actions related to supporting the headset reduced by 42% over the five days; (2) the HMD was removed 31% less frequently over the five days but for 41% longer periods; (3) wearing an HMD is disruptive to normal patterns of eating and drinking, but not to social interactions, such as talking. The combined findings in this work demonstrate the value of long-term studies of deployed VR systems and can be used to inform the design of better, more ergonomic VR systems as tools for knowledge workers.
Verena Biener, Forouzan Farzinnejad, Rinaldo Schuster, Seyedmasih Tabaei, Leon Lindlein, Jinghui Hu, Negar Nouri, John J. Dudley, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert
IEEE Trans. Vis. Comput. Graph.10
2023 Simulating Interaction Movements via Model Predictive Control
abstract
We present a Model Predictive Control (MPC) framework to simulate movement in interaction with computers, focusing on mid-air pointing as an example. Starting from understanding interaction from an Optimal Feedback Control (OFC) perspective, we assume that users aim at minimizing an internalized cost function, subject to the constraints imposed by the human body and the interactive system. Unlike previous approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows to use state-of-the-art biomechanical models and handle nonlinearities that occur in almost any interactive system. Instead of torque actuation, our model employs second-order muscles acting directly at the joints. We compare three different cost functions and evaluate the simulation against user movements in a pointing study. Our results show that the combination of distance, control, and joint acceleration cost matches individual users’ movements best, and predicts movements with an accuracy that is within the between-user variance. To aid HCI researchers and designers in applying our approach for different users, interaction techniques, or tasks, we make our SimMPC framework, including CFAT, a tool to identify maximum voluntary torques in joint-actuated models, publicly available, and give step-by-step instructions.
Markus Klar, Florian Fischer 0001, Arthur Fleig, Miroslav Bachinski, Jörg Müller 0001
ACM Trans. Comput. Hum. Interact.5
2022 Breathing Life Into Biomechanical User Models
abstract
Forward biomechanical simulation in HCI holds great promise as a tool for evaluation, design, and engineering of user interfaces. Although reinforcement learning (RL) has been used to simulate biomechanics in interaction, prior work has relied on unrealistic assumptions about the control problem involved, which limits the plausibility of emerging policies. These assumptions include direct torque actuation as opposed to muscle-based control; direct, privileged access to the external environment, instead of imperfect sensory observations; and lack of interaction with physical input devices. In this paper, we present a new approach for learning muscle-actuated control policies based on perceptual feedback in interaction tasks with physical input devices. This allows modelling of more realistic interaction tasks with cognitively plausible visuomotor control. We show that our simulated user model successfully learns a variety of tasks representing different interaction methods, and that the model exhibits characteristic movement regularities observed in studies of pointing. We provide an open-source implementation which can be extended with further biomechanical models, perception models, and interactive environments.
Aleksi Ikkala, Florian Fischer 0001, Markus Klar, Miroslav Bachinski, Arthur Fleig, Andrew Howes 0001, Perttu Hämäläinen, Jörg Müller 0001, Roderick Murray-Smith, Antti Oulasvirta
UIST8
2022 Optimal Feedback Control for Modeling Human-Computer Interaction
abstract
Optimal feedback control (OFC) is a theory from the motor control literature that explains how humans move their body to achieve a certain goal, e.g., pointing with the finger. OFC is based on the assumption that humans aim at controlling their body optimally, within the constraints imposed by body, environment, and task. In this article, we explain how this theory can be applied to understanding Human-Computer Interaction (HCI) in the case of pointing. We propose that the human body and computer dynamics can be interpreted as a single dynamical system. The system state is controlled by the user via muscle control signals, and estimated from observations. Between-trial variability arises from signal-dependent control noise and observation noise. We compare four different models from optimal control theory and evaluate to what degree these models can replicate movements in the case of mouse pointing. We introduce a procedure to identify parameters that best explain observed user behavior. To support HCI researchers in simulating, analyzing, and optimizing interaction movements, we provide the Python toolboxOFC4HCI. We conclude that OFC presents a powerful framework for HCI to understand and simulate motion of the human body and of the interface on a moment-by-moment basis.
Florian Fischer 0001, Arthur Fleig, Markus Klar, Jörg Müller 0001
ACM Trans. Comput. Hum. Interact.4
2022 OptiTrap: Optimal Trap Trajectories for Acoustic Levitation Displays
abstract
Acoustic levitation has recently demonstrated the ability to create volumetric content by trapping and quickly moving particles along reference paths to reveal shapes in mid-air. However, the problem of specifying physically feasible trap trajectories to display desired shapes remains unsolved. Even if only the final shape is of interest to the content creator, the trap trajectories need to determine where and when the traps need to be, for the particle to reveal the intended shape. We propose OptiTrap , the first structured numerical approach to compute trap trajectories for acoustic levitation displays. Our approach generates trap trajectories that are physically feasible and nearly time-optimal, and reveal generic mid-air shapes, given only a reference path (i.e., a shape with no time information). We provide a multi-dimensional model of the acoustic forces around a trap to model the trap-particle system dynamics and compute optimal trap trajectories by formulating and solving a non-linear path following problem. We formulate our approach and evaluate it, demonstrating how OptiTrap consistently produces feasible and nearly optimal paths, with increases in size, frequency, and accuracy of the shapes rendered, allowing us to demonstrate larger and more complex shapes than ever shown to date.
