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Simon Voelker

dblp:91/9957 · also Simon Frederik Völker · DBLP profile ↗
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21ranked-venue papers
5as first author
2since 2021 · last 2023
0000-0003-4273-5112ORCID · verified

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

Human-computer interaction and ubiquitous computing · 21 · 5 first-author · 2 since 2021

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
15 papers
Interaction techniques and input · 47% Learning and educational technologies · 9% Personal fabrication and tangible interfaces · 9%

Topics — the 17 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
programming education
0.712023
Flowboard: How Seamless, Live, Flow-Based Programming Impacts Learning to Code for Embedded Electronics · ACM Trans. Comput. Hum. Interact. 2023
Immersive interaction
augmented reality interaction
0.522020
Heatmaps, Shadows, Bubbles, Rays: Comparing Mid-Air Pen Position Visualizations in Handheld AR · CHI 2020
ARPen: Mid-Air Object Manipulation Techniques for a Bimanual AR System with Pen & Smartphone · CHI 2019
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.412020
GazeConduits: Calibration-Free Cross-Device Collaboration through Gaze and Touch · CHI 2020
Interaction techniques and input › touch interaction
touch and mobile interaction
0.412020
HeadReach: Using Head Tracking to Increase Reachability on Mobile Touch Devices · CHI 2020
Interaction techniques and input › bimanual interaction
bimanual input
0.412019
ARPen: Mid-Air Object Manipulation Techniques for a Bimanual AR System with Pen & Smartphone · CHI 2019
Interaction techniques and input › input device
force input
0.412019
ForceRay: Extending Thumb Reach via Force Input Stabilizes Device Grip for Mobile Touch Input · CHI 2019
Collaborative and social computing › co-located collaboration
tabletop collaboration
0.312018
Tangible Awareness: How Tangibles on Tabletops Influence Awareness of Each Other's Actions · CHI 2018
Personal fabrication and tangible interfaces
tangible interaction
0.322018
PERCs: Persistently Trackable Tangibles on Capacitive Multi-Touch Displays · UIST 2015
Tangible Awareness: How Tangibles on Tabletops Influence Awareness of Each Other's Actions · CHI 2018
Interaction techniques and input › touch interaction
back-of-device interaction
0.312017
BackXPress: Using Back-of-Device Finger Pressure to Augment Touchscreen Input on Smartphones · CHI 2017
Interaction techniques and input › input device
pressure-based input
0.312017
BackXPress: Using Back-of-Device Finger Pressure to Augment Touchscreen Input on Smartphones · CHI 2017
Interaction techniques and input › input sensing › touch sensing
capacitive touch sensing
0.212015
PERCs: Persistently Trackable Tangibles on Capacitive Multi-Touch Displays · UIST 2015
User interface design and tools › visual programming
visual programming environment
0.212023
Flowboard: How Seamless, Live, Flow-Based Programming Impacts Learning to Code for Embedded Electronics · ACM Trans. Comput. Hum. Interact. 2023
Interaction techniques and input › input sensing › tracking
head tracking
0.112020
HeadReach: Using Head Tracking to Increase Reachability on Mobile Touch Devices · CHI 2020
Collaborative and social computing › computer-supported cooperative work
multi-device collaboration
0.112020
GazeConduits: Calibration-Free Cross-Device Collaboration through Gaze and Touch · CHI 2020
Interaction techniques and input › target selection
pointing
0.112020
Heatmaps, Shadows, Bubbles, Rays: Comparing Mid-Air Pen Position Visualizations in Handheld AR · CHI 2020
Haptics and multimodal interaction › wearable haptic device
wearable tactile device
0.112019
Springlets: Expressive, Flexible and Silent On-Skin Tactile Interfaces · CHI 2019
Interaction techniques and input › surface computing
tabletop interaction
0.012011
FingerFlux: near-surface haptic feedback on tabletops · UIST 2011

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

user study · 2.6qualitative study · 0.7user evaluation · 0.4subjective rating analysis · 0.4comparative user study · 0.4subjective preference analysis · 0.4shape memory alloy · 0.4mechanotactile actuation · 0.4qualitative feedback · 0.3controlled group study · 0.3
YearPublicationVenuePosition
2023 User-Aware Rendering: Merging the Strengths of Device- and User-Perspective Rendering in Handheld AR
abstract
