EDBT 2026 Demo / reviewers in the wild / expert
Daniel Spelmezan
dblp:77/5827
· DBLP profile ↗
8ranked-venue papers
6as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 6 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
4 papers |
Interaction techniques and input · 48% Haptics and multimodal interaction · 41% Ubiquitous computing and smart environments · 7% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › non-visual interaction
eyes-free interaction |
0.2 | 1 | 2013 | Controlling widgets with one power-up button · UIST 2013 |
Interaction techniques and input
gesture input |
0.2 | 1 | 2013 | Controlling widgets with one power-up button · UIST 2013 |
Interaction techniques and input › input sensing › gesture recognition
in-air gesture recognition |
0.2 | 1 | 2013 | Controlling widgets with one power-up button · UIST 2013 |
Haptics and multimodal interaction › haptic feedback
tactile feedback |
0.1 | 1 | 2009 | TypeRight: a keyboard with tactile error prevention · CHI 2009 |
Interaction techniques and input
text entry |
0.1 | 1 | 2009 | TypeRight: a keyboard with tactile error prevention · CHI 2009 |
Ubiquitous computing and smart environments › location sensing
proximity sensing |
0.1 | 1 | 2017 | Sparkle: Hover Feedback with Touchable Electric Arcs · CHI 2017 |
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback |
0.0 | 1 | 2009 | Tactile motion instructions for physical activities · CHI 2009 |
Methods — techniques the papers use, named apart from their topics
user study · 0.5high voltage resonant transformer · 0.3proximity sensing · 0.2pressure sensing · 0.2gesture recognition · 0.2vibrotactile patterns · 0.1prototype implementation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Sparkle: Hover Feedback with Touchable Electric ArcsabstractMany finger sensing input devices now support proximity input, enabling users to perform in-air gestures. While near-surface interactions increase the input vocabulary, they lack tactile feedback, making it hard for users to perform gestures or to know when the interaction takes place. Sparkle stimulates the fingertip with touchable electric arcs above a hover sensing device to give users in-air tactile or thermal feedback, sharper and more feelable than acoustic mid-air haptic devices. We present the design of a high voltage resonant transformer with a low-loss soft ferrite core and self-tuning driver circuit, with which we create electric arcs 6 mm in length, and combine this technology with infrared proximity sensing in two proof-of-concept devices with form factor and functionality similar to a button and a touchpad. We provide design guidelines for Sparkle devices and examples of stimuli in application scenarios, and report the results of a user study on the perceived sensations. Sparkle is the first step towards providing a new type of hover feedback, and it does not require users to wear tactile stimulators. Daniel Spelmezan, Deepak Ranjan Sahoo, Sriram Subramanian |
CHI | 1 |
| 2015 | Continuous Tactile Feedback for Motor-Imagery Based Brain-Computer Interaction in a Multitasking Context
Camille Jeunet, Chi Thanh Vi, Daniel Spelmezan, Bernard N'Kaoua, Fabien Lotte, Sriram Subramanian |
INTERACT (1) | 3 |
| 2013 | Side pressure for bidirectional navigation on small devicesabstractVirtual navigation on a mobile touchscreen is usually performed using finger gestures: drag and flick to scroll or pan, pinch to zoom. While easy to learn and perform, these gestures cause significant occlusion of the display. They also require users to explicitly switch between navigation mode and edit mode to either change the viewport's position in the document, or manipulate the actual content displayed in that viewport, respectively. SidePress augments mobile devices with two continuous pressure sensors co-located on one of their sides. It provides users with generic bidirectional navigation capabilities at different levels of granularity, all seamlessly integrated to act as an alternative to traditional navigation techniques, including scrollbars, drag-and-flick, or pinch-to-zoom. We describe the hardware prototype, detail the associated interaction vocabulary for different applications, and report on two laboratory studies. The first shows that users can precisely and efficiently control SidePress; the second, that SidePress can be more efficient than drag-and-flick touch gestures when scrolling large documents. Daniel Spelmezan, Caroline Appert, Olivier Chapuis, Emmanuel Pietriga |
Mobile HCI | 1 |