Viktorija Paneva, Arthur Fleig, Diego Martínez 0001, Timm Faulwasser, Jörg Müller 0001
ACM Trans. Graph.5
2022 Impact of Information Placement and User Representations in VR on Performance and Embodiment
abstract
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a user study and further explore the impact of the user's representation during interaction. We also analyze how embodiment and motor performance are influenced by these factors. In a dual-task paradigm, participants executed a motor task, either through virtual hands, virtual controllers, or a keyboard. Simultaneously, they detected visual stimuli appearing in different locations. We found that, while actively performing a motor task in the virtual environment, performance in detecting additional visual stimuli is higher when presented near the user's body. This effect is independent of how the user is represented and only occurs when the user is also engaged in a secondary task. We further found improved motor performance and increased embodiment when interacting through virtual tools and hands in VR, compared to interacting with a keyboard. This article contributes to better understanding the detectability of visual content in VR, depending on its location in the virtual environment, as well as the impact of different user representations on information processing, embodiment, and motor performance.
Sofia Seinfeld, Tiare M. Feuchtner, Johannes Pinzek, Jörg Müller 0001
IEEE Trans. Vis. Comput. Graph.4
2021 Interaction Techniques for 3D-positioning Objects in Mobile Augmented Reality
abstract
This paper explores interaction techniques for positioning objects in 3D-space during instantiation and movement interactions in mobile augmented reality. We designed the methods for 3D-objects positioning (no rotation or scaling) based on camera position and orientation, touch interaction, and combinations of these modalities. We consider four interaction techniques for creation: three new techniques and an existing one, and four techniques for moving: two new techniques and another two from previous work. We implemented all interaction methods within a smartphone application and used it as a basis for the experimental evaluation. We evaluated the interaction methods in a comparative user study (N=12): The touch-based methods outperform the camera-based techniques in perceived workload and accuracy. Both are comparable regarding the task completion time. The multimodal methods performed worse than the methods based on individual modalities both in terms of performance and workload. We discuss the implications of these findings to the HCI research and provide corresponding design recommendations. For example, we recommend avoiding the combination of camera and touch-based methods for a simultaneous interaction, as they interfere with each other and introduce jitter and inaccuracies in the user input.
Carl-Philipp Hellmuth, Miroslav Bachinski, Jörg Müller 0001
ICMI3
2021 ToolBot: Robotically Reproducing Handicraft
Kim Wölfel, Jörg Müller 0001, Dominik Henrich
INTERACT (3)2
2021 User Representations in Human-Computer Interaction
abstract
Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users to interact with computers such as PCs, game consoles or virtual reality systems. We analyze the role of these various objects from a user perspective under the unifying concept of “User Representations”. These representations are virtual objects that artificially extend the users’ physical bodies, enabling them to manipulate the virtual environment by performing motor actions that are continuously mapped to their User Representations. In this paper, we identify a set of concepts that are relevant for different User Representations, and provide a multidisciplinary review of the multisensory and cognitive factors underlying the control and subjective experience of User Representations. These concepts include visual appearance, multimodal feedback, sense of agency, input methods, peripersonal space, visual perspective, and body ownership. We further suggest a research agenda for these concepts, which can lead the human-computer interaction community towards a wider perspective of how users perceive and interact through their User Representations.
Sofia Seinfeld, Tiare M. Feuchtner, Antonella Maselli, Jörg Müller 0001
Hum. Comput. Interact.4
2021 Intermittent Control as a Model of Mouse Movements
abstract
We present Intermittent Control (IC) models as a candidate framework for modelling human input movements in Human–Computer Interaction (HCI). IC differs from continuous control in that users are not assumed to use feedback to adjust their movements continuously, but only when the difference between the observed pointer position and predicted pointer positions becomes large. We use a parameter optimisation approach to identify the parameters of an intermittent controller from experimental data, where users performed one-dimensional mouse movements in a reciprocal pointing task. Compared to previous published work with continuous control models, based on the Kullback–Leibler divergence from the experimental observations, IC is better able to generatively reproduce the distinctive dynamical features and variability of the pointing task across participants and over repeated tasks. IC is compatible with current physiological and psychological theory and provides insight into the source of variability in HCI tasks.
