Malte Weiss

dblp:34/5723 · also Malte Hanno Weiß · DBLP profile ↗
← Back
8ranked-venue papers
5as first author
0since 2021 · last 2012
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 5 first-authorGraphics, 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
6 papers
Interaction techniques and input · 56% Haptics and multimodal interaction · 23% Personal fabrication and tangible interfaces · 21%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 78% Visual content generation and editing · 22%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › spatial interaction
3d interaction
0.112012
HoloDesk: direct 3d interactions with a situated see-through display · CHI 2012
Interaction techniques and input › gesture input
mid-air interaction
0.112012
HoloDesk: direct 3d interactions with a situated see-through display · CHI 2012
Interaction techniques and input
spatial interaction
0.112012
HoloDesk: direct 3d interactions with a situated see-through display · CHI 2012
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.112009
SLAP widgets: bridging the gap between virtual and physical controls on tabletops · CHI 2009
Interaction techniques and input › direct manipulation
direct manipulation video navigation
0.112008
DRAGON: a direct manipulation interface for frame-accurate in-scene video navigation · CHI 2008
Interaction techniques and input › surface computing
tabletop interaction
0.122011
FingerFlux: near-surface haptic feedback on tabletops · UIST 2011
Madgets: actuating widgets on interactive tabletops · UIST 2010
Virtual and augmented reality › augmented reality display
optical see-through display
0.012012
HoloDesk: direct 3d interactions with a situated see-through display · CHI 2012
Virtual and augmented reality › augmented reality display
see-through display
0.012012
HoloDesk: direct 3d interactions with a situated see-through display · CHI 2012
Visual content generation and editing
video editing
0.012008
DRAGON: a direct manipulation interface for frame-accurate in-scene video navigation · CHI 2008