In handheld AR, users have only a small screen to see the augmented scene, making decisions about scene layout and rendering techniques crucial. Traditional device-perspective rendering (DPR) uses the device camera's full field of view, enabling fast scene exploration, but ignoring what the user sees around the device screen. In contrast, user-perspective rendering (UPR) emulates the feeling of looking through the device like a glass pane, which enhances depth perception, but severely limits the field of view in which virtual objects are displayed, impeding scene exploration and search. We introduce the notion of User-Aware Rendering. By following the principles of UPR, but pretending the device is larger than it actually is, it combines the strengths of UPR and DPR. We present two studies showing that User-Aware AR imitating a 50% larger device successfully achieves both enhanced depth perception and fast scene exploration in typical search and selection tasks.
Sebastian Hueber, Johannes Wilhelm, René Schäfer, Simon Voelker, Jan O. Borchers
Proc. ACM Hum. Comput. Interact.4
2023 Flowboard: How Seamless, Live, Flow-Based Programming Impacts Learning to Code for Embedded Electronics
abstract
Toolkits like the Arduino system have brought embedded programming to STEM education. However, learning embedded programming is still hard, requiring an understanding of coding, electronics, and how both sides interact. To investigate the opportunities of using a different programming paradigm than the imperative approach to learning embedded coding, we developed Flowboard . Students code in a visual iPad editor using flow-based programming , which is conceptually closer to circuit diagrams than imperative code. Two breadboards with I/O pins mirrored on the iPad connect electronics and program graph more seamlessly than existing IDEs. Program changes take effect immediately. This liveness reflects circuit behavior better than edit-compile-run loops. A first study confirmed that students can solve basic embedded programming tasks with Flowboard while highlighting important differences to a typical imperative IDE, Ardublock. A second, in-depth study provided qualitative insights into Flowboard’s impact on students’ conceptual models of electronics and embedded programming and exploring.
Anke Brocker, René Schäfer, Christian Remy 0001, Simon Voelker, Jan O. Borchers
ACM Trans. Comput. Hum. Interact.4
2020 GazeConduits: Calibration-Free Cross-Device Collaboration through Gaze and Touch
abstract
We present GazeConduits, a calibration-free ad-hoc mobile interaction concept that enables users to collaboratively interact with tablets, other users, and content in a cross-device setting using gaze and touch input. GazeConduits leverages recently introduced smartphone capabilities to detect facial features and estimate users' gaze directions. To join a collaborative setting, users place one or more tablets onto a shared table and position their phone in the center, which then tracks users present as well as their gaze direction to determine the tablets they look at. We present a series of techniques using GazeConduits for collaborative interaction across mobile devices for content selection and manipulation. Our evaluation with 20 simultaneous tablets on a table shows that GazeConduits can reliably identify which tablet or collaborator a user is looking at.
Simon Voelker, Sebastian Hueber, Christian Holz 0001, Christian Remy 0001, Nicolai Marquardt
CHI1
2020 HeadReach: Using Head Tracking to Increase Reachability on Mobile Touch Devices
abstract
People often operate their smartphones with only one hand, using just their thumb for touch input. With today's larger smartphones, this leads to a reachability issue: Users can no longer comfortably touch everywhere on the screen without changing their grip. We investigate using the head tracking in modern smartphones to address this reachability issue. We developed three interaction techniques, pure head (PH), head + touch (HT), and head area + touch (HA), to select targets beyond the reach of one's thumb. In two user studies, we found that selecting targets using HT and HA had higher success rates than the default direct touch (DT) while standing (by about 9%) and walking (by about 12%), while being moderately slower. HT and HA were also faster than one of the best techniques, BezelCursor (BC) (by about 20% while standing and 6% while walking), while having the same success rate.
