EDBT 2026 Demo / reviewers in the wild / expert
Patrick Baudisch
dblp:b/PatrickBaudisch
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113ranked-venue papers
21as first author
12since 2021 · last 2026
0000-0002-5005-6868ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 113 · 21 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AirForce: Personal Fabrication of Large-Scale, Load-Bearing Animatronics Structures from a Single TubeabstractWe present a fabrication system called AirForce that allows users to create large-scale, load-bearing animated structures from a single inflatable tube. AirForce builds on the personal fabrication of animated truss structures, based on which it replaces not only the static elements with tube, but also introduces tube-based actuators that integrate with that same tube. This ‘single-tube’ design affords efficient single-person assembly, excellent power-to-weight ratio, easy transport and setup, and 100% material reuse. We show three variants of actuators: buckling actuators for pushing, muscle actuators for pulling, and telescoping actuators for large forces. Our blender plugin enables users to place actuators in structures and export instructions for efficient fabrication. We demonstrate a 6DOF motion platform that lifts humans and an 8m high animatronic T-rex that animates with 3DOF, enabled by custom hardware components. In our technical evaluation, the three actuators delivered 480N, 1420N, and 2330N peak forces, respectively. Lukas Rambold, Robert Kovacs, Antonius Naumann, Konrad Gerlach, Horatio Hamkins, Helena Lendowski, Chiao Fang, Shohei Katakura, Conrad Lempert, Muhammad Abdullah 0002, Patrick Baudisch |
CHI | 12 |
| 2025 | Mallet-Based Assembly: Enabling Load-Bearing Laser-Cut ModelsabstractLaser cutting has a long tradition of building load-bearing 3D objects based on box joints and T-joints, as these joints are naturally robust against compression and shearing. Achieving robustness against tension, however, is challenging. One presumed solution is to make all joints extremely tight, to the point where they can only be assembled using a mallet. However, our survey found that making joints tight can cause models to break during assembly. In this paper, we identify the 10 underlying issues and present techniques for overcoming them: by extending parts with what we call scaffolding or by adjusting the models’ assembly order, so as to bypass states that are subject to these issues. Based on our user study and analysis of laser-cut models, scaffolding speeds up assembly for an average of 14% of the assembly operations per model, which in turn gives an average of 1.3x speed-up per model, and 70% of the models would benefit from the adjusted assembly order, that in the absence of such, would require higher assembly effort. Shohei Katakura, Chiao Fang, Mehdi Gouasmi, Lino Hellige, Yoan Tchorenev, David Bizer, Conrad Lempert, Martin Taraz, Muhammad Abdullah 0002, Patrick Baudisch |
UIST | 10 |
| 2025 | SustainaPrint: Making the Most of Eco-Friendly Filaments
Maxine Perroni-Scharf, Jennifer Xiao, Cole Paulin, Zhi Ray Wang, Ticha Sethapakdi, Muhammad Abdullah 0002, Patrick Baudisch, Stefanie Mueller 0001 |
UIST | 7 |
| 2023 | Kerfmeter: Automatic Kerf Calibration for Laser CuttingabstractWe present Kerfmeter, a hardware + software device that automatically determines how much material the laser cutter burns off, also known as kerf. Its knowledge about kerf allows Kerfmeter to make the joints of laser cut 3D models fit together with just the right tension, i.e., loose enough to allow for comfortable assembly, yet tight enough to hold parts together without glue—all this without user interaction. Kerfmeter attaches to the head of a laser cutter and works as follows: when users send a model to the laser cutter, Kerfmeter intercepts the job, injects a brief calibration routine that determines kerf, dilates the cutting plan according to this kerf, and then proceeds to fabricate the cutting plan. During the calibration routine, Kerfmeter cuts a 2cm Archimedean spiral and uses a motor to rotate it in place until it jams against the surrounding material; the angle at which the spiral jams allows Kerfmeter to infer kerf. The calibration process takes about 20s, which is >10x faster than traditional, manual kerf calibration, while also eliminating the need for expertise. In our technical evaluation, Kerfmeter produced functioning press fit joints reliably at a precision comparable to traditional manual kerf strips. Kerfmeter makes it easy to sample repeatedly; we demonstrate how this allows boosting precision past any traditional kerf strip. Shohei Katakura, Martin Taraz, Muhammad Abdullah 0002, Paul Methfessel, Lukas Rambold, Robert Kovacs, Patrick Baudisch |
CHI | 7 |
| 2023 | AirTied: Automatic Personal Fabrication of Truss StructuresabstractWe present AirTied, a device that fabricates truss structures in a fully automatic fashion. AirTied achieves this by unrolling a 20cm-wide inflatable plastic tube and tying nodes into it. AirTied creates nodes by holding onto a segment of tube, stacking additional tube segments on top of it, tying them up, and releasing the result. The resulting structures are material-efficient and light as well as sturdy, as we demonstrate by creating a 6m-tower. Unlike the prior art, AirTied requires no scaffolding and no building blocks, bringing automated truss construction into the reach of personal fabrication. Lukas Rambold, Robert Kovacs, Conrad Lempert, Muhammad Abdullah 0002, Helena Lendowski, Lukas Fritzsche, Martin Taraz, Patrick Baudisch |
UIST | 8 |
| 2022 | FoolProofJoint: Reducing Assembly Errors of Laser Cut 3D Models by Means of Custom Joint PatternsabstractWe present FoolProofJoint, a software tool that simplifies the assembly of laser-cut 3D models and reduces the risk of erroneous assembly. FoolProofJoint achieves this by modifying finger joint patterns. Wherever possible, FoolProofJoint makes similar looking pieces fully interchangeable, thereby speeding up the user's visual search for a matching piece. When that is not possible, FoolProofJoint gives finger joints a unique pattern of individual finger placements so as to fit only with the correct piece, thereby preventing erroneous assembly. In our benchmark set of 217 laser-cut 3D models downloaded from kyub.com, FoolProofJoint made groups of similar looking pieces fully interchangeable for 65% of all groups of similar pieces; FoolProofJoint fully prevented assembly mistakes for 97% of all models. Keun-Woo Park, Conrad Lempert, Muhammad Abdullah 0002, Shohei Katakura, Jotaro Shigeyama, Thijs Roumen, Patrick Baudisch |
CHI | 7 |
| 2022 | HingeCore: Laser-Cut Foamcore for Fast AssemblyabstractWe present HingeCore, a novel type of laser-cut 3D structure made from sandwich materials, such as foamcore. The key design element behind HingeCore is what we call a finger hinge, which we produce by laser-cutting foamcore “half-way”. The primary benefit of finger hinges is that they allow for very fast assembly, as they allow models to be assembled by folding and because folded hinges stay put at the intended angle, based on the friction between fingers alone, which eliminates the need for glue or tabs. Finger hinges are also highly robust, with some 5mm foamcore models withstanding 62kg. We present HingeCoreMaker, a stand-alone software tool that automatically converts 3D models to HingeCore layouts, as well as an integration into a 3D modeling tool for laser cutting (Kyub [7]). We have used HingeCoreMaker to fabricate design objects, including speakers, lamps, and a life-size bust, as well as structural objects, such as functional furniture. In our user study, participants assembled HingeCore layouts 2.9x faster than layouts generated using the state-of-the-art for plate-based assembly (Roadkill [1]). Muhammad Abdullah 0002, Romeo Sommerfeld, Bjarne Sievers, Leonard Geier, Jonas Noack, Marcus Ding, Christoph Thieme, Laurenz Seidel, Lukas Fritzsche, Erik Langenhan, Oliver Adameck, Moritz Dzingel, Thomas Kern, Martin Taraz, Conrad Lempert, Shohei Katakura, Hany Mohsen Elhassany, Thijs Roumen, Patrick Baudisch |
UIST | 19 |
| 2021 | FastForce: Real-Time Reinforcement of Laser-Cut StructuresabstractWe present fastForce, a software tool that detects structural flaws in laser cut 3D models and fixes them by introducing additional plates into the model, thereby making models up to 52x stronger. By focusing on a specific type of structural issue, i.e., poorly connected sub-structures in closed box structures, fastForce achieves real-time performance (106x faster than finite element analysis, in the specific case of the wheelbarrow from Figure 1). This allows fastForce to fix structural issues continuously in the background, while users stay focused on editing their models and without ever becoming aware of any structural issues. Muhammad Abdullah 0002, Martin Taraz, Yannis Kommana, Shohei Katakura, Robert Kovacs, Jotaro Shigeyama, Thijs Roumen, Patrick Baudisch |
CHI | 8 |
| 2021 | Assembler3: 3D Reconstruction of Laser-Cut ModelsabstractWe present Assembler3 a software tool that allows users to perform 3D parametric manipulations on 2D laser cutting plans. Assembler3 achieves this by semi-automatically converting 2D laser cutting plans to 3D, where users modify their models using available 3D tools (kyub), before converting them back to 2D. In our user study, this workflow allowed users to modify models 10x faster than using the traditional approach of editing 2D cutting plans directly. Assembler3 converts models to 3D in 5 steps: (1) plate detection, (2) joint detection, (3) material thickness detection, (4) joint matching based on hashed joint "signatures", and (5) interactive reconstruction. In our technical evaluation, Assembler3 was able to reconstruct 100 of 105 models. Once 3D-reconstructed, we expect users to store and share their models in 3D, which can simplify collaboration and thereby empower the laser cutting community to create models of higher complexity. Thijs Roumen, Yannis Kommana, Ingo Apel, Conrad Lempert, Markus Brand, Erik Brendel, Laurenz Seidel, Lukas Rambold, Carl Gödecken, Pascal Crenzin, Ben Hurdelhey, Muhammad Abdullah 0002, Patrick Baudisch |
CHI | 13 |
| 2021 | Roadkill: Nesting Laser-Cut Objects for Fast AssemblyabstractWe present Roadkill, a software tool that converts 3D models to 2D cutting plans for laser cutting—such that the resulting layouts allow for fast assembly. Roadkill achieves this by putting all relevant information into the cutting plan: (1) Thumbnails indicate which area of the model a set of parts belongs to. (2) Parts with exposed finger joints are easy to access, thereby suggesting to start assembly here. (3) Openings in the sheet act as jigs, affording assembly within the sheet. (4) Users continue assembly by inserting what has already been assembled into parts that are immediately adjacent or are pointed to by arrows. Roadkill maximizes the number of joints rendered in immediate adjacency by breaking down models into “subassemblies.” Within a subassembly, Roadkill holds the parts together using break-away tabs. (5) Users complete subassemblies according to their labels 1, 2, 3…, following 1 -> 1 links to insert subassemblies into other subassemblies, until all parts come together. In our user study, Roadkill allowed participants to assemble layouts 2.4 times faster than layouts generated by a traditional pair-wise labeling of plates. Muhammad Abdullah 0002, Romeo Sommerfeld, Laurenz Seidel, Jonas Noack, Ran Zhang 0007, Thijs Roumen, Patrick Baudisch |
UIST | 7 |
| 2021 | Trusscillator: a System for Fabricating Human-Scale Human-Powered Oscillating DevicesabstractTrusscillator is an end-to-end system that allows non-engineers to create human-scale human-powered devices that perform oscillatory movements, such as playground equipment, workout devices, and interactive kinetic installations. While recent research has been focusing on generating mechanisms that produce specific movement-path, without considering the required energy for the motion (kinematic approach), Trusscillator supports users in designing mechanisms that recycle energy in the system in the form of oscillating mechanisms (dynamic approach), specifically with the help of coil-springs. The presented system features a novel set of tools tailored for designing the dynamic experience of the motion. These tools allow designers to focus on user experience-specific aspects, such as motion range, tempo, and effort while abstracting away the underlying technicalities of eigenfrequencies, spring constants, and energy. Since the forces involved in the resulting devices can be high, Trusscillator helps users to fabricate from steel by picking out appropriate steal springs, generating part lists, and producing stencils and welding jigs that help weld with precision. To validate our system, we designed, built, and tested a series of unique playground equipment featuring 2-4 degrees of movement. Robert Kovacs, Lukas Rambold, Lukas Fritzsche, Dominik Meier, Jotaro Shigeyama, Shohei Katakura, Ran Zhang 0007, Patrick Baudisch |
UIST | 8 |
| 2021 | autoAssembler: Automatic Reconstruction of Laser-Cut 3D ModelsabstractRecent research showed how to import laser cut 3D models encoded in the form of 2D cutting plans into a 3D editor (assembler3 [28]), which allows users to perform parametric manipulations on such models. In contrast to assembler3 , which requires users to perform this process manually, we present autoAssembler, which performs this process automatically. AutoAssembler uses a beam search algorithm to search possible ways of assembling plates. It uses joints on these plates to combine them into assembly candidates. It thereby preferably pursues candidates (1) that have no intersecting plates, (2) that fit into a small bounding box, (3) that use plates whose joints fit together well, (4) that do not add many unpaired joints, (5) that make use of constraints posed by other plates, and (6) that conform to symmetry axes of the plates. This works for models that have at least one edge joint (finger or t-joint). In our technical evaluation, we imported 66 models using autoAssembler. AutoAssembler assembled 79% of those models fully automatically; another 18% of models required on average 2.7 clicks of post-processing, for an overall success rate of 97%. Thijs Roumen, Conrad Lempert, Ingo Apel, Erik Brendel, Markus Brand, Laurenz Seidel, Lukas Rambold, Patrick Baudisch |
UIST | 8 |