J. Alberto Álvarez Martín, Henrik Gollee, Jörg Müller 0001, Roderick Murray-Smith
ACM Trans. Comput. Hum. Interact.3
2020 HaptiRead: Reading Braille as Mid-Air Haptic Information
abstract
Mid-air haptic interfaces have several advantages - the haptic information is delivered directly to the user, in a manner that is unobtrusive to the immediate environment. They operate at a distance, thus easier to discover; they are more hygienic and allow interaction in 3D. We validate, for the first time, in a preliminary study with sighted and a user study with blind participants, the use of mid-air haptics for conveying Braille. We tested three haptic stimulation methods, where the haptic feedback was either: a) aligned temporally, with haptic stimulation points presented simultaneously (Constant); b) not aligned temporally, presenting each point independently (Point-By-Point); or c) a combination of the previous methodologies, where feedback was presented Row-by-Row. The results show that mid-air haptics is a viable technology for presenting Braille characters, and the highest average accuracy (94% in the preliminary and 88% in the user study) was achieved with the Point-by-Point method.
Viktorija Paneva, Sofia Seinfeld, Michael Kraiczi, Jörg Müller 0001
Conference on Designing Interactive Systems4
2020 Dynamics of Aimed Mid-air Movements
abstract
Mid-air arm movements are ubiquitous in VR, AR, and gestural interfaces. While mouse movements have received some attention, the dynamics of mid-air movements are understudied in HCI. In this paper we present an exploratory analysis of the dynamics of aimed mid-air movements. We explore the 3rd order lag (3OL) and existing 2nd order lag (2OL) models for modeling these dynamics. For a majority of movements the 3OL model captures mid-air dynamics better, in particular acceleration. The models can effectively predict the complete time series of position, velocity and acceleration of aimed movements given an initial state and a target using three (2OL) or four (3OL) free parameters.
Myroslav Bachynskyi, Jörg Müller 0001
CHI2
2020 Levitation Simulator: Prototyping Ultrasonic Levitation Interfaces in Virtual Reality
abstract
We present the Levitation Simulator, a system that enables researchers and designers to iteratively develop and prototype levitation interface ideas in Virtual Reality. This includes user tests and formal experiments. We derive a model of the movement of a levitating particle in such an interface. Based on this, we develop an interactive simulation of the levitation interface in VR, which exhibits the dynamical properties of the real interface. The results of a Fitts' Law pointing study show that the Levitation Simulator enables performance, comparable to the real prototype. We developed the first two interactive games, dedicated for levitation interfaces: LeviShooter and BeadBounce, in the Levitation Simulator, and then implemented them on the real interface. Our results indicate that participants experienced similar levels of user engagement when playing the games, in the two environments. We share our Levitation Simulator as Open Source, thereby democratizing levitation research, without the need for a levitation apparatus.
Viktorija Paneva, Myroslav Bachynskyi, Jörg Müller 0001
CHI3
2020 Performance and Experience of Throwing in Virtual Reality
abstract
Throwing is a fundamental movement in many sports and games. Given this, accurate throwing in VR applications today is surprisingly difficult. In this paper we explore the nature of the difficulties of throwing in VR in more detail. We present the results of a user study comparing throwing in VR and in the physical world. In a short pre-study with 3 participants we determine an optimal number of throwing repetitions for the main study by exploring the learning curve and subjective fatigue of throwing in VR. In the main study, with 12 participants, we find that throwing precision and accuracy in VR are lower particularly in the distance and height dimensions. It also requires more effort and exhibits different kinematic patterns.
Tim Zindulka, Myroslav Bachynskyi, Jörg Müller 0001
CHI3
2019 SpaceState: Ad-Hoc Definition and Recognition of Hierarchical Room States for Smart Environments
abstract
We present SpaceState, a system for designing spatial user interfaces that react to changes of the physical layout of a room. SpaceState uses depth cameras to measure the physical environment and allows designers to interactively define global and local states of the room. After designers defined states, SpaceState can identify the current state of the physical environment in real-time. This allows applications to adapt the content to room states and to react to transitions between states. Other scenarios include analysis and optimizations of work flows in physical environments. We demonstrate SpaceState by showcasing various example states and interactions. Lastly, we implemented an example application: A projection mapping based tele-presence application, which projects a remote user in the local physical space according to the current layout of the space.
Andreas Rene Fender, Jörg Müller 0001
ISS2
2019 ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality
abstract
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area.
Daniel Schneider 0006, Alexander Otte, Travis Gesslein, Philipp Gagel, Bastian Kuth, Mohamad Shahm Damlakhi, Oliver Dietz, Eyal Ofek, Michel Pahud, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert
IEEE Trans. Vis. Comput. Graph.11
2018 OptiSpace: Automated Placement of Interactive 3D Projection Mapping Content
abstract
We present OptiSpace, a system for the automated placement of perspectively corrected projection mapping content. We analyze the geometry of physical surfaces and the viewing behavior of users over time using depth cameras. Our system measures user view behavior and simulates a virtual projection mapping scene users would see if content were placed in a particular way. OptiSpace evaluates the simulated scene according to perceptual criteria, including visibility and visual quality of virtual content. Finally, based on these evaluations, it optimizes content placement, using a two-phase procedure involving adaptive sampling and the covariance matrix adaptation algorithm. With our proposed architecture, projection mapping applications are developed without any knowledge of the physical layouts of the target environments. Applications can be deployed in different uncontrolled environments, such as living rooms and office spaces.
