EDBT 2026 Demo / reviewers in the wild / expert
Max Pfeiffer
dblp:14/7924
· DBLP profile ↗
13ranked-venue papers
2as first author
1since 2021 · last 2024
0009-0002-5820-8093ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 1 since 2021Software engineering, systems software and programming languages · 1Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
4 papers |
Haptics and multimodal interaction · 41% Usability and user experience research · 31% Human-AI interaction · 11% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction › electrical stimulation
electrical muscle stimulation |
1.1 | 3 | 2024 | Understanding User Acceptance of Electrical Muscle Stimulation in Human-Computer Interaction · CHI 2024 Cruise Control for Pedestrians: Controlling Walking Direction using Electrical Muscle Stimulation · CHI 2015 Emotion Actuator: Embodied Emotional Feedback through Electroencephalography and Electrical Muscle Stimulation · CHI 2017 |
Usability and user experience research
technology acceptance |
0.8 | 1 | 2024 | Understanding User Acceptance of Electrical Muscle Stimulation in Human-Computer Interaction · CHI 2024 |
Human-AI interaction
affective computing |
0.3 | 1 | 2017 | Emotion Actuator: Embodied Emotional Feedback through Electroencephalography and Electrical Muscle Stimulation · CHI 2017 |
Interaction techniques and input
gesture input |
0.1 | 1 | 2011 | Gestural interaction on the steering wheel: reducing the visual demand · CHI 2011 |
Interaction techniques and input › spatial interaction › navigation
pedestrian navigation |
0.1 | 1 | 2015 | Cruise Control for Pedestrians: Controlling Walking Direction using Electrical Muscle Stimulation · CHI 2015 |
Usability and user experience research › safety-critical interaction
driver distraction |
0.0 | 1 | 2011 | Gestural interaction on the steering wheel: reducing the visual demand · CHI 2011 |
Methods — techniques the papers use, named apart from their topics
online survey · 0.8interviews · 0.8electrical muscle stimulation · 0.5gesture design · 0.3electroencephalography · 0.3outdoor study · 0.2lab study · 0.2user study · 0.1prototype · 0.1gesture elicitation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Understanding User Acceptance of Electrical Muscle Stimulation in Human-Computer InteractionabstractElectrical Muscle Stimulation (EMS) has unique capabilities that can manipulate users’ actions or perceptions, such as actuating user movement while walking, changing the perceived texture of food, and guiding movements for a user learning an instrument. These applications highlight the potential utility of EMS, but such benefits may be lost if users reject EMS. To investigate user acceptance of EMS, we conducted an online survey (N = 101). We compared eight scenarios, six from HCI research applications and two from the sports and health domain. To gain further insights, we conducted in-depth interviews with a subset of the survey respondents (N = 10). The results point to the challenges and potential of EMS regarding social and technological acceptance, showing that there is greater acceptance of applications that manipulate action than those that manipulate perception. The interviews revealed safety concerns and user expectations for the design and functionality of future EMS applications. Sarah Faltaous, Julie R. Williamson, Marion Koelle, Max Pfeiffer, Jonas Keppel, Stefan Schneegaß |
CHI | 4 |
| 2020 | Remote Deictic Communication: Simulating Deictic Pointing Gestures across Distances Using Electro Muscle StimulationabstractDeictic expressions – such as uttering ”this tool” and pointing at a hammer – are important and frequent elements of everyday communication. They are used, for example, when conveying location and orientation information, or when identifying objects. Pointing gestures exist among all known cultures, languages and ethnicities, but they depend on parties to be collocated. When communicating across distances, deictic expressions are usually lost. In this paper, we introduce an approach for communicating deictic pointing across distances by simulating the sender hand posture in the receiver’s hand using electrical muscle stimulation (EMS). We describe our prototypical implementation of this approach and report on a lab-based user study evaluating it. Our results indicate that it is technically feasible to use EMS for communicating deictic pointing gestures across distances. Participants in our study were successful in resolving deictic expressions consisting of verbal and gestural components. Furthermore, our results provide initial insights into user behavior, user satisfaction and specific challenges in this context. Our contributions can inform the design of future interfaces for naturally transmitting pointing gestures across distances. Samuel Navas Medrano, Max Pfeiffer, Christian Kray |
Int. J. Hum. Comput. Interact. | 2 |
| 2019 | Evaluating User Experience under Location Quality Variations: A Framework for in-the-wild StudiesabstractWhile lab-based approaches to evaluation of location-based services (LBSs) allow faster, cost-effective and less complicated evaluation of many aspects, they are limited in evaluating certain aspects, especially the ones related to usability and user experience (UX). Variations in the location information quality can negatively affect location-based UX. Lab-based evaluations are limited in factoring users' actual context, which includes location quality variations into the evaluation process. Therefore, to evaluate actual location-based UX, we need to evaluate LBSs in-the-wild with users under variations in the quality of location information. Currently, there is a lack of standard tools, methods, and frameworks for this purpose. Motivated by this factor, in this paper, we describe the Location Uncertainty Injection Framework (LUIF) for evaluating mobile LBSs in-the-wild with users under location quality variations. We also present the results of a study conducted to gain initial feedback on the potential use cases of the framework. Champika Ranasinghe, Max Pfeiffer, Sven Heitmann, Christian Kray |