Simon Voelker, Sebastian Hueber, Christian Corsten, Christian Remy 0001
CHI1
2020 Heatmaps, Shadows, Bubbles, Rays: Comparing Mid-Air Pen Position Visualizations in Handheld AR
abstract
In Handheld Augmented Reality, users look at AR scenes through the smartphone held in their hand. In this setting, having a mid-air pointing device like a pen in the other hand greatly expands the interaction possibilities. For example, it lets users create 3D sketches and models while on the go. However, perceptual issues in Handheld AR make it difficult to judge the distance of a virtual object, making it hard to align a pen to it. To address this, we designed and compared different visualizations of the pen's position in its virtual environment, measuring pointing precision, task time, activation patterns, and subjective ratings of helpfulness, confidence, and comprehensibility of each visualization. While all visualizations resulted in only minor differences in precision and task time, subjective ratings of perceived helpfulness and confidence favor a 'heatmap' technique that colors the objects in the scene based on their distance to the pen.
Philipp Wacker, Adrian Wagner 0002, Simon Voelker, Jan O. Borchers
CHI3
2020 Headbang: Using Head Gestures to Trigger Discrete Actions on Mobile Devices
abstract
We present Headbang, an interaction technique that enriches touch input on handheld devices through slight head movement gestures. This way, users can easily execute shortcuts, like Copy, Paste, or Share, to on-screen targets while touching them. Headbang utilizes the capabilities of commodity smartphones to track the user’s head with their front facing cameras. We evaluated Headbang in two studies and show that the system can be reliably used while sitting and walking and offers a similar accuracy and speed as touch interaction.
Sebastian Hueber, Christian Cherek, Philipp Wacker, Jan O. Borchers, Simon Voelker
MobileHCI5
2020 Evaluating Menu Techniques for Handheld AR with a Smartphone & Mid-Air Pen
abstract
Adding a mid-air pen to Handheld Augmented Reality creates a new kind of bimanual interaction for which many fundamental interaction design questions have not been answered yet. In particular, menus are an essential component in most visual interfaces, but it is unclear how to best interact with them in this setting: using the pen in mid-air or on a surface, using the touchscreen, or by moving the smartphone itself. We compared basic menus for these methods by analyzing success rates, selection times, device movement, and subjective ratings. Our results indicate that interacting with a mid-air menu using the pen, and operating a menu with the hand holding the smartphone, are sufficiently competitive to the current standard of two-handed touchscreen interaction, so that interaction designers can freely choose among them based on the interaction context of their application.
Philipp Wacker, Oliver Nowak 0002, Simon Voelker, Jan O. Borchers
MobileHCI3
2019 ForceRay: Extending Thumb Reach via Force Input Stabilizes Device Grip for Mobile Touch Input
abstract
Smartphones are used predominantly one-handed, using the thumb for input. Many smartphones, however, have grown beyond 5". Users cannot tap everywhere on these screens without destabilizing their grip. ForceRay (FR) lets users aim at an out-of-reach target by applying a force touch at a comfortable thumb location, casting a virtual ray towards the target. Varying pressure moves a cursor along the ray. When reaching the target, quickly lifting the thumb selects it. In a first study, FR was 195 ms slower and had a 3% higher selection error than the best existing technique, BezelCursor (BC), but FR caused significantly less device movement than all other techniques, letting users maintain a steady grip and removing their concerns about device drops. A second study showed that an hour of training speeds up both BC and FR, and that both are equally fast for targets at the screen border.