Andreas Rene Fender, Philipp Herholz, Marc Alexa, Jörg Müller 0001
CHI4
2018 Inpher: Inferring Physical Properties of Virtual Objects from Mid-Air Interaction
abstract
We present Inpher, a virtual reality system for setting physical properties of virtual objects using mid-air interaction. Users simply grasp virtual objects and mimic their desired physical movement. The physical properties required to fulfill that movement will then be inferred directly from that motion. We provide a 3D user interface that does not require users to have an abstract model of physical properties. Our approach leverages users' real world experiences with physics. We conducted a bodystorming to investigate users' mental model of physics. Based on our iterative design process, we implemented techniques for inferring mass, bounciness and friction. We conducted a case study with 15 participants with varying levels of physics education. The results indicate that users are capable of demonstrating the required interactions and achieve satisfying results.
Søren Qvist Jensen, Andreas Rene Fender, Jörg Müller 0001
CHI3
2018 LeviCursor: Dexterous Interaction with a Levitating Object
abstract
We present LeviCursor, a method for interactively moving a physical, levitating particle in 3D with high agility. The levitating object can move continuously and smoothly in any direction. We optimize the transducer phases for each possible levitation point independently. Using precomputation, our system can determine the optimal transducer phases within a few microseconds and achieves round-trip latencies of 15 ms. Due to our interpolation scheme, the levitated object can be controlled almost instantaneously with sub-millimeter accuracy. We present a particle stabilization mechanism which ensures that the levitating particle is always in the main levitation trap. Lastly, we conduct the first Fitts' law-type pointing study with a real 3D cursor, where participants control the movement of the levitated cursor between two physical targets. The results of the user study demonstrate that using LeviCursor, users reach performance comparable to that of a mouse pointer.
Myroslav Bachynskyi, Viktorija Paneva, Jörg Müller 0001
ISS3
2018 Velt: A Framework for Multi RGB-D Camera Systems
abstract
We present Velt, a flexible framework for multi RGB-D camera systems. Velt supports modular real-time streaming and processing of multiple RGB, depth and skeleton streams in a camera network. RGB-D data from multiple devices can be combined into 3D data like point clouds. Furthermore, we present an integrated GUI, which enables viewing and controlling all streams, as well as debugging and profiling performance. The node-based GUI provides access to everything from high level parameters like frame rate to low level properties of each individual device. Velt supports modular preprocessing operations like downsampling and cropping of streaming data. Furthermore, streams can be recorded and played back. This paper presents the architecture and implementation of Velt.
Andreas Rene Fender, Jörg Müller 0001
ISS2
2018 Ownershift: Facilitating Overhead Interaction in Virtual Reality with an Ownership-Preserving Hand Space Shift
abstract
We present Ownershift, an interaction technique for easing overhead manipulation in virtual reality, while preserving the illusion that the virtual hand is the user's own hand. In contrast to previous approaches, this technique does not alter the mapping of the virtual hand position for initial reaching movements towards the target. Instead, the virtual hand space is only shifted gradually if interaction with the overhead target requires an extended amount of time. While users perceive their virtual hand as operating overhead, their physical hand moves gradually to a less strained position at waist level. We evaluated the technique in a user study and show that Ownershift significantly reduces the physical strain of overhead interactions, while only slightly reducing task performance and the sense of body ownership of the virtual hand.
Tiare M. Feuchtner, Jörg Müller 0001
UIST2
2017 Calming Children When Drawing Blood Using Breath-based Biofeedback
abstract
Blood sampling is a common and necessary procedure in the treatment and diagnosis of a variety of diseases. However, it often results in painful and stressful experiences for children. Designed together with domain experts, ChillFish is a breath-controlled biofeedback game technology with bespoke airflow sensor that aims to calm children during blood sampling procedures. An experimental pilot study was conducted in which 20 children aged 6-11 were assigned to one of two conditions involving either passive distraction (watching a video) or active distraction using the ChillFish prototype. Medical staff rated ChillFish significantly more useful in facilitating the blood sampling procedure compared to passive distraction. Qualitative feedback from patients, parents, and medical staff identified aspects that impact the acceptance of breath-based active distraction. Our study highlights the potential of non-pharmacological assistive technology tools to reduce fear and pain for children undergoing painful or stressful medical treatment.
Tobias Sonne, Timothy Merritt 0001, Paul Marshall, Johanne J. Lomholt, Jörg Müller 0001, Kaj Grønbæk
Conference on Designing Interactive Systems5
2017 Extending the Body for Interaction with Reality
abstract
In this paper, we explore how users can control remote devices with a virtual long arm, while preserving the perception that the artificial arm is actually part of their own body. Instead of using pointing, speech, or a remote control, the users' arm is extended in augmented reality, allowing access to devices that are out of reach. Thus, we allow users to directly manipulate real-world objects from a distance using their bare hands. A core difficulty we focus on is how to maintain ownership for the unnaturally long virtual arm, which is the strong feeling that one's limbs are actually part of the own body. Fortunately, what the human brain experiences as being part of the own body is very malleable and we find that during interaction the user's virtual arm can be stretched to more than twice its real length, without breaking the user's sense of ownership for the virtual limb.