| 2013 | Controlling widgets with one power-up buttonabstractThe Power-up Button is a physical button that combines pressure and proximity sensing to enable gestural interaction with one thumb. Combined with a gesture recognizer that takes the hand's anatomy into account, the Power-up Button can recognize six different mid-air gestures performed on the side of a mobile device. This gives it, for instance, enough expressive power to provide full one-handed control of interface widgets displayed on screen. This technology can complement touch input, and can be particularly useful when interacting eyes-free. It also opens up a larger design space for widget organization on screen: the button enables a more compact layout of interface components than what touch input alone would allow. This can be useful when, e.g., filling the numerous fields of a long Web form, or for very small devices. Daniel Spelmezan, Caroline Appert, Olivier Chapuis, Emmanuel Pietriga |
UIST | 1 |
| 2012 | An investigation into the use of tactile instructions in snowboardingabstractIn many sports, athletes are spatially separated from their coach while practicing an exercise. This spatial separation makes learning new skills arduous because the coach cannot give instructions or feedback on performance. We present the findings of an in the wild study that demonstrate the potential for teaching sport skills with realtime tactile instructions. We focused on snowboard training. Ten amateurs learned a riding technique with a wearable system that automatically provided tactile instructions during descents. These instructions were in sync with the movements of the snowboard and signaled how to move the body. We found that tactile instructions could help snowboarders to improve their skills. We report insights into the snowboarders' opinion and give recommendations for teaching sport skills with tactile instructions. Our findings help to identify the conditions under which tactile instructions can support athletes in sports training. Daniel Spelmezan |
Mobile HCI | 1 |
| 2009 | TypeRight: a keyboard with tactile error preventionabstractTypeRight is a new tactile input device for text entry. It combines the advantages of tactile feedback with error prevention methods of word processors. TypeRight extends the standard keyboard so that the resistance to press each key becomes dynamically adjustable through software. Before each keystroke, the resistance of keys that would lead to a typing error according to dictionary and grammar rules is increased momentarily to make them harder to press, thus avoiding typing errors rather than indicating them after the fact. Two user studies showed that TypeRight decreases error correction rates by an average of 46%. Alexander Hoffmann, Daniel Spelmezan, Jan O. Borchers |
CHI | 2 |
| 2009 | Tactile motion instructions for physical activitiesabstractWhile learning new motor skills, we often rely on feedback from a trainer. Auditive feedback and demonstrations are used most frequently, but in many domains they are inappropriate or impractical. We introduce tactile instructions as an alternative to assist in correcting wrong posture during physical activities, and present a set of full-body vibrotactile patterns. An initial study informed the design of our tactile patterns, and determined appropriate locations for feedback on the body. A second experiment showed that users perceived and correctly classified our tactile instruction patterns in a relaxed setting and during a cognitively and physically demanding task. In a final experiment, snowboarders on the slope compared their perception of tactile instructions with audio instructions under real-world conditions. Tactile instructions achieved overall high recognition accuracy similar to audio instructions. Moreover, participants responded quicker to instructions delivered over the tactile channel than to instructions presented over the audio channel. Our findings suggest that these full-body tactile feedback patterns can replace audio instructions during physical activities. Daniel Spelmezan, Mareike Jacobs, Anke Hilgers, Jan O. Borchers |
CHI | 1 |
| 2009 | A language of tactile motion instructionsabstractTactile motion instructions are vibrotactile feedback patterns delivered across the entire body that indicate how to move during physical activities. This work investigates the perception and identification of such patterns, based on two different metaphors, under stationary and active situations. We further combine and sequentially trigger different patterns to explore whether tactile motion instructions are understandable as a simple language. A tactile language could represent motion sequences to guide students during demanding exercises. Finally, the presented studies provide insights into perception and interpretation of tactile feedback and help to inform a design space for full-body vibrotactile cues. Daniel Spelmezan, Anke Hilgers, Jan O. Borchers |
Mobile HCI | 1 |