Christian Corsten, Marcel Lahaye, Jan O. Borchers, Simon Voelker
CHI4
2019 Springlets: Expressive, Flexible and Silent On-Skin Tactile Interfaces
abstract
We introduce Springlets, expressive, non-vibrating mechanotactile interfaces on the skin. Embedded with shape memory alloy springs, we implement Springlets as thin and flexible stickers to be worn on various body locations, thanks to their silent operation even on the neck and head. We present a technically simple and rapid technique for fabricating a wide range of Springlet interfaces and computer-generated tactile patterns. We developed Springlets for six tactile primitives: pinching, directional stretching, pressing, pulling, dragging, and expanding. A study placing Springlets on the arm and near the head demonstrates Springlets' effectiveness and wearability in both stationary and mobile situations. We explore new interactive experiences in tactile social communication, physical guidance, health interfaces, navigation, and virtual reality gaming, enabled by Springlets' unique and scalable form factor.
Nur Al-huda Hamdan, Adrian Wagner 0002, Simon Voelker, Jürgen Steimle, Jan O. Borchers
CHI3
2019 ARPen: Mid-Air Object Manipulation Techniques for a Bimanual AR System with Pen & Smartphone
abstract
Modeling in Augmented Reality (AR) lets users create and manipulate virtual objects in mid-air that are aligned to their real environment. We present ARPen, a bimanual input technique for AR modeling that combines a standard smartphone with a 3D-printed pen. Users sketch with the pen in mid-air, while holding their smartphone in the other hand to see the virtual pen traces in the live camera image. ARPen combines the pen's higher 3D input precision with the rich interactive capabilities of the smartphone touchscreen. We studied subjective preferences for this bimanual input technique, such as how people hold the smartphone while drawing, and analyzed the performance of different bimanual techniques for selecting and moving virtual objects. Users preferred a bimanual technique casting a ray through the pen tip for both selection and translation. We provide initial design guidelines for this new class of bimanual AR modeling systems.
Philipp Wacker, Oliver Nowak 0002, Simon Voelker, Jan O. Borchers
CHI3
2018 CutCAD - An Open-source Tool to Design 3D Objects in 2D
abstract
Laser cutters are 2D tools, but their speed and compatibility with a variety of affordable materials also makes them a frequent choice to create 3D objects. We propose CutCAD, a tool to easily construct simple 3D objects from 2D faces, inspired by the process of paper modeling and magnetic construction kits. The user creates her 3D model by drawing or loading existing 2D shapes, and connecting their edges in the software. CutCAD then automatically resolves the resulting constraints, and folds the faces up into a 3D model that is previewed live. CutCAD also automatically creates the required finger joints based on thickness of the material and dihedral angles, for smooth assembly. Cutouts are easy to add by importing their outlines as vector drawings, and placing them onto faces. After the faces have been cut, CutCAD provides assembly instructions. Observations and feedback from using CutCAD show the resulting process to be easier to understand than traditional 3D modelling. CutCAD is open-source, and has been downloaded over 2,000 times.
Florian Heller, Jan Thar, Dennis Lewandowski, Mirko Hartmann, Pierre Schoonbrood, Sophy Stönner, Simon Voelker, Jan O. Borchers
Conference on Designing Interactive Systems7
2018 Tangible Awareness: How Tangibles on Tabletops Influence Awareness of Each Other's Actions
abstract
Tangibles on multitouch tabletops increase speed, accuracy, and eyes-free operability for individual users, and verbal and behavioral social interaction among multiple users around smaller tables with a shared focus of attention. Modern multitouch tables, however, provide sizes and resolutions that let groups work alongside each other in separate workspaces. But how aware do these users remain of each other's actions, and what impact can tangibles have on their awareness? In our study, groups of 2--4 users around the table played an individual game grabbing their attention as primary task, while they also had to occasionally become aware of other players'actions and react as secondary task. We found that players were significantly more aware of other players'actions using tangibles than those using pure multitouch interaction, indicated by faster reaction times. This effect was especially strong with more players. We close with qualitative user feedback and design recommendations. We found that players were significantly more aware of other players'actions using tangibles than those using pure multitouch interaction, indicated by faster reaction times. This effect was especially strong with more players. We close with qualitative user feedback and design recommendations.