| 2020 | Kerf-Canceling Mechanisms: Making Laser-Cut Mechanisms Operate across Different Laser CuttersabstractGetting laser-cut mechanisms, such as those in micro-scopes, robots, vehicles, etc., to work, requires all their components to be dimensioned precisely. This precision, however, tends to be lost when fabricating on a differ-ent laser cutter, as it is likely to remove more or less mate-rial (aka 'kerf'). We address this with what we call kerf-canceling mechanisms. Kerf-canceling mechanisms replace laser-cut bearings, sliders, gear pairs, etc. Unlike their tradi-tional counterparts, however, they keep working when manufactured on a different laser cutter and/or with different kerf. Kerf-canceling mechanisms achieve this by adding an additional wedge element per mechanism. We have created a software tool KerfCanceler that locates traditional mecha-nisms in cutting plans and replaces them with their kerf-canceling counterparts. We evaluated our tool by converting 17 models found online to kerf-invariant models; we evaluated kerf-canceling bearings by testing with kerf values ranging from 0mm and 0.5mm and find that they perform reliably independent of this kerf. Thijs Roumen, Ingo Apel, Jotaro Shigeyama, Muhammad Abdullah 0002, Patrick Baudisch |
UIST | 5 |
| 2019 | Kyub: A 3D Editor for Modeling Sturdy Laser-Cut ObjectsabstractWe present an interactive editing system for laser cutting called kyub. Kyub allows users to create models efficiently in 3D, which it then unfolds into the 2D plates laser cutters expect. Unlike earlier systems, such as FlatFitFab, kyub affords construction based on closed box structures, which allows users to turn very thin material, such as 4mm plywood, into objects capable of withstanding large forces, such as chairs users can actually sit on. To afford such sturdy construction, every kyub project begins with a simple finger-joint "boxel"-a structure we found to be capable of withstanding over 500kg of load. Users then extend their model by attaching additional boxels. Boxels merge automatically, resulting in larger, yet equally strong structures. While the concept of stacking boxels allows kyub to offer the strong affordance and ease of use of a voxel-based editor, boxels are not confined to a grid and readily combine with kuyb's various geometry deformation tools. In our technical evaluation, objects built with kyub withstood hundreds of kilograms of loads. In our user study, non-engineers rated the learnability of kyub 6.1/7. Patrick Baudisch, Arthur Silber, Yannis Kommana, Milan Gruner, Ludwig Wall, Kevin Reuss, Lukas Heilmann, Robert Kovacs, Daniel Rechlitz, Thijs Roumen |
CHI | 1 |
| 2019 | Understanding Metamaterial MechanismsabstractIn this paper, we establish the underlying foundations of mechanisms that are composed of cell structures---known as metamaterial mechanisms. Such metamaterial mechanisms were previously shown to implement complete mechanisms in the cell structure of a 3D printed material, without the need for assembly. However, their design is highly challenging. A mechanism consists of many cells that are interconnected and impose constraints on each other. This leads to unobvious and non-linear behavior of the mechanism, which impedes user design. In this work, we investigate the underlying topological constraints of such cell structures and their influence on the resulting mechanism. Based on these findings, we contribute a computational design tool that automatically creates a metamaterial mechanism from user-defined motion paths. This tool is only feasible because our novel abstract representation of the global constraints highly reduces the search space of possible cell arrangements. Alexandra Ion, David Lindlbauer, Philipp Herholz, Marc Alexa, Patrick Baudisch |
CHI | 5 |
| 2019 | FormFab: Continuous Interactive FabricationabstractSeveral systems have illustrated the concept of interactive fabrication, i.e. rather than working through a digital editor, users make edits directly on the physical workpiece. However, so far the interaction has been limited to turn-taking, i.e., users first perform a command and then the system responds with physical feedback. In this paper, we present a first step towards interactive fabrication that changes the workpiece continuously while the user is manipulating it. Stefanie Mueller 0001, Anna Seufert, Huaishu Peng, Robert Kovacs, Kevin Reuss, François Guimbretière, Patrick Baudisch |
TEI | 7 |
| 2019 | SpringFit: Joints and Mounts that Fabricate on Any Laser CutterabstractJoints are crucial to laser cutting as they allow making three-dimensional objects; mounts are crucial because they allow embedding technical components, such as motors. Unfortunately, mounts and joints tend to fail when trying to fabricate a model on a different laser cutter or from a different material. The reason for this lies in the way mounts and joints hold objects in place, which is by forc-ing them into slightly smaller openings. Such "press fit" mechanisms unfortunately are susceptible to the small changes in diameter that occur when switching to a ma-chine that removes more or less material ("kerf"), as well as to changes in stiffness, as they occur when switching to a different material. We present a software tool called springFit that resolves this problem by replacing the problematic press fit-based mounts and joints with what we call canti¬lever-based mounts and joints. A cantilever spring is simply a long thin piece of material that pushes against the object to be held. Unlike press fits, cantilever springs are robust against variations in kerf and material; they can even handle very high variations, simply by using longer springs. SpringFit converts models in the form of 2D cutting plans by replacing all contained mounts, notch joints, finger joints, and t-joints. In our technical evaluation, we used springFit to convert 14 models downloaded from the web. Thijs Roumen, Jotaro Shigeyama, Julius Cosmo Romeo Rudolph, Felix Grzelka, Patrick Baudisch |
UIST | 5 |
| 2018 | Adding Force Feedback to Mixed Reality Experiences and Games using Electrical Muscle StimulationabstractWe present a mobile system that enhances mixed reality experiences and games with force feedback by means of electrical muscle stimulation (EMS). The benefit of our approach is that it adds physical forces while keeping the users' hands free to interact unencumbered-not only with virtual objects, but also with physical objects, such as props and appliances. We demonstrate how this supports three classes of applications along the mixed-reality continuum: (1) entirely virtual objects, such as furniture with EMS friction when pushed or an EMS-based catapult game. (2) Virtual objects augmented via passive props with EMS-constraints, such as a light control panel made tangible by means of a physical cup or a balance-the-marble game with an actuated tray. (3) Augmented appliances with virtual behaviors, such as a physical thermostat dial with EMS-detents or an escape-room that repurposes lamps as levers with detents. We present a user-study in which participants rated the EMS-feedback as significantly more realistic than a no-EMS baseline. Pedro Lopes 0001, Sijing You, Alexandra Ion, Patrick Baudisch |
CHI | 4 |
| 2018 | iTurk: Turning Passive Haptics into Active Haptics by Making Users Reconfigure Props in Virtual RealityabstractWe present a system that complements virtual reality experiences with passive props, yet still allows modifying the virtual world at runtime. The main contribution of our system is that it does not require any actuators; instead, our system employs the user to reconfigure and actuate otherwise passive props. We demonstrate a foldable prop that users reconfigure to represent a suitcase, fuse cabinet, railing, and a seat. A second prop, suspended from a long pendulum, not only stands in for inanimate objects, but also for objects that move and demonstrate proactive behavior, such as a group of flying droids that physically attack the user. Our approach conveys a sense of a living, animate world, when in reality the user is the only animate entity present in the system, complemented with only one or two physical props. In our study, participants rated their experience as more enjoyable and realistic than a corresponding no-haptics condition. Lung-Pan Cheng, Li Chang, Sebastian Marwecki, Patrick Baudisch |
CHI | 4 |
| 2018 | Metamaterial TexturesabstractWe present metamaterial textures---3D printed surface geometries that can perform a controlled transition between two or more textures. Metamaterial textures are integrated into 3D printed objects and allow designing how the object interacts with the environment and the user's tactile sense. Inspired by foldable paper sheets ("origami") and surface wrinkling, our 3D printed metamaterial textures consist of a grid of cells that fold when compressed by an external global force. Unlike origami, however, metamaterial textures offer full control over the transformation, such as in between states and sequence of actuation. This allows for integrating multiple textures and makes them useful, e.g., for exploring parameters in the rapid prototyping of textures. Metamaterial textures are also robust enough to allow the resulting objects to be grasped, pushed, or stood on. This allows us to make objects, such as a shoe sole that transforms from flat to treaded, a textured door handle that provides tactile feedback to visually impaired users, and a configurable bicycle grip. We present an editor assists users in creating metamaterial textures interactively by arranging cells, applying forces, and previewing their deformation. Alexandra Ion, Robert Kovacs, Oliver Schneider 0006, Pedro Lopes 0001, Patrick Baudisch |
CHI | 5 |
| 2018 | VirtualSpace - Overloading Physical Space with Multiple Virtual Reality UsersabstractAlthough virtual reality hardware is now widely available, the uptake of real walking is hindered by the fact that it requires often impractically large amounts of physical space. To address this, we present VirtualSpace, a novel system that allows overloading multiple users immersed in different VR experiences into the same physical space. VirtualSpace accomplishes this by containing each user in a subset of the physical space at all times, which we call tiles; app-invoked maneuvers then shuffle tiles and users across the entire physical space. This allows apps to move their users to where their narrative requires them to be while hiding from users that they are confined to a tile. We show how this enables VirtualSpace to pack four users into 16m2. In our study we found that VirtualSpace allowed participants to use more space and to feel less confined than in a control condition with static, pre-allocated space. Sebastian Marwecki, Maximilian Brehm, Lukas Wagner 0003, Lung-Pan Cheng, Florian 'Floyd' Mueller, Patrick Baudisch |
CHI | 6 |
| 2018 | RoMA: Interactive Fabrication with Augmented Reality and a Robotic 3D PrinterabstractWe present the Robotic Modeling Assistant (RoMA), an interactive fabrication system providing a fast, precise, hands-on and in-situ modeling experience. As a designer creates a new model using RoMA AR CAD editor, features are constructed concurrently by a 3D printing robotic arm sharing the same design volume. The partially printed physical model then serves as a tangible reference for the designer as she adds new elements to her design. RoMA's proxemics-inspired handshake mechanism between the designer and the 3D printing robotic arm allows the designer to quickly interrupt printing to access a printed area or to indicate that the robot can take full control of the model to finish printing. RoMA lets users integrate real-world constraints into a design rapidly, allowing them to create well-proportioned tangible artifacts or to extend existing objects. We conclude by presenting the strengths and limitations of our current design. Huaishu Peng, Jimmy Briggs, Cheng-Yao Wang, Kevin Guo, Joseph T. Kider Jr., Stefanie Mueller 0001, Patrick Baudisch, François Guimbretière |
CHI | 7 |
| 2018 | Grafter: Remixing 3D-Printed MachinesabstractCreating new 3D printed objects by recombining models found in hobbyist repositories has been referred to as "re-mixing". In this paper, we explore how to best support users in remixing a specific class of 3D printed objects, namely those that perform mechanical functions. In our survey, we found that makers remix such machines by manually extracting parts from one parent model and combine it with parts from a different parent model. This approach often puts axles made by one maker into bearings made by another maker or combines a gear by one maker with a gear by a different maker. This approach is problem-atic, however, as parts from different makers tend to fit poorly, which results in long series of tweaks and test-prints until all parts finally work together. We address this with our interactive system grafter. Grafter does two things. First, grafter largely automates the process of extracting and recombining mechanical elements from 3D printed machines. Second, it enforces a more efficient approach to reuse: it prevents users from extracting indi-vidual parts, but instead affords extracting groups of me-chanical elements that already work together, such as axles and their bearings or pairs of gears. We call this mecha-nism-based remixing. In a final user study, all models that participants had remixed using grafter could be 3D printed without further tweaking and worked immediately. Thijs Roumen, Willi Müller, Patrick Baudisch |
CHI | 3 |
| 2018 | TrussFormer: 3D Printing Large Kinetic StructuresabstractWe present TrussFormer, an integrated end-to-end system that allows users to 3D print large-scale kinetic structures, i.e., structures that involve motion and deal with dynamic forces. TrussFormer builds on TrussFab, from which it inherits the ability to create static large-scale truss structures from 3D printed connectors and PET bottles. TrussFormer adds movement to these structures by placing linear actuators into them: either manually, wrapped in reusable components called assets, or by demonstrating the intended movement. TrussFormer verifies that the resulting structure is mechanically sound and will withstand the dynamic forces resulting from the motion. To fabricate the design, TrussFormer generates the underlying hinge system that can be printed on standard desktop 3D printers. We demonstrate TrussFormer with several example objects, including a 6 legged walking robot and a 4m tall animatronics dinosaur with 5 degrees of freedom. Robert Kovacs, Alexandra Ion, Pedro Lopes 0001, Tim Oesterreich, Johannes Filter, Philipp Otto, Tobias Arndt, Nico Ring, Melvin Witte, Anton Synytsia, Patrick Baudisch |
