EDBT 2026 Demo / reviewers in the wild / expert
Frederik Brudy
dblp:42/11300
· DBLP profile ↗
17ranked-venue papers
5as first author
10since 2021 · last 2026
0000-0002-3868-0967ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 17 · 5 first-author · 10 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PrevizWhiz: Combining Rough 3D Scenes and 2D Video to Guide Generative Video PrevisualizationabstractIn pre-production, filmmakers and 3D animation experts must rapidly prototype ideas to explore a film’s possibilities before full-scale production, yet conventional approaches involve trade-offs in efficiency and expressiveness. Hand-drawn storyboards often lack spatial precision needed for complex cinematography, while 3D previsualization demands expertise and high-quality rigged assets. To address this gap, we present PrevizWhiz, a system that leverages rough 3D scenes in combination with generative image and video models to create stylized video previews. The workflow integrates frame-level image restyling with adjustable resemblance, time-based editing through motion paths or external video inputs, and refinement into high-fidelity video clips. A study with filmmakers demonstrates that our system lowers technical barriers for film-makers, accelerates creative iteration, and effectively bridges the communication gap, while also surfacing challenges of continuity, authorship, and ethical consideration in AI-assisted filmmaking. Erzhen Hu, Frederik Brudy, David Ledo, George W. Fitzmaurice, Fraser Anderson |
CHI | 2 |
| 2026 | GroundLink: Exploring How Contextual Meeting Snippets Can Close Common Ground Gaps in Editing 3D Scenes for Virtual ProductionabstractVirtual Production (VP) professionals often face challenges accessing tacit knowledge and creative intent, which are important in forming common ground with collaborators and in contributing more effectively and efficiently to the team. From our formative study (N=23) with a follow-up interview (N=6), we identified the significance and prevalence of this challenge. To help professionals access knowledge, we present GroundLink, a Unity add-on that surfaces meeting-derived knowledge directly in the editor to support establishing common ground. It features a meeting knowledge dashboard for capturing and reviewing decisions and comments, constraint-aware feedforward that proactively informs the editor environment, and cross-modal synchronization that provides referential links between the dashboard and the editor. A comparative study (N=12) suggested that GroundLink help users build common ground with their team while improving perceived confidence and ease of editing the 3D scene. An expert evaluation with VP professionals (N=5) indicated strong potential for GroundLink in real-world workflows. Gun Woo (Warren) Park, Frederik Brudy, George W. Fitzmaurice, Fraser Anderson |
CHI | 2 |
| 2026 | PlayWrite: A Multimodal System for AI Supported Narrative Co-Authoring Through Play in XRabstractCurrent AI writing tools, which rely on text prompts, poorly support the spatial and interactive nature of storytelling where ideas emerge from direct manipulation and play. We present PlayWrite, a mixed-reality system where users author stories by directly manipulating virtual characters and props. A multi-agent AI pipeline interprets these actions into Intent Frames—structured narrative beats visualized as rearrangeable story marbles on a timeline. A large language model then transforms the user’s assembled sequence into a final narrative. A user study (N=13) with writers from varying domains found that PlayWrite fosters a highly improvisational and playful process. Users treated the AI as a collaborative partner, using its unexpected responses to spark new ideas and overcome creative blocks. PlayWrite demonstrates an approach for co-creative systems that move beyond text to embrace direct manipulation and play as core interaction modalities. Esen K. Tütüncü, Qian Zhou 0009, Frederik Brudy, George W. Fitzmaurice, Fraser Anderson |
CHI | 3 |
| 2025 | WhatIF: Branched Narrative Fiction Visualization for Authoring Emergent Narratives using Large Language Models
Aditi Mishra, Frederik Brudy, Qian Zhou 0009, George W. Fitzmaurice, Fraser Anderson |
Creativity & Cognition | 2 |
| 2023 | WorldSmith: Iterative and Expressive Prompting for World Building with a Generative AIabstractCrafting a rich and unique environment is crucial for fictional world-building, but can be difficult to achieve since illustrating a world from scratch requires time and significant skill. We investigate the use of recent multi-modal image generation systems to enable users iteratively visualize and modify elements of their fictional world using a combination of text input, sketching, and region-based filling. WorldSmith enables novice world builders to quickly visualize a fictional world with layered edits and hierarchical compositions. Through a formative study (4 participants) and first-use study (13 participants) we demonstrate that WorldSmith offers more expressive interactions with prompt-based models. With this work, we explore how creatives can be empowered to leverage prompt-based generative AI as a tool in their creative process, beyond current "click-once" prompting UI paradigms. Hai Dang, Frederik Brudy, George W. Fitzmaurice, Fraser Anderson |
