EDBT 2026 Demo / reviewers in the wild / expert
Hans-Werner Gellersen
dblp:g/HWGellersen · also Hans Gellersen
· DBLP profile ↗
146ranked-venue papers
7as first author
39since 2021 · last 2026
0000-0003-2233-2121ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 127 · 4 first-author · 37 since 2021Graphics, computer vision, multimedia, augmented reality and games · 23 · 8 since 2021Computer networks · 6 · 2 first-authorArtificial intelligence and machine learning · 4Databases, data management, data science and information retrieval · 2Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorSystems, architecture and hardware · 1Security and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Interaction of Cursor Warping and View Manipulation in Multi-Display XR EnvironmentsabstractExtended Reality (XR) headsets enable large, reconfigurable multi-display workspaces and support view manipulation, allowing the workspace to reposition itself around the user. Cursor warping similarly reduces traversal distance and pointer search by reinitialising the cursor at defined locations. Yet when both mechanisms operate together, the spatial relationship between user, displays, and cursor becomes dynamic, and it remains unclear how cursor repositioning behaves when the workspace itself moves. In a study (N=20) of five cursor-warping strategies with two view manipulations, we show that the benefits of both do not automatically combine: workspace motion can disrupt spatial consistency and alter both performance and movement costs. We show that continuous cursor movement in world space is limited compared to alternative warping techniques, and cursor behaviour and view control are tightly coupled. Hence, cursor initialisation and view manipulation must be co-designed to support efficient and comfortable interaction in XR multi-display environments. Yuzheng Chen, Hock Siang Lee, Florian Weidner, Jinghui Hu, Hans-Werner Gellersen |
CHI | 6 |
| 2026 | The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual RealityabstractPeople differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and provide a quantitative account of their population-level distribution. Using a 360° video free-viewing dataset (N = 87), we model head contributions to gaze shifts with a hinge-based parametric function, revealing a spectrum of strategies from eye-movers to head-movers. We then conduct a user study (N = 28) combining 360° video viewing with a short controlled task using gaze targets. While parameter values differ across tasks, individuals show partial alignment in their relative positions within the population, indicating that tendencies are meaningful but shaped by context. Our findings establish head movement tendencies as an important concept for VR and highlight implications for adaptive systems such as foveated rendering, viewport alignment, and multi-user experience design. Jinghui Hu, Ludwig Sidenmark, Hock Siang Lee, Hans-Werner Gellersen |
CHI | 4 |
| 2026 | Gaze and Speech in Multimodal Human-Computer Interaction: A Scoping ReviewabstractMultimodal interaction has long promised to make interfaces more intuitive and effective by combining complementary inputs. Among these, gaze and speech form a compelling pairing: gaze provides rapid spatial grounding, while speech conveys rich semantic information. Together, they offer rich cues for understanding user behaviour and intent. Yet despite decades of exploration, the research remains fragmented, making this synthesis timely as these inputs mature and are integrated into consumer-ready devices. This scoping review examined 103 studies published between 1991 and 2025, organised into explicit, where users intentionally provide gaze and speech, and implicit, where systems leverage users' natural behaviours to support interaction. Across both, we identified recurring ways for combining gaze and speech to resolve ambiguity, ground references, and support adaptivity. We contribute a synthesis of research on their combined use while highlighting challenges of temporal alignment, fusion and privacy, offering guidance for future research toward richer multimodal human-computer interaction. Anam Ahmad Khan, Florian Weidner, Jungwoo Rhee, Yasmeen Abdrabou, Andrea Bianchi, Eduardo Velloso, Hans-Werner Gellersen, Joshua Newn |
CHI | 7 |
| 2026 | StylusPort: Investigating Teleportation using Stylus in VRabstractWith a stylus, users can both sweep sketches across models and pinpoint locations with precision. Building on this dual capability, we explore how teleportation can be integrated into stylus interaction without disrupting the flow of common stylus usage. We introduce two key ideas: flipping the stylus as an intuitive mode switch between drawing and teleportation, and using gaze to set orientation while the stylus handles positioning. In a user study that features a teleport-and-orient task, we evaluate six teleportation techniques, covering two mode-switching methods (Button and Flip) and three orientation approaches (StylusRoll, StylusPoint, and GazePoint). The results offer new insights into the relative merits and limitations of each technique. Our work contributes to knowledge about teleportation in VR and fills the gap in seamlessly integrating teleportation with stylus use in 3D. Yang Liu 0453, Qiushi Zhou, Mathias N. Lystbæk, Aidan Kehoe, Mario Gutierrez, Hans-Werner Gellersen, Ken Pfeuffer |
CHI | 6 |
| 2026 | Preshaping Hand Behaviour for Direct and Indirect Manipulation of 3D ObjectsabstractEffortless manipulation informs and relies on preshaping: the subconscious posing of the hand before grasping. Virtual environments and the design of interaction techniques alters interaction requirements like contact and reach, forcing behavioural adaptation. We present a comparative study investigating preshaping behaviour across direct versus indirect (gaze-assisted) and bare-hand versus controller techniques on a docking task. Results reveal that response patterns scale with anticipated task difficulty, and that direct techniques elicit effective posing of the hand. Indirect techniques shortcut hand transport and, in turn lacks the sensory feedback to guide planning, inducing efficient but attenuated responses that necessitate compensatory manipulation and clutching. Notably, controllers that afford in-hand rotation allow users to extend their range of motion. These findings can inform interaction design to better afford preshaping and optimise 3D manipulation tasks. Thorbjørn Mikkelsen, Qiushi Zhou, Mar González-Franco, Hans-Werner Gellersen, Ken Pfeuffer |
CHI | 4 |
| 2026 | Prediction of Eye Dominance in VRabstractVisual alignment tasks, such as perspective pointing, inherently involve ambiguity because either the left or right eye can dominate, serving as the vantage point. Previous work presented eye dominance as dynamic, influenced by horizontal gaze angle to the target. In this work, we investigate prediction based on both target-based and user-dependent features, with machine learning models trained from data collected from a perspective-pointing task (N=28). We confirm that vertical target angle influences eye dominance, strengthening the effect of horizontal angles, specifically below eye level. Models using target information alone performed poorly, particularly for left-eye cases. Including user-specific features improved accuracy and class balance, with gradient boosted classifiers achieving the highest performance. These results underscore the significance of personalized features for eye dominance prediction, with practical implications for virtual reality (VR) interfaces. Franziska Prummer, Jinghui Hu, Florian Weidner, Hans-Werner Gellersen |
ETRA | 4 |
| 2026 | Aligner, Nodder, and Winker: Creating Complete, Hands-Free Interaction Techniques that Unify Precise, UI-Independent Selection and Dragging ETRA016abstractHands-free interaction is essential when users’ hands are occupied with primary tasks. A key challenge is unifying precise, UI-independent selection and continuous dragging without explicit mode switching. This paper introduces two novel techniques: Aligner (spatial eye-head alignment) and Nodder (gestural decomposition of a nod); and evaluates them against an established Winker technique, a gestural clutch using single-eye closure. A user study with controlled Fitts’ law and dragging tasks, alongside a practical application, evaluated the techniques. Results show that Aligner offers superior selection precision but creates a visuomotor conflict during dragging; Nodder optimizes movement efficiency for large-amplitude targets despite higher physical effort; and Winker provides the fastest performance but is susceptible to accidental activation. These findings inform the design of future hands-free systems by highlighting the context-dependent nature of this interaction challenge. Baosheng James Hou, Pavel Manakhov, Jinghui Hu, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2026 | Directed or Guided? Classification of Gaze Attention Shifts based on Eye and Head Movement ETRA002abstractGaze can be directed at will, or guided by objects that draw our attention. We propose classifying gaze shifts as either directed or guided, since these two forms of attention have different implications for HCI. Directed attention may serve as stronger indicator of users’ planning and intent, whereas guided attention reflects interface efficacy in guiding information acquisition. We introduce a method based on eye and head movement features during gaze shifts, using data collected in virtual reality to train and evaluate a machine learning model, which we then validate in application to visual search. Our results show that this classification is both feasible and practical, extending established uses of eye tracking in HCI. This is significant because it enables a new level of analysis of visual attention. Anam Ahmad Khan, Baosheng James Hou, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2025 | Online-EYE: Multimodal Implicit Eye Tracking Calibration for XRabstractUnlike other inputs for extended reality (XR) that work out of the box, eye tracking typically requires custom calibration per user or session. We present a multimodal inputs approach for implicit calibration of eye tracker in VR, leveraging UI interaction for continuous, background calibration. Our method analyzes gaze data alongside controller interaction with UI elements, and employing ML techniques it continuously refines the calibration matrix without interrupting users from their current tasks. Potentially eliminating the need for explicit calibration. We demonstrate the accuracy and effectiveness of this implicit approach across various tasks and real time applications achieving comparable eye tracking accuracy to native, explicit calibration. While our evaluation focuses on VR and controller-based interactions, we anticipate the broader applicability of this approach to various XR devices and input modalities. Baosheng James Hou, Lucy Abramyan, Prasanthi Gurumurthy, Haley Adams, Ivana Tosic Rodgers, Eric J. Gonzalez, Khushman Patel, Andrea Colaco, Ken Pfeuffer, Hans-Werner Gellersen, Karan Ahuja, Mar González-Franco |
CHI | 10 |
| 2025 | It's Not Always the Same Eye That Dominates: Effects of Viewing Angle, Handedness and Eye Movement in 3DabstractFigure 1: The experimental setup for investigating eye dominance in virtual reality (VR).A participant, wearing a VR headset, aligns a virtual cursor with a distant target using a controller.The two insets display the rendering for the left and right eye views, demonstrating target-controller alignment with the right eye only.In this trial, the participant is right-eye dominant. Franziska Prummer, Mohamed Shereef Abdelwahab, Florian Weidner, Yasmeen Abdrabou, Hans-Werner Gellersen |
CHI | 5 |
| 2025 | On-body Icons: Designing a 3D Interface for Launching Apps in Augmented RealityabstractFigure 1: The On-body Icons interface enables users to quickly launch apps in AR and offers onboarding by letting them experience the feature firsthand (a-c) and guiding them through the setup of on-body shortcuts (d, f).It also supports methods for setting up shortcuts beyond "grab-and-place" (e), such as "select-and-point" (g). Uliana Tsimbalistaia, Caroline Berger, Hans-Werner Gellersen, Pavel Manakhov |
CHI | 3 |
| 2025 | BodyPursuits: Exploring Smooth Pursuit Gaze Interaction Based on Body Motion TargetsabstractSmooth pursuits are natural eye movements that occur when we track a moving target with our gaze. While they were explored as a gaze-based input method using external screens to display moving stimuli, we propose BodyPursuits, a novel HCI method that eliminates additional screens. Stimuli are generated by users tracing smooth trajectories with their hand in mid-air while fixating their gaze on their thumb. We conducted a user study to collect eye-tracking and baseline IMU data from 20 participants performing 10 BodyPursuits gestures. Based on 1800 samples and noise data, we train a TinyHAR classifier. It achieves a macro-average F1 score of 0.772. With UEQ results indicating a positive user experience and RTLX scores showcasing low subjective workload for all 10 gestures, we successfully demonstrated BodyPursuits’ potential as viable interaction method. We envision BodyPursuits could be integrated into EOG earphones to detect mid-air hand gestures without external screens or cameras. Anja Hansen, Sarah Makarem, Kai Kunze, Yexu Zhou, Michael T. Knierim, Christopher Clarke, Hans-Werner Gellersen, Michael Beigl, Tobias Röddiger |
ETRA | 7 |
| 2025 | DOF-Separation for 3D Manipulation in XR: Understanding Finger-Wrist Separation to Simultaneously Translate and Rotate ObjectsabstractHand-tracking based 3D object manipulation in Extended Reality (XR) typically employs a pinch gesture for acquisition and manipulation through a direct mapping from 6-degrees-of-freedom (DOF) hand movement to that of the object. In this work, we investigate the effect of separating this mapping to concurrent 3DOF controls (DOF-Separation) of translation and rotation of the virtual object using the position and orientation of the hand independently. We aim to understand how DOF-Separation could ease manipulation for different techniques with varying requirements for hand position and orientation during acquisition, including Virtual Hand, Hand Ray, and Gaze&Pinch. Through a user study that features a docking task in VR, we found that DOF-Separation significantly improves the manipulation performance of Hand Ray, while improving that of Virtual Hand only in difficult tasks of combined translation and rotation. We suggest future XR systems to adopt DOF-Separation for input in manipulation-heavy applications, such as 3D design. Thorbjørn Mikkelsen, Qiushi Zhou, Mathias N. Lystbæk, Yang Liu 0453, Hans-Werner Gellersen, Ken Pfeuffer |