UIST | 11 |
| 2018 | Scenograph: Fitting Real-Walking VR Experiences into Various Tracking VolumesabstractWhen developing a real-walking virtual reality experience, designers generally create virtual locations to fit a specific tracking volume. Unfortunately, this prevents the resulting experience from running on a smaller or differently shaped tracking volume. To address this, we present a software system called Scenograph. The core of Scenograph is a tracking volume-independent representation of real-walking experiences. Scenograph instantiates the experience to a tracking volume of given size and shape by splitting the locations into smaller ones while maintaining narrative structure. In our user study, participants' ratings of realism decreased significantly when existing techniques were used to map a 25m2 experience to 9m2 and an L-shaped 8m2 tracking volume. In contrast, ratings did not differ when Scenograph was used to instantiate the experience. Sebastian Marwecki, Patrick Baudisch |
UIST | 2 |
| 2018 | DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual WorldsabstractWe present a new haptic device that enables blind users to continuously interact with spatial virtual environments that contain moving objects, as is the case in sports or shooter games. Users interact with DualPanto by operating the me handle with one hand and by holding on to the it handle with the other hand. Each handle is connected to a pantograph haptic input/output device. The key feature is that the two handles are spatially registered with respect to each other. When guiding their avatar through a virtual world using the me handle, spatial registration enables users to track moving objects by having the device guide the output hand. This allows blind players of a 1-on-1 soccer game to race for the ball or evade an opponent; it allows blind players of a shooter game to aim at an opponent and dodge shots. In our user study, blind participants reported very high enjoyment when using the device to play (6.5/7). Oliver Schneider 0006, Jotaro Shigeyama, Robert Kovacs, Thijs Roumen, Sebastian Marwecki, Nico Boeckhoff, Daniel Amadeus Gloeckner, Jonas Bounama, Patrick Baudisch |
UIST | 9 |
| 2017 | Digital Mechanical MetamaterialsabstractIn this paper, we explore how to embody mechanical computation into 3D printed objects, i.e., without electronic sensors, actuators, or controllers typically used for this purpose. A key benefit of our approach is that the resulting objects can be 3D printed in one piece and thus do not require assembly. We are building on 3D printed cell structures, also known as metamaterials. We introduce a new type of cell that propagates a digital mechanical signal using an embedded bistable spring. When triggered, the embedded spring discharges and the resulting impulse triggers one or more neighboring cells, resulting in signal propagation. We extend this basic mechanism to implement simple logic functions. We demonstrate interactive objects based on this concept, such as a combination lock. We present a custom editor that allows users to model 3D objects, route signals, simulate signal flow, and synthesize cell patterns. Alexandra Ion, Ludwig Wall, Robert Kovacs, Patrick Baudisch |
CHI | 4 |
| 2017 | TrussFab: Fabricating Sturdy Large-Scale Structures on Desktop 3D PrintersabstractWe present TrussFab, an integrated end-to-end system that allows users to fabricate large scale structures that are sturdy enough to carry human weight. TrussFab achieves the large scale by complementing 3D print with plastic bottles. It does not use these bottles as "bricks" though, but as beams that form structurally sound node-link structures, also known as trusses, allowing it to handle the forces resulting from scale and load. TrussFab embodies the required engineering knowledge, allowing non-engineers to design such structures and to validate their design using integrated structural analysis. We have used TrussFab to design and fabricate tables and chairs, a 2.5 m long bridge strong enough to carry a human, a functional boat that seats two, and a 5 m diameter dome. Robert Kovacs, Anna Seufert, Ludwig Wall, Hsiang-Ting Chen, Florian Meinel, Willi Müller, Sijing You, Maximilian Brehm, Jonathan Striebel, Yannis Kommana, Alexander Popiak, Thomas Bläsius, Patrick Baudisch |
CHI | 13 |
| 2017 | Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle StimulationabstractWe explore how to add haptics to walls and other heavy objects in virtual reality. When a user tries to push such an object, our system actuates the user's shoulder, arm, and wrist muscles by means of electrical muscle stimulation, creating a counter force that pulls the user's arm backwards. Our device accomplishes this in a wearable form factor. Pedro Lopes 0001, Sijing You, Lung-Pan Cheng, Sebastian Marwecki, Patrick Baudisch |
CHI | 5 |
| 2017 | Mutual Human ActuationabstractHuman actuation is the idea of using people to provide large-scale force feedback to users. The Haptic Turk system, for example, used four human actuators to lift and push a virtual reality user; TurkDeck used ten human actuators to place and animate props for a single user. While the experience of human actuators was decent, it was still inferior to the experience these people could have had, had they participated as a user. In this paper, we address this issue by making everyone a user. We introduce mutual human actuation, a version of human actuation that works without dedicated human actuators. The key idea is to run pairs of users at the same time and have them provide human actuation to each other. Our system, Mutual Turk, achieves this by (1) offering shared props through which users can exchange forces while obscuring the fact that there is a human on the other side, and (2) synchronizing the two users' timelines such that their way of manipulating the shared props is consistent across both virtual worlds. We demonstrate mutual human actuation with an example experience in which users pilot kites though storms, tug fish out of ponds, are pummeled by hail, battle monsters, hop across chasms, push loaded carts, and ride in moving vehicles. Lung-Pan Cheng, Sebastian Marwecki, Patrick Baudisch |
UIST | 3 |
| 2016 | Personal Fabrication in HCI: Trends and ChallengesabstractIn this keynote, I will argue that 3D printing and personal fabrication in general are about to bring massive, disruptive change to interactive computing, as well as to computing as a whole. I discuss the six challenges that need to be addressed for this change to take place, and I explain why I think researchers in HCI will play a key role in it. Patrick Baudisch |
AVI | 1 |
| 2016 | Destructive Games: Creating Value by Destroying Valuable Physical ObjectsabstractWhile personal fabrication tools, such as laser cutters and milling machines, are intended for construction, we are exploring their use for destruction. We present a series of games that result in valuable physical objects being destroyed objects owned by the players. Interestingly, we found that we can design these games to be desirable to play, despite the loss of the object, by instead producing social value. As part of a user study, twelve students played a destructive game in which a laser cutter cut up their own money bills. Surprisingly, 8 out of 12 participants would play again. They shared their post-game stories with us. David Eickhoff, Stefanie Mueller 0001, Patrick Baudisch |
CHI | 3 |
| 2016 | Linespace: A Sensemaking Platform for the BlindabstractFor visually impaired users, making sense of spatial information is difficult as they have to scan and memorize content before being able to analyze it. Even worse, any update to the displayed content invalidates their spatial memory, which can force them to manually rescan the entire display. Making display contents persist, we argue, is thus the highest priority in designing a sensemaking system for the visually impaired. We present a tactile display system designed with this goal in mind. The foundation of our system is a large tactile display (140x100cm, 23x larger than Hyperbraille), which we achieve by using a 3D printer to print raised lines of filament. The system's software then trades in this space in order to minimize screen updates. Instead of panning and zooming, for example, our system creates additional views, leaving display contents intact and thus supporting users in preserving their spatial memory. We illustrate our system and its design principles at the example of four spatial applications. We evaluated our system with six blind users. Participants responded favorably to the system and expressed, for example, that having multiple views at the same time was helpful. They also judged the increased expressiveness of lines over the more traditional dots as useful for encoding information. Sai Swaminathan, Thijs Roumen, Robert Kovacs, David Stangl, Stefanie Mueller 0001, Patrick Baudisch |
CHI | 6 |
| 2016 | Metamaterial MechanismsabstractRecently, researchers started to engineer not only the outer shape of objects, but also their internal microstructure. Such objects, typically based on 3D cell grids, are also known as metamaterials. Metamaterials have been used, for example, to create materials with soft and hard regions. Alexandra Ion, Johannes Frohnhofen, Ludwig Wall, Robert Kovacs, Mirela Alistar, Jack Lindsay, Pedro Lopes 0001, Hsiang-Ting Chen, Patrick Baudisch |
UIST | 9 |
| 2016 | Muscle-plotter: An Interactive System based on Electrical Muscle Stimulation that Produces Spatial OutputabstractWe explore how to create interactive systems based on electrical muscle stimulation that offer expressive output. We present muscle-plotter, a system that provides users with input and output access to a computer system while on the go. Using pen-on-paper interaction, muscle-plotter allows users to engage in cognitively demanding activities, such as writing math. Users write formulas using a pen and the system responds by making the users' hand draw charts and widgets. While Anoto technology in the pen tracks users' input, muscle-plotter uses electrical muscle stimulation (EMS) to steer the user's wrist so as to plot charts, fit lines through data points, find data points of interest, or fill in forms. We demonstrate the system at the example of six simple applications, including a wind tunnel simulator. Pedro Lopes 0001, Doaa Yüksel, François Guimbretière, Patrick Baudisch |
UIST | 4 |
| 2016 | Mobile FabricationabstractWe present an exploration into the future of fabrication, in particular the vision of mobile fabrication, which we define as "personal fabrication on the go". We explore this vision with two surveys, two simple hardware prototypes, matching custom apps that provide users with access to a solution database, custom fabrication processes we designed specifically for these devices, and a user study conducted in situ on metro trains. Our findings suggest that mobile fabrication is a compelling next direction for personal fabrication. From our experience with the prototypes we derive hardware requirements to make mobile fabrication also technically feasible. Thijs Roumen, Bastian Kruck, Tobias Dürschmid, Tobias Nack, Patrick Baudisch |
UIST | 5 |
| 2015 | Platener: Low-Fidelity Fabrication of 3D Objects by Substituting 3D Print with Laser-Cut PlatesabstractThis paper presents Platener, a system that allows quickly fabricating intermediate design iterations of 3D models, a process also known as low-fidelity fabrication. Platener achieves its speed-up by extracting straight and curved plates from the 3D model and substituting them with laser cut parts of the same size and thickness. Only the regions that are of relevance to the current design iteration are executed as full-detail 3D prints. Platener connects the parts it has created by automatically inserting joints. To help fast assembly it engraves instructions. Platener allows users to customize substitution results by (1) specifying fidelity-speed tradeoffs, (2) choosing whether or not to convert curved surfaces to plates bent using heat, and (3) specifying the conversion of individual plates and joints interactively. Platener is designed to best preserve the fidelity of func-tional objects, such as casings and mechanical tools, all of which contain a large percentage of straight/rectilinear elements. Compared to other low-fab systems, such as faBrickator and WirePrint, Platener better preserves the stability and functionality of such objects: the resulting assemblies have fewer parts and the parts have the same size and thickness as in the 3D model. To validate our system, we converted 2.250 3D models downloaded from a 3D model site (Thingiverse). Platener achieves a speed-up of 10 or more for 39.5% of all objects. Dustin Beyer, Serafima Gurevich, Stefanie Mueller 0001, Hsiang-Ting Chen, Patrick Baudisch |
CHI | 5 |
| 2015 | Skin Drag Displays: Dragging a Physical Tactor across the User's Skin Produces a Stronger Tactile Stimulus than VibrotactileabstractWe propose a new type of tactile displays that drag a physical tactor across the skin in 2D. We call this skin drag. We demonstrate how this allows us to communicate geometric shapes or characters to users. The main benefit of our approach is that it simultaneously produces two types of stimuli, i.e., (1) it moves a tactile stimulus across skin locations and (2) it stretches the user's skin. Skin drag thereby combines the essential stimuli produced by vibrotactile and skin stretch. In our study, skin drag allowed participants to recognize tactile shapes significantly better than a vibrotactile array of comparable size. We present two arm-worn prototype devices that implement our concept. Alexandra Ion, Edward Jay Wang, Patrick Baudisch |
CHI | 3 |