Tiare M. Feuchtner, Jörg Müller 0001
CHI2
2017 Changing the Appearance of Real-World Objects By Modifying Their Surroundings
abstract
We present an approach to alter the perceived appearance of physical objects by controlling their surrounding space. Many real-world objects cannot easily be equipped with displays or actuators in order to change their shape. While common approaches such as projection mapping enable changing the appearance of objects without modifying them, certain surface properties (e.g. highly reflective or transparent surfaces) can make employing these techniques difficult. In this work, we present a conceptual design exploration on how the appearance of an object can be changed by solely altering the space around it, rather than the object itself. In a proof-of-concept implementation, we place objects onto a tabletop display and track them together with users to display perspective-corrected 3D graphics for augmentation. This enables controlling properties such as the perceived size, color, or shape of objects. We characterize the design space of our approach and demonstrate potential applications. For example, we change the contour of a wallet to notify users when their bank account is debited. We envision our approach to gain in importance with increasing ubiquity of display surfaces.
David Lindlbauer, Jörg Müller 0001, Marc Alexa
CHI2
2017 Dynamics of Pointing with Pointer Acceleration
Jörg Müller 0001
INTERACT (3)1
2017 HeatSpace: Automatic Placement of Displays by Empirical Analysis of User Behavior
abstract
We present HeatSpace, a system that records and empirically analyzes user behavior in a space and automatically suggests positions and sizes for new displays. The system uses depth cameras to capture 3D geometry and users' perspectives over time. To derive possible display placements, it calculates volumetric heatmaps describing geometric persistence and planarity of structures inside the space. It evaluates visibility of display poses by calculating a volumetric heatmap describing occlusions, position within users' field of view, and viewing angle. Optimal display size is calculated through a heatmap of average viewing distance. Based on the heatmaps and user constraints we sample the space of valid display placements and jointly optimize their positions. This can be useful when installing displays in multi-display environments such as meeting rooms, offices, and train stations.
Andreas Rene Fender, David Lindlbauer, Philipp Herholz, Marc Alexa, Jörg Müller 0001
UIST5
2017 Control Theoretic Models of Pointing
abstract
This article presents an empirical comparison of four models from manual control theory on their ability to model targeting behaviour by human users using a mouse: McRuer’s Crossover, Costello’s Surge, second-order lag (2OL), and the Bang-bang model. Such dynamic models are generative, estimating not only movement time, but also pointer position, velocity, and acceleration on a moment-to-moment basis. We describe an experimental framework for acquiring pointing actions and automatically fitting the parameters of mathematical models to the empirical data. We present the use of time-series, phase space, and Hooke plot visualisations of the experimental data, to gain insight into human pointing dynamics. We find that the identified control models can generate a range of dynamic behaviours that captures aspects of human pointing behaviour to varying degrees. Conditions with a low index of difficulty (ID) showed poorer fit because their unconstrained nature leads naturally to more behavioural variability. We report on characteristics of human surge behaviour (the initial, ballistic sub-movement) in pointing, as well as differences in a number of controller performance measures, including overshoot, settling time, peak time, and rise time . We describe trade-offs among the models. We conclude that control theory offers a promising complement to Fitts’ law based approaches in HCI, with models providing representations and predictions of human pointing dynamics, which can improve our understanding of pointing and inform design.
Jörg Müller 0001, Antti Oulasvirta, Roderick Murray-Smith
ACM Trans. Comput. Hum. Interact.1
2016 A Follow-up Study of a Successful Assistive Technology for Children with ADHD and Their Families
abstract
Little research on assistive technologies for families of children with attention deficit hyperactivity disorder (ADHD) has investigated the long-term impact, after the assistive technology is returned to the researchers. In this paper, we report the outcomes of a follow-up study, conducted four-weeks after a field study of 13 children with ADHD and their families who used an assistive technology designed to help establish and change family practices. We show that some of the positive effects on parent frustration level and conflict level around morning and bedtime routines that we observed in the first phase of the study, continued even after the study period, when the technology was no longer available. We furthermore present insights into family practices in families of children with ADHD and how these could lead to unexpected challenges and implications related to the adoption, use, and outcome of the assistive technology.
Tobias Sonne, Paul Marshall, Jörg Müller 0001, Carsten Obel, Kaj Grønbæk
IDC3
2016 Combining Shape-Changing Interfaces and Spatial Augmented Reality Enables Extended Object Appearance
abstract
We propose combining shape-changing interfaces and spatial augmented reality for extending the space of appearances and interactions of actuated interfaces. While shape-changing interfaces can dynamically alter the physical appearance of objects, the integration of spatial augmented reality additionally allows for dynamically changing objects' optical appearance with high detail. This way, devices can render currently challenging features such as high frequency texture or fast motion. We frame this combination in the context of computer graphics with analogies to established techniques for increasing the realism of 3D objects such as bump mapping. This extensible framework helps us identify challenges of the two techniques and benefits of their combination. We utilize our prototype shape-changing device enriched with spatial augmented reality through projection mapping to demonstrate the concept. We present a novel mechanical distance-fields algorithm for real-time fitting of mechanically constrained shape-changing devices to arbitrary 3D graphics. Furthermore, we present a technique for increasing effective screen real estate for spatial augmented reality through view-dependent shape change.
