Demo Data from EDBT 2026 / reviewers in the wild / expert
Bonifaz Kaufmann
dblp:60/8693
· DBLP profile ↗
8ranked-venue papers
4as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author
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
3 papers |
Interaction techniques and input · 47% Ubiquitous computing and smart environments · 36% Personal fabrication and tangible interfaces · 17% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › mobile interaction
peephole interaction |
0.3 | 2 | 2013 | Studying spatial memory and map navigation performance on projector phones with peephole interaction · CHI 2013 X-large virtual workspaces for projector phones through peephole interaction · ACM Multimedia 2012 |
Ubiquitous computing and smart environments
interactive surfaces |
0.1 | 1 | 2010 | Living wall: programmable wallpaper for interactive spaces · ACM Multimedia 2010 |
Personal fabrication and tangible interfaces
programmable materials |
0.1 | 1 | 2010 | Living wall: programmable wallpaper for interactive spaces · ACM Multimedia 2010 |
Ubiquitous computing and smart environments › pervasive displays
ambient display |
0.0 | 1 | 2010 | Living wall: programmable wallpaper for interactive spaces · ACM Multimedia 2010 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2spatial memory assessment · 0.2magnetic modules · 0.1conductive paint · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Interactive Search in Video: Navigation With Flick Gestures vs. Seeker-Bars
Klaus Schöffmann, Marco A. Hudelist, Bonifaz Kaufmann, Kevin Chromik |
MMM (1) | 3 |
| 2014 | Learning and working together as prerequisites for the development of high-quality softwareabstractA major challenge for software engineering is to coordinate many individuals, whose work is heavily depending on each other. This enormous complexity often results in error-prone products. Minor mistakes can already have major side-effects impacting the entire software product. For individuals, the challenge is to focus on their own tasks, however, obeying certain design principles and without losing sight of the overall target. Therefore, we argue that software engineering is a highly collaborative process. However, we lack knowledge in general how to collaborate successfully. Consequently, there is still a lot of potential for teaching and improving collaboration in software engineering education. Gabriele Frankl, Sofie Bitter, Bonifaz Kaufmann |
CSEE&T | 3 |
| 2014 | Win-for-all in software engineering education: Balancing social dilemmas to foster collaborationabstractSoftware engineering is a highly collaborative process. However, we still lack knowledge on how to collaborate successfully. A main barrier to successful collaboration emerges due to social dilemmas that can be traced back to a profound tension between what is desirable for a collective as a whole, e. g. a software development team, and what is desirable for an individual, e. g. a single coder. This position paper introduces the concept of win-for-all (winn) and applies it to software engineering education. winnis an all-purpose pattern of thought for group processes with the aim to optimally balance individual and group needs. Thus, winnis a prerequisite for sustainable and high-quality performance of the whole group, the latter being a central issue for software engineering. High-level performance can only be achieved through a systemic perspective: both, the group and the individual (as a fundamental element of the group) have to be considered. Consequently, there is also still a lot of potential for teaching and improving collaboration in software engineering education. Gabriele Frankl, Sofie Bitter, Bonifaz Kaufmann |
CSEE&T | 3 |
| 2013 | Studying spatial memory and map navigation performance on projector phones with peephole interactionabstractSmartphones are useful personal assistants and omnipresent communication devices. However, collaboration is not among their strengths. With the advent of embedded projectors this might change. We conducted a study with 56 participants to find out if map navigation and spatial memory performance among users and observers can be improved by using a projector phone with a peephole interface instead of a smartphone with its touchscreen interface. Our results show that users performed map navigation equally well on both interfaces. Spatial memory performance, however, was 41% better for projector phone users. Moreover, observers of the map navigation on the projector phone were 25% more accurate when asked to recall locations of points of interest after they watched a user performing map navigation. Bonifaz Kaufmann, David Ahlström |
CHI | 1 |
| 2012 | Revisiting peephole pointing: a study of target acquisition with a handheld projectorabstractPeephole pointing is a promising interaction technique for large workspaces that contain more information than can be appropriately displayed on a single screen. In peephole pointing a window to the virtual workspace is moved in space to reveal additional content. In 2008, two different models for peephole pointing were discussed. Cao, Li and Balakrishnan proposed a two-component model, whereas Rohs and Oulasvirta investigated a similar model, but concluded that Fitts' law is sufficient for predicting peephole pointing performance. We present a user study performed with a handheld projector showing that Cao et al.'s model only outperforms Fitts' law in prediction accuracy when different peephole sizes are used and users have no prior knowledge of target location. Nevertheless, Fitts' law succeeds under the conditions most likely to occur. Additionally, we show that target overshooting is a key characteristic of peephole pointing and present the implementation of an orientation aware handheld projector that enables peephole interaction without instrumenting the environment. Bonifaz Kaufmann, David Ahlström |
Mobile HCI | 1 |
| 2012 | X-large virtual workspaces for projector phones through peephole interactionabstractIn peephole interaction a window to a virtual workspace is moved in space to reveal additional content. It is a promising interaction technique for mobile projector phones to display large workspaces which contain more information than can be appropriately displayed on a small smartphone screen. In this paper we describe a projector phone prototype that implements peephole pointing without instrumenting the environment or using any additional hardware besides a smartphone and a handheld projector. This device allows for the first time to perform peephole interaction in the wild. Moreover, we demonstrate some applications we have built to exploit and investigate the full potential of peephole interaction with projector phones. Bonifaz Kaufmann, Martin Hitz |
ACM Multimedia | 1 |
| 2010 | Amarino: a toolkit for the rapid prototyping of mobile ubiquitous computingabstractUbicomp applications increasingly involve smart phones that control or communicate with embedded systems. Compelling examples in this space include tangible interfaces, environmental sensor networks, game controllers and automated homes. Across research, design, and hobbyist communities there is clearly a desire to build applications that involve combinations of mobile and non-mobile technologies. However, constructing these applications is a laborious process that requires considerable breadth and depth of expertise in programming, electronics, industrial and interaction design. Bonifaz Kaufmann, Leah Buechley |
Mobile HCI | 1 |
| 2010 | Living wall: programmable wallpaper for interactive spacesabstractThe Living Wall project explores the construction and application of interactive wallpaper. Using conductive, resistive, and magnetic paints we produced wallpaper that enables us to create dynamic, reconfigurable, programmable spaces. The wallpaper consists of circuitry that is painted onto a sheet of paper and a set of electronic modules that are attached to it with magnets. The wallpaper can be used for a multitude of functional and fanciful applications involving lighting, environmental sensing, appliance control, and ambient information display. Leah Buechley, David Mellis, Hannah Perner-Wilson, Emily Lovell, Bonifaz Kaufmann |
ACM Multimedia | 5 |