| 2015 | Proprioceptive InteractionabstractWe propose a new way of eyes-free interaction for wearables. It is based on the user's proprioceptive sense, i.e., rather than seeing, hearing, or feeling an outside stimulus, users feel the pose of their own body. We have implemented a wearable device called Pose-IO that offers input and output based on proprioception. Users communicate with Pose-IO through the pose of their wrists. Users enter information by performing an input gesture by flexing their wrist, which the device senses using a 3-axis accelerometer. Users receive output from Pose-IO by find-ing their wrist posed in an output gesture, which Pose-IO actuates using electrical muscle stimulation. This mechanism allows users to interact with Pose-IO without visual or auditory senses, but through the proprioceptive sense alone. We developed three simple applications that demonstrate symmetric proprioceptive interaction, where input and output occur through the same limb, as well as asymmetric interaction, where input and output occur through different limbs. In a first user study, participants using a symmetric proprioceptive interface re-entered poses received from Pose-IO with an average accuracy of 5.8° despite the minimal bandwidth offered by the device. In a second, exploratory study, we investigated participants' emotional response to asymmetric proprioceptive interaction and the concept of the user's body serving as interface. Participants reported to enjoy the experience (4.6 out of 5). Pedro Lopes 0001, Alexandra Ion, Willi Müller, Daniel Hoffmann, Patrik Jonell, Patrick Baudisch |
CHI | 6 |
| 2015 | Affordance++: Allowing Objects to Communicate Dynamic UseabstractWe propose extending the affordance of objects by allowing them to communicate dynamic use, such as (1) motion (e.g., spray can shakes when touched), (2) multi-step processes (e.g., spray can sprays only after shaking), and (3) behaviors that change over time (e.g., empty spray can does not allow spraying anymore). Rather than enhancing objects directly, however, we implement this concept by enhancing the user. We call this affordance++. By stimulating the user's arms using electrical muscle stimulation, our prototype allows objects not only to make the user actuate them, but also perform required movements while merely approaching the object, such as not to touch objects that do not "want" to be touched. In our user study, affordance++ helped participants to successfully operate devices of poor natural affordance, such as a multi-functional slicer tool or a magnetic nail sweeper, and to stay away from cups filled with hot liquids. Pedro Lopes 0001, Patrik Jonell, Patrick Baudisch |
CHI | 3 |
| 2015 | Ergonomic Interaction for Touch FloorsabstractThe main appeal of touch floors is that they are the only direct touch form factor that scales to arbitrary size, therefore allowing direct touch to scale to very large numbers of display objects. In this paper, however, we argue that the price for this benefit is bad physical ergonomics: prolonged standing, especially in combination with looking down, quickly causes fatigue and repetitive strain. We propose addressing this issue by allowing users to operate touch floors in any pose they like, including sitting and lying. To allow users to transition between poses seamlessly, we present a simple pose-aware view manager that supports users by adjusting the entire view to the new pose. We support the main assumption behind the work with a simple study that shows that several poses are indeed more ergonomic for touch floor interaction than standing. We ground the design of our view manager by analyzing, which screen regions users can see and touch in each of the respective poses. Dominik Schmidt, Johannes Frohnhofen, Sven Knebel, Florian Meinel, Mariya Perchyk, Julian Risch, Jonathan Striebel, Julia Wachtel, Patrick Baudisch |
CHI | 9 |
| 2015 | Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual RealityabstractWe present "Level-Ups", computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted to the bottom of the boot that extends vertically. Unlike traditional solutions that are integrated with locomotion devices, Level-Ups allow users to walk around freely ("real-walking"). We present Level-Ups in a demo environment based on a head-mounted display, optical motion capture, and integrated with two different game engines. In a user study, participants rated the realism of stepping onto objects 6.0 out of 7.0 when wearing Level-Ups compared to 3.5 without. Dominik Schmidt, Robert Kovacs, Vikram Mehta, Udayan Umapathi, Sven Köhler 0004, Lung-Pan Cheng, Patrick Baudisch |
CHI | 7 |
| 2015 | Scotty: Relocating Physical Objects Across Distances Using Destructive Scanning, Encryption, and 3D PrintingabstractWe present a simple self-contained appliance that allows relocating inanimate physical objects across distance. Each unit consists of an off-the-shelf 3D printer that we have extended with a 3-axis milling machine, a camera, and a micro-controller for encryption/decryption and transmission. Users place an object into the sender unit, enter the address of a receiver unit, and press the relocate button. The sender unit now digitizes the original object layer-by-layer: it shaves off material using the built-in milling machine, takes a photo using the built-in camera, encrypts the layer using the public key of the receiver, and transmits it. The receiving unit decrypts the layer in real-time and starts printing right away. Users thus see the object appear layer-by-layer on the receiver side as it disappears layer-by-layer at the sender side. Scotty is different from previous systems that copy physical objects, as its destruction and encryption mechanism guarantees that only one copy of the object exists at a time. Even though our current prototype is limited to single-material plastic objects, it allows us to address two application scenarios: (1) Scotty can help preserve the uniqueness and thus the emotional value of physical objects shared between friends. (2) Scotty can address some of the licensing issues involved in fast electronic delivery of physical goods. We explore the former in an exploratory user study with three pairs of participants. Stefanie Mueller 0001, Martin Fritzsche, Jan Kossmann, Maximilian Schneider, Jonathan Striebel, Patrick Baudisch |
TEI | 6 |
| 2015 | Protopiper: Physically Sketching Room-Sized Objects at Actual ScaleabstractPhysical sketching of 3D wireframe models, using a hand-held plastic extruder, allows users to explore the design space of 3D models efficiently. Unfortunately, the scale of these devices limits users' design explorations to small-scale objects. We present protopiper, a computer aided, hand-held fabrication device, that allows users to sketch room-sized objects at actual scale. The key idea behind protopiper is that it forms adhesive tape into tubes as its main building material, rather than extruded plastic or photopolymer lines. Since the resulting tubes are hollow they offer excellent strength-to-weight ratio, thus scale well to large structures. Since the tape is pre-coated with adhesive it allows connecting tubes quickly, unlike extruded plastic that would require heating and cooling in the kilowatt range. We demonstrate protopiper's use through several demo objects, ranging from more constructive objects, such as furniture, to more decorative objects, such as statues. In our exploratory user study, 16 participants created objects based on their own ideas. They rated the device as being "useful for creative exploration", "its ability to sketch at actual scale helped judge fit", and "fun to use." Harshit Agrawal, Udayan Umapathi, Robert Kovacs, Johannes Frohnhofen, Hsiang-Ting Chen, Stefanie Mueller 0001, Patrick Baudisch |
UIST | 7 |
| 2015 | TurkDeck: Physical Virtual Reality Based on PeopleabstractTurkDeck is an immersive virtual reality system that reproduces not only what users see and hear, but also what users feel. TurkDeck produces the haptic sensation using props, i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. Unlike previous work on prop-based virtual reality, however, TurkDeck allows creating arbitrarily large virtual worlds in finite space and using a finite set of physical props. The key idea behind TurkDeck is that it creates these physical representations on the fly by making a group of human workers present and operate the props only when and where the user can actually reach them. TurkDeck manages these so-called "human actuators" by displaying visual instructions that tell the human actuators when and where to place props and how to actuate them. We demonstrate TurkDeck at the example of an immersive 300m2 experience in 25m2 physical space. We show how to simulate a wide range of physical objects and effects, including walls, doors, ledges, steps, beams, switches, stompers, portals, zip lines, and wind. In a user study, participants rated the realism/immersion of TurkDeck higher than a traditional prop-less baseline condition (4.9 vs. 3.6 on 7 item Likert). Lung-Pan Cheng, Thijs Roumen, Hannes Rantzsch, Sven Köhler 0004, Robert Kovacs, Johannes Jasper, Jonas Kemper, Patrick Baudisch |
UIST | 9 |
| 2015 | Impacto: Simulating Physical Impact by Combining Tactile Stimulation with Electrical Muscle StimulationabstractWe present impacto, a device designed to render the haptic sensation of hitting or being hit in virtual reality. The key idea that allows the small and light impacto device to simulate a strong hit is that it decomposes the stimulus: it renders the tactile aspect of being hit by tapping the skin using a solenoid; it adds impact to the hit by thrusting the user's arm backwards using electrical muscle stimulation. The device is self-contained, wireless, and small enough for wearable use, thus leaves the user unencumbered and able to walk around freely in a virtual environment. The device is of generic shape, allowing it to also be worn on legs, so as to enhance the experience of kicking, or merged into props, such as a baseball bat. We demonstrate how to assemble multiple impacto units into a simple haptic suit. Participants of our study rated impact simulated using impacto's combination of solenoid hit and electrical muscle stimulation as more realistic than either technique in isolation. Pedro Lopes 0001, Alexandra Ion, Patrick Baudisch |
UIST | 3 |
| 2015 | Patching Physical ObjectsabstractPersonal fabrication is currently a one-way process: Once an object has been fabricated with a 3D printer, it cannot be changed anymore; any change requires printing a new version from scratch. The problem is that this approach ignores the nature of design iteration, i.e. that in subsequent iterations large parts of an object stay the same and only small parts change. This makes fabricating from scratch feel unnecessary and wasteful. Alexander Teibrich, Stefanie Mueller 0001, François Guimbretière, Robert Kovacs, Stefan Neubert, Patrick Baudisch |
UIST | 6 |
| 2015 | LaserStacker: Fabricating 3D Objects by Laser Cutting and WeldingabstractLaser cutters are useful for rapid prototyping because they are fast. However, they only produce planar 2D geometry. One approach to creating non-planar objects is to cut the object in horizontal slices and to stack and glue them. This approach, however, requires manual effort for the assembly and time for the glue to set, defeating the purpose of using a fast fabrication tool. We propose eliminating the assembly step with our system LaserStacker. The key idea is to use the laser cutter to not only cut but also to weld. Users place not one acrylic sheet, but a stack of acrylic sheets into their cutter. In a single process, LaserStacker cuts each individual layer to shape (through all layers above it), welds layers by melting material at their interface, and heals undesired cuts in higher layers. When users take out the object from the laser cutter, it is already assembled. To allow users to model stacked objects efficiently, we built an extension to a commercial 3D editor (SketchUp) that provides tools for defining which parts should be connected and which remain loose. When users hit the export button, LaserStacker converts the 3D model into cutting, welding, and healing instructions for the laser cutter. We show how LaserStacker does not only allow making static objects, such as architectural models, but also objects with moving parts and simple mechanisms, such as scissors, a simple pinball machine, and a mechanical toy with gears. Udayan Umapathi, Hsiang-Ting Chen, Stefanie Mueller 0001, Ludwig Wall, Anna Seufert, Patrick Baudisch |
UIST | 6 |
| 2014 | Haptic turk: a motion platform based on peopleabstractMotion platforms are used to increase the realism of virtual interaction. Unfortunately, their size and weight is proportional to the size of what they actuate. We present haptic turk, a different approach to motion platforms that is light and mobile. The key idea is to replace motors and mechanical components with humans. All haptic turk setups consist of a player who is supported by one or more turkers. The player enjoys an interactive experience, such as a flight simulation. The motion in the player's experience is generated by the turkers who manually lift, tilt, and push the player's limbs or torso. To get the timing and force right, timed motion instructions in a format familiar from rhythm games are displayed on turkers' mobile devices, which they attach to the player's body. We demonstrate a range of installations based on mobile phones, projectors, and head-mounted displays. In our user study, participants rated not only the experience as player as enjoyable (6.1/7), but also the experience as a turker (4.4/7). The approach of leveraging humans allows us to deploy our approach anytime anywhere, as we demonstrate by experimentally deploying at an art festival in the Nevada desert. Lung-Pan Cheng, Patrick Lühne, Pedro Lopes 0001, Christoph Sterz, Patrick Baudisch |
CHI | 5 |
| 2014 | faBrickation: fast 3D printing of functional objects by integrating construction kit building blocksabstractWe present a new approach to rapid prototyping of functional objects, such as the body of a head-mounted display. The key idea is to save 3D printing time by automatically substituting sub-volumes with standard building blocks'in our case Lego bricks. When making the body for a head-mounted display, for example, getting the optical path right is paramount. Users thus mark the lens mounts as "high-resolution" to indicate that these should later be 3D printed. faBrickator then 3D prints these parts. It also generates instructions that show users how to create everything else from Lego bricks. If users iterate on the design later, faBrickator offers even greater benefit as it allows re-printing only the elements that changed. We validated our system at the example of three 3D models of functional objects. On average, our system fabricates objects 2.44 times faster than traditional 3D printing while requiring only 14 minutes of manual assembly. Stefanie Mueller 0001, Tobias Mohr, Kerstin Guenther, Johannes Frohnhofen, Patrick Baudisch |