David Lindlbauer, Jens Emil Grønbæk, Morten Henriksen Birk, Kim Halskov, Marc Alexa, Jörg Müller 0001
CHI6
2016 Influence of Display Transparency on Background Awareness and Task Performance
abstract
It 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
CHI4
2016 Changing Family Practices with Assistive Technology: MOBERO Improves Morning and Bedtime Routines for Children with ADHD
abstract
Families of children with Attention Deficit Hyperactivity Disorder (ADHD) often report morning and bedtime routines to be stressful and frustrating. Through a design process involving domain professionals and families we designed MOBERO, a smartphone-based system that assists families in establishing healthy morning and bedtime routines with the aim to assist the child in becoming independent and lowering the parents' frustration levels. In a two-week intervention with 13 children with ADHD and their families, MOBERO significantly improved children's independence and reduced parents' frustration levels. Additionally, use of MOBERO was associated with a 16.5% reduction in core ADHD symptoms and an 8.3% improvement in the child's sleep habits, both measured by standardized questionnaires. Our study highlights the potential of assistive technologies to change the everyday practices of families of children with ADHD.
Tobias Sonne, Jörg Müller 0001, Paul Marshall, Carsten Obel, Kaj Grønbæk
CHI2
2016 Interruption and pausing of public display games
abstract
We 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
MobileHCI3
2016 Changing the Appearance of Physical Interfaces Through Controlled Transparency
abstract
We present physical interfaces that change their appearance through controlled transparency. These transparency-controlled physical interfaces are well suited for applications where communication through optical appearance is sufficient, such as ambient display scenarios. They transition between perceived shapes within milliseconds, require no mechanically moving parts and consume little energy. We build 3D physical interfaces with individually controllable parts by laser cutting and folding a single sheet of transparency-controlled material. Electrical connections are engraved in the surface, eliminating the need for wiring individual parts. We consider our work as complementary to current shape-changing interfaces. While our proposed interfaces do not exhibit dynamic tangible qualities, they have unique benefits such as the ability to create apparent holes or nesting of objects. We explore the benefits of transparency-controlled physical interfaces by characterizing their design space and showcase four physical prototypes: two activity indicators, a playful avatar, and a lamp shade with dynamic appearance.
David Lindlbauer, Jörg Müller 0001, Marc Alexa
UIST2
2015 BaseLase: An Interactive Focus+Context Laser Floor
abstract
We present BaseLase, an interactive laser projected focus + context floor display. In order to provide a transportable system that works in areas where there are no ceilings, we provide an integrated unit (1.3m height) that stands on the floor. One unsolved challenge for laser projectors is to cover large projection areas while providing high resolution at the same time. Our focus + context laser projector solves this problem. BaseLase can cover a large context area in low resolution, while providing three movable high-resolution focus spots. We provide a convex mirror design that enables the laser to reach a large area (75m2) with low resolution while decreasing the beam divergence compared to spherical or parabolic mirrors. This hyperboloidal mirror shape approximately equalizes the point size on the floor independent from the projected location. We propose to add a number of planar mirrors on pan-tilt units to create dynamic zones of high resolution that can adjust to the user behavior. We provide example applications for BaseLase and report on user experience in preliminary trials.
Jörg Müller 0001, Dieter Eberle, Constantin Schmidt
CHI1
2015 Analyzing visual attention during whole body interaction with public displays
abstract
While 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
UbiComp5
2015 GelTouch: Localized Tactile Feedback Through Thin, Programmable Gel
abstract
We 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
UIST6
2015 Beyond the bar: the places where location-based services are used in the city
Frank Bentley, Henriette Cramer, Jörg Müller 0001
Pers. Ubiquitous Comput.3
2015 Eye tracking for public displays in the wild
Ming Ki Chong, Jörg Müller 0001, Andreas Bulling, Hans-Werner Gellersen
Pers. Ubiquitous Comput.3
2014 Communiplay: a field study of a public display mediaspace
abstract
We present Communiplay, a public display media space. People passing by see their own contour mirrored on a public display and can start to play with virtual objects. At the same time, they see others playing at remote displays within the same virtual space. We are interested whether people would use such a public display media space, and if so, how and why. We evaluate Communiplay in a field study in six connected locations and find a remote honey-pot effect, i.e. people interacting at one location attract people at other locations. The conversion rate (percentage of passers-by starting to interact) rose by +136% when people saw others playing at remote locations. We also provide the first quantification of the (local) honey-pot effect (in our case it raised the conversion rate by +604% when people saw others playing at the same location). We conclude that the integration of multiple public displays into a media space is a promising direction for public displays and can make them more attractive and valuable.