MobileHCI | 2 |
| 2019 | ElectroCutscenes: Realistic Haptic Feedback in Cutscenes of Virtual Reality Games Using Electric Muscle StimulationabstractCutscenes in Virtual Reality (VR) games enhance story telling by delivering output in the form of visual, auditory, or haptic feedback (e.g., using vibrating handheld controllers). Since they lack interaction in the form of user input, cutscenes would significantly benefit from improved feedback. We introduce the concept and implementation of ElectroCutscenes, where Electric Muscle Stimulation (EMS) is leveraged to elicit physical user movements to different body parts to correspond to those of personal avatars in cutscenes of VR games while the user stays passive. Through a user study (N=22) in which users passively received kinesthetic feedback resulting in involuntarily movements, we show that ElectroCutscenes significantly increases perceived presence and realism compared to controller-based vibrotactile and no haptic feedback. Furthermore, we found preliminary evidence that combining visual and EMS feedback can evoke movements that are not actuated by either of them alone. We discuss how to enhance realism and presence of cutscenes in VR games even when EMS can partially rather than completely actuate the desired body movements. Mohamed Khamis, Nora Schuster, Ceenu George, Max Pfeiffer |
VRST | 4 |
| 2019 | Computational reproducibility in geoscientific papers: Insights from a series of studies with geoscientists and a reproduction studyabstractReproducibility is a cornerstone of science and thus for geographic research as well. However, studies in other disciplines such as biology have shown that published work is rarely reproducible. To assess the state of reproducibility, specifically computational reproducibility (i.e. rerunning the analysis of a paper using the original code), in geographic research, we asked geoscientists about this topic using three methods: a survey (n = 146), interviews (n = 9), and a focus group (n = 5). We asked participants about their understanding of open reproducible research (ORR), how much it is practiced, and what obstacles hinder ORR. We found that participants had different understandings of ORR and that there are several obstacles for authors and readers (e.g. effort, lack of openness). Then, in order to complement the subjective feedback from the participants, we tried to reproduce the results of papers that use spatial statistics to address problems in the geosciences. We selected 41 open access papers from Copernicus and Journal of Statistical Software and executed the R code. In doing so, we identified several technical issues and specific issues with the reproduced figures depicting the results. Based on these findings, we propose guidelines for authors to overcome the issues around reproducibility in the computational geosciences. Markus Konkol, Christian Kray, Max Pfeiffer |
Int. J. Geogr. Inf. Sci. | 3 |
| 2017 | Emotion Actuator: Embodied Emotional Feedback through Electroencephalography and Electrical Muscle StimulationabstractThe human body reveals emotional and bodily states through measurable signals, such as body language and electroencephalography. However, such manifestations are difficult to communicate to others remotely. We propose EmotionActuator, a proof-of-concept system to investigate the transmission of emotional states in which the recipient performs emotional gestures to understand and interpret the state of the sender.We call this kind of communication embodied emotional feedback, and present a prototype implementation. To realize our concept we chose four emotional states: amused, sad, angry, and neutral. We designed EmotionActuator through a series of studies to assess emotional classification via EEG, and create an EMS gesture set by comparing composed gestures from the literature to sign-language gestures. Through a final study with the end-to-end prototype interviews revealed that participants like implicit sharing of emotions and find the embodied output to be immersive, but want to have control over shared emotions and with whom. This work contributes a proof of concept system and set of design recommendations for designing embodied emotional feedback systems. Mariam Hassib, Max Pfeiffer, Stefan Schneegaß, Michael Rohs, Florian Alt |
CHI | 2 |
| 2017 | Zap++: a 20-channel electrical muscle stimulation system for fine-grained wearable force feedbackabstractElectrical muscle stimulation (EMS) has been used successfully in HCI to generate force feedback and simple movements both in stationary and mobile settings. However, many natural limb movements require the coordinated actuation of multiple muscles. Off-the-shelf EMS devices are typically limited in their ability to generate fine-grained movements, because they only have a low number of channels and do not provide full control over the EMS parameters. More capable medical devices are not designed for mobile use or still have a lower number of channels and less control than is desirable for HCI research. In this paper we present the concept and a prototype of a 20-channel mobile EMS system that offers full control over the EMS parameters. We discuss the requirements of wearable multi-electrode EMS systems and present the design and technical evaluation of our prototype. We further outline several application scenarios and discuss safety and certification issues. Tim Dünte, Max Pfeiffer, Michael Rohs |