CHI | 5 |
| 2014 | Kickables: tangibles for feetabstractWe introduce the concept of tangibles that users can manipulate with their feet. We call them kickables. Unlike traditional tangibles, kickables allow for very large interaction surfaces as kickables reside on the ground. The main benefit of kickables over other foot-based modalities, such as foot touch, is their strong affordance, which we validate in two user studies. This affordance makes kickables well-suited for walk-up installations, such as tradeshows or museum exhibits. Dominik Schmidt, Raf Ramakers, Esben Warming Pedersen, Johannes Jasper, Sven Köhler 0004, Aileen Pohl, Hannes Rantzsch, Andreas Rau 0003, Christoph Sterz, Yanina Yurchenko, Patrick Baudisch |
CHI | 12 |
| 2014 | WirePrint: 3D printed previews for fast prototypingabstractEven though considered a rapid prototyping tool, 3D printing is so slow that a reasonably sized object requires printing overnight. This slows designers down to a single iteration per day. In this paper, we propose to instead print low-fidelity wireframe previews in the early stages of the design process. Wireframe previews are 3D prints in which surfaces have been replaced with a wireframe mesh. Since wireframe previews are to scale and represent the overall shape of the 3D object, they allow users to quickly verify key aspects of their 3D design, such as the ergonomic fit. To maximize the speed-up, we instruct 3D printers to extrude filament not layer-by-layer, but directly in 3D-space, allowing them to create the edges of the wireframe model directly one stroke at a time. This allows us to achieve speed-ups of up to a factor of 10 compared to traditional layer-based printing. We demonstrate how to achieve wireframe previews on standard FDM 3D printers, such as the PrintrBot or the Kossel mini. Users only need to install the WirePrint software, making our approach applicable to many 3D printers already in use today. Finally, wireframe previews use only a fraction of material required for a regular print, making it even more affordable to iterate. Stefanie Mueller 0001, Sangha Im, Serafima Gurevich, Alexander Teibrich, Lisa Pfisterer, François Guimbretière, Patrick Baudisch |
UIST | 7 |
| 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floorabstractWe explore how to track people and furniture based on a high-resolution pressure-sensitive floor. Gravity pushes people and objects against the floor, causing them to leave imprints of pressure distributions across the surface. While the sensor is limited to sensing direct contact with the surface, we can sometimes conclude what takes place above the surface, such as users' poses or collisions with virtual objects. We demonstrate how to extend the range of this approach by sensing through passive furniture that propagates pressure to the floor. To explore our approach, we have created an 8 m2 back-projected floor prototype, termed GravitySpace, a set of passive touch-sensitive furniture, as well as algorithms for identifying users, furniture, and poses. Pressure-based sensing on the floor offers four potential benefits over camera-based solutions: (1) it provides consistent coverage of rooms wall-to-wall, (2) is less susceptible to occlusion between users, (3) allows for the use of simpler recognition algorithms, and (4) intrudes less on users' privacy. Alan Bränzel, Christian Holz 0001, Daniel Hoffmann, Dominik Schmidt, Marius Knaust, Patrick Lühne, René Meusel, Stephan Richter 0003, Patrick Baudisch |
CHI | 9 |
| 2013 | Understanding palm-based imaginary interfaces: the role of visual and tactile cues when browsingabstractImaginary Interfaces are screen-less ultra-mobile interfaces. Previously we showed that even though they offer no visual feedback they allow users to interact spatially, e.g., by pointing at a location on their non-dominant hand. Sean Gustafson, Bernhard Rabe, Patrick Baudisch |
CHI | 3 |
| 2013 | Muscle-propelled force feedback: bringing force feedback to mobile devicesabstractForce feedback devices resist miniaturization, because they require physical motors and mechanics. We propose mobile force feedback by eliminating motors and instead actuating the user's muscles using electrical stimulation. Without the motors, we obtain substantially smaller and more energy-efficient devices. We present a prototype that fits on the back of a mobile phone. It actuates users' forearm muscles via four electrodes, which causes users' muscles to contract involuntarily, so that they tilt the device sideways. As users resist this motion using their other arm, they perceive force feedback. We demonstrate the interaction at the example of an interactive videogame in which users steer an airplane through winds rendered using force feedback. In a first user study, we found our device to cause users to produce up to 18.7N of force, when used to actuate their palm flexors. In a second study, participants played the video game de-scribed above; all ten participants reported to prefer the experience of muscle-propelled force feedback to vibrotactile feedback. Pedro Lopes 0001, Patrick Baudisch |
CHI | 2 |
| 2013 | LaserOrigami: laser-cutting 3D objectsabstractWe present LaserOrigami, a rapid prototyping system that produces 3D objects using a laser cutter. LaserOrigami is substantially faster than traditional 3D fabrication techniques such as 3D printing and unlike traditional laser cutting the resulting 3D objects require no manual assembly. The key idea behind LaserOrigami is that it achieves three-dimensionality by folding and stretching the workpiece, rather than by placing joints, thereby eliminating the need for manual assembly. LaserOrigami achieves this by heating up selected regions of the workpiece until they become compliant and bend down under the force of gravity. LaserOrigami administers the heat by defocusing the laser, which distributes the laser's power across a larger surface. LaserOrigami implements cutting and bending in a single integrated process by automatically moving the cutting table up and down--when users take out the workpiece, it is already fully assembled. We present the three main design elements of LaserOrigami: the bend, the suspender, and the stretch, and demonstrate how to use them to fabricate a range of physical objects. Finally, we demonstrate an interactive fabrication version of LaserOrigami, a process in which user interaction and fabrication alternate step-by-step. Stefanie Mueller 0001, Bastian Kruck, Patrick Baudisch |
CHI | 3 |
| 2013 | Gesture output: eyes-free output using a force feedback touch surfaceabstractWe propose using spatial gestures not only for input but also for output. Analogous to gesture input, the proposed gesture output moves the user's finger in a gesture, which the user then recognizes. We use our concept in a mobile scenario where a motion path forming a "5" informs users about new emails, or a heart-shaped path serves as a mes- sage from a friend. We built two prototypes: (1) The long- RangeOuija is a stationary prototype that offers a motion range of up to 4cm; (2) The pocketOuija is self-contained mobile device based on an iPhone with up to 1cm motion range. Both devices actuate the user's fingers by means of an actuated transparent foil overlaid onto a touchscreen. We conducted three studies with the longRangeOuija in which participants recognized 2cm marks with 97% accu- racy, Graffiti digits with 98.8%, pairs of Graffiti digits with 90.5%, and Graffiti letters with 93.4%. Participants previ- ously unfamiliar with Graffiti identified 96.2% of digits and 76.4% of letters, suggesting that properly designed gesture output is guessable. After the experiment, the same participants were able to enter 100% of Graffiti digits by heart and 92.2% of letters. This suggests that participants learned gesture input as a side effect of using gesture output on our prototypes. Anne Roudaut, Andreas Rau 0003, Christoph Sterz, Max Plauth, Pedro Lopes 0001, Patrick Baudisch |
CHI | 6 |
| 2013 | Imaginary devices: gesture-based interaction mimicking traditional input devicesabstractWe propose Imaginary Devices, a set of freehand gestures that mimic the use of physical input devices. Imaginary Devices allow users to choose the input modality best suited for the task at hand, such as a steering wheel for a driving game or a joystick for a flight simulator. Exploiting the skills that users have acquired using physical input devices, they can instantly begin interacting with an Imaginary Device. Since no physical device is involved, users can switch quickly and effortlessly among a number of devices. Christian Steins, Sean Gustafson, Christian Holz 0001, Patrick Baudisch |
Mobile HCI | 4 |
| 2013 | Imaginary reality gaming: ball games without a ballabstractWe present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play. Patrick Baudisch, Henning Pohl, Stefanie Reinicke, Emilia Wittmers, Patrick Lühne, Marius Knaust, Sven Köhler 0004, Christian Holz 0001 |
UIST | 1 |
| 2013 | Fiberio: a touchscreen that senses fingerprintsabstractWe present Fiberio, a rear-projected multitouch table that identifies users biometrically based on their fingerprints during each touch interaction. Fiberio accomplishes this using a new type of screen material: a large fiber optic plate. The plate diffuses light on transmission, thereby allowing it to act as projection surface. At the same time, the plate reflects light specularly, which produces the contrast required for fingerprint sensing. In addition to offering all the functionality known from traditional diffused illumination systems, Fiberio is the first interactive tabletop system that authenticates users during touch interaction-unobtrusively and securely using the biometric features of fingerprints, which eliminates the need for users to carry any identification tokens. Christian Holz 0001, Patrick Baudisch |
UIST | 2 |
| 2012 | CapStones and ZebraWidgets: sensing stacks of building blocks, dials and sliders on capacitive touch screensabstractRecent research proposes augmenting capacitive touch pads with tangible objects, enabling a new generation of mobile applications enhanced with tangible objects, such as game pieces and tangible controllers. In this paper, we extend the concept to capacitive tangibles consisting of multiple parts, such as stackable gaming pieces and tangible widgets with moving parts. We achieve this using a system of wires and connectors inside each block that causes the capacitance of the bottom-most block to reflect the entire assembly. We demonstrate three types of tangibles, called CapStones, Zebra Dials and Zebra Sliders that work with current consumer hardware and investigate what designs may become possible as touchscreen hardware evolves. Li-Wei Chan 0001, Stefanie Mueller 0001, Anne Roudaut, Patrick Baudisch |
CHI | 4 |
| 2012 | 360° panoramic overviews for location-based servicesabstractWe investigate 360° panoramas as overviews to support users in the task of locating objects in the surrounding environment. Panoramas are typically visualized as rectangular photographs, but this does not provide clear cues for physical directions in the environment. In this paper, we conduct a series of studies with three different shapes: Frontal, Top-Down and Bird's Eye; the last two shapes are chosen because they provide a clearer representation of the spatial mapping between panorama and environment. Our results show that good readability of the panorama is most important and that a clear representation of the spatial mapping plays a secondary role. This paper is the first to provide understanding on how users exploit 360° panoramic over-views to locate objects in the surrounding environment and how different design factors can affect user performance. Alessandro Mulloni, Hartmut Seichter, Andreas Dünser, Patrick Baudisch, Dieter Schmalstieg |
CHI | 4 |
| 2012 | Bootstrapper: recognizing tabletop users by their shoesabstractIn order to enable personalized functionality, such as to log tabletop activity by user, tabletop systems need to recognize users. DiamondTouch does so reliably, but requires users to stay in assigned seats and cannot recognize users across sessions. We propose a different approach based on distinguishing users' shoes. While users are interacting with the table, our system Bootstrapper observes their shoes using one or more depth cameras mounted to the edge of the table. It then identifies users by matching camera images with a database of known shoe images. When multiple users interact, Bootstrapper associates touches with shoes based on hand orientation. The approach can be implemented using consumer depth cameras because (1) shoes offer large distinct features such as color, (2) shoes naturally align themselves with the ground, giving the system a well-defined perspective and thus reduced ambiguity. We report two simple studies in which Bootstrapper recognized participants from a database of 18 users with 95.8% accuracy. Stephan Richter 0003, Christian Holz 0001, Patrick Baudisch |
CHI | 3 |
| 2012 | Rock-paper-fibers: bringing physical affordance to mobile touch devicesabstractWe explore how to bring physical affordance to mobile touch devices. We present Rock-Paper-Fibers, a device that is functionally equivalent to a touchpad, yet that users can reshape so as to best match the interaction at hand. For efficiency, users interact bimanually: one hand reshapes the device and the other hand operates the resulting widget. Frederik Rudeck, Patrick Baudisch |
CHI | 2 |
| 2012 | Interactive construction: interactive fabrication of functional mechanical devicesabstractPersonal fabrication tools, such as laser cutters and 3D printers allow users to create precise objects quickly. However, working through a CAD system removes users from the workpiece. Recent interactive fabrication tools reintroduce this directness, but at the expense of precision. Stefanie Mueller 0001, Pedro Lopes 0001, Patrick Baudisch |
UIST | 3 |
| 2011 | Nenya: subtle and eyes-free mobile input with a magnetically-tracked finger ringabstractWe present Nenya, a new input device in the shape of a finger ring. Nenya provides an input mechanism that is always available, fast to access, and allows analog input, while remaining socially acceptable by being embodied in commonly worn items. Users make selections by twisting the ring and "click" by sliding it along the finger. The ring - the size of a regular wedding band - is magnetic, and is tracked by a wrist-worn sensor. Nenya's tiny size, eyes-free usability, and physical form indistinguishable from a regular ring make its use subtle and socially acceptable. We present two user studies (one- and two-handed) in which we studied sighted and eyes-free use, finding that even with no visual feedback users were able to select from eight targets. Daniel Ashbrook, Patrick Baudisch, Sean White |