Jörg Müller 0001, Dieter Eberle, Konrad Tollmar
CHI1
2014 The boomRoom: mid-air direct interaction with virtual sound sources
abstract
In this paper we present a system that allows to "touch", grab and manipulate sounds in mid-air. Further, arbitrary objects can seem to emit sound. We use spatial sound reproduction for sound rendering and computer vision for tracking. Using our approach, sounds can be heard from anywhere in the room and always appear to originate from the same (possibly moving) position, regardless of the listener's position. We demonstrate that direct "touch" interaction with sound is an interesting alternative to indirect interaction mediated through controllers or visual interfaces. We show that sound localization is surprisingly accurate (11.5 cm), even in the presence of distractors. We propose to leverage the ventriloquist effect to further increase localization accuracy. Finally, we demonstrate how affordances of real objects can create synergies of auditory and visual feedback. As an application of the system, we built a spatial music mixing room.
Jörg Müller 0001, Matthias Geier, Christina Dicke, Sascha Spors
CHI1
2014 MyPosition: sparking civic discourse by a public interactive poll visualization
abstract
We 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
CSCW4
2014 GazeHorizon: enabling passers-by to interact with public displays by gaze
abstract
Public displays can be made interactive by adding gaze control. However, gaze interfaces do not offer any physical affordance, and require users to move into a tracking range. We present GazeHorizon, a system that provides interactive assistance to enable passers-by to walk up to a display and to navigate content using their eyes only. The system was developed through field studies culminating in a four-day deployment in a public environment. Our results show that novice users can be facilitated to successfully use gaze control by making them aware of the interface at first glance and guiding them interactively into the tracking range.
Jörg Müller 0001, Ming Ki Chong, Andreas Bulling, Hans-Werner Gellersen
UbiComp2
2014 MirrorTouch: combining touch and mid-air gestures for public displays
abstract
In this paper we present a series of three field studies on the integration of multiple modalities (touch and mid-air gestures) in a public display. We analyze our field studies using Conversion Diagrams, an approach to model and evaluate usage of multimodal public displays. Conversion diagrams highlight the transitions inherent in a multimodal system and provide a systematic approach to investigate which factors affect them and how. We present a semi-automatic annotation technique to obtain Conversion Diagrams. We use Conversion Diagrams to evaluate interaction in the three field studies. We found that 1) clear affordances for touch were necessary when mid-air gestures were present. A call-to-action caused significantly more users to touch than a button (+200%), 2) the order of modality usage was different from what we designed for, and the location impacted which modality was used first, and 3) small variations in the application did lead to considerable user increase (+290%).
Jörg Müller 0001, Gilles Bailly, Thor Bossuyt, Niklas Hillgren
Mobile HCI1
2014 Cuenesics: using mid-air gestures to select items on interactive public displays
abstract
Most 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 HCI4
2014 Tracs: transparency-control for see-through displays
abstract
We 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
UIST8
2013 Screenfinity: extending the perception area of content on very large public displays
abstract
We propose and validate a model of the perception area of content on public displays in order to predict from where users can read. From this model, we derive Screenfinity, a technique to rotate, translate, and zoom content in order to enable reading while passing by very large displays. Screenfinity is comfortable to read when close, supports different content for different users, does not waste screen real estate and allows expert passers-by to read content while walking. A laboratory study shows that expert users are able to perceive content when it moves. A field study evaluates the effect of Screenfinity on novice users in an ecologically valid setting. We find 1) first time users can read content without slowing down or stopping; 2) Passers-by stopping did so to explore the technology. Users explore the interaction, the limits of the system, manipulate the technology, and look behind the screen.
Constantin Schmidt, Jörg Müller 0001, Gilles Bailly
CHI2
2013 StrikeAPose: revealing mid-air gestures on public displays
abstract
We 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
CHI3
2012 PalmSpace: continuous around-device gestures vs. multitouch for 3D rotation tasks on mobile devices
abstract
Rotating 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
AVI4
2012 ShoeSense: a new perspective on gestural interaction and wearable applications
abstract
When 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
CHI2
2012 Chained displays: configurations of public displays can be used to influence actor-, audience-, and passer-by behavior
abstract
Most 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
CHI3
2012 Looking glass: a field study on noticing interactivity of a shop window
abstract
In 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
CHI1
2012 Design and evaluation of finger-count interaction: Combining multitouch gestures and menus
Gilles Bailly, Jörg Müller 0001, Eric Lecolinet
Int. J. Hum. Comput. Stud.2
2011 Audience behavior around large interactive cylindrical screens
abstract
Non-planar screens, such as columns, have been a popular means for displaying information for a long time. In con-trast to traditional displays their digital counterparts are mainly flat and rectangular due to current technological constraints. However, we envision bendable displays to be available in the future, which will allow for creating new forms of displays with new properties. In this paper we ex-plore cylindrical displays as a possible form of such novel public displays. We present a prototype and report on a user study, comparing the influence of the display shape on user behavior and user experience between flat and cylindrical displays. The results indicate that people move more in the vicinity of cylindrical displays and that there is no longer a default position when it comes to interaction. As a result, such displays are especially suitable to keep people in motion and to support gesture-like interaction.