UIST | 2 |
| 2022 | AvatAR: An Immersive Analysis Environment for Human Motion Data Combining Interactive 3D Avatars and TrajectoriesabstractAnalysis of human motion data can reveal valuable insights about the utilization of space and interaction of humans with their environment. To support this, we present AvatAR, an immersive analysis environment for the in-situ visualization of human motion data, that combines 3D trajectories with virtual avatars showing people’s detailed movement and posture. Additionally, we describe how visualizations can be embedded directly into the environment, showing what a person looked at or what surfaces they touched, and how the avatar’s body parts can be used to access and manipulate those visualizations. AvatAR combines an AR HMD with a tablet to provide both mid-air and touch interaction for system control, as well as an additional overview device to help users navigate the environment. We implemented a prototype and present several scenarios to show that AvatAR can enhance the analysis of human motion data by making data not only explorable, but experienceable. Patrick Reipschläger, Frederik Brudy, Raimund Dachselt, Justin Matejka, George W. Fitzmaurice, Fraser Anderson |
CHI | 2 |
| 2022 | The Making of Meaning through Dyadic Haptic Affective TouchabstractDespite the importance of touch in human–human relations, research in affective tactile practices is in its infancy, lacking in-depth understanding needed to inform the design of remote digital touch communication. This article reports two qualitative studies that explore tactile affective communication in specific social contexts, and the bi-directional creation, sending and interpretation of digital touch messages using a purpose-built research tool, the Tactile Emoticon. The system comprises a pair of remotely connected mitts, which enable users in different locations to communicate through tactile messages, by orchestrating duration and level of three haptic sensations: vibration, pressure and temperature. Qualitative analysis shows the nuanced ways in which 68 participants configured these elements to make meaning from touch messages they sent and received. It points to the affect and emotion of touch, its sensoriality and ambiguity, the significance of context, social norms and expectations of touch participants. Findings suggest key design considerations for digital touch communication, where the emphasis shifts from generating ‘recognizable touches’ to tools that allow people to shape their touches and establish common understanding about their meaning. Sara Price, Nadia Bianchi-Berthouze, Carey Jewitt, Nikoleta Yiannoutsou, Katerina Fotopoulou, Svetlana Dajic, Juspreet Virdee, Yixin Zhao, Douglas Atkinson, Frederik Brudy |
ACM Trans. Comput. Hum. Interact. | 10 |
| 2021 | Designing a Multi-Agent Occupant Simulation System to Support Facility Planning and Analysis for COVID-19abstractThe COVID-19 pandemic changed our lives, forcing us to reconsider our built environment, architectural designs, and even behaviours. Multiple stakeholders, including designers, building facility managers, and policy makers, are making decisions to reduce SARS-CoV-2 virus transmission and make our environment safer; however, systems to effectively and interactively evaluate virus transmission in physical spaces are lacking. To help fill this gap, we propose OccSim, a system that automatically generates occupancy behaviours in a 3D model of a building and helps users analyze the potential effect of virus transmission from a large-scale and longitudinal perspective. Our participatory evaluation with four groups of stakeholders revealed that OccSim could enhance their decision making processes by identifying specific risks of virus transmission in advance, and illuminating how each risk relates to complex human-building interactions. We reflect on our design and discuss OccSim’s potential implications in the domains of ‘design evaluation,’ ‘generative design,’ and ‘digital twins.’ Bokyung Lee, Michael Lee 0005, Jeremy P. M. Mogk, Rhys Goldstein, Jacobo Bibliowicz, Frederik Brudy, Alex Tessier |
Conference on Designing Interactive Systems | 6 |