CHI | 2 |
| 2011 | Understanding touchabstractCurrent touch devices, such as capacitive touchscreens are based on the implicit assumption that users acquire targets with the center of the contact area between finger and device. Findings from our previous work indicate, however, that such devices are subject to systematic error offsets. This suggests that the underlying assumption is most likely wrong. In this paper, we therefore revisit this assumption. In a series of three user studies, we find evidence that the features that users align with the target are visual features. These features are located on the top of the user's fingers, not at the bottom, as assumed by traditional devices. We present the projected center model, under which error offsets drop to 1.6mm, compared to 4mm for the traditional model. This suggests that the new model is indeed a good approximation of how users conceptualize touch input. The primary contribution of this paper is to help understand touch-one of the key input technologies in human-computer interaction. At the same time, our findings inform the design of future touch input technology. They explain the inaccuracy of traditional touch devices as a -Sparallax- artifact between user control based on the top of the finger and sensing based on the bottom side of the finger. We conclude that certain camera-based sensing technologies can inherently be more accurate than contact area-based sensing. Christian Holz 0001, Patrick Baudisch |
CHI | 2 |
| 2011 | Touch input on curved surfacesabstractAdvances in sensing technology are currently bringing touch input to non-planar surfaces, ranging from spherical touch screens to prototypes the size and shape of a ping-pong ball. To help interface designers create usable interfaces on such devices, we determine how touch surface curvature affects targeting. We present a user study in which participants acquired targets on surfaces of different curvature and at locations of different slope. We find that surface convexity increases pointing accuracy, and in particular reduces the offset between the input point perceived by users and the input point sensed by the device. Concave surfaces, in contrast, are subject to larger error offsets. This is likely caused by how concave surfaces hug the user's finger, thus resulting in a larger contact area. The effect of slope on targeting, in contrast, is unexpected at first sight. Some targets located downhill from the user's perspective are subject to error offsets in the opposite direction from all others. This appears to be caused by participants acquiring these targets using a different finger posture that lets them monitor the position of their fingers more effectively. Anne Roudaut, Henning Pohl, Patrick Baudisch |
CHI | 3 |
| 2011 | Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar deviceabstractWe propose a method for learning how to use an imaginary interface (i.e., a spatial non-visual interface) that we call "transfer learning". By using a physical device (e.g. an iPhone) a user inadvertently learns the interface and can then transfer that knowledge to an imaginary interface. We illustrate this concept with our Imaginary Phone prototype. With it users interact by mimicking the use of a physical iPhone by tapping and sliding on their empty non-dominant hand without visual feedback. Pointing on the hand is tracked using a depth camera and touch events are sent wirelessly to an actual iPhone, where they invoke the corresponding actions. Our prototype allows the user to perform everyday task such as picking up a phone call or launching the timer app and setting an alarm. Imaginary Phone thereby serves as a shortcut that frees users from the necessity of retrieving the actual physical device. We present two user studies that validate the three assumptions underlying the transfer learning method. (1) Users build up spatial memory automatically while using a physical device: participants knew the correct location of 68% of their own iPhone home screen apps by heart. (2) Spatial memory transfers from a physical to an imaginary inter-face: participants recalled 61% of their home screen apps when recalling app location on the palm of their hand. (3) Palm interaction is precise enough to operate a typical mobile phone: Participants could reliably acquire 0.95cm wide iPhone targets on their palm-sufficiently large to operate any iPhone standard widget. Sean Gustafson, Christian Holz 0001, Patrick Baudisch |
UIST | 3 |
| 2011 | Modular and deformable touch-sensitive surfaces based on time domain reflectometryabstractTime domain reflectometry, a technique originally used in diagnosing cable faults, can also locate where a cable is being touched. In this paper, we explore how to extend time domain reflectometry in order to touch-enable thin, modular, and deformable surfaces and devices. We demonstrate how to use this approach to make smart clothing and to rapid prototype touch-sensitive objects of arbitrary shape. To accomplish this, we extend time domain reflectometry in three ways: (1) Thin: We demonstrate how to run time domain reflectometry on a single wire. This allows us to touch-enable thin metal objects, such as guitar strings. (2) Modularity: We present a two-pin connector system that allows users to daisy chain touch-sensitive segments. We illustrate these enhancements with 13 prototypes and a series of performance measurements. (3) Deformability: We create deformable touch devices by mounting stretch-able wire patterns onto elastic tape and meshes. We present selected performance measurements. Raphael Wimmer, Patrick Baudisch |
UIST | 2 |
| 2010 | Lumino: tangible blocks for tabletop computers based on glass fiber bundlesabstractTabletop computers based on diffuse illumination can track fiducial markers placed on the table's surface. In this paper, we demonstrate how to do the same with objects arranged in a three-dimensional structure without modifying the table. We present lumino, a system of building blocks. In addition to a marker, each block contains a glass fiber bundle. The bundle optically guides the light reflected off markers in the higher levels down to the table surface, where the table's built-in camera reads it. While guiding marker images down, the bundle optically scales and rearranges them. It thereby fits the images of an entire vertical arrangement of markers into the horizontal space usually occupied by a single 2D marker. We present six classes of blocks and matching marker designs, each of which is optimized for different requirements. We show three demo applications. One of them is a construction kit that logs and critiques constructions. The presented blocks are unpowered and maintenance-free, keeping larger numbers of blocks manageable. Patrick Baudisch, Torsten Becker, Frederik Rudeck |
CHI | 1 |
| 2010 | Touch projector: mobile interaction through videoabstractIn 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is projected onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing. Sebastian Boring, Dominikus Baur, Andreas Butz, Sean Gustafson, Patrick Baudisch |
CHI | 5 |
| 2010 | The generalized perceived input point model and how to double touch accuracy by extracting fingerprintsabstractIt is generally assumed that touch input cannot be accurate because of the fat finger problem, i.e., the softness of the fingertip combined with the occlusion of the target by the finger. In this paper, we show that this is not the case. We base our argument on a new model of touch inaccuracy. Our model is not based on the fat finger problem, but on the perceived input point model. In its published form, this model states that touch screens report touch location at an offset from the intended target. We generalize this model so that it represents offsets for individual finger postures and users. We thereby switch from the traditional 2D model of touch to a model that considers touch a phenomenon in 3-space. We report a user study, in which the generalized model explained 67% of the touch inaccuracy that was previously attributed to the fat finger problem. Christian Holz 0001, Patrick Baudisch |
CHI | 2 |
| 2010 | My new pc is a mobile phone: techniques and technology for the new smallnessabstractNeither desktop computers nor the hundred-dollar laptop are the new mass computation platform of this world - mobile phones are. 4 Billion of them. So how come we still use PCs? Mobile devices have a major limitation: mobility requires smallness. Initially, miniaturization of hardware drove miniaturization at a fast pace, but limitations are not primarily technical anymore: today, it is almost exclusively human factors. Screens need to be large enough to be seen, keyboards large enough to be typed on. These factors, however, are practically invariant. Patrick Baudisch |
Mobile HCI | 1 |
| 2010 | Multitoe: high-precision interaction with back-projected floors based on high-resolution multi-touch inputabstractTabletop applications cannot display more than a few dozen on-screen objects. The reason is their limited size: tables cannot become larger than arm's length without giving up direct touch. We propose creating direct touch surfaces that are orders of magnitude larger. We approach this challenge by integrating high-resolution multitouch input into a back-projected floor. As the same time, we maintain the purpose and interaction concepts of tabletop computers, namely direct manipulation. Thomas Augsten, Konstantin Kaefer, René Meusel, Caroline Fetzer, Dorian Kanitz, Thomas Stoff, Torsten Becker, Christian Holz 0001, Patrick Baudisch |
UIST | 9 |
| 2010 | Imaginary interfaces: spatial interaction with empty hands and without visual feedbackabstractScreen-less wearable devices allow for the smallest form factor and thus the maximum mobility. However, current screen-less devices only support buttons and gestures. Pointing is not supported because users have nothing to point at. However, we challenge the notion that spatial interaction requires a screen and propose a method for bringing spatial interaction to screen-less devices. Sean Gustafson, Daniel Bierwirth, Patrick Baudisch |
UIST | 3 |
| 2009 | Back-of-device interaction allows creating very small touch devicesabstractIn this paper, we explore how to add pointing input capabilities to very small screen devices. On first sight, touchscreens seem to allow for particular compactness, because they integrate input and screen into the same physical space. The opposite is true, however, because the user's fingers occlude contents and prevent precision. Patrick Baudisch, Gerry Chu |
CHI | 1 |
| 2009 | Handle Flags: efficient and flexible selections for inking applications
Tovi Grossman, Patrick Baudisch, Ken Hinckley |
Graphics Interface | 2 |
| 2009 | Separability of spatial manipulations in multi-touch interfaces
Miguel A. Nacenta, Patrick Baudisch, Hrvoje Benko, Andy Wilson |
Graphics Interface | 2 |
| 2009 | Disappearing mobile devicesabstractIn this paper, we extrapolate the evolution of mobile devices in one specific direction, namely miniaturization. While we maintain the concept of a device that people are aware of and interact with intentionally, we envision that this concept can become small enough to allow invisible integration into arbitrary surfaces or human skin, and thus truly ubiquitous use. This outcome assumed, we investigate what technology would be most likely to provide the basis for these devices, what abilities such devices can be expected to have, and whether or not devices that size can still allow for meaningful interaction. We survey candidate technologies, drill down on gesture-based interaction, and demonstrate how it can be adapted to the desired form factors. While the resulting devices offer only the bare minimum in feedback and only the most basic interactions, we demonstrate that simple applications remain possible. We complete our exploration with two studies in which we investigate the affordance of these devices more concretely, namely marking and text entry using a gesture alphabet. Tao Ni 0002, Patrick Baudisch |
UIST | 2 |
| 2009 | Introduction to this Special Issue on Ubiquitous Multi-Display EnvironmentsabstractUntil recently, most of our computing was carried out in environments with a single display. In contrast, modern computing environments are evolving into multi-display environments. Simple dual-mon... Ravin Balakrishnan, Patrick Baudisch |
Hum. Comput. Interact. | 2 |
| 2008 | Starburst: a target expansion algorithm for non-uniform target distributionsabstractAcquiring small targets on a tablet or touch screen can be challenging. To address the problem, researchers have proposed techniques that enlarge the effective size of targets by extending targets into adjacent screen space. When applied to targets organized in clusters, however, these techniques show little effect because there is no space to grow into. Unfortunately, target clusters are common in many popular applications. We present Starburst, a space partitioning algorithm that works for target clusters. Starburst identifies areas of available screen space, grows a line from each target into the available space, and then expands that line into a clickable surface. We present the basic algorithm and extensions. We then present 2 user studies in which Starburst led to a reduction in error rate by factors of 9 and 3 compared to traditional target expansion. Patrick Baudisch, Alexander Zotov, Edward Cutrell, Ken Hinckley |
AVI | 1 |
| 2008 | Wedge: clutter-free visualization of off-screen locationsabstractTo overcome display limitations of small-screen devices, researchers have proposed techniques that point users to objects located off-screen. Arrow-based techniques such as City Lights convey only direction. Halo conveys direction and distance, but is susceptible to clutter resulting from overlapping halos. We present Wedge, a visualization technique that conveys direction and distance, yet avoids overlap and clutter. Wedge represents each off-screen location using an acute isosceles triangle: the tip coincides with the off-screen locations, and the two corners are located on-screen. A wedge conveys location awareness primarily by means of its two legs pointing towards the target. Wedges avoid overlap programmatically by repelling each other, causing them to rotate until overlap is resolved. As a result, wedges can be applied to numbers and configurations of targets that would lead to clutter if visualized using halos. We report on a user study comparing Wedge and Halo for three off-screen tasks. Participants were significantly more accurate when using Wedge than when using Halo. Sean Gustafson, Patrick Baudisch, Carl Gutwin, Pourang Irani |