Gilbert Beyer, Florian Alt, Jörg Müller 0001, Albrecht Schmidt 0001, Karsten Isakovic, Stefan Klose, Manuel Schiewe, Ivo Haulsen
CHI3
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)3
2011 A Taxonomy of Microinteractions: Defining Microgestures Based on Ergonomic and Scenario-Dependent Requirements
Katrin Wolf 0001, Anja Naumann, Michael Rohs, Jörg Müller 0001
INTERACT (1)4
2011 Body, movement, gesture & tactility in interaction with mobile devices
abstract
In 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 HCI4
2011 The Audience Funnel: Observations of Gesture Based Interaction With Multiple Large Displays in a City Center
abstract
Data are presented from observations of Magical Mirrors, a set of four large public displays with gesture-based interaction installed in downtown Berlin, Germany. The displays show a mirror image of the environment in front of them and react with optical effects to the gestures of the audience. Observations of audience behavior revealed recurring behavioral patterns, like glancing at a first display while passing it, moving the arms to cause some effects, then directly approaching one of the following displays and positioning oneself in the center of the display. This was often followed by positioning oneself in the center of the other displays to explore the possibilities of the different effects, and sometimes by taking photographs or videos. From these observations a framework of interaction with gesture-based public display systems was deduced. It describes the phases of passing by a display, viewing & reacting, subtle interaction, direct interaction, multiple interactions, and follow-up actions. Quantitative data of these behavioral phases was collected by observing 660 passers-by on 2 weekend evenings. This article shows how many passers-by pass the thresholds between these phases. This “Audience Funnel” should provide a framework to encourage systematic investigation of public display systems and enable comparability between different studies.
Daniel Michelis, Jörg Müller 0001
Int. J. Hum. Comput. Interact.2
2010 Users' Opinions on Public Displays that Aim to Increase Social Cohesion
abstract
In this paper we present results from a questionnaire on public displays that aim to increase social cohesion. The displays highlight unexpected social links between passers-by in urban areas, which might lead to the strengthening of existing links and even the creation of new links between people. The results from the questionnaire show that the majority of respondents believes that the proposed displays might increase social cohesion, and about half of them would use them. Some respondents however are afraid for their privacy, security, and being annoyed by strangers. For personal displays, which show information only about single persons, the most popular content are name, interests and contact options. For interpersonal displays, which show information about pairs of people, the most popular information are common friends and common interests. The popularity of the proposed displays however depended strongly on the social context where they would be used. We present a preliminary prototype of a personal display, which is deployed in a university context.
Matthias Böhmer 0001, Jörg Müller 0001
Intelligent Environments2
2010 TwitterSigns: microblogging on the walls
abstract
In this paper we present TwitterSigns, an approach to display microblogs on public displays. Two different kinds of microblog entries (tweets) are selected for display: Tweets that were posted in the immediate environment of the display, and tweets that were posted by people associated with the location where the displays are installed (locals). The prototype was tested in a university setting on 4 displays for 4 weeks and compared to the information system that is usually running on the displays (iDisplays). Using face detection we show that people look significantly longer at TwitterSigns than at iDisplays. Interviews show that the relationship of viewer and poster as well as the tweet content are much more important than time and location of the tweet. Viewers recall and recognize mostly tweets from people they know, and of apparent importance for themselves (like a apparent bomb found in the city center). Furthermore, TwitterSigns change the way people use twitter (e.g. they feel more responsible for what they tweet). Passers-by seem only to look for keywords and only stop and read the whole tweet if they found some interesting keyword.
Markus Buzeck, Jörg Müller 0001
ACM Multimedia2
2010 Requirements and design space for interactive public displays
abstract
Digital immersion is moving into public space. Interactive screens and public displays are deployed in urban environments, malls, and shop windows. Inner city areas, airports, train stations and stadiums are experiencing a transformation from traditional to digital displays enabling new forms of multimedia presentation and new user experiences. Imagine a walkway with digital displays that allows a user to immerse herself in her favorite content while moving through public space. In this paper we discuss the fundamentals for creating exciting public displays and multimedia experiences enabling new forms of engagement with digital content. Interaction in public space and with public displays can be categorized in phases, each having specific requirements. Attracting, engaging and motivating the user are central design issues that are addressed in this paper. We provide a comprehensive analysis of the design space explaining mental models and interaction modalities and we conclude a taxonomy for interactive public display from this analysis. Our analysis and the taxonomy are grounded in a large number of research projects, art installations and experience. With our contribution we aim at providing a comprehensive guide for designers and developers of interactive multimedia on public displays.
Jörg Müller 0001, Florian Alt, Daniel Michelis, Albrecht Schmidt 0001
ACM Multimedia1