ISMAR | 5 |
| 2025 | HeadDepth: Gaze Raycasting with Head Pitch for Depth ControlabstractGaze is fast and intuitive for raycasting, but lacks a way to control depth for input in 3D. We propose HeadDepth to augment gaze with vertical head rotation (pitch) to control depth along the line of sight, and investigate three pitch-to-depth mappings: Relative maps pitch velocity to changes in depth; EdgeGain adds dynamic gain dependent at eccentric gaze angles; and PingPong provides an absolute back-and-forth mapping that repeats at different pitch angles. HeadDepth is not as fast as controller-based RayCursor but has the advantage of being hands-free. In a user study, all three variants proved effective for 3D positioning; PingPong required least effort and EdgeGain was least affected by differences in tasks. Eye-head coordination and task had a significant effect, as head movements in support of gaze can affect depth control synergistically or antagonistically. Our results have significance beyond HeadDepth as they generalize to any interaction where head rotational input concurs with gaze fixation on visual feedback. Interaction designs may benefit from dynamic adjustment to eye-in-head angle to prevent discomfort and maintain objects within the user's field of view. Florian Weidner, Yasmeen Abdrabou, Ken Pfeuffer, Hans-Werner Gellersen |
ISMAR | 5 |
| 2025 | At a Glance to Your Fingertips: Enabling Direct Manipulation of Distant Objects Through SightWarpabstractIn 3D user interfaces, reaching out to grab and manipulate something works great until it is out of reach. Indirect techniques like gaze and pinch offer an alternative for distant interaction, but do not provide the same immediacy or proprioceptive feedback as direct gestures. To support direct gestures for faraway objects, we introduce SightWarp, an interaction technique that exploits eye-hand coordination to seamlessly summon object proxies to the user's fingertips. The idea is that after looking at a distant object, users either shift their gaze to the hand or move their hand into view-triggering the creation of a scaled near-space proxy of the object and its surrounding context. The proxy remains active until the eye-hand pattern is released. The key benefit is that users always have an option to immediately operate on the distant object through a natural, direct hand gesture. Through a user study of a 3D object docking task, we show that users can easily employ SightWarp, and that subsequent direct manipulation improves performance over gaze and pinch. Application examples illustrate its utility for 6DOF manipulation, overview-and-detail navigation, and world-in-miniature interaction. Our work contributes to expressive and flexible object interactions across near and far spaces. Yang Liu 0453, Thorbjørn Mikkelsen, Zehai Liu, Gengchen Tian, Diako Mardanbegi, Qiushi Zhou, Hans-Werner Gellersen, Ken Pfeuffer |
UIST | 7 |
| 2025 | HeadShift: Head Pointing with Dynamic Control-Display GainabstractHead pointing is widely used for hands-free input in head-mounted displays (HMDs). The primary role of head movement in an HMD is to control the viewport based on absolute mapping of head rotation to the 3D environment. Head pointing is conventionally supported by the same 1:1 mapping of input with a cursor fixed in the centre of the view, but this requires exaggerated head movement and limits input granularity. In this work, we propose to adopt dynamic gain to improve ergonomics and precision, and introduce the HeadShift technique. The design of HeadShift is grounded in natural eye-head coordination to manage control of the viewport and the cursor at different speeds. We evaluated HeadShift in a Fitts’ Law experiment and on three different applications in VR, finding the technique to reduce error rate and effort. The findings are significant as they show that gain can be adopted effectively for head pointing while ensuring that the cursor is maintained within a comfortable eye-in-head viewing range. Ludwig Sidenmark, Florian Weidner, Joshua Newn, Hans-Werner Gellersen |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2024 | Blended Whiteboard: Physicality and Reconfigurability in Remote Mixed Reality CollaborationabstractThe whiteboard is essential for collaborative work. To preserve its physicality in remote collaboration, Mixed Reality (MR) can blend real whiteboards across distributed spaces. Going beyond reality, MR can further enable interactions like panning and zooming in a virtually reconfigurable infinite whiteboard. However, this reconfigurability conflicts with the sense of physicality. To address this tension, we introduce Blended Whiteboard, a remote collaborative MR system enabling reconfigurable surface blending across distributed physical whiteboards. Blended Whiteboard supports a unique collaboration style, where users can sketch on their local whiteboards but also reconfigure the blended space to facilitate transitions between loosely and tightly coupled work. We describe design principles inspired by proxemics; supporting users in changing between facing each other and being side-by-side, and switching between navigating the whiteboard synchronously and independently. Our work shows exciting benefits and challenges of combining physicality and reconfigurability in the design of distributed MR whiteboards. Jens Emil Grønbæk, Juan Sánchez Esquivel, Germán Leiva, Eduardo Velloso, Hans-Werner Gellersen, Ken Pfeuffer |
CHI | 5 |
| 2024 | Snap, Pursuit and Gain: Virtual Reality Viewport Control by GazeabstractHead-mounted displays let users explore virtual environments through a viewport that is coupled with head movement. In this work, we investigate gaze as an alternative modality for viewport control, enabling exploration of virtual worlds with less head movement. We designed three techniques that leverage gaze based on different eye movements: Dwell Snap for viewport rotation in discrete steps, Gaze Gain for amplified viewport rotation based on gaze angle, and Gaze Pursuit for central viewport alignment of gaze targets. All three techniques enable 360-degree viewport control through naturally coordinated eye and head movement. We evaluated the techniques in comparison with controller snap and head amplification baselines, for both coarse and precise viewport control, and found them to be as fast and accurate. We observed a high variance in performance which may be attributable to the different degrees to which humans tend to support gaze shifts with head movement. Hock Siang Lee, Florian Weidner, Ludwig Sidenmark, Hans-Werner Gellersen |
CHI | 4 |
| 2024 | Spatial Gaze Markers: Supporting Effective Task Switching in Augmented RealityabstractTask switching can occur frequently in daily routines with physical activity. In this paper, we introduce Spatial Gaze Markers, an augmented reality tool to support users in immediately returning to the last point of interest after an attention shift. The tool is task-agnostic, using only eye-tracking information to infer distinct points of visual attention and to mark the corresponding area in the physical environment. We present a user study that evaluates the effectiveness of Spatial Gaze Markers in simulated physical repair and inspection tasks against a no-marker baseline. The results give insights into how Spatial Gaze Markers affect user performance, task load, and experience of users with varying levels of task type and distractions. Our work is relevant to assist physical workers with simple AR techniques and render task switching faster with less effort. Mathias N. Lystbæk, Ken Pfeuffer, Tobias Langlotz, Jens Emil Grønbæk, Hans-Werner Gellersen |
CHI | 5 |
| 2024 | Gaze on the Go: Effect of Spatial Reference Frame on Visual Target Acquisition During Physical Locomotion in Extended RealityabstractSpatial interaction relies on fast and accurate visual acquisition. In this work, we analyse how visual acquisition and tracking of targets presented in a head-mounted display is affected by the user moving linearly at walking and jogging paces. We study four reference frames in which targets can be presented: Head and World where targets are affixed relative to the head and environment, respectively; HeadDelay where targets are presented in the head coordinate system but follow head movement with a delay, and novel Path where targets remain at fixed distance in front of the user, in the direction of their movement. Results of our study in virtual reality demonstrate that the more stable the target is relative to the environment, the faster and more precise it can be fixated. The results have practical significance as head-mounted displays enable interaction during mobility, and in particular when eye tracking is considered as input. Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, Hans-Werner Gellersen |
CHI | 4 |
| 2024 | Hands-on, Hands-off: Gaze-Assisted Bimanual 3D InteractionabstractExtended Reality (XR) systems with hand-tracking support direct manipulation of objects with both hands. A common interaction in this context is for the non-dominant hand (NDH) to orient an object for input by the dominant hand (DH). We explore bimanual interaction with gaze through three new modes of interaction where the input of the NDH, DH, or both hands is indirect based on Gaze+Pinch. These modes enable a new dynamic interplay between our hands, allowing flexible alternation between and pairing of complementary operations. Through applications, we demonstrate several use cases in the context of 3D modelling, where users exploit occlusion-free, low-effort, and fluid two-handed manipulation. To gain a deeper understanding of each mode, we present a user study on an asymmetric rotate-translate task. Most participants preferred indirect input with both hands for lower physical effort, without a penalty on user performance. Otherwise, they preferred modes where the NDH oriented the object directly, supporting preshaping of the hand, which is more challenging with indirect gestures. The insights gained are of relevance for the design of XR interfaces that aim to leverage eye and hand input in tandem. Mathias N. Lystbæk, Thorbjørn Mikkelsen, Roland Krisztandl, Eric J. Gonzalez, Mar González-Franco, Hans-Werner Gellersen, Ken Pfeuffer |
UIST | 6 |
| 2024 | Eye-Hand Movement of Objects in Near Space Extended RealityabstractHand-tracking in Extended Reality (XR) enables moving objects in near space with direct hand gestures, to pick, drag and drop objects in 3D. In this work, we investigate the use of eye-tracking to reduce the effort involved in this interaction. As the eyes naturally look ahead to the target for a drag operation, the principal idea is to map the translation of the object in the image plane to gaze, such that the hand only needs to control the depth component of the operation. We have implemented four techniques that explore two factors: the use of gaze only to move objects in X-Y vs. extra refinement by hand, and the use of hand input in the Z axis to directly move objects vs. indirectly via a transfer function. We compared all four techniques in a user study (N=24) against baselines of direct and indirect hand input. We detail user performance, effort and experience trade-offs and show that all eye-hand techniques significantly reduce physical effort over direct gestures, pointing toward effortless drag-and-drop for XR environments. Uta Wagner, Andreas Asferg Jacobsen, Tiare M. Feuchtner, Hans-Werner Gellersen, Ken Pfeuffer |
UIST | 4 |
| 2024 | GazeSwitch: Automatic Eye-Head Mode Switching for Optimised Hands-Free PointingabstractThis paper contributes GazeSwitch, an ML-based technique that optimises the real-time switching between eye and head modes for fast and precise hands-free pointing. GazeSwitch reduces false positives from natural head movements and efficiently detects head gestures for input, resulting in an effective hands-free and adaptive technique for interaction. We conducted two user studies to evaluate its performance and user experience. Comparative analyses with baseline switching techniques, Eye+Head Pinpointing (manual) and BimodalGaze (threshold-based) revealed several trade-offs. We found that GazeSwitch provides a natural and effortless experience but trades off control and stability compared to manual mode switching, and requires less head movement compared to BimodalGaze. This work demonstrates the effectiveness of machine learning approach to learn and adapt to patterns in head movement, allowing us to better leverage the synergistic relation between eye and head input modalities for interaction in mixed and extended reality. Baosheng James Hou, Joshua Newn, Ludwig Sidenmark, Anam Ahmad Khan, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual RealityabstractRaypointing, the status-quo pointing technique for virtual reality, is challenging with many occluded and overlapping objects. In this work, we investigate how eye-tracking input can assist the gestural ray pointing in the disambiguation of targets in densely populated scenes. We explore the concept of Gaze + Plane, where the intersection between the user's gaze and a hand-controlled plane facilitates 3D position specification. In particular, two techniques are investigated: Gaze&Wall, which employs an indirect plane positioned in depth using a hand ray, and Gaze&Racket, featuring a hand-held and rotatable plane. In a first experiment, we reveal the speed-error trade-offs between Gaze + Plane techniques. In a second study, we compared the best techniques to newly designed gesture-only techniques, finding that Gaze&Wall is less error-prone and significantly faster. Our research has relevance for spatial interaction, specifically on advanced techniques for complex 3D tasks. Uta Wagner, Matthias Albrecht, Andreas Asferg Jacobsen, Hans-Werner Gellersen, Ken Pfeuffer |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended RealityabstractEye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality. Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, Hans-Werner Gellersen |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Speech-Augmented Cone-of-Vision for Exploratory Data AnalysisabstractMutual awareness of visual attention is crucial for successful collaboration. Previous research has explored various ways to represent visual attention, such as field-of-view visualizations and cursor visualizations based on eye-tracking, but these methods have limitations. Verbal communication is often utilized as a complementary strategy to overcome such disadvantages. This paper proposes a novel method that combines verbal communication with the Cone of Vision to improve gaze inference and mutual awareness in VR. We conducted a within-group study with pairs of participants who performed a collaborative analysis of data visualizations in VR. We found that our proposed method provides a better approximation of eye gaze than the approximation provided by head direction. Furthermore, we release the first collaborative head, eyes, and verbal behaviour dataset. The results of this study provide a foundation for investigating the potential of verbal communication as a tool for enhancing visual cues for joint attention. Riccardo Bovo, Daniele Giunchi, Ludwig Sidenmark, Joshua Newn, Hans-Werner Gellersen, Enrico Costanza, Thomas Heinis |