MobileHCI | 2 |
| 2017 | EMS in HCI: challenges and opportunities in actuating human bodiesabstractElectrical Muscle Stimulation (EMS) recently received considerable attention in the HCI community. By applying small signals to the user's body, different types of movement can be generated. These movements allow designers to create more meaningful and embodied haptic feedback compared to vibrotactile feedback. This advantage also comes with further technical and practical challenges which need to be tackled. These challenges include a fine grained calibration procedure and a close contact to the user's body at specific on-body locations. This tutorial gives an overview about current research projects, challenges, and opportunities to use EMS for providing rich embodied feedback followed by a hands on experience. The main goal of this tutorial is that participants get a basic understanding of how EMS works and how systems that are using EMS can be developed and evaluated. Tim Dünte, Stefan Schneegaß, Max Pfeiffer |
MobileHCI | 3 |
| 2017 | Enabling remote deictic communication with mobile devices: an elicitation studyabstractMobile systems provide many means to relay information to a distant partner, but remote communication is still limited compared to face-to-face interaction. Deictic communication and pointing, in particular, are challenging when two parties communicate across distances. In this paper, we investigate how people envision remote pointing would work when using mobile devices. We report on an elicitation study where we asked participants to perform a series of remote pointing tasks. Our results provide initial insights into user behaviors and specific issues in this context. We discovered that most people follow one of two basic patterns, that their individual pointing behavior is very consistent and that the shape and location of the target object have little influence on the pointing gesture used. From our results, we derived a set of design guidelines for future user interfaces for remote pointing. Our contributions can benefit designers and researchers of such interfaces. Samuel Navas Medrano, Max Pfeiffer, Christian Kray |
MobileHCI | 2 |
| 2016 | Let your body move: a prototyping toolkit for wearable force feedback with electrical muscle stimulationabstractElectrical muscle stimulation (EMS) is a promising wearable haptic output technology as it can be miniaturized considerably and delivers a wide range of haptic output. However, prototyping EMS applications is challenging. It requires detailed knowledge and skills about hardware, software, and physiological characteristics. To simplify prototyping with EMS in mobile and wearable situations we present the Let Your Body Move toolkit. It consists of (1) a hardware control module with Bluetooth communication that uses off-the-shelf EMS devices as signal generators, (2) a simple communications protocol to connect mobile devices, and (3) a set of control applications as starting points for EMS prototyping. We describe EMS-specific parameters, electrode placements on the skin, and user calibration. The toolkit was evaluated in a workshop with 10 researchers in haptics. The results show that the toolkit allows to quickly generate non-trivial prototypes. The hardware schematics and software components are available as open source software. Max Pfeiffer, Tim Dünte, Michael Rohs |
MobileHCI | 1 |
| 2015 | Cruise Control for Pedestrians: Controlling Walking Direction using Electrical Muscle StimulationabstractPedestrian navigation systems require users to perceive, interpret, and react to navigation information. This can tax cognition as navigation information competes with information from the real world. We propose actuated navigation, a new kind of pedestrian navigation in which the user does not need to attend to the navigation task at all. An actuation signal is directly sent to the human motor system to influence walking direction. To achieve this goal we stimulate the sartorius muscle using electrical muscle stimulation. The rotation occurs during the swing phase of the leg and can easily be counteracted. The user therefore stays in control. We discuss the properties of actuated navigation and present a lab study on identifying basic parameters of the technique as well as an outdoor study in a park. The results show that our approach changes a user's walking direction by about 16°/m on average and that the system can successfully steer users in a park with crowded areas, distractions, obstacles, and uneven ground. Max Pfeiffer, Tim Dünte, Stefan Schneegaß, Florian Alt, Michael Rohs |
CHI | 1 |
| 2011 | Gestural interaction on the steering wheel: reducing the visual demandabstractCars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we present two user studies conducted with a working prototype of a multi-touch steering wheel. In the first, we developed a user-defined steering wheel gesture set, and in the second, we applied the identified gestures and compared their application to conventional user interaction with infotainment systems in terms of driver distraction. The main outcome was that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel. Tanja Döring, Dagmar Kern, Paul Marshall, Max Pfeiffer, Johannes Schöning, Volker Gruhn, Albrecht Schmidt 0001 |
CHI | 4 |
| 2011 | Towards Real-Time Monitoring and Controlling of Enterprise Architectures Using Business Software Control Centers
Tobias Brückmann, Volker Gruhn, Max Pfeiffer |
ECSA | 3 |