CHI | 2 |
| 2008 | Evaluating visual cues for window switching on large screensabstractAn increasing number of users are adopting large, multi-monitor displays. The resulting setups cover such a broad viewing angle that users can no longer simultaneously perceive all parts of the screen. Changes outside the user's visual field often go unnoticed. As a result, users sometimes have trouble locating the active window, for example after switching focus. This paper surveys graphical cues designed to direct visual attention and adapts them to window switching. Visual cues include five types of frames and mask around the target window and four trails leading to the window. We report the results of two user studies. The first evaluates each cue in isolation. The second evaluates hybrid techniques created by combining the most successful candidates from the first study. The best cues were visually sparse --- combinations of curved frames which use color to pop-out and tapered trails with predictable origin. Raphael Hoffmann, Patrick Baudisch, Daniel S. Weld |
CHI | 2 |
| 2008 | Blindsight: eyes-free access to mobile phonesabstractMany mobile phones integrate services such as personal calendars. Given the social nature of the stored data, however, users often need to access such information as part of a phone conversation. In typical non-headset use, this re-quires users to interrupt their conversations to look at the screen. Kevin A. Li, Patrick Baudisch, Ken Hinckley |
CHI | 2 |
| 2008 | Tapping and rubbing: exploring new dimensions of tactile feedback with voice coil motorsabstractTactile feedback allows devices to communicate with users when visual and auditory feedback are inappropriate. Unfortunately, current vibrotactile feedback is abstract and not related to the content of the message. This often clash-es with the nature of the message, for example, when sending a comforting message. Kevin A. Li, Patrick Baudisch, William G. Griswold, James D. Hollan |
UIST | 2 |
| 2007 | InkSeine: In Situ search for active note takingabstractUsing a notebook to sketch designs, reflect on a topic, or capture and extend creative ideas are examples of active note taking tasks. Optimal experience for such tasks demands concentration without interruption. Yet active note taking may also require reference documents or emails from team members. InkSeine is a Tablet PC application that supports active note taking by coupling a pen-and-ink interface with an in situ search facility that flows directly from a user's ink notes (Fig. 1). InkSeine integrates four key concepts: it leverages preexisting ink to initiate a search; it provides tight coupling of search queries with application content; it persists search queries as first class objects that can be commingled with ink notes; and it enables a quick and flexible workflow where the user may freely interleave inking, searching, and gathering content. InkSeine offers these capabilities in an interface that is tailored to the unique demands of pen input, and that maintains the primacy of inking above all other tasks. Ken Hinckley, Shengdong Zhao 0001, Raman Sarin, Patrick Baudisch, Edward Cutrell, Michael Shilman, Desney S. Tan |
CHI | 4 |
| 2007 | Shift: a technique for operating pen-based interfaces using touchabstractRetrieving the stylus of a pen-based device takes time and requires a second hand. Especially for short intermittent interactions many users therefore choose to use their bare fingers. Although convenient, this increases targeting times and error rates. We argue that the main reasons are the occlusion of the target by the user's finger and ambiguity about which part of the finger defines the selection point. We propose a pointing technique we call Shift that is designed to address these issues. When the user touches the screen, Shift creates a callout showing a copy of the occluded screen area and places it in a non-occluded location. The callout also shows a pointer representing the selection point of the finger. Using this visual feedback, users guide the pointer into the target by moving their finger on the screen surface and commit the target acquisition by lifting the finger. Unlike existing techniques, Shift is only invoked when necessary--over large targets no callout is created and users enjoy the full performance of an unaltered touch screen. We report the results of a user study showing that with Shift participants can select small targets with much lower error rates than an unaided touch screen and that Shift is faster than Offset Cursor for larger targets. Daniel Vogel 0001, Patrick Baudisch |
CHI | 2 |
| 2007 | Earpod: eyes-free menu selection using touch input and reactive audio feedbackabstractWe present the design and evaluation of earPod: an eyes-free menu technique using touch input and reactive auditory feedback. Studies comparing earPod with an iPod-like visual menu technique on reasonably-sized static menus indicate that they are comparable in accuracy. In terms of efficiency (speed), earPod is initially slower, but outperforms the visual technique within 30 minutes of practice. Our results indicate that earPod is potentially a reasonable eyes-free menu technique for general use, and is a particularly exciting technique for use in mobile device interfaces. Shengdong Zhao 0001, Pierre Dragicevic, Mark Chignell, Ravin Balakrishnan, Patrick Baudisch |
CHI | 5 |
| 2007 | Lucid touch: a see-through mobile deviceabstractTouch is a compelling input modality for interactive devices; however, touch input on the small screen of a mobile device is problematic because a user's fingers occlude the graphical elements he wishes to work with. In this paper, we present LucidTouch, a mobile device that addresses this limitation by allowing the user to control the application by touching the back of the device. The key to making this usable is what we call pseudo-transparency: by overlaying an image of the user's hands onto the screen, we create the illusion of the mobile device itself being semi-transparent. This pseudo-transparency allows users to accurately acquire targets while not occluding the screen with their fingers and hand. Lucid Touch also supports multi-touch input, allowing users to operate the device simultaneously with all 10 fingers. We present initial study results that indicate that many users found touching on the back to be preferable to touching on the front, due to reduced occlusion, higher precision, and the ability to make multi-finger input. Daniel J. Wigdor, Clifton Forlines, Patrick Baudisch, John Barnwell, Chia Shen |
UIST | 3 |
| 2006 | Tumble! Splat! helping users access and manipulate occluded content in 2D drawingsabstractAccessing and manipulating occluded content in layered 2D drawings can be difficult. This paper characterizes a design space of techniques that facilitate access to occluded content. In addition, we introduce two new tools, Tumbler and Splatter, which represent unexplored areas of the design space. Finally, we present results of a study that contrasts these two tools against the traditional scene index used in most drawing applications. Results show that Splatter is comparable to and can be better than the scene index. Our findings allow us to understand the inherent design tradeoffs, and to identify areas for further improvement. Gonzalo A. Ramos, George G. Robertson, Mary Czerwinski, Desney S. Tan, Patrick Baudisch, Ken Hinckley, Maneesh Agrawala |
AVI | 5 |
| 2006 | Precise selection techniques for multi-touch screensabstractThe size of human fingers and the lack of sensing precision can make precise touch screen interactions difficult. We present a set of five techniques, called Dual Finger Selections, which leverage the recent development of multi-touch sensitive displays to help users select very small targets. These techniques facilitate pixel-accurate targeting by adjusting the control-display ratio with a secondary finger while the primary finger controls the movement of the cursor. We also contribute a "clicking" technique, called SimPress, which reduces motion errors during clicking and allows us to simulate a hover state on devices unable to sense proximity. We implemented our techniques on a multi-touch tabletop prototype that offers computer vision-based tracking. In our formal user study, we tested the performance of our three most promising techniques (Stretch, X-Menu, and Slider) against our baseline (Offset), on four target sizes and three input noise levels. All three chosen techniques outperformed the control technique in terms of error rate reduction and were preferred by our participants, with Stretch being the overall performance and preference winner. Hrvoje Benko, Andrew D. Wilson, Patrick Baudisch |
CHI | 3 |
| 2006 | Hover widgets: using the tracking state to extend the capabilities of pen-operated devicesabstractWe present Hover Widgets, a new technique for increasing the capabilities of pen-based interfaces. Hover Widgets are implemented by using the pen movements above the display surface, in the tracking state. Short gestures while hovering, followed by a pen down, access the Hover Widgets, which can be used to activate localized interface widgets. By using the tracking state movements, Hover Widgets create a new command layer which is clearly distinct from the input layer of a pen interface. In a formal experiment Hover Widgets were found to be faster than a more traditional command activation technique, and also reduced errors due to divided attention. Tovi Grossman, Ken Hinckley, Patrick Baudisch, Maneesh Agrawala, Ravin Balakrishnan |
CHI | 3 |
| 2006 | The springboard: multiple modes in one spring-loaded controlabstractModes allow a few inputs to invoke many operations, yet if a user misclassifies or forgets the state of a system, modes can result in errors. Spring-loaded modes (quasimodes) maintain a mode while the user holds a control such as a button or key. The Springboard is an interaction technique for tablet computers that extends quasimodes to encompass multiple tool modes in a single spring-loaded control. The Springboard allows the user to continue holding down a nonpreferred-hand command button after selecting a tool from a menu as a way to repeatedly apply the same tool. We find the Springboard improves performance for both a local marking menu and for a non-local marking menu ("lagoon") at the lower left corner of the screen. Despite the round-trip costs incurred to move the pen to a tool lagoon, a keystroke-level analysis of the true cost of each technique reveals the local marking menu is not significantly faster. Ken Hinckley, François Guimbretière, Patrick Baudisch, Raman Sarin, Maneesh Agrawala, Edward Cutrell |
CHI | 3 |
| 2006 | Soap: a pointing device that works in mid-airabstractSoap is a pointing device based on hardware found in a mouse, yet works in mid-air. Soap consists of an optical sensor device moving freely inside a hull made of fabric. As the user applies pressure from the outside, the optical sensor moves independent from the hull. The optical sensor perceives this relative motion and reports it as position input. Soap offers many of the benefits of optical mice, such as high-accuracy sensing. We describe the design of a soap prototype and report our experiences with four application scenarios, including a wall display, Windows Media Center, slide presentation, and interactive video games. Patrick Baudisch, Mike Sinclair |
UIST | 1 |
| 2006 | Phosphor: explaining transitions in the user interface using afterglow effectsabstractSometimes users fail to notice a change that just took place on their display. For example, the user may have accidentally deleted an icon or a remote collaborator may have changed settings in a control panel. Animated transitions can help, but they force users to wait for the animation to complete. This can be cumbersome, especially in situations where users did not need an explanation. We propose a different approach. Phosphor objects show the outcome of their transition instantly; at the same time they explain their change in retrospect. Manipulating a phosphor slider, for example, leaves an afterglow that illustrates how the knob moved. The parallelism of instant outcome and explanation supports both types of users. Users who already understood the transition can continue interacting without delay, while those who are inexperienced or may have been distracted can take time to view the effects at their own pace. We present a framework of transition designs for widgets, icons, and objects in drawing programs. We evaluate phosphor objects in two user studies and report significant performance benefits for phosphor objects. Patrick Baudisch, Desney S. Tan, Maxime Collomb, Daniel C. Robbins, Ken Hinckley, Maneesh Agrawala, Shengdong Zhao 0001, Gonzalo A. Ramos |
UIST | 1 |
| 2005 | Snap-and-go: helping users align objects without the modality of traditional snappingabstractSnapping is a widely used technique that helps users position graphical objects precisely, e.g., to align them with a grid or other graphical objects. Unfortunately, whenever users want to position a dragged object close to such an aligned location, they first need to deactivate snapping. We propose snap-and-go, a snapping technique that overcomes this limitation. By merely stopping dragged objects at aligned positions, rather than "warping" them there, snap-and-go helps users align objects, yet still allows placing dragged objects anywhere else. While this approach of inserting additional motor space renders snap-and-go slightly slower than traditional snapping, snap-and-go simplifies the user interface by eliminating the need for a deactivation option and thereby allows introducing snapping to application scenarios where traditional snapping is inapplicable. In our user studies, participants were able to align objects up to 138% (1D) and 231% (2D) faster with snap-and-go than without and snap-and-go proved robust against the presence of distracting snap targets. Patrick Baudisch, Edward Cutrell, Ken Hinckley, Adam Eversole |