CHI | 5 |
| 2023 | Partially Blended Realities: Aligning Dissimilar Spaces for Distributed Mixed Reality MeetingsabstractMixed Reality allows for distributed meetings where people’s local physical spaces are virtually aligned into blended interaction spaces. In many cases, people’s physical rooms are dissimilar, making it challenging to design a coherent blended space. We introduce the concept of Partially Blended Realities (PBR) — using Mixed Reality to support remote collaborators in partially aligning their physical spaces. As physical surfaces are central in collaborative work, PBR supports users in transitioning between different configurations of tables and whiteboard surfaces. In this paper, we 1) describe the design space of PBR, 2) present RealityBlender to explore interaction techniques for how users may configure and transition between blended spaces, and 3) provide insights from a study on how users experience transitions in a remote collaboration task. With this work, we demonstrate new potential for using partial solutions to tackle the alignment problem of dissimilar spaces in distributed Mixed Reality meetings. Jens Emil Grønbæk, Ken Pfeuffer, Eduardo Velloso, Morten Astrup, Melanie Isabel Sønderkær Pedersen, Martin Kjær, Germán Leiva, Hans-Werner Gellersen |
CHI | 8 |
| 2023 | Classifying Head Movements to Separate Head-Gaze and Head Gestures as Distinct Modes of InputabstractHead movement is widely used as a uniform type of input for human-computer interaction. However, there are fundamental differences between head movements coupled with gaze in support of our visual system, and head movements performed as gestural expression. Both Head-Gaze and Head Gestures are of utility for interaction but differ in their affordances. To facilitate the treatment of Head-Gaze and Head Gestures as separate types of input, we developed HeadBoost as a novel classifier, achieving high accuracy in classifying gaze-driven versus gestural head movement (F1-Score: 0.89). We demonstrate the utility of the classifier with three applications: gestural input while avoiding unintentional input by Head-Gaze; target selection with Head-Gaze while avoiding Midas Touch by head gestures; and switching of cursor control between Head-Gaze for fast positioning and Head Gesture for refinement. The classification of Head-Gaze and Head Gesture allows for seamless head-based interaction while avoiding false activation. Baosheng James Hou, Joshua Newn, Ludwig Sidenmark, Anam Ahmad Khan, Per Baekgaard, Hans-Werner Gellersen |
CHI | 6 |
| 2023 | Vergence Matching: Inferring Attention to Objects in 3D Environments for Gaze-Assisted SelectionabstractGaze pointing is the de facto standard to infer attention and interact in 3D environments but is limited by motor and sensor limitations. To circumvent these limitations, we propose a vergence-based motion correlation method to detect visual attention toward very small targets. Smooth depth movements relative to the user are induced on 3D objects, which cause slow vergence eye movements when looked upon. Using the principle of motion correlation, the depth movements of the object and vergence eye movements are matched to determine which object the user is focussing on. In two user studies, we demonstrate how the technique can reliably infer gaze attention on very small targets, systematically explore how different stimulus motions affect attention detection, and show how the technique can be extended to multi-target selection. Finally, we provide example applications using the concept and design guidelines for small target and accuracy-independent attention detection in 3D environments. Ludwig Sidenmark, Christopher Clarke, Joshua Newn, Mathias N. Lystbæk, Ken Pfeuffer, Hans-Werner Gellersen |
CHI | 6 |
| 2023 | A Fitts' Law Study of Gaze-Hand Alignment for Selection in 3D User InterfacesabstractGaze-Hand Alignment has recently been proposed for multimodal selection in 3D. The technique takes advantage of gaze for target pre-selection, as it naturally precedes manual input. Selection is then completed when manual input aligns with gaze on the target, without need for an additional click method. In this work we evaluate two alignment techniques, Gaze&Finger and Gaze&Handray, combining gaze with image plane pointing versus raycasting, in comparison with hands-only baselines and Gaze&Pinch as established multimodal technique. We used Fitts’ Law study design with targets presented at different depths in the visual scene, to assess effect of parallax on performance. The alignment techniques outperformed their respective hands-only baselines. Gaze&Finger is efficient when targets are close to the image plane but less performant with increasing target depth due to parallax. Uta Wagner, Mathias N. Lystbæk, Pavel Manakhov, Jens Emil Grønbæk, Ken Pfeuffer, Hans-Werner Gellersen |
CHI | 6 |
| 2023 | GE-Simulator: An Open-Source Tool for Simulating Real-Time Errors for HMD-based Eye TrackersabstractAs eye tracking in augmented and virtual reality (AR/VR) becomes established, it will be used by broader demographics, increasing the likelihood of tracking errors. Therefore, it is important when designing eye tracking applications or interaction techniques to test them at different signal quality levels to ensure they function for as many people as possible. We present GE-Simulator, a novel open-source Unity toolkit that allows the simulation of accuracy, precision, and data loss errors during real-time usage by adding gaze vector errors into the gaze vector from the head-mounted AR/VR eye tracker. The tool is customisable without having to change the source code and changes in eye tracking errors during and in-between usage. Our toolkit allows designers to prototype new applications at different levels of eye tracking in the early phases of design and can be used to evaluate techniques with users at varying signal quality levels. Ludwig Sidenmark, Mathias N. Lystbæk, Hans-Werner Gellersen |
ETRA | 3 |
| 2023 | Exploring Eye Expressions for Enhancing EOG-Based Interaction
Joshua Newn, Sophia Quesada, Baosheng James Hou, Anam Ahmad Khan, Florian Weidner, Hans-Werner Gellersen |
INTERACT (4) | 6 |
| 2023 | PACMHCI V7, ETRA, May 2023 EditorialabstractIn 2022, ETRA moved its publication of full papers to a journal-based model, and we are delighted to present the second issue of the Proceedings of the ACM on Human-Computer Interaction to focus on contributions from the Eye Tracking Research and Applications (ETRA) community. ETRA is the premier eye-tracking conference that brings together researchers from across disciplines to present advances and innovations in oculomotor research, eye tracking systems, eye movement data analysis, eye tracking applications, and gaze-based interaction. This issue presents 13 full papers accepted for presentation at ETRA 2023 (May 30 - June 2, 2023, in Tübingen, Germany) selected from 37 submissions (35% acceptance rate). We are grateful to all authors for the exciting contributions they have produced and to the Editorial Board and external reviewers for their effort during the entire rigorous reviewing process which resulted in high-quality and insightful reviews for all submitted articles. Andrew T. Duchowski, Krzysztof Krejtz, Zoya Bylinskii, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2023 | Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted DisplaysabstractThis paper presents a head-mounted virtual reality study that compared gaze, head, and controller pointing for selection of dynamically revealed targets. Existing studies on head-mounted 3D interaction have focused on pointing and selection tasks where all targets are visible to the user. Our study compared the effects of screen width (field of view), target amplitude and width, and prior knowledge of target location on modality performance. Results show that gaze and controller pointing are significantly faster than head pointing and that increased screen width only positively impacts performance up to a certain point. We further investigated the applicability of existing pointing models. Our analysis confirmed the suitability of previously proposed two-component models for all modalities while uncovering differences for gaze at known and unknown target positions. Our findings provide new empirical evidence for understanding input with gaze, head, and controller and are significant for applications that extend around the user. Ludwig Sidenmark, Franziska Prummer, Joshua Newn, Hans-Werner Gellersen |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Real-time head-based deep-learning model for gaze probability regions in collaborative VRabstractEye behavior has gained much interest in the VR research community as an interactive input and support for collaboration. Researchers used head behavior and saliency to implement gaze inference models when eye-tracking is missing. However, these solutions are resource-demanding and thus unfit for untethered devices, and their angle accuracy is around 7°, which can be a problem in high-density informative areas. To address this issue, we propose a lightweight deep learning model that generates the probability density function of the gaze as a percentile contour. This solution allows us to introduce a visual attention representation based on a region rather than a point. In this way, we manage the trade-off between the ambiguity of a region and the error of a point. We tested our model in untethered devices with real-time performances; we evaluated its accuracy, outperforming our identified baselines (average fixation map and head direction). Riccardo Bovo, Daniele Giunchi, Ludwig Sidenmark, Hans-Werner Gellersen, Enrico Costanza, Thomas Heinis |
ETRA | 4 |
| 2022 | PACMHCI V6, ETRA, May 2022 EditorialabstractWe are delighted to present a first issue of the Proceedings of the ACM on Human-Computer Interaction to focus on contributions from the Eye Tracking Research and Applications (ETRA) community. Hans-Werner Gellersen, Enkelejda Kasneci, Krzysztof Krejtz, Daniel Weiskopf |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2022 | Exploring Gaze for Assisting Freehand Selection-based Text Entry in ARabstractWith eye-tracking increasingly available in Augmented Reality, we explore how gaze can be used to assist freehand gestural text entry. Here the eyes are often coordinated with manual input across the spatial positions of the keys. Inspired by this, we investigate gaze-assisted selection-based text entry through the concept of spatial alignment of both modalities. Users can enter text by aligning both gaze and manual pointer at each key, as a novel alternative to existing dwell-time or explicit manual triggers. We present a text entry user study comparing two of such alignment techniques to a gaze-only and a manual-only baseline. The results show that one alignment technique reduces physical finger movement by more than half compared to standard in-air finger typing, and is faster and exhibits less perceived eye fatigue than an eyes-only dwell-time technique. We discuss trade-offs between uni and multimodal text entry techniques, pointing to novel ways to integrate eye movements to facilitate virtual text entry. Mathias N. Lystbæk, Ken Pfeuffer, Jens Emil Grønbæk, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | Gaze-Hand Alignment: Combining Eye Gaze and Mid-Air Pointing for Interacting with Menus in Augmented RealityabstractGaze and freehand gestures suit Augmented Reality as users can interact with objects at a distance without need for a separate input device. We propose Gaze-Hand Alignment as a novel multimodal selection principle, defined by concurrent use of both gaze and hand for pointing and alignment of their input on an object as selection trigger. Gaze naturally precedes manual action and is leveraged for pre-selection, and manual crossing of a pre-selected target completes the selection. We demonstrate the principle in two novel techniques, Gaze&Finger for input by direct alignment of hand and finger raised into the line of sight, and Gaze&Hand for input by indirect alignment of a cursor with relative hand movement. In a menu selection experiment, we evaluate the techniques in comparison with Gaze&Pinch and a hands-only baseline. The study showed the gaze-assisted techniques to outperform hands-only input, and gives insight into trade-offs in combining gaze with direct or indirect, and spatial or semantic freehand gestures. Mathias N. Lystbæk, Peter Rosenberg, Ken Pfeuffer, Jens Emil Grønbæk, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2021 | Radi-Eye: Hands-Free Radial Interfaces for 3D Interaction using Gaze-Activated Head-CrossingabstractEye gaze and head movement are attractive for hands-free 3D interaction in head-mounted displays, but existing interfaces afford only limited control. Radi-Eye is a novel pop-up radial interface designed to maximise expressiveness with input from only the eyes and head. Radi-Eye provides widgets for discrete and continuous input and scales to support larger feature sets. Widgets can be selected with Look & Cross, using gaze for pre-selection followed by head-crossing as trigger and for manipulation. The technique leverages natural eye-head coordination where eye and head move at an offset unless explicitly brought into alignment, enabling interaction without risk of unintended input. We explore Radi-Eye in three augmented and virtual reality applications, and evaluate the effect of radial interface scale and orientation on performance with Look & Cross. The results show that Radi-Eye provides users with fast and accurate input while opening up a new design space for hands-free fluid interaction. Ludwig Sidenmark, Dominic Potts, Bill Bapisch, Hans-Werner Gellersen |