| 2021 | EvalMe: Exploring the Value of New Technologies for In Situ Evaluation of Learning ExperiencesabstractTangible interfaces have much potential for engendering shared interaction and reflection, as well as for promoting playful experiences. How can their properties be capitalised on to enable students to reflect on their learning, both individually and together, throughout learning sessions? This Research through Design paper describes our development of EvalMe, a flexible, tangible tool aimed at being playful, enjoyable to use and enabling children to reflect on their learning, both in the moment and after a learning session has ended. We discuss the insights gained through the process of designing EvalMe, co-defining its functionality with two groups of collaborators and deploying it in two workshop settings. Through this process, we map key contextual considerations for the design of technologies for in situ evaluation of learning experiences. Finally, we discuss how tangible evaluation technologies deployed throughout a learning session, can positively contribute to students’ reflection about their learning. Susan Lechelt, Frederik Brudy, Nicolai Marquardt, Yvonne Rogers |
CHI | 2 |
| 2021 | AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware ArmaturesabstractAirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air — with 2–5 armatures poseable in 7DoF within the same workspace — to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. Nicolai Marquardt, Nathalie Henry Riche, Christian Holz 0001, Hugo Romat, Michel Pahud, Frederik Brudy, David Ledo, Chunjong Park, Molly Jane Pearce Nicholas, Teddy Seyed, Eyal Ofek, Bongshin Lee, William Buxton, Ken Hinckley |
UIST | 6 |
| 2020 | SurfaceFleet: Exploring Distributed Interactions Unbounded from Device, Application, User, and TimeabstractKnowledge work increasingly spans multiple computing surfaces. Yet in status quo user experiences, content as well as tools, behaviors, and workflows are largely bound to the current device-running the current application, for the current user, and at the current moment in time. SurfaceFleet is a system and toolkit that uses resilient distributed programming techniques to explore cross-device interactions that are unbounded in these four dimensions of device, application, user, and time. As a reference implementation, we describe an interface built using SurfaceFleet that employs lightweight, semi-transparent UI elements known as Applets. Applets appear always-on-top of the operating system, application windows, and (conceptually) above the device itself. But all connections and synchronized data are virtualized and made resilient through the cloud. For example, a sharing Applet known as a Portfolio allows a user to drag and drop unbound Interaction Promises into a document. Such promises can then be fulfilled with content asynchronously, at a later time (or multiple times), from another device, and by the same or a different user. Frederik Brudy, David Ledo, Michel Pahud, Nathalie Henry Riche, Christian Holz 0001, Anand Waghmare, Hemant Bhaskar Surale, Marcus Peinado, Xiaokuan Zhang, Shannon Joyner, Badrish Chandramouli, Umar Farooq Minhas, Jonathan Goldstein, William Buxton, Ken Hinckley |
UIST | 1 |
| 2019 | Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple DevicesabstractDesigning interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing the opportunities and challenges of interactions with multiple devices in concert is of continued focus in HCI research. To inform the future research agenda of this field, we contribute an analysis and taxonomy of a corpus of 510 papers in the cross-device computing domain. For both new and experienced researchers in the field we provide: an overview, historic trends and unified terminology of cross-device research; discussion of major and under-explored application areas; mapping of enabling technologies; synthesis of key interaction techniques spanning across multiple devices; and review of common evaluation strategies. We close with a discussion of open issues. Our taxonomy aims to create a unified terminology and common understanding for researchers in order to facilitate and stimulate future cross-device research. Frederik Brudy, Christian Holz 0001, Roman Rädle, Chi-Jui Wu, Steven Houben, Clemens Nylandsted Klokmose, Nicolai Marquardt |
CHI | 1 |
| 2018 | Investigating the Role of an Overview Device in Multi-Device CollaborationabstractThe availability of mobile device ecologies enables new types of ad-hoc co-located decision-making and sensemaking practices in which people find, collect, discuss, and share information. However, little is known about what kind of device configurations are suitable for these types of tasks. This paper contributes new insights into how people use configurations of devices for one representative example task: collaborative co-located trip-planning. We present an empirical study that explores and compares three strategies to use multiple devices: no-overview, overview on own device, and a separate overview device. The results show that the overview facilitated decision- and sensemaking during a collaborative trip-planning task by aiding groups to iterate their itinerary, organize locations and timings efficiently, and discover new insights. Groups shared and discussed more opinions, resulting in more democratic decision-making. Groups provided with a separate overview device engaged more frequently and spent more time in closely-coupled collaboration. Frederik Brudy, Joshua Kevin Budiman, Steven Houben, Nicolai Marquardt |
CHI | 1 |
