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Marcel Martsch

dblp:32/11300 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2

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

Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 87% Personal fabrication and tangible interfaces · 13%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
spatial interaction
0.322014
Pinch-drag-flick vs. spatial input: rethinking zoom & pan on mobile displays · CHI 2014
Going beyond the surface: studying multi-layer interaction above the tabletop · CHI 2012
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 › 3d interaction
above-surface interaction
0.112012
Going beyond the surface: studying multi-layer interaction above the tabletop · CHI 2012
Personal fabrication and tangible interfaces
tangible interaction
0.112012
Going beyond the surface: studying multi-layer interaction above the tabletop · CHI 2012
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
Interaction techniques and input › surface computing
tabletop interaction
0.012012
Going beyond the surface: studying multi-layer interaction above the tabletop · CHI 2012

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

user study · 0.3
YearPublicationVenuePosition
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
CHI3
2012 Going beyond the surface: studying multi-layer interaction above the tabletop
abstract
Lightweight spatially aware displays (Tangible Magic Lenses) are an effective approach for exploring complex information spaces within a tabletop environment. One way of using the 3D space above a horizontal surface is to divide it into discrete parallel layers stacked upon each other. Horizontal and vertical lens movements are essential tasks for the style of multi-layer interaction associated with it. We conducted a comprehensive user study with 18 participants investigating fundamental issues such as optimal number of layers and their thickness, movement and holding accuracies, and physical boundaries of the interaction volume. Findings include a rather limited overall interaction height (44 cm), a different minimal layer thickness for vertical and horizontal search tasks (1 cm/4 cm), a reasonable maximum number of layers depending on the primary task, and a convenience zone in the middle for horizontal search. Derived from that, design guidelines are also presented.
Martin Spindler, Marcel Martsch, Raimund Dachselt
CHI2