CHI | 4 |
| 2020 | Outline Pursuits: Gaze-assisted Selection of Occluded Objects in Virtual RealityabstractIn 3D environments, objects can be difficult to select when they overlap, as this affects available target area and increases selection ambiguity. We introduce Outline Pursuits which extends a primary pointing modality for gaze-assisted selection of occluded objects. Candidate targets within a pointing cone are presented with an outline that is traversed by a moving stimulus. This affords completion of the selection by gaze attention to the intended target's outline motion, detected by matching the user's smooth pursuit eye movement. We demonstrate two techniques implemented based on the concept, one with a controller as the primary pointer, and one in which Outline Pursuits are combined with head pointing for hands-free selection. Compared with conventional raycasting, the techniques require less movement for selection as users do not need to reposition themselves for a better line of sight, and selection time and accuracy are less affected when targets become highly occluded. Ludwig Sidenmark, Christopher Clarke, Xuesong Zhang 0002, Jenny Phu, Hans-Werner Gellersen |
CHI | 5 |
| 2020 | BimodalGaze: Seamlessly Refined Pointing with Gaze and Filtered Gestural Head MovementabstractEye gaze is a fast and ergonomic modality for pointing but limited in precision and accuracy. In this work, we introduce BimodalGaze, a novel technique for seamless head-based refinement of a gaze cursor. The technique leverages eye-head coordination insights to separate natural from gestural head movement. This allows users to quickly shift their gaze to targets over larger fields of view with naturally combined eye-head movement, and to refine the cursor position with gestural head movement. In contrast to an existing baseline, head refinement is invoked automatically, and only if a target is not already acquired by the initial gaze shift. Study results show that users reliably achieve fine-grained target selection, but we observed a higher rate of initial selection errors affecting overall performance. An in-depth analysis of user performance provides insight into the classification of natural versus gestural head movement, for improvement of BimodalGaze and other potential applications. Ludwig Sidenmark, Diako Mardanbegi, Argenis Ramirez Gomez, Christopher Clarke, Hans-Werner Gellersen |
ETRA | 5 |
| 2020 | KryptonEyed: Playing with Gaze Without LookingabstractAs eye-tracking technologies become more affordable, the number of mainstream gaze-enabled games increases. These allow triggering in-game actions when the eyes focus on objects and locations of interest. Such gaze interactions follow the interaction paradigm ”what you look at is what you get”. We challenge this use of gaze interaction and propose to play without looking - with the eyes closed. We designed the game prototype KryptonEyed to introduce closing the eyes for eyes-only game control. Players are required to close their eyes and perform eye movements behind the eyelids before opening them to aim the teleportation of the main character. The game contains three levels integrating the proposed gaze mechanic in distinct game scenarios. These explore different challenges in their game dynamics and interaction metaphors to use the technique in various contexts of play. Argenis Ramirez Gomez, Hans-Werner Gellersen |
FDG | 2 |
| 2020 | Motion Coupling of Earable Devices in Camera ViewabstractEarables, earphones augmented with inertial sensors and real-time data accessibility, provide the opportunity for private audio channels in public settings. One of the main challenges of achieving this goal is to correctly associate which device belongs to which user without prior information. In this paper, we explore how motion of an earable, as measured by the on-board accelerometer, can be correlated against detected faces from a webcam to accurately match which user is wearing the device. We conduct a data collection and explore which type of user movement can be accurately detected using this approach, and investigate how varying the speed of the movement affects detection rates. Our results show that the approach achieves greater detection results for faster movements, and that it can differentiate the same movement across different participants with a detection rate of 86%, increasing to 92% when differentiating a movement against others. Christopher Clarke, Peter Ehrich, Hans-Werner Gellersen |
MUM | 3 |
| 2020 | Eye, Head and Torso Coordination During Gaze Shifts in Virtual RealityabstractHumans perform gaze shifts naturally through a combination of eye, head and body movements. Although gaze has been long studied as input modality for interaction, this has previously ignored the coordination of the eyes, head and body. This article reports a study of gaze shifts in virtual reality aimed to address the gap and inform design. We identify general eye, head and torso coordination patterns and provide an analysis of the relative movements’ contribution and temporal alignment. We quantify effects of target distance, direction and user posture, describe preferred eye-in-head motion ranges and identify a high variability in head movement tendency. Study insights lead us to propose gaze zones that reflect different levels of contribution from eye, head and body. We discuss design implications for HCI and VR, and in conclusion argue to treat gaze as multimodal input, and eye, head and body movement as synergetic in interaction design. Ludwig Sidenmark, Hans-Werner Gellersen |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2019 | SuperVision: Playing with Gaze Aversion and Peripheral VisionabstractIn this work, we challenge the Gaze interaction paradigm "What you see is what you get" to introduce "playing with peripheral vision". We developed the conceptual framework to introduce this novel gaze-aware game dynamic. We illustrated the concept with SuperVision, a collection of three games that play with peripheral vision. We propose perceptual and interaction challenges that require players not to look and rely on their periphery. To validate the game dynamic and experience, we conducted a user study with twenty-four participants. Results show how the game concept created an engaging and playful experience playing with peripheral vision. Participants showed proficiency in overcoming the game challenges, developing clear strategies to succeed. Moreover, we found evidence that playing the game can affect our visual skills, with greater peripheral awareness. Argenis Ramirez Gomez, Hans-Werner Gellersen |
CHI | 2 |
| 2019 | Resolving Target Ambiguity in 3D Gaze Interaction through VOR Depth EstimationabstractTarget disambiguation is a common problem in gaze interfaces, as eye tracking has accuracy and precision limitations. In 3D environments this is compounded by objects overlapping in the field of view, as a result of their positioning at different depth with partial occlusion. We introduce VOR depth estimation, a method based on the Vestibulo-ocular reflex of the eyes in compensation of head movement, and explore its application to resolve target ambiguity. The method estimates gaze depth by comparing the rotations of the eye and the head when the users look at a target and deliberately rotate their head. We show that VOR eye movement presents an alternative to vergence for gaze depth estimation, that is feasible also with monocular tracking. In an evaluation of its use for target disambiguation, our method outperforms vergence for targets presented at greater depth. Diako Mardanbegi, Tobias Langlotz, Hans-Werner Gellersen |
CHI | 3 |
| 2019 | Monocular gaze depth estimation using the vestibulo-ocular reflexabstractGaze depth estimation presents a challenge for eye tracking in 3D. This work investigates a novel approach to the problem based on eye movement mediated by the vestibulo-ocular reflex (VOR). VOR stabilises gaze on a target during head movement, with eye movement in the opposite direction, and the VOR gain increases the closer the fixated target is to the viewer. We present a theoretical analysis of the relationship between VOR gain and depth which we investigate with empirical data collected in a user study (N=10). We show that VOR gain can be captured using pupil centres, and propose and evaluate a practical method for gaze depth estimation based on a generic function of VOR gain and two-point depth calibration. The results show that VOR gain is comparable with vergence in capturing depth while only requiring one eye, and provide insight into open challenges in harnessing VOR gain as a robust measure. Diako Mardanbegi, Christopher Clarke, Hans-Werner Gellersen |
ETRA | 3 |
| 2019 | SaccadeMachine: software for analyzing saccade tests (anti-saccade and pro-saccade)abstractVarious types of saccadic paradigms, in particular, Prosaccade and Antisaccade tests are widely used in Pathophysiology and Psychology. Despite been widely used, there has not been a standard tool for processing and analyzing the eye tracking data obtained from saccade tests. We describe an open-source software for extracting and analyzing the eye movement data of different types of saccade tests that can be used to extract and compare participants' performance and various task-related measures across participants. We further demonstrate the utility of the software by using it to analyze the data from an antisaccade, and a recent distractor experiment. Diako Mardanbegi, Thomas D. W. Wilcockson, Peter Sawyer, Hans-Werner Gellersen, Trevor J. Crawford |
ETRA | 4 |
| 2019 | Eye&Head: Synergetic Eye and Head Movement for Gaze Pointing and SelectionabstractEye gaze involves the coordination of eye and head movement to acquire gaze targets, but existing approaches to gaze pointing are based on eye-tracking in abstraction from head motion. We propose to leverage the synergetic movement of eye and head, and identify design principles for Eye&Head gaze interaction. We introduce three novel techniques that build on the distinction of head-supported versus eyes-only gaze, to enable dynamic coupling of gaze and pointer, hover interaction, visual exploration around pre-selections, and iterative and fast confirmation of targets. We demonstrate Eye&Head interaction on applications in virtual reality, and evaluate our techniques against baselines in pointing and confirmation studies. Our results show that Eye&Head techniques enable novel gaze behaviours that provide users with more control and flexibility in fast gaze pointing and selection. Ludwig Sidenmark, Hans-Werner Gellersen |
UIST | 2 |
| 2019 | EyeSeeThrough: Unifying Tool Selection and Application in Virtual EnvironmentsabstractIn 2D interfaces, actions are often represented by fixed tools arranged in menus, palettes, or dedicated parts of a screen, whereas 3D interfaces afford their arrangement at different depths relative to the user and the user can move them relative to each other. In this paper, we introduce EyeSeeThrough as a novel interaction technique that utilizes eye-tracking in VR. The user can apply an action to an intended object by visually aligning the object with the tool at the line-of-sight, and then issue a confirmation command. The underlying idea is to merge the two-step process of 1) selection of a mode in a menu and 2) applying it to a target, into one unified interaction. We present a user study where we compare the method to the baseline two-step selection. The results of our user study showed that our technique outperforms the two step selection in terms of speed and comfort. We further developed a prototype of a virtual living room to demonstrate the practicality of the proposed technique. Diako Mardanbegi, Benedikt Mayer, Ken Pfeuffer, Shahram Jalaliniya, Hans-Werner Gellersen, Alexander Perzl |
VR | 5 |
| 2018 | Smooth-i: smart re-calibration using smooth pursuit eye movementsabstractEye gaze for interaction is dependent on calibration. However, gaze calibration can deteriorate over time affecting the usability of the system. We propose to use motion matching of smooth pursuit eye movements and known motion on the display to determine when there is a drift in accuracy and use it as input for re-calibration. To explore this idea we developed Smooth-i, an algorithm that stores calibration points and updates them incrementally when inaccuracies are identified. To validate the accuracy of Smooth-i, we conducted a study with five participants and a remote eye tracker. A baseline calibration profile was used by all participants to test the accuracy of the Smooth-i re-calibration following interaction with moving targets. Results show that Smooth-i is able to manage re-calibration efficiently, updating the calibration profile only when inaccurate data samples are detected. Argenis Ramirez Gomez, Hans-Werner Gellersen |
ETRA | 2 |
| 2018 | Correlation between gaze and hovers during decision-making interactionabstractTaps only consist of a small part of the manual input when interacting with touch-enabled surfaces. Indeed, how the hand behaves in the hovering space is informative of what the user intends to do. In this article, we present a data collection related to hand and eye motion. We tailored a kiosk-like system to record participants' gaze and hand movements. We specifically designed a memory game to detect the decision-making process users may face. Our data collection comprises of 177 trials from 71 participants. Based on a hand movement classification, we extracted 16588 hovers. We study the gaze behaviour during hovers, and we found out that the distance between gaze and hand depends on the target's location on the screen. We also showed how indecision can be deducted from this distance. Pierre Weill-Tessier, Hans-Werner Gellersen |
ETRA | 2 |
| 2017 | Touch Input and Gaze Correlation on Tablets
Pierre Weill-Tessier, Hans-Werner Gellersen |
KES-IDT (2) | 2 |