Christian Cherek, Anke Brocker, Simon Voelker, Jan O. Borchers
CHI3
2018 Use the Force Picker, Luke: Space-Efficient Value Input on Force-Sensitive Mobile Touchscreens
abstract
Picking values from long ordered lists, such as when setting a date or time, is a common task on smartphones. However, the system pickers and tables used for this require significant screen space for spinning and dragging, covering other information or pushing it off-screen. The Force Picker reduces this footprint by letting users increase and decrease values over a wide range using force touch for rate-based control. However, changing input direction this way is difficult. We propose three techniques to address this. With our best candidate, Thumb-Roll, the Force Picker lets untrained users achieve similar accuracy as a standard picker, albeit less quickly. Shrinking it to a single table row, 20% of the iOS picker height, slightly affects completion time, but not accuracy. Intriguingly, after 70 minutes of training, users were significantly faster with this minimized Thumb-Roll Picker compared to the standard picker, at the same accuracy and only 6% of the gesture footprint. We close with application examples.
Christian Corsten, Simon Voelker, Andreas Link, Jan O. Borchers
CHI2
2018 Sketch&Stitch: Interactive Embroidery for E-textiles
abstract
E-Textiles are fabrics that integrate electronic circuits and components. Makers use them to create interactive clothing, furniture, and toys. However, this requires significant manual labor and skills, and using technology-centric design tools. We introduce Sketch&Stitch, an interactive embroidery system to create e-textiles using a traditional crafting approach: Users draw their art and circuit directly on fabric using colored pens. The system takes a picture of the sketch, converts it to embroidery patterns, and sends them to an embroidery machine. Alternating between sketching and stitching, users build and test their design incrementally. Sketch&Stitch features Circuitry Stickers representing circuit boards, components, and custom stitch patterns for wire crossings to insulate, and various textile touch sensors such as pushbuttons, sliders, and 2D touchpads. Circuitry Stickers serve as placeholders during design. Using computer vision, they are recognized and replaced later in the appropriate embroidery phases. We close with technical considerations and application examples.
Nur Al-huda Hamdan, Simon Voelker, Jan O. Borchers
CHI2
2017 BackXPress: Using Back-of-Device Finger Pressure to Augment Touchscreen Input on Smartphones
abstract
When people hold their smartphone in landscape orientation, they use their thumbs for input on the frontal touchscreen, while their remaining fingers rest on the back of the device (BoD) to stabilize the grip. We present BackXPress, a new interaction technique that lets users create BoD pressure input with these remaining fingers to augment their interaction with the touchscreen on the front: Users can apply various pressure levels with each of these fingers to enter different temporary "quasi-modes" that are only active as long as that pressure is applied. Both thumbs can then interact with the frontal screen in that mode. We illustrate the practicality of BackXPress with several sample applications, and report our results from three user studies: Study 1 investigated which fingers can be used to exert BoD pressure and found index, middle, and ring finger from both hands to be practical. Study 2 revealed how pressure touches from these six fingers are distributed across the BoD. Study 3 examined user performance for applying BoD pressure (a) during single touches at the front and (b) for 20 seconds while touching multiple consecutive frontal targets. Participants achieved up to 92% pressure accuracy for three separate pressure levels above normal resting pressure, with the middle fingers providing the highest accuracy. BoD pressure did not affect frontal touch accuracy. We conclude with design guidelines for BoD pressure input.