| 2018 | SurfaceConstellations: A Modular Hardware Platform for Ad-Hoc Reconfigurable Cross-Device WorkspacesabstractWe contribute SurfaceConstellations, a modular hardware platform for linking multiple mobile devices to easily create novel cross-device workspace environments. Our platform combines the advantages of multi-monitor workspaces and multi-surface environments with the flexibility and extensibility of more recent cross-device setups. The SurfaceConstellations platform includes a comprehensive library of 3D-printed link modules to connect and arrange tablets into new workspaces, several strategies for designing setups, and a visual configuration tool for automatically generating link modules. We contribute a detailed design space of cross-device workspaces, a technique for capacitive links between tablets for automatic recognition of connected devices, designs of flexible joint connections, detailed explanations of the physical design of 3D printed brackets and support structures, and the design of a web-based tool for creating new SurfaceConstellation setups. Nicolai Marquardt, Frederik Brudy, Can Liu 0003, Ben Bengler, Christian Holz 0001 |
CHI | 2 |
| 2018 | EagleView: A Video Analysis Tool for Visualising and Querying Spatial Interactions of People and DevicesabstractTo study and understand group collaborations involving multiple handheld devices and large interactive displays, researchers frequently analyse video recordings of interaction studies to interpret people's interactions with each other and/or devices. Advances in ubicomp technologies allow researchers to record spatial information through sensors in addition to video material. However, the volume of video data and high number of coding parameters involved in such an interaction analysis makes this a time-consuming and labour-intensive process. We designed EagleView, which provides analysts with real-time visualisations during playback of videos and an accompanying data-stream of tracked interactions. Real-time visualisations take into account key proxemic dimensions, such as distance and orientation. Overview visualisations show people's position and movement over longer periods of time. EagleView also allows the user to query people's interactions with an easy-to-use visual interface. Results are highlighted on the video player's timeline, enabling quick review of relevant instances. Our evaluation with expert users showed that EagleView is easy to learn and use, and the visualisations allow analysts to gain insights into collaborative activities. Frederik Brudy, Suppachai Suwanwatcharachat, Steven Houben, Nicolai Marquardt |
ISS | 1 |
| 2016 | CurationSpace: Cross-Device Content Curation Using Instrumental InteractionabstractFor digital content curation of historical artefacts, curators collaboratively collect, analyze and edit documents, images, and other digital resources in order to display and share new representations of that information to an audience. Despite their increasing reliance on digital documents and tools, current technologies provide little support for these specific collaborative content curation activities. We introduce CurationSpace -- a novel cross-device system to provide more expressive tools for curating and composing digital historical artefacts. Based on the concept of Instrumental Interaction, CurationSpace allows users to interact with digital curation artefacts on shared interactive surfaces using personal smartwatches as selectors for instruments or modifiers (applied to either the whole curation space, individual documents, or fragments). We introduce a range of novel interaction techniques that allow individuals or groups of curators to more easily create, navigate and share resources during content curation. We report insights from our user study about people's use of instruments and modifiers for curation activities. Frederik Brudy, Steven Houben, Nicolai Marquardt, Yvonne Rogers |
ISS | 1 |
| 2012 | Touch me once and i know it's you!: implicit authentication based on touch screen patternsabstractPassword patterns, as used on current Android phones, and other shape-based authentication schemes are highly usable and memorable. In terms of security, they are rather weak since the shapes are easy to steal and reproduce. In this work, we introduce an implicit authentication approach that enhances password patterns with an additional security layer, transparent to the user. In short, users are not only authenticated by the shape they input but also by the way they perform the input. We conducted two consecutive studies, a lab and a long-term study, using Android applications to collect and log data from user input on a touch screen of standard commercial smartphones. Analyses using dynamic time warping (DTW) provided first proof that it is actually possible to distinguish different users and use this information to increase security of the input while keeping the convenience for the user high. Alexander De Luca, Alina Hang, Frederik Brudy, Christian Lindner, Heinrich Hußmann |
CHI | 3 |