| 2017 | MatchPoint: Spontaneous Spatial Coupling of Body Movement for Touchless PointingabstractPointing is a fundamental interaction technique where user movement is translated to spatial input on a display. Conventionally, this is based on a rigid configuration of a display coupled with a pointing device that determines the types of movement that can be sensed, and the specific ways users can affect pointer input. Spontaneous spatial coupling is a novel input technique that instead allows any body movement, or movement of tangible objects, to be appropriated for touchless pointing on an ad hoc basis. Pointer acquisition is facilitated by the display presenting graphical objects in motion, to which users can synchronise to define a temporary spatial coupling with the body part or tangible object they used in the process. The technique can be deployed using minimal hardware, as demonstrated by MatchPoint, a generic computer vision-based implementation of the technique that requires only a webcam. We explore the design space of spontaneous spatial coupling, demonstrate the versatility of the technique with application examples, and evaluate MatchPoint performance using a multi-directional pointing task. Christopher Clarke, Hans-Werner Gellersen |
UIST | 2 |
| 2017 | Look together: using gaze for assisting co-located collaborative searchabstractGaze information provides indication of users focus which complements remote collaboration tasks, as distant users can see their partner’s focus. In this paper, we apply gaze for co-located collaboration, where users’ gaze locations are presented on the same display, to help collaboration between partners. We integrated various types of gaze indicators on the user interface of a collaborative search system, and we conducted two user studies to understand how gaze enhances coordination and communication between co-located users. Our results show that gaze indeed enhances co-located collaboration, but with a trade-off between visibility of gaze indicators and user distraction. Users acknowledged that seeing gaze indicators eases communication, because it let them be aware of their partner’s interests and attention. However, users can be reluctant to share their gaze information due to trust and privacy, as gaze potentially divulges their interests. Ken Pfeuffer, Ming Ki Chong, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 6 |
| 2017 | Motion Correlation: Selecting Objects by Matching Their MovementabstractSelection is a canonical task in user interfaces, commonly supported by presenting objects for acquisition by pointing. In this article, we consider motion correlation as an alternative for selection. The principle is to represent available objects by motion in the interface, have users identify a target by mimicking its specific motion, and use the correlation between the system’s output with the user’s input to determine the selection. The resulting interaction has compelling properties, as users are guided by motion feedback, and only need to copy a presented motion. Motion correlation has been explored in earlier work but only recently begun to feature in holistic interface designs. We provide a first comprehensive review of the principle, and present an analysis of five previously published works, in which motion correlation underpinned the design of novel gaze and gesture interfaces for diverse application contexts. We derive guidelines for motion correlation algorithms, motion feedback, choice of modalities, overall design of motion correlation interfaces, and identify opportunities and challenges identified for future research and design. Eduardo Velloso, Marcus Carter, Joshua Newn, Augusto Esteves, Christopher Clarke, Hans-Werner Gellersen |
ACM Trans. Comput. Hum. Interact. | 6 |
| 2016 | AmbiGaze: Direct Control of Ambient Devices by GazeabstractEye tracking offers many opportunities for direct device control in smart environments, but issues such as the need for calibration and the Midas touch problem make it impractical. In this paper, we propose AmbiGaze, a smart environment that employs the animation of targets to provide users with direct control of devices by gaze only through smooth pursuit tracking. We propose a design space of means of exposing functionality through movement and illustrate the concept through four prototypes. We evaluated the system in a user study and found that AmbiGaze enables robust gaze-only interaction with many devices, from multiple positions in the environment, in a spontaneous and comfortable manner. Eduardo Velloso, Markus Wirth, Christian Weichel, Augusto Esteves, Hans-Werner Gellersen |
Conference on Designing Interactive Systems | 5 |
| 2016 | Three-Point Interaction: Combining Bi-manual Direct Touch with GazeabstractThe benefits of two-point interaction for tasks that require users to simultaneously manipulate multiple entities or dimensions are widely known. Two-point interaction has become common, e.g., when zooming or pinching using two fingers on a smartphone. We propose a novel interaction technique that implements three-point interaction by augmenting two-finger direct touch with gaze as a third input channel. We evaluate two key characteristics of our technique in two multi-participant user studies. In the first, we used the technique for object selection. In the second, we evaluate it in a 3D matching task that requires simultaneous continuous input from fingers and the eyes. Our results show that in both cases participants learned to interact with three input channels without cognitive or mental overload. Participants' performance tended towards fast selection times in the first study and exhibited parallel interaction in the second. These results are promising and show that there is scope for additional input channels beyond two-point interaction. Adalberto L. Simeone, Andreas Bulling, Jason Alexander, Hans-Werner Gellersen |
AVI | 4 |
| 2016 | Partially-indirect Bimanual Input with Gaze, Pen, and Touch for Pan, Zoom, and Ink InteractionabstractBimanual pen and touch UIs are mainly based on the direct manipulation paradigm. Alternatively we propose partially-indirect bimanual input, where direct pen input is used with the dominant hand, and indirect-touch input with the non-dominant hand. As direct and indirect inputs do not overlap, users can interact in the same space without interference. We investigate two indirect-touch techniques combined with direct pen input: the first redirects touches to the user's gaze position, and the second redirects touches to the pen position. In this paper, we present an empirical user study where we compare both partially-indirect techniques to direct pen and touch input in bimanual pan, zoom, and ink tasks. Our experimental results show that users are comparatively fast with the indirect techniques, but more accurate as users can dynamically change the zoom-target during indirect zoom gestures. Further our studies reveal that direct and indirect zoom gestures have distinct characteristics regarding spatial use, gestural use, and bimanual parallelism. Ken Pfeuffer, Jason Alexander, Hans-Werner Gellersen |
CHI | 3 |
| 2016 | Gaussian processes as an alternative to polynomial gaze estimation functionsabstractInterpolation-based methods are widely used for gaze estimation due to their simplicity. In particular, feature-based methods that map the image eye features to gaze, are very popular. The most spread regression function used in this kind of method is the polynomial regression. In this paper, we present an alternative regression function to estimate gaze: the Gaussian regression. We show how the Gaussian processes can better adapt to the non-linear behavior of the eye movement, providing higher gaze estimation accuracies. The Gaussian regression is compared, in a simulated environment, to the polynomial regression, when using the same mapping features, the normalized pupil center-corneal reflection and pupil center-eye corners vectors. This comparison is done for three different screen sizes. The results show that for larger screens, where wider gaze angles are required, i.e., the non-linear behavior of the eye is more present, the outperformance of the Gaussian regression is more evident. Furthermore, we can conclude that, for both types of regressions, the gaze estimation accuracy increases for smaller screens, where the eye movements are more linear. Laura Sesma, Andreas Bulling, Hans-Werner Gellersen |
ETRA | 4 |
| 2016 | How do you look at what you touch?: a study of touch interaction and gaze correlation on tabletsabstractThe comprehension of the correlation between hand and gaze is important in HCI as it provides foundations to build rich and natural user experiences on devices. Despite the interest in describing this correlation in Internet-related activities, notably search activities, the studies that have been done so far only focus on the mouse as the proxy for the hand. Thanks to the touchscreen, tablets allow us to investigate the hand-eye correlation with direct touch input instead. We designed a gaze and touch data collection via a user study involving Internet-based tasks on a tablet in order to explore the data, detail the correlation between touch input and gaze, and in a further step, use these results to suggest a gaze prediction model based on touch and context. Pierre Weill-Tessier, Jayson Turner, Hans-Werner Gellersen |
ETRA | 3 |
| 2016 | TraceMatch: a computer vision technique for user input by tracing of animated controlsabstractRecent works have explored the concept of movement correlation interfaces, in which moving objects can be selected by matching the movement of the input device to that of the desired object. Previous techniques relied on a single modality (e.g. gaze or mid-air gestures) and specific hardware to issue commands. TraceMatch is a computer vision technique that enables input by movement correlation while abstracting from any particular input modality. The technique relies only on a conventional webcam to enable users to produce matching gestures with any given body parts, even whilst holding objects. We describe an implementation of the technique for acquisition of orbiting targets, evaluate algorithm performance for different target sizes and frequencies, and demonstrate use of the technique for remote control of graphical as well as physical objects with different body parts. Christopher Clarke, Alessio Bellino, Augusto Esteves, Eduardo Velloso, Hans-Werner Gellersen |
UbiComp | 5 |
| 2016 | GazeArchers: playing with individual and shared attention in a two-player look&shoot tabletop gameabstractGaze can complement touch on surfaces for fast target selection and occlusion-free input. In this work, we look beyond single-user application of gaze and touch and explore how gaze can be leveraged for collaborative use. We present the design of a two-player shooter game in which targets are gaze-aware and able to react differently to attention by one of the players versus shared attention of both players. The game-play, evaluated in a study with 14 users, encourages users to adopt different strategies switching between individual and shared attention to achieve their collaborative goal. Ken Pfeuffer, Jason Alexander, Hans-Werner Gellersen |
MUM | 3 |
| 2016 | Gaze and Touch Interaction on TabletsabstractWe explore how gaze can support touch interaction on tablets. When holding the device, the free thumb is normally limited in reach, but can provide an opportunity for indirect touch input. Here we propose gaze and touch input, where touches redirect to the gaze target. This provides whole-screen reachability while only using a single hand for both holding and input. We present a user study comparing this technique to direct-touch, showing that users are slightly slower but can utilise one-handed use with less physical effort. To enable interaction with small targets, we introduce CursorShift, a method that uses gaze to provide users temporal control over cursors during direct-touch interactions. Taken together, users can employ three techniques on tablets: direct-touch, gaze and touch, and cursor input. In three applications, we explore how these techniques can coexist in the same UI and demonstrate how tablet tasks can be performed with thumb-only input of the holding hand, and with it describe novel interaction techniques for gaze based tablet interaction. Ken Pfeuffer, Hans-Werner Gellersen |
UIST | 2 |
| 2015 | Substitutional Reality: Using the Physical Environment to Design Virtual Reality ExperiencesabstractExperiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences. Adalberto L. Simeone, Eduardo Velloso, Hans-Werner Gellersen |
CHI | 3 |
| 2015 | Gaze+RST: Integrating Gaze and Multitouch for Remote Rotate-Scale-Translate TasksabstractOur work investigates the use of gaze and multitouch to fluidly perform rotate-scale-translate (RST) tasks on large displays. The work specifically aims to understand if gaze can provide benefit in such a task, how task complexity affects performance, and how gaze and multitouch can be combined to create an integral input structure suited to the task of RST. We present four techniques that individually strike a different balance between gaze-based and touch-based translation while maintaining concurrent rotation and scaling operations. A 16 participant empirical evaluation revealed that three of our four techniques present viable options for this scenario, and that larger distances and rotation/scaling operations can significantly affect a gaze-based translation configuration. Furthermore we uncover new insights regarding multimodal integrality, finding that gaze and touch can be combined into configurations that pertain to integral or separable input structures. Jayson Turner, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
CHI | 4 |
| 2015 | The Royal Corgi: Exploring Social Gaze Interaction for Immersive GameplayabstractThe eyes are a rich channel for non-verbal communication in our daily interactions. We propose social gaze interaction as a game mechanic to enhance user interactions with virtual characters. We develop a game from the ground-up in which characters are designed to be reactive to the player's gaze in social ways, such as getting annoyed when the player seems distracted or changing their dialogue depending on the player's apparent focus of attention. Results from a qualitative user study provide insights about how social gaze interaction is intuitive for users, elicits deep feelings of immersion, and highlight the players' self-consciousness of their own eye movements through their strong reactions to the characters. Mélodie Vidal, Rémi Bismuth, Andreas Bulling, Hans-Werner Gellersen |
CHI | 4 |
| 2015 | Gaze+touch vs. Touch: What's the Trade-off When Using Gaze to Extend Touch to Remote Displays?