Christian Corsten, Bjoern Daehlmann, Simon Voelker, Jan O. Borchers
CHI3
2017 Release, Don't Wait!: Reliable Force Input Confirmation with Quick Release
abstract
Modern smartphones, like iPhone 7, feature touchscreens with co-located force sensing. This makes touch input more expressive, e.g., by enabling single-finger continuous zooming when coupling zoom levels to force intensity. Often, however, the user wants to select and confirm a particular force value, say, to lock a certain zoom level. The most common confirmation techniques are Dwell Time (DT) and Quick Release (QR). While DT has shown to be reliable, it slows the interaction, as the user must typically wait for 1 s before her selection is confirmed. Conversely, QR is fast but reported to be less reliable, although no reference reports how to actually detect and implement it. In this paper, we set out to challenge the low reliability of QR: We collected user data to (1) report how it can be implemented and (2) show that it is as reliable as DT (97.6% vs. 97.2% success). Since QR was also the faster technique and more preferred by users, we recommend it over DT for force confirmation on modern smartphones.
Christian Corsten, Simon Voelker, Jan O. Borchers
ISS2
2015 PERCs: Persistently Trackable Tangibles on Capacitive Multi-Touch Displays
abstract
Tangible objects on capacitive multi-touch surfaces are usually only detected while the user is touching them. When the user lets go of such a tangible, the system cannot distinguish whether the user just released the tangible, or picked it up and removed it from the surface. We introduce PERCs, persistent capacitive tangibles that "know" whether they are currently on a capacitive touch surface or not. This is achieved by adding a small field sensor to the tangible to detect the touch screen's own, weak electromagnetic touch detection probing signal. Thus, unlike previous designs, PERCs do not get filtered out over time by the adaptive signal filters of the touch screen. We provide a technical overview of the theory be- hind PERCs and our prototype construction, and we evaluate detection rates, timing performance, and positional and angular accuracy for PERCs on a variety of unmodified, commercially available multi-touch devices.Through their affordable circuitry and high accuracy, PERCs open up the potential for a variety of new applications that use tangibles on today's ubiquitous multi-touch devices.
Simon Voelker, Christian Cherek, Jan Thar, Thorsten Karrer, Christian Thoresen, Kjell Ivar Øvergård, Jan O. Borchers
UIST1
2013 An evaluation of state switching methods for indirect touch systems
abstract
Indirect touch systems combine a horizontal touch input surface with a vertical display for output. While this division is ergonomically superior to simple direct-touch displays for many tasks, users are no longer looking at their hands when touching. This requires the system to support an intermediate \'1ctracking\'1d state that lets users aim at objects without triggering a selection, similar to the hover state in mouse-based UIs. We present an empirical analysis of several interaction techniques for indirect touch systems to switch to this intermediate state, and derive design recommendations for incorporating it into such systems.
Simon Voelker, Chat Wacharamanotham, Jan O. Borchers
CHI1
2013 Simplifying Remote Collaboration through Spatial Mirroring
Fabian Hennecke, Simon Voelker, Maximilian Schenk, Hauke Schaper, Jan O. Borchers, Andreas Butz
INTERACT (3)2
2012 Understanding flicking on curved surfaces
abstract
Flicking is a common interaction technique to move objects across large interactive surfaces, but little is known about its suitability for use on non-planar, curved surfaces. Flicking consists of two stages: First, visually determining the direction in which to flick the object, then planning and executing the corresponding gesture. Errors in both stages could influence flicking accuracy. We investigated flicking interactions on curved interactive surface to evaluate which type of error influences accuracy. Therefore, we carried out three user studies to analyze how each stage of flicking on a curved surface is influenced. Our main findings are: 1) Flicking gestures are more accurate if horizontal and vertical surface are joined by a continuous curve than if they are separated by an edge or gap. 2) Flicking gestures on curved surfaces are mostly influenced by the motor execution stage of the gesture rather than the visual perception stage. 3) Flicking accuracy decreases as the starting point of the gesture is moved closer to the curve. 4) We conclude with a first mathematical model to estimate the error users will make when flicking across a curve.
Simon Voelker, Christine Sutter, 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
UIST3