CHI | 1 |
| 2005 | Design and analysis of delimiters for selection-action pen gesture phrases in scriboliabstractWe present a quantitative analysis of delimiters for pen gestures. A delimiter is "something different" in the input stream that a computer can use to determine the structure of input phrases. We study four techniques for delimiting a selection-action gesture phrase consisting of lasso selection plus marking-menu-based command activation. Pigtail is a new technique that uses a small loop to delimit lasso selection from marking (Fig. 1). Handle adds a box to the end of the lasso, from which the user makes a second stroke for marking. Timeout uses dwelling with the pen to delimit the lasso from the mark. Button uses a button press to signal when to delimit the gesture. We describe the role of delimiters in our Scriboli pen interaction testbed, and show how Pigtail supports scope selection, command activation, and direct manipulation all in a single fluid pen gesture. Ken Hinckley, Patrick Baudisch, Gonzalo A. Ramos, François Guimbretière |
CHI | 2 |
| 2005 | Summary thumbnails: readable overviews for small screen web browsersabstractIn order to display web pages designed for desktop-sized monitors, some small-screen web browsers provide single-column or thumbnail views. Both have limitations. Single-column views affect page layouts and require users to scroll significantly more. Thumbnail views tend to reduce contained text beyond readability, so differentiating visually similar areas requires users to zoom. In this paper, we present Summary Thumbnails-thumbnail views enhanced with readable text fragments. Summary Thumbnails help users identify viewed material and distinguish between visually similar areas. In our user study, participants located content in web pages about 41% faster and with 71% lower error rates when using the Summary Thumbnail interface than when using the Single-Column interface, and zoomed 59% less than when using the Thumbnail interface. Nine of the eleven participants preferred Summary Thumbnails over both the Thumbnail and Single-Column interfaces. Heidi Lam, Patrick Baudisch |
CHI | 2 |
| 2005 | Improving drag-and-drop on wall-size displays
Maxime Collomb, Mountaz Hascoët, Patrick Baudisch, Brian Lee 0002 |
Graphics Interface | 3 |
| 2004 | Fishnet, a fisheye web browser with search term popouts: a comparative evaluation with overview and linear viewabstractFishnet is a web browser that always displays web pages in their entirety, independent of their size. Fishnet accomplishes this by using a fisheye view, i.e. by showing a focus region at readable scale while spatially compressing page content above and below that region. Fishnet offers search term highlighting, and assures that those terms are readable by using "popouts". This allows users to visually scan search results within the entire page without scrolling.The scope of this paper is twofold. First, we present fishnet as a novel way of viewing the results of highlighted search and we discuss the design space. Second, we present a user study that helps practitioners determine which visualization technique--- fisheye view, overview, or regular linear view---to pick for which type of visual search scenario. Patrick Baudisch, Bongshin Lee, Libby Hanna |
AVI | 1 |
| 2004 | Stitching: pen gestures that span multiple displaysabstractStitching is a new interaction technique that allows users to combine pen-operated mobile devices with wireless networking by using pen gestures that span multiple displays. To stitch, a user starts moving the pen on one screen, crosses over the bezel, and finishes the stroke on the screen of a nearby device. Properties of each portion of the pen stroke are observed by the participating devices, synchronized via wireless network communication, and recognized as a unitary act performed by one user, thus binding together the devices. We identify the general requirements of stitching and describe a prototype photo sharing application that uses stitching to allow users to copy images from one tablet to another that is nearby, expand an image across multiple screens, establish a persistent shared workspace, or use one tablet to present images that a user selects from another tablet. We also discuss design issues that arise from proxemics, that is, the sociological implications of users collaborating in close quarters. Ken Hinckley, Gonzalo A. Ramos, François Guimbretière, Patrick Baudisch |
AVI | 4 |
| 2004 | Scalable Fabric: flexible task managementabstractOur studies have shown that as displays become larger, users leave more windows open for easy multitasking. A larger number of windows, however, may increase the time that users spend arranging and switching between tasks. We present Scalable Fabric, a task management system designed to address problems with the proliferation of open windows on the PC desktop. Scalable Fabric couples window management with a flexible visual representation to provide a focus-plus-context solution to desktop complexity. Users interact with windows in a central focus region of the display in a normal manner, but when a user moves a window into the periphery, it shrinks in size, getting smaller as it nears the edge of the display. The window "minimize" action is redefined to return the window to its preferred location in the periphery, allowing windows to remain visible when not in use. Windows in the periphery may be grouped together into named tasks, and task switching is accomplished with a single mouse click. The spatial arrangement of tasks leverages human spatial memory to make task switching easier. We review the evolution of Scalable Fabric over three design iterations, including discussion of results from two user studies that were performed to compare the experience with Scalable Fabric to that of the Microsoft Windows XP TaskBar. George G. Robertson, Eric Horvitz, Mary Czerwinski, Patrick Baudisch, Dugald Ralph Hutchings, Brian Meyers, Daniel C. Robbins, Greg Smith |
AVI | 4 |
| 2004 | Multiblending: displaying overlapping windows simultaneously without the drawbacks of alpha blendingabstractAlpha blending allows the simultaneous display of overlapping windows-such as palette windows in visual workspaces. Although alpha blending has been used in some applications, such as games, it has not been widely adopted. One reason for the limited acceptance is that in many scenarios, alpha blending compromises the readability of content. We introduce a new blending mechanism called multiblending that uses a vector of blending weights, one for each class of features, rather than a single transparency value. Multiblending can in most cases be automatically optimized to preserve the most relevant features of both the palette and the background window. We present the results of a user study in which multiblended palettes provided higher recognizability of both the background and the palette than the best participating version of alpha blending. Patrick Baudisch, Carl Gutwin |
CHI | 1 |
| 2004 | Flat volume control: improving usability by hiding the volume control hierarchy in the user interfaceabstractThe hardware-inspired volume user interface model that is in use across all of today's operating systems is the source of several usability issues. One of them is that restoring the volume of a muted application can require an inappropriately long troubleshooting process: in addition to manipulating the application's volume and mute controls, users may also have to visit the system's volume control panel to find and adjust additional controls there. The "flat" volume control model presented in this paper eliminates this and other problems by hiding the hardware-oriented volume model from the user. Using the flat model, users use one slider per application to indicate how loud they want the respective applications to play; the slider then internally adjusts all hardware volume variables necessary to obtain the requested output. By offering a single point of control for each application, the flat model simplifies controlling application volume and restoring muted applications. In our studies, participants completed all four volume control and mixing tasks faster and with less error when using the flat model than when using the existing hardware-oriented volume control model. Participants also indicated a subjective preference for the flat model over the existing model. Patrick Baudisch, John Pruitt, Steve Ball |
CHI | 1 |
| 2004 | Collapse-to-zoom: viewing web pages on small screen devices by interactively removing irrelevant contentabstractOverview visualizations for small-screen web browsers were designed to provide users with visual context and to allow them to rapidly zoom in on tiles of relevant content. Given that content in the overview is reduced, however, users are often unable to tell which tiles hold the relevant material, which can force them to adopt a time-consuming hunt-and-peck strategy. Collapse-to-zoom addresses this issue by offering an alternative exploration strategy. In addition to allowing users to zoom into relevant areas, collapse-to-zoom allows users to collapse areas deemed irrelevant, such as columns containing menus, archive material, or advertising. Collapsing content causes all remaining content to expand in size causing it to reveal more detail, which increases the user's chance of identifying relevant content. Collapse-to-zoom navigation is based on a hybrid between a marquee selection tool and a marking menu, called marquee menu. It offers four commands for collapsing content areas at different granularities and to switch to a full-size reading view of what is left of the page. Patrick Baudisch, Xing Xie 0001, Chong Wang 0002, Wei-Ying Ma |
UIST | 1 |
| 2003 | Halo: a technique for visualizing off-screen objectsabstractAs users pan and zoom, display content can disappear into off-screen space, particularly on small-screen devices. The clipping of locations, such as relevant places on a map, can make spatial cognition tasks harder. Halo is a visualization technique that supports spatial cognition by showing users the location of off-screen objects. Halo accomplishes this by surrounding off-screen objects with rings that are just large enough to reach into the border region of the display window. From the portion of the ring that is visible on-screen, users can infer the off-screen location of the object at the center of the ring. We report the results of a user study comparing Halo with an arrow-based visualization technique with respect to four types of map-based route planning tasks. When using the Halo interface, users completed tasks 16-33% faster, while there were no significant differences in error rate for three out of four tasks in our study. Patrick Baudisch, Ruth Rosenholtz |
CHI | 1 |
| 2003 | Drag-and-Pop and Drag-and-Pick: Techniques for Accessing Remote Screen Content on Touch- and Pen-Operated Systems
Patrick Baudisch, Edward Cutrell, Mary Czerwinski, Daniel C. Robbins, Peter Tandler, Benjamin B. Bederson, A. Zierlinger |
INTERACT | 1 |
| 2003 | High-Density Cursor: a Visualization Technique that Helps Users Keep Track of Fast-moving Mouse Cursors
Patrick Baudisch, Edward Cutrell, George G. Robertson |
INTERACT | 1 |
| 2002 | Keeping things in context: a comparative evaluation of focus plus context screens, overviews, and zoomingabstractUsers working with documents that are too large and detailed to fit on the user's screen (e.g. chip designs) have the choice between zooming or applying appropriate visualization techniques. In this paper, we present a comparison of three such techniques. The first, focus plus context screens, are wall-size low-resolution displays with an embedded high-resolution display region. This technique is compared with overview plus detail and zooming/panning. We interviewed fourteen visual surveillance and design professionals from different areas (graphic design, chip design, air traffic control, etc.) in order to create a repre sentative sample of tasks to be used in two experimental comparison studies. In the first experiment, subjects using focus plus context screens to extract information from large static documents completed the two experimental tasks on average 21% and 36% faster than when they used the other interfaces. In the second experiment, focus plus context screens allowed subjects to reduce their error rate in a driving simulation to less than one third of the error rate of the competing overview plus detail setup Patrick Baudisch, Nathaniel Good, Victoria Bellotti, Pamela K. Schraedley |
CHI | 1 |
| 2001 | Focus plus context screens: combining display technology with visualization techniquesabstractComputer users working with large visual documents, such as large layouts, blueprints, or maps perform tasks that require them to simultaneously access overview information while working on details. To avoid the need for zooming, users currently have to choose between using a sufficiently large screen or applying appropriate visualization techniques. Currently available hi-res "wall-size" screens, however, are cost-intensive, space-intensive, or both. Visualization techniques allow the user to more efficiently use the given screen space, but in exchange they either require the user to switch between multiple views or they introduce distortion.In this paper, we present a novel approach to simultaneously display focus and context information. Focus plus context screens consist of a hi-res display and a larger low-res display. Image content is displayed such that the scaling of the display content is preserved, while its resolution may vary according to which display region it is displayed in. Focus plus context screens are applicable to practically all tasks that currently use overviews or fisheye views, but unlike these visualization techniques, focus plus context screens provide a single, non-distorted view. We present a prototype that seamlessly integrates an LCD with a projection screen and demonstrate four applications that we have adapted so far. Patrick Baudisch, Nathaniel Good, Paul Stewart |
UIST | 1 |
| 1998 | Don't Click, Paint! Using Toggle Maps to Manipulate Sets of Toggle SwitchesabstractNo abstract available. Patrick Baudisch |
ACM Symposium on User Interface Software and Technology | 1 |
| 1996 | The Cage: Efficient Construction in 3D Using a Cubic Adaptive GridabstractNo abstract available. Patrick Baudisch |
ACM Symposium on User Interface Software and Technology | 1 |