Ken Pfeuffer, Jason Alexander, Hans-Werner Gellersen |
INTERACT (2) | 3 |
| 2015 | Interactions Under the Desk: A Characterisation of Foot Movements for Input in a Seated Position
Eduardo Velloso, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
INTERACT (1) | 4 |
| 2015 | An Empirical Investigation of Gaze Selection in Mid-Air Gestural 3D Manipulation
Eduardo Velloso, Jayson Turner, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
INTERACT (2) | 5 |
| 2015 | SPATA: Spatio-Tangible Tools for Fabrication-Aware DesignabstractThe physical tools used when designing new objects for digital fabrication are mature, yet disconnected from their virtual accompaniments. SPATA is the digital adaptation of two spatial measurement tools, that explores their closer integration into virtual design environments. We adapt two of the traditional measurement tools: calipers and protractors. Both tools can measure, transfer, and present size and angle. Their close integration into different design environments makes tasks more fluid and convenient. We describe the tools' design, a prototype implementation, integration into different environments, and application scenarios validating the concept. Christian Weichel, Jason Alexander, Abhijit Karnik, Hans-Werner Gellersen |
TEI | 4 |
| 2015 | Orbits: Gaze Interaction for Smart Watches using Smooth Pursuit Eye MovementsabstractWe introduce Orbits, a novel gaze interaction technique that enables hands-free input on smart watches. The technique relies on moving controls to leverage the smooth pursuit movements of the eyes and detect whether and at which control the user is looking at. In Orbits, controls include targets that move in a circular trajectory in the face of the watch, and can be selected by following the desired one for a small amount of time. We conducted two user studies to assess the technique's recognition and robustness, which demonstrated how Orbits is robust against false positives triggered by natural eye movements and how it presents a hands-free, high accuracy way of interacting with smart watches using off-the-shelf devices. Finally, we developed three example interfaces built with Orbits: a music player, a notifications face plate and a missed call menu. Despite relying on moving controls -- very unusual in current HCI interfaces -- these were generally well received by participants in a third and final study. Augusto Esteves, Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
UIST | 4 |
| 2015 | Gaze-Shifting: Direct-Indirect Input with Pen and Touch Modulated by GazeabstractModalities such as pen and touch are associated with direct input but can also be used for indirect input. We propose to combine the two modes for direct-indirect input modulated by gaze. We introduce gaze-shifting as a novel mechanism for switching the input mode based on the alignment of manual input and the user's visual attention. Input in the user's area of attention results in direct manipulation whereas input offset from the user's gaze is redirected to the visual target. The technique is generic and can be used in the same manner with different input modalities. We show how gaze-shifting enables novel direct-indirect techniques with pen, touch, and combinations of pen and touch input. Ken Pfeuffer, Jason Alexander, Ming Ki Chong, Hans-Werner Gellersen |
UIST | 5 |
| 2015 | ReForm: Integrating Physical and Digital Design through Bidirectional FabricationabstractDigital fabrication machines such as 3D printers and laser-cutters allow users to produce physical objects based on virtual models. The creation process is currently unidirectional: once an object is fabricated it is separated from its originating virtual model. Consequently, users are tied into digital modeling tools, the virtual design must be completed before fabrication, and once fabricated, re-shaping the physical object no longer influences the digital model. To provide a more flexible design process that allows objects to iteratively evolve through both digital and physical input, we introduce bidirectional fabrication. To demonstrate the concept, we built ReForm, a system that integrates digital modeling with shape input, shape output, annotation for machine commands, and visual output. By continually synchronizing the physical object and digital model it supports object versioning to allow physical changes to be undone. Through application examples, we demonstrate the benefits of ReForm to the digital fabrication process. Christian Weichel, John Hardy, Jason Alexander, Hans-Werner Gellersen |
UIST | 4 |
| 2015 | Select & Apply: understanding how users act upon objects across devices
Adalberto L. Simeone, Ming Ki Chong, Corina Sas, Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 4 |
| 2015 | Eye tracking for public displays in the wild
Ming Ki Chong, Jörg Müller 0001, Andreas Bulling, Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 5 |
| 2014 | Pupil-canthi-ratio: a calibration-free method for tracking horizontal gaze directionabstractEye tracking is compelling for hands-free interaction with pervasive displays. However, most existing eye tracking systems require specialised hardware and explicit calibrations of equipment and individual users, which inhibit their widespread adoption. In this work, we present a light-weight and calibration-free gaze estimation method that leverages only an off-the-shelf camera to track users' gaze horizontally. We introduce pupil-canthi-ratio (PCR), a novel measure for estimating gaze directions. By using the displacement vector between the inner eye corner and the pupil centre of an eye, PCR is calculated as the ratio of the displacement vectors from both eyes. We establish a mapping between PCR to gaze direction by Gaussian process regression, which inherently infers averted horizontal gaze directions of users. We present a study to identify the characteristics of PCR. The results show that PCR achieved an average accuracy of 3.9 degrees across different people. Finally, we show examples of real-time applications of PCR that allow users to interact with a display by moving only their eyes. Andreas Bulling, Hans-Werner Gellersen |
AVI | 3 |
| 2014 | MixFab: a mixed-reality environment for personal fabricationabstractPersonal fabrication machines, such as 3D printers and laser cutters, are becoming increasingly ubiquitous. However, designing objects for fabrication still requires 3D modeling skills, thereby rendering such technologies inaccessible to a wide user-group. In this paper, we introduce MixFab, a mixed-reality environment for personal fabrication that lowers the barrier for users to engage in personal fabrication. Users design objects in an immersive augmented reality environment, interact with virtual objects in a direct gestural manner and can introduce existing physical objects effortlessly into their designs. We describe the design and implementation of MixFab, a user-defined gesture study that informed this design, show artifacts designed with the system and describe a user study evaluating the system's prototype. Christian Weichel, Manfred Lau, David Kim 0002, Nicolas Villar, Hans-Werner Gellersen |
CHI | 5 |
| 2014 | Cross-device gaze-supported point-to-point content transferabstractWithin a pervasive computing environment, we see content on shared displays that we wish to acquire and use in a specific way i.e., with an application on a personal device, transferring from point-to-point. The eyes as input can indicate intention to interact with a service, providing implicit pointing as a result. In this paper we investigate the use of gaze and manual input for the positioning of gaze-acquired content on personal devices. We evaluate two main techniques, (1) Gaze Positioning, transfer of content using gaze with manual input to confirm actions, (2) Manual Positioning, content is selected with gaze but final positioning is performed by manual input, involving a switch of modalities from gaze to manual input. A first user study compares these techniques applied to direct and indirect manual input configurations, a tablet with touch input and a laptop with mouse input. A second study evaluated our techniques in an application scenario involving distractor targets. Our overall results showed general acceptance and understanding of all conditions, although there were clear individual user preferences dependent on familiarity and preference toward gaze, touch, or mouse input. Jayson Turner, Andreas Bulling, Jason Alexander, Hans-Werner Gellersen |
ETRA | 4 |
| 2014 | GazeHorizon: enabling passers-by to interact with public displays by gazeabstractPublic displays can be made interactive by adding gaze control. However, gaze interfaces do not offer any physical affordance, and require users to move into a tracking range. We present GazeHorizon, a system that provides interactive assistance to enable passers-by to walk up to a display and to navigate content using their eyes only. The system was developed through field studies culminating in a four-day deployment in a public environment. Our results show that novice users can be facilitated to successfully use gaze control by making them aware of the interface at first glance and guiding them interactively into the tracking range. Jörg Müller 0001, Ming Ki Chong, Andreas Bulling, Hans-Werner Gellersen |
UbiComp | 5 |
| 2014 | Gaze-touch: combining gaze with multi-touch for interaction on the same surfaceabstractGaze has the potential to complement multi-touch for interaction on the same surface. We present gaze-touch, a technique that combines the two modalities based on the principle of 'gaze selects, touch manipulates'. Gaze is used to select a target, and coupled with multi-touch gestures that the user can perform anywhere on the surface. Gaze-touch enables users to manipulate any target from the same touch position, for whole-surface reachability and rapid context switching. Conversely, gaze-touch enables manipulation of the same target from any touch position on the surface, for example to avoid occlusion. Gaze-touch is designed to complement direct-touch as the default interaction on multi-touch surfaces. We provide a design space analysis of the properties of gaze-touch versus direct-touch, and present four applications that explore how gaze-touch can be used alongside direct-touch. The applications demonstrate use cases for interchangeable, complementary and alternative use of the two modes of interaction, and introduce novel techniques arising from the combination of gaze-touch and conventional multi-touch. Ken Pfeuffer, Jason Alexander, Ming Ki Chong, Hans-Werner Gellersen |
UIST | 4 |
| 2013 | AutoBAP: Automatic Coding of Body Action and Posture Units from Wearable SensorsabstractManual annotation of human body movement is an integral part of research on non-verbal communication and computational behaviour analysis but also a very time-consuming and tedious task. In this paper we present AutoBAP, a system that automates the coding of bodily expressions according to the body action and posture (BAP) coding scheme. Our system takes continuous body motion and gaze behaviour data as its input. The data is recorded using a full body motion tracking suit and a wearable eye tracker. From the data our system automatically generates a labelled XML file that can be visualised and edited with off-the-shelf video annotation tools. We evaluate our system in a laboratory-based user study with six participants performing scripted sequences of 184 actions. Results from the user study show that our prototype system is able to annotate 172 out of the 274 labels of the full BAP coding scheme with good agreement with a manual annotator (Cohen's kappa > 0.6). Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
ACII | 3 |
| 2013 | EyeContext: recognition of high-level contextual cues from human visual behaviourabstractIn this work we present EyeContext, a system to infer high-level contextual cues from human visual behaviour. We conducted a user study to record eye movements of four participants over a full day of their daily life, totalling 42.5 hours of eye movement data. Participants were asked to self-annotate four non-mutually exclusive cues: social (interacting with somebody vs. no interaction), cognitive (concentrated work vs. leisure), physical (physically active vs. not active), and spatial (inside vs. outside a building). We evaluate a proof-of-concept EyeContext system that combines encoding of eye movements into strings and a spectrum string kernel support vector machine (SVM) classifier. Our results demonstrate the large information content available in long-term human visual behaviour and opens up new venues for research on eye-based behavioural monitoring and life logging. Andreas Bulling, Christian Weichel, Hans-Werner Gellersen |
CHI | 3 |
| 2013 | How groups of users associate wireless devicesabstractGroup association, the process of connecting a group of devices, opens up new opportunities for users to spontaneously share resources. Research has shown numerous techniques and protocols for group association; however, what people intuitively do to associate a group of devices remains an open question. We contribute a study of eliciting device association techniques from groups of non-technical people. In all, we collected and analysed 496 techniques from 61 participants. Our results show that mobility and physicality of devices influence how people perceive groups association. We present a complete set of user-defined techniques with subjective ratings and popularity scores. We examined people's rationale and the effects of different device form factors. We analysed the techniques based on the roles that users assume with respect to device association. Our findings draw out insights from the perspective of users for design of group association. Ming Ki Chong, Hans-Werner Gellersen |
CHI | 2 |
| 2013 | Personal clipboards for individual copy-and-paste on shared multi-user surfacesabstractClipboards are omnipresent on today's personal computing platforms. They provide copy-and-paste functionalities that let users easily reorganize information and quickly transfer data across applications. In this work, we introduce personal clipboards to multi-user surfaces. Personal clipboards enable individual and independent copy-and-paste operations, in the presence of multiple users concurrently sharing the same direct-touch interface. As common surface computing platforms do not distinguish touch input of different users, we have developed clipboards that leverage complementary personalization strategies. Specifically, we have built a context menu clipboard based on implicit user identification of every touch, a clipboard based on personal subareas dynamically placed on the surface, and a handheld clipboard based on integration of personal devices for surface interaction. In a user study, we demonstrate the effectiveness of personal clipboards for shared surfaces, and show that different personalization strategies enable clipboards, albeit with different impacts on interaction characteristics. Dominik Schmidt, Corina Sas, Hans-Werner Gellersen |
CHI | 3 |
| 2013 | MotionMA: motion modelling and analysis by demonstrationabstractParticularly in sports or physical rehabilitation, users have to perform body movements in a specific manner for the exercises to be most effective. It remains a challenge for experts to specify how to perform such movements so that an automated system can analyse further performances of it. In a user study with 10 participants we show that experts' explicit estimates do not correspond to their performances. To address this issue we present MotionMA, a system that: (1) automatically extracts a model of movements demonstrated by one user, e.g. a trainer, (2) assesses the performance of other users repeating this movement in real time, and (3) provides real-time feedback on how to improve their performance. We evaluated the system in a second study in which 10 other participants used the system to demonstrate arbitrary movements. Our results demonstrate that MotionMA is able to extract an accurate movement model to spot mistakes and variations in movement execution. Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
CHI | 3 |