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

user study · 0.5physics simulation · 0.3object tracking · 0.3depth sensing · 0.3electromagnetic actuation · 0.2controlled experiment · 0.1visual tracking algorithm · 0.1fiber optic tracking · 0.1empirical study · 0.1
YearPublicationVenuePosition
2012 HoloDesk: direct 3d interactions with a situated see-through display
abstract
HoloDesk is an interactive system combining an optical see through display and Kinect camera to create the illusion that users are directly interacting with 3D graphics. A virtual image of a 3D scene is rendered through a half silvered mirror and spatially aligned with the real-world for the viewer. Users easily reach into an interaction volume displaying the virtual image. This allows the user to literally get their hands into the virtual display and to directly interact with an spatially aligned 3D virtual world, without the need for any specialized head-worn hardware or input device. We introduce a new technique for interpreting raw Kinect data to approximate and track rigid (e.g., books, cups) and non-rigid (e.g., hands, paper) physical objects and support a variety of physics-inspired interactions between virtual and real. In particular the algorithm models natural human grasping of virtual objects with more fidelity than previously demonstrated. A qualitative study highlights rich emergent 3D interactions, using hands and real-world objects. The implementation of HoloDesk is described in full, and example application scenarios explored. Finally, HoloDesk is quantitatively evaluated in a 3D target acquisition task, comparing the system with indirect and glasses-based variants.
Otmar Hilliges, David Kim 0002, Shahram Izadi, Malte Weiss, Andrew D. Wilson
CHI4
2011 Rendering physical effects in tabletop controls
abstract
We introduce dynamic physical properties as an additional degree of freedom for passive tabletop controls. Using electromagnetic actuation, we manipulate attributes of tangibles on the fly, such as perceived weight, spring resistance, friction, and latching. We describe our actuation concepts, prototypes, and measurements showing that magnetic fields can change physical effects in a linear way. Controlled experiments reveal that participants can tactually distinguish four rendered resistance levels of a button prototype and easily detect dynamic detents in a continuous slider. Finally, we describe how adjustable physical properties in tangibles can enhance tabletop interaction.
Malte Weiss, Christian Remy 0001, Jan O. Borchers
CHI1
2011 FingerFlux: near-surface haptic feedback on tabletops
abstract
We introduce FingerFlux, an output technique to generate near-surface haptic feedback on interactive tabletops. Our system combines electromagnetic actuation with permanent magnets attached to the user's hand. FingerFlux lets users feel the interface before touching, and can create both attracting and repelling forces. This enables applications such as reducing drifting, adding physical constraints to virtual controls, and guiding the user without visual output. We show that users can feel vibration patterns up to 35 mm above our table, and that FingerFlux can significantly reduce drifting when operating on-screen buttons without looking.
Malte Weiss, Chat Wacharamanotham, Simon Voelker, Jan O. Borchers
UIST1
2010 Madgets: actuating widgets on interactive tabletops
abstract
We present a system for the actuation of tangible magnetic widgets (Madgets) on interactive tabletops. Our system combines electromagnetic actuation with fiber optic tracking to move and operate physical controls. The presented mechanism supports actuating complex tangibles that consist of multiple parts. A grid of optical fibers transmits marker positions past our actuation hardware to cameras below the table. We introduce a visual tracking algorithm that is able to detect objects and touches from the strongly sub-sampled video input of that grid. Six sample Madgets illustrate the capabilities of our approach, ranging from tangential movement and height actuation to inductive power transfer. Madgets combine the benefits of passive, untethered, and translucent tangibles with the ability to actuate them with multiple degrees of freedom.
Malte Weiss, Florian Schwarz, Simon Jakubowski, Jan O. Borchers
UIST1
2009 SLAP widgets: bridging the gap between virtual and physical controls on tabletops
abstract
We present Silicone iLluminated Active Peripherals (SLAP), a system of tangible, translucent widgets for use on multitouch tabletops. SLAP Widgets are cast from silicone or made of acrylic, and include sliders, knobs, keyboards, and buttons. They add tactile feedback to multi-touch tables, improving input accuracy. Using rear projection, SLAP Widgets can be relabeled dynamically, providing inexpensive, battery-free, and untethered augmentations. Furthermore, SLAP combines the flexibility of virtual objects with physical affordances. We evaluate how SLAP Widgets influence the user experience on tabletops compared to virtual controls. Empirical studies show that SLAPWidgets are easy to use and outperform virtual controls significantly in terms of accuracy and overall interaction time.
Malte Weiss, Julie Wagner, Yvonne Jansen, Roger Jennings, Ramsin Khoshabeh, James D. Hollan, Jan O. Borchers
CHI1
2009 SLAPbook: tangible widgets on multi-touch tables in groupware environments
abstract
We present SLAPbook, an application using SLAP, translucent and tangible widgets for use on vision-based multi-touch tabletops in Single Display Groupware (SDG) environments. SLAP stands for Silicone ILluminated Active Peripherals and includes widgets such as sliders, knobs, keyboards, and buttons. The widgets and tactile feedback to multi-touch tables while simultaneously providing dynamic relabeling to tangible objects using the table's rear projection. SLAPbook provides multiple users the ability to add and edit content to a guestbook, browse other peoples' entries, and access personal data using a token-based personalization system. Interaction with the table takes place in the personal and public space so that users can make use of personal and shared controls to perform separate and coordinative actions.
Malte Weiss, Julie Wagner, Roger Jennings, Yvonne Jansen, Ramsin Khoshabeh, James D. Hollan, Jan O. Borchers
TEI1
2008 DRAGON: a direct manipulation interface for frame-accurate in-scene video navigation
abstract
We present DRAGON, a direct manipulation interaction technique for frame-accurate navigation in video scenes. This technique benefits tasks such as professional and amateur video editing, review of sports footage, and forensic analysis of video scenes. By directly dragging objects in the scene along their movement trajectory, DRAGON enables users to quickly and precisely navigate to a specific point in the video timeline where an object of interest is in a desired location. Examples include the specific frame where a sprinter crosses the finish line, or where a car passes a traffic light. Through a user study, we show that DRAGON significantly reduces task completion time for in-scene navigation tasks by an average of 19-42% compared to a standard timeline slider. Qualitative feedback from users is also positive, with multiple users indicating that the DRAGON interaction felt more natural than the traditional timeline slider for in-scene navigation.
Thorsten Karrer, Malte Weiss, Jan O. Borchers
CHI2
2007 Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination
Wan-Chun Ma, Tim Hawkins, Pieter Peers, Charles-Félix Chabert, Malte Weiss, Paul E. Debevec
Rendering Techniques5