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Martin Schuessler

dblp:00/10854 · DBLP profile ↗
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7ranked-venue papers
1as first author
2since 2021 · last 2024
0009-0007-0493-1573ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Collaborative and social computing · 69% Interaction techniques and input · 18% Usability and user experience research · 12%
Artificial intelligence
1 paper
Trustworthy machine learning · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › social interaction › social signaling
eye contact
0.812024
Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication · ACM Trans. Comput. Hum. Interact. 2024
Collaborative and social computing › awareness
gaze awareness
0.812024
Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication · ACM Trans. Comput. Hum. Interact. 2024
Collaborative and social computing
video conferencing
0.812024
Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication · ACM Trans. Comput. Hum. Interact. 2024
Collaborative and social computing › computer-mediated communication › virtual communication
video-mediated communication
0.812024
Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication · ACM Trans. Comput. Hum. Interact. 2024
Machine learning › Trustworthy machine learning
interpretability
0.612022
Do Users Benefit From Interpretable Vision? A User Study, Baseline, And Dataset · ICLR 2022
Collaborative and social computing
social presence
0.212024
Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication · ACM Trans. Comput. Hum. Interact. 2024
Interaction techniques and input › post-WIMP interaction › embodied interaction
full-body interaction
0.212015
Analyzing visual attention during whole body interaction with public displays · UbiComp 2015
Interaction techniques and input
mobile interaction
0.212014
Pinch-drag-flick vs. spatial input: rethinking zoom & pan on mobile displays · CHI 2014
Interaction techniques and input › spatial interaction › navigation
pan and zoom interaction
0.212014
Pinch-drag-flick vs. spatial input: rethinking zoom & pan on mobile displays · CHI 2014
Interaction techniques and input
spatial interaction
0.212014
Pinch-drag-flick vs. spatial input: rethinking zoom & pan on mobile displays · CHI 2014
Ubiquitous computing and smart environments
public displays
0.112015
Analyzing visual attention during whole body interaction with public displays · UbiComp 2015
Interaction techniques and input › touch interaction
multi-touch interaction
0.112014
Pinch-drag-flick vs. spatial input: rethinking zoom & pan on mobile displays · CHI 2014

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

user study · 2.1camera-based simulation · 0.8recall and recognition tasks · 0.2eye tracking · 0.2
YearPublicationVenuePosition
2024 Gazing Heads: Investigating Gaze Perception in Video-Mediated Communication
abstract
Videoconferencing has become a ubiquitous medium for collaborative work. It does suffer however from various drawbacks such as zoom fatigue. This paper addresses the quality of user experience by exploring an enhanced system concept with the capability of conveying gaze and attention. Gazing Heads is a round-table virtual meeting concept that uses only a single screen per participant. It enables direct eye contact, and signals gaze via controlled head rotation. The technology to realise this novel concept is not quite mature though, so we built a camera-based simulation for four simultaneous videoconference users. We conducted a user study comparing Gazing Heads with a conventional “Tiled View” video conferencing system, for 20 groups of 4 people, on each of two tasks. The study found that head rotation clearly conveys gaze and strongly enhances the perception of attention. Measurements of turn-taking behaviour did not differ decisively between the two systems (though there were significant differences between the two tasks). A novel insight in comparison to prior studies is that there was a significant increase in mutual eye contact with Gazing Heads, and that users clearly felt more engaged, encouraged to participate and more socially present. Overall, participants expressed a clear preference for Gazing Heads. These results suggest that fully implementing the Gazing Heads concept, using modern computer vision technology as it matures, could significantly enhance the experience of videoconferencing.
Martin Schuessler, Luca Hormann, Raimund Dachselt, Andrew Blake 0004, Carsten Rother
ACM Trans. Comput. Hum. Interact.1
2022 Do Users Benefit From Interpretable Vision? A User Study, Baseline, And Dataset
Leon Sixt, Martin Schuessler, Oana-Iuliana Popescu, Philipp Weiß, Tim Landgraf
ICLR2
2020 Evaluating saliency map explanations for convolutional neural networks: a user study
abstract
Convolutional neural networks (CNNs) offer great machine learning performance over a range of applications, but their operation is hard to interpret, even for experts. Various explanation algorithms have been proposed to address this issue, yet limited research effort has been reported concerning their user evaluation. In this paper, we report on an online between-group user study designed to evaluate the performance of "saliency maps" - a popular explanation algorithm for image classification applications of CNNs. Our results indicate that saliency maps produced by the LRP algorithm helped participants to learn about some specific image features the system is sensitive to. However, the maps seem to provide very limited help for participants to anticipate the network's output for new images. Drawing on our findings, we highlight implications for design and further research on explainable AL In particular, we argue the HCI and AI communities should look beyond instance-level explanations.
Ahmed Alqaraawi, Martin Schuessler, Philipp Weiß, Enrico Costanza, Nadia Bianchi-Berthouze
IUI2
2020 Between Subjectivity and Imposition: Power Dynamics in Data Annotation for Computer Vision
abstract
The interpretation of data is fundamental to machine learning. This paper investigates practices of image data annotation as performed in industrial contexts. We define data annotation as a sense-making practice, where annotators assign meaning to data through the use of labels. Previous human-centered investigations have largely focused on annotators? subjectivity as a major cause of biased labels. We propose a wider view on this issue: guided by constructivist grounded theory, we conducted several weeks of fieldwork at two annotation companies. We analyzed which structures, power relations, and naturalized impositions shape the interpretation of data. Our results show that the work of annotators is profoundly informed by the interests, values, and priorities of other actors above their station. Arbitrary classifications are vertically imposed on annotators, and through them, on data. This imposition is largely naturalized. Assigning meaning to data is often presented as a technical matter. This paper shows it is, in fact, an exercise of power with multiple implications for individuals and society.
Milagros Miceli, Martin Schuessler, Tianling Yang
Proc. ACM Hum. Comput. Interact.2
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
UbiComp4
2014 Pinch-drag-flick vs. spatial input: rethinking zoom & pan on mobile displays
abstract
The multi-touch-based pinch to zoom, drag and flick to pan metaphor has gained wide popularity on mobile displays, where it is the paradigm of choice for navigating 2D documents. But is finger-based navigation really the gold standard' In this paper, we present a comprehensive user study with 40 participants, in which we systematically compared the Pinch-Drag-Flick approach with a technique that relies on spatial manipulation, such as lifting a display up/down to zoom. While we solely considered known techniques, we put considerable effort in implementing both input strategies on popular consumer hardware (iPhone, iPad). Our results show that spatial manipulation can significantly outperform traditional Pinch-Drag-Flick. Given the carefully optimized prototypes, we are confident to have found strong arguments that future generations of mobile devices could rely much more on spatial interaction principles.
Martin Spindler, Martin Schuessler, Marcel Martsch, Raimund Dachselt
CHI2
2008 The Test Features of the Quad-Core AMD Opteron- Microprocessor
abstract
This paper describes the design-for-test (DFT) features of the quad-core AMD-OpteronTMmicroprocessor.
Tim Wood 0001, Grady Giles, Chris Kiszely, Martin Schuessler, Daniela Toneva, Joel Irby, Michael Mateja
ITC4