| 2013 | SideWays: a gaze interface for spontaneous interaction with situated displaysabstractEye gaze is compelling for interaction with situated displays as we naturally use our eyes to engage with them. In this work we present SideWays, a novel person-independent eye gaze interface that supports spontaneous interaction with displays: users can just walk up to a display and immediately interact using their eyes, without any prior user calibration or training. Requiring only a single off-the-shelf camera and lightweight image processing, SideWays robustly detects whether users attend to the centre of the display or cast glances to the left or right. The system supports an interaction model in which attention to the central display is the default state, while "sidelong glances" trigger input or actions. The robustness of the system and usability of the interaction model are validated in a study with 14 participants. Analysis of the participants' strategies in performing different tasks provides insights on gaze control strategies for design of SideWays applications. Andreas Bulling, Hans-Werner Gellersen |
CHI | 3 |
| 2013 | Pursuits: spontaneous interaction with displays based on smooth pursuit eye movement and moving targetsabstractAlthough gaze is an attractive modality for pervasive interactions, the real-world implementation of eye-based interfaces poses significant challenges, such as calibration. We present Pursuits, an innovative interaction technique that enables truly spontaneous interaction with eye-based interfaces. A user can simply walk up to the screen and readily interact with moving targets. Instead of being based on gaze location, Pursuits correlates eye pursuit movements with objects dynamically moving on the interface. We evaluate the influence of target speed, number and trajectory and develop guidelines for designing Pursuits-based interfaces. We then describe six realistic usage scenarios and implement three of them to evaluate the method in a usability study and a field study. Our results show that Pursuits is a versatile and robust technique and that users can interact with Pursuits-based interfaces without prior knowledge or preparation phase. Mélodie Vidal, Andreas Bulling, Hans-Werner Gellersen |
UbiComp | 3 |
| 2013 | Eye Pull, Eye Push: Moving Objects between Large Screens and Personal Devices with Gaze and Touch
Jayson Turner, Jason Alexander, Andreas Bulling, Dominik Schmidt, Hans-Werner Gellersen |
INTERACT (2) | 5 |
| 2013 | A cross-device drag-and-drop techniqueabstractMany interactions naturally extend across smart-phones and devices with larger screens. Indeed, data might be received on the mobile but more conveniently processed with an application on a larger device, or vice versa. Such interactions require spontaneous data transfer from a source location on one screen to a target location on the other device. We introduce a cross-device Drag-and-Drop technique to facilitate these interactions involving multiple touchscreen devices, with minimal effort for the user. The technique is a two-handed gesture, where one hand is used to suitably align the mobile phone with the larger screen, while the other is used to select and drag an object between devices and choose which application should receive the data. Adalberto L. Simeone, Julian Seifert, Dominik Schmidt, Paul Holleis, Enrico Rukzio, Hans-Werner Gellersen |
MUM | 6 |
| 2013 | Technical framework supporting a cross-device drag-and-drop techniqueabstractWe present the technical framework supporting a cross-device Drag-and-Drop technique designed to facilitate interactions involving multiple touchscreen devices. This technique supports users that need to transfer information received or produced on one device to another device which might be more suited to process it. Furthermore, it does not require any additional instrumentation. The technique is a two-handed gesture where one hand is used to suitably align the mobile phone with the larger screen, while the other is used to select and drag an object from one device to the other where it can be applied directly onto a target application. We describe the implementation of the framework that enables spontaneous data-transfer between a mobile device and a desktop computer. Adalberto L. Simeone, Julian Seifert, Dominik Schmidt, Paul Holleis, Enrico Rukzio, Hans-Werner Gellersen |
MUM | 6 |
| 2013 | Eye drop: an interaction concept for gaze-supported point-to-point content transferabstractThe shared displays in our environment contain content that we desire. Furthermore, we often acquire content for a specific purpose, i.e., the acquisition of a phone number to place a call. We have developed a content transfer concept, Eye Drop. Eye Drop provides techniques that allow fluid content acquisition, transfer from shared displays, and local positioning on personal devices using gaze combined with manual input. The eyes naturally focus on content we desire. Our techniques use gaze to point remotely, removing the need for explicit pointing on the user's part. A manual trigger from a personal device confirms selection. Transfer is performed using gaze or manual input to smoothly transition content to a specific location on a personal device. This work demonstrates how techniques can be applied to acquire and apply actions to content through a natural sequence of interaction. We demonstrate a proof of concept prototype through five implemented application scenarios. Jayson Turner, Andreas Bulling, Jason Alexander, Hans-Werner Gellersen |
MUM | 4 |
| 2013 | Enclosed: a component-centric interface for designing prototype enclosuresabstractThis paper explores the problem of designing enclosures (or physical cases) that are needed for prototyping electronic devices. We present a novel interface that uses electronic components as handles for designing the 3D shape of the enclosure. We use the .NET Gadgeteer platform as a case study of this problem, and implemented a proof-of-concept system for designing enclosures for Gadgeteer components. We show examples of enclosures designed and fabricated with our system. Christian Weichel, Manfred Lau, Hans-Werner Gellersen |
TEI | 3 |
| 2013 | Pursuit calibration: making gaze calibration less tedious and more flexibleabstractEye gaze is a compelling interaction modality but requires user calibration before interaction can commence. State of the art procedures require the user to fixate on a succession of calibration markers, a task that is often experienced as difficult and tedious. We present pursuit calibration, a novel approach that, unlike existing methods, is able to detect the user's attention to a calibration target. This is achieved by using moving targets, and correlation of eye movement and target trajectory, implicitly exploiting smooth pursuit eye movement. Data for calibration is then only sampled when the user is attending to the target. Because of its ability to detect user attention, pursuit calibration can be performed implicitly, which enables more flexible designs of the calibration task. We demonstrate this in application examples and user studies, and show that pursuit calibration is tolerant to interruption, can blend naturally with applications and is able to calibrate users without their awareness. Ken Pfeuffer, Mélodie Vidal, Jayson Turner, Andreas Bulling, Hans-Werner Gellersen |
UIST | 5 |
| 2013 | Cooperative augmentation of mobile smart objects with projected displaysabstractSensors, processors, and radios can be integrated invisibly into objects to make them smart and sensitive to user interaction, but feedback is often limited to beeps, blinks, or buzzes. We propose to redress this input-output imbalance by augmentation of smart objects with projected displays, that—unlike physical displays—allow seamless integration with the natural appearance of an object. In this article, we investigate how, in a ubiquitous computing world, smart objects can acquire and control a projection. We consider that projectors and cameras are ubiquitous in the environment, and we develop a novel conception and system that enables smart objects to spontaneously associate with projector-camera systems for cooperative augmentation. Projector-camera systems are conceived as generic, supporting standard computer vision methods for different appearance cues, and smart objects provide a model of their appearance for method selection at runtime, as well as sensor observations to constrain the visual detection process. Cooperative detection results in accurate location and pose of the object, which is then tracked for visual augmentation in response to display requests by the smart object. In this article, we define the conceptual framework underlying our approach; report on computer vision experiments that give original insight into natural appearance-based detection of everyday objects; show how object sensing can be used to increase speed and robustness of visual detection; describe and evaluate a fully implemented system; and describe two smart object applications to illustrate the system's cooperative augmentation process and the embodied interactions it enables with smart objects. David Molyneaux, Hans-Werner Gellersen, Joe Finney |
ACM Trans. Interact. Intell. Syst. | 2 |
| 2012 | A cross-device interaction style for mobiles and surfacesabstractNatural forms of interaction have evolved for personal devices that we carry with us (mobiles) as well as for shared interactive displays around us (surfaces) but interaction across the two remains cumbersome in practice. We propose a novel cross-device interaction style for mobiles and surfaces that uses the mobile for tangible input on the surface in a stylus-like fashion. Building on the direct manipulation that we can perform on either device, it facilitates fluid and seamless interaction spanning across device boundaries. We provide a characterization of the combined interaction style in terms of input, output, and contextual attributes, and demonstrate its versatility by implementation of a range of novel interaction techniques for mobile devices on interactive surfaces. Dominik Schmidt, Julian Seifert, Enrico Rukzio, Hans-Werner Gellersen |
Conference on Designing Interactive Systems | 4 |
| 2012 | Extending the visual field of a head-mounted eye tracker for pervasive eye-based interactionabstractPervasive eye-based interaction refers to the vision of eye-based interaction becoming ubiquitously usable in everyday life, e. g. across multiple displays in the environment. While current head-mounted eye trackers work well for interaction with displays at similar distances, the scene camera often fails to cover both remote and close proximity displays, e. g. a public display on a wall and a handheld portable device. In this paper we describe an approach that allows for robust detection and gaze mapping across multiple such displays. Our approach uses an additional scene camera to extend the viewing and gaze mapping area of the eye tracker and automatically switches between both cameras depending on the display in view. Results from a pilot study show that our system achieves a similar gaze estimation accuracy to a single-camera system while at the same time increasing usability. Jayson Turner, Andreas Bulling, Hans-Werner Gellersen |
ETRA | 3 |
| 2012 | Detection of smooth pursuits using eye movement shape featuresabstractSmooth pursuit eye movements hold information about the health, activity and situation of people, but to date there has been no efficient method for their automated detection. In this work we present a method to tackle the problem, based on machine learning. At the core of our method is a novel set of shape features that capture the characteristic shape of smooth pursuit movements over time. The features individually represent incomplete information about smooth pursuits but are combined in a machine learning approach. In an evaluation with eye movements collected from 18 participants, we show that our method can detect smooth pursuit movements with an accuracy of up to 92%, depending on the size of the feature set used for their prediction. Our results have twofold significance. First, they demonstrate a method for smooth pursuit detection in mainstream eye tracking, and secondly they highlight the utility of machine learning for eye movement analysis. Mélodie Vidal, Andreas Bulling, Hans-Werner Gellersen |
ETRA | 3 |
| 2012 | Towards pervasive eye tracking using low-level image featuresabstractWe contribute a novel gaze estimation technique, which is adaptable for person-independent applications. In a study with 17 participants, using a standard webcam, we recorded the subjects' left eye images for different gaze locations. From these images, we extracted five types of basic visual features. We then sub-selected a set of features with minimum Redundancy Maximum Relevance (mRMR) for the input of a 2-layer regression neural network for estimating the subjects' gaze. We investigated the effect of different visual features on the accuracy of gaze estimation. Using machine learning techniques, by combing different features, we achieved average gaze estimation error of 3.44° horizontally and 1.37° vertically for person-dependent. Andreas Bulling, Hans-Werner Gellersen |
ETRA | 3 |
| 2012 | Wearable eye tracking for mental health monitoring
Mélodie Vidal, Jayson Turner, Andreas Bulling, Hans-Werner Gellersen |
Comput. Commun. | 4 |
| 2012 | Virtual lifeline: Multimodal sensor data fusion for robust navigation in unknown environments
Widyawan, Gerald Pirkl, Daniele Munaretto, Carl Fischer, Chunlei An, Paul Lukowicz, Martin Klepal, Andreas Timm-Giel, Jörg Widmer, Dirk Pesch, Hans-Werner Gellersen |
Pervasive Mob. Comput. | 11 |
| 2012 | Usability classification for spontaneous device association
Ming Ki Chong, Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 2 |
| 2012 | Multimodal recognition of reading activity in transit using body-worn sensorsabstractReading is one of the most well-studied visual activities. Vision research traditionally focuses on understanding the perceptual and cognitive processes involved in reading. In this work we recognize reading activity by jointly analyzing eye and head movements of people in an everyday environment. Eye movements are recorded using an electrooculography (EOG) system; body movements using body-worn inertial measurement units. We compare two approaches for continuous recognition of reading: String matching (STR) that explicitly models the characteristic horizontal saccades during reading, and a support vector machine (SVM) that relies on 90 eye movement features extracted from the eye movement data. We evaluate both methods in a study performed with eight participants reading while sitting at a desk, standing, walking indoors and outdoors, and riding a tram. We introduce a method to segment reading activity by exploiting the sensorimotor coordination of eye and head movements during reading. Using person-independent training, we obtain an average precision for recognizing reading of 88.9% (recall 72.3%) using STR and of 87.7% (recall 87.9%) using SVM over all participants. We show that the proposed segmentation scheme improves the performance of recognizing reading events by more than 24%. Our work demonstrates that the joint analysis of eye and body movements is beneficial for reading recognition and opens up discussion on the wider applicability of a multimodal recognition approach to other visual and physical activities. Andreas Bulling, Jamie A. Ward, Hans-Werner Gellersen |
ACM Trans. Appl. Percept. | 3 |
| 2011 | How users associate wireless devicesabstractIn a wireless world, users can establish connections between devices spontaneously, and unhampered by cables. However, in the absence of cables, what is the natural interaction to connect one device with another? A wide range of device association techniques have been demonstrated, but it has remained an open question what actions users would spontaneously choose for device association. We contribute a study eliciting device association actions from non-technical users without premeditation. Over 700 user-defined actions were collected for 37 different device combinations. We present a classification of user-defined actions, and observations of the users' rationale. Our findings indicate that there is no single most spontaneous action; instead five prominent categories of user-defined actions were found. Ming Ki Chong, Hans-Werner Gellersen |
CHI | 2 |
| 2011 | Towards qualitative assessment of weight lifting exercises using body-worn sensorsabstractSports exercises are beneficial for general health and fitness. Some exercises such as weight lifting are particularly error-prone and using incorrect techniques can result in serious injuries. The current work aims to develop a weight lifting assistant that relies on motion sensors mounted on the body and integrated into gym equipment that provides qualitative feedback on the user's performance. We believe that by comparing motion data recorded from different parts of the body with a mathematical model of the correct technique, we will be able to qualitatively assess the user's performance, and provide a score and suggestions for improvement. Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
UbiComp | 3 |
| 2011 | Eye Movement Analysis for Activity Recognition Using ElectrooculographyabstractIn this work, we investigate eye movement analysis as a new sensing modality for activity recognition. Eye movement data were recorded using an electrooculography (EOG) system. We first describe and evaluate algorithms for detecting three eye movement characteristics from EOG signals-saccades, fixations, and blinks-and propose a method for assessing repetitive patterns of eye movements. We then devise 90 different features based on these characteristics and select a subset of them using minimum redundancy maximum relevance (mRMR) feature selection. We validate the method using an eight participant study in an office environment using an example set of five activity classes: copying a text, reading a printed paper, taking handwritten notes, watching a video, and browsing the Web. We also include periods with no specific activity (the NULL class). Using a support vector machine (SVM) classifier and person-independent (leave-one-person-out) training, we obtain an average precision of 76.1 percent and recall of 70.5 percent over all classes and participants. The work demonstrates the promise of eye-based activity recognition (EAR) and opens up discussion on the wider applicability of EAR to other activities that are difficult, or even impossible, to detect using common sensing modalities. Andreas Bulling, Jamie A. Ward, Hans-Werner Gellersen, Gerhard Tröster |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2011 | Performance metrics for activity recognitionabstractIn this article, we introduce and evaluate a comprehensive set of performance metrics and visualisations for continuous activity recognition (AR). We demonstrate how standard evaluation methods, often borrowed from related pattern recognition problems, fail to capture common artefacts found in continuous AR—specifically event fragmentation, event merging and timing offsets. We support our assertion with an analysis on a set of recently published AR papers. Building on an earlier initial work on the topic, we develop a frame-based visualisation and corresponding set of class-skew invariant metrics for the one class versus all evaluation. These are complemented by a new complete set of event-based metrics that allow a quick graphical representation of system performance—showing events that are correct, inserted, deleted, fragmented, merged and those which are both fragmented and merged. We evaluate the utility of our approach through comparison with standard metrics on data from three different published experiments. This shows that where event- and frame-based precision and recall lead to an ambiguous interpretation of results in some cases, the proposed metrics provide a consistently unambiguous explanation. Jamie A. Ward, Paul Lukowicz, Hans-Werner Gellersen |
ACM Trans. Intell. Syst. Technol. | 3 |
| 2010 | Touch-display keyboards: transforming keyboards into interactive surfacesabstractIn spite of many advances in GUI workstations, the keyboard has remained limited to text entry and basic command invocation. In this work, we introduce the Touch-Display Keyboard (TDK), a novel keyboard that combines the physical-ergonomic qualities of the conventional keyboard with dynamic display and touch-sensing embedded in each key. The TDK effectively transforms the keyboard into an interactive surface that is seamlessly integrated with the interaction space of GUIs, extending graphical output, mouse interaction and three-state input to the keyboard. This gives rise to an entirely new design space of interaction across keyboard, mouse and screen, for which we provide a first systematic analysis in this paper. We illustrate the emerging design opportunities with a host of novel interaction concepts and techniques, and show how these contribute to expressiveness of GUIs, exploration and learning of keyboard interfaces, and interface customization across graphics display and physical keyboard. Florian Block, Hans-Werner Gellersen, Nicolas Villar |
CHI | 2 |
| 2010 | GesturePIN: using discrete gestures for associating mobile devicesabstractMobile devices with wireless network capabilities can be associated to form ad hoc networks to share resources; however, such an association of devices requires authentication. At present, PIN is the common authentication method, but in many cases, small devices may not have input interfaces to accommodate PIN entry. We therefore design a gesture-based authentication scheme, called GesturePIN, for associating multiple mobile devices; our solution provides the advantage of being adaptable to any PIN authentication systems. We have also conducted a quantitative user study to understand the speed and accuracy of people using our gesture-based system compared to using PIN. Ming Ki Chong, Gary Marsden, Hans-Werner Gellersen |
Mobile HCI | 3 |
| 2010 | PhoneTouch: a technique for direct phone interaction on surfacesabstractPhoneTouch is a novel technique for integration of mobile phones and interactive surfaces. The technique enables use of phones to select targets on the surface by direct touch, facilitating for instance pick&drop-style transfer of objects between phone and surface. The technique is based on separate detection of phone touch events by the surface, which determines location of the touch, and by the phone, which contributes device identity. The device-level observations are merged based on correlation in time. We describe a proof-of-concept implementation of the technique, using vision for touch detection on the surface (including discrimination of finger versus phone touch) and acceleration features for detection by the phone. Dominik Schmidt, Fadi Chehimi, Enrico Rukzio, Hans-Werner Gellersen |
UIST | 4 |
| 2009 | Eye movement analysis for activity recognitionabstractIn this work we investigate eye movement analysis as a new modality for recognising human activity. We devise 90 different features based on the main eye movement characteristics: saccades, fixations and blinks. The features are derived from eye movement data recorded using a wearable electrooculographic (EOG) system. We describe a recognition methodology that combines minimum redundancy maximum relevance feature selection (mRMR) with a support vector machine (SVM) classifier. We validate the method in an eight participant study in an office environment using five activity classes: copying a text, reading a printed paper, taking hand-written notes, watching a video and browsing the web. In addition, we include periods with no specific activity. Using a person-independent (leave-one-out) training scheme, we obtain an average precision of 76.1% and recall of 70.5% over all classes and participants. We discuss the most relevant features and show that eye movement analysis is a rich and thus promising modality for activity recognition. Andreas Bulling, Jamie A. Ward, Hans-Werner Gellersen, Gerhard Tröster |
UbiComp | 3 |
| 2009 | A Comparison of Direct and Indirect Multi-touch Input for Large Surfaces
Dominik Schmidt, Florian Block, Hans-Werner Gellersen |
INTERACT (1) | 3 |
| 2009 | Projected interfaces: enabling serendipitous interaction with smart tangible objectsabstractThe Projected Interfaces architecture enables bi-directional user interaction with smart tangible objects. Smart objects function as both input and output devices simultaneously by cooperating with projector-camera systems to achieve a projected display on their surfaces. Tangible manipulation of the object and camera-based tracking allow interaction directly with the projected display. Such hybrid interfaces benefit both from the flexibility offered by the GUI and the intuitiveness of TUI. In this paper we present the theory behind how to consider interaction for projected interfaces with an architecture design and a proof of concept implementation using an augmented photograph album. David Molyneaux, Hans-Werner Gellersen |
TEI | 2 |
| 2009 | Supporting device discovery and spontaneous interaction with spatial references
Hans-Werner Gellersen, Carl Fischer, Dominique Guinard, Roswitha Gostner, Gerd Kortuem, Christian Kray, Enrico Rukzio, Sara Streng |
Pers. Ubiquitous Comput. | 1 |
| 2009 | Shake Well Before Use: Intuitive and Secure Pairing of Mobile DevicesabstractA challenge in facilitating spontaneous mobile interactions is to provide pairing methods that are both intuitive and secure. Simultaneous shaking is proposed as a novel and easy-to-use mechanism for pairing of small mobile devices. The underlying principle is to use common movement as a secret that the involved devices share for mutual authentication. We present two concrete methods, ShaVe and ShaCK, in which sensing and analysis of shaking movement is combined with cryptographic protocols for secure authentication. ShaVe is based on initial key exchange followed by exchange and comparison of sensor data for verification of key authenticity. ShaCK, in contrast, is based on matching features extracted from the sensor data to construct a cryptographic key. The classification algorithms used in our approach are shown to robustly separate simultaneous shaking of two devices from other concurrent movement of a pair of devices, with a false negative rate of under 12 percent. A user study confirms that the method is intuitive and easy to use, as users can shake devices in an arbitrary pattern. René Mayrhofer, Hans-Werner Gellersen |
IEEE Trans. Mob. Comput. | 2 |
| 2008 | Usage of spatial information for selection of co-located devicesabstractUse of spatial information to support discovery of interaction opportunities has been widely demonstrated. In this paper, we focus on the use of spatial interfaces for identification and selection of devices a mobile user encounters in their immediate environment. We contribute an experimental evaluation of two spatial interface conditions in comparison with a non-spatial condition. The two spatial interface conditions are a device list ordered by distance and an iconic map of devices as seen from the user's perspective and the non-spatial condition is an alphabetical list. Our results show an overall user preference for the iconic map over the spatial and alphabetical list. However, there was no clear preference for the spatial interfaces over the non-spatial condition with respect to user satisfaction and mental load. Roswitha Gostner, Enrico Rukzio, Hans-Werner Gellersen |
Mobile HCI | 3 |
| 2008 | VoodooSketch: extending interactive surfaces with adaptable interface palettesabstractVoodooSketch is a system that extends interactive surfaces with physical interface palettes on which users can dynamically deploy controls as shortcut to application functionality. The system provides physical 'plug and play' controls as well as support for sketching of controls, and allows controls to be associated with application functions via handwritten labels. The system uses a special digital pen, which writes 'real' ink on the palettes while functioning as a digital input device on the interactive surfaces. The palettes can be seamlessly integrated into existing applications, be appropriated by the user to suit different input requirements, and support new interaction styles across multiple surfaces, palettes and users. Florian Block, Michael Haller, Hans-Werner Gellersen, Carl Gutwin, Mark Billinghurst |
TEI | 3 |
| 2008 | A malleable physical interface for copying, pasting, and organizing digital clipsabstractWe present a system that extends a typical workstation environment with a malleable physical interface for working with digital clips. It allows users to pick digital clips, give each its own dedicated key for direct access, and combine keys dynamically on a physical surface in a way that inherently reflects the state of an extended clipboard. The system affords copying and pasting of multiple clips each directly accessible through its own key shortcut. The keys can also be dynamically re-arranged to organize clips, and taken from workstation to another to transport clips, acting simultaneously as token and as copy-paste-interface for a digital object. Florian Block, Nicolas Villar, Hans-Werner Gellersen |
TEI | 3 |
| 2008 | Spontaneous mobile device authentication based on sensor data
René Mayrhofer, Hans-Werner Gellersen |
Inf. Secur. Tech. Rep. | 2 |
| 2007 | Security by Spatial Reference: Using Relative Positioning to Authenticate Devices for Spontaneous Interaction
René Mayrhofer, Hans-Werner Gellersen, Mike Hazas |
UbiComp | 2 |
| 2007 | Cooperative Augmentation of Smart Objects with Projector-Camera Systems
David Molyneaux, Hans-Werner Gellersen, Gerd Kortuem, Bernt Schiele |
UbiComp | 2 |
| 2007 | On the Security of Ultrasound as Out-of-band ChannelabstractUltrasound has been proposed as out-of-band channel for authentication of peer devices in wireless ad hoc networks. Ultrasound can implicitly contribute to secure communication based on inherent limitations in signal propagation, and can additionally be used explicitly by peers to measure and verify their relative positions. In this paper we analyse potential attacks on an ultrasonic communication channel and peer-to-peer ultrasonic sensing, and investigate how potential attacks translate to application-level threats for peers seeking to establish a secure wireless link. Based on our analysis we propose a novel method for authentic communication of short messages over an ultrasonic channel. René Mayrhofer, Hans-Werner Gellersen |
IPDPS | 2 |
| 2007 | VoodooFlash: authoring across physical and digital formabstractDesign tools that integrate hardware and software components facilitate product design work across aspects of physical form and user interaction, but at the cost of requiring designers to work with other than their accustomed programming tools. In this paper we introduce VoodooFlash, a tool designed to build on the widespread use of Flash while facilitating design work across physical and digital components. VoodooFlash extends the existing practice of authoring interactive applications in terms of arranging components on a virtual stage, and provides a physical stage on which controls can be arranged, linked to software components, and appropriated with other physical design materials. Wolfgang Spießl, Nicolas Villar, Hans-Werner Gellersen, Albrecht Schmidt 0001 |
TEI | 3 |
| 2007 | A malleable control structure for softwired user interfacesabstractRather than existing as a computer input device with a rigid shape, a predetermined selection of controls and a fixed layout, a malleable control structure is made up of a set of controls that can be freely arranged on control areas. The structure is physically adaptable by users during operation: control areas and controls can be introduced, organized and removed to suit interaction requirements and personal preference.We present an implementation of a malleable control structure called VoodooIO. Our design contributes a novel material -- the network substrate - that can be used to transform everyday surfaces into control areas, and the concept of implementing basic control units (such as buttons, sliders or dials) as ad hoc network nodes.VoodooIO does not constitute an application interface in itself. Like any input device, it only becomes concrete as an interface component in the context of a particular application. We introduce the concept of softwiring as a collection of techniques and practices that allow users to benefit from malleable control interfaces in a number of concrete scenarios of use. Nicolas Villar, Hans-Werner Gellersen |
TEI | 2 |
| 2005 | A relative positioning system for co-located mobile devicesabstractIf a mobile computing device knows how it is positioned and oriented in relation to other devices nearby, then it can provide enhanced support for multi-device and multi-user interactions. Existing systems that provide position information to mobile computers are reliant on externally deployed infrastructure, such as beacons or sensors in the environment. We introduce the Relate system, which provides fine-grained relative position information to co-located devices on the basis of peer-to-peer sensing, thus overcoming dependence on any external infrastructure. The system is realised as a hardware/software plug-in, using ultrasound for peer-to-peer sensing, USB to interface with standard mobile devices, and data abstraction and inferencing to map sensor data to a spatial model that maintains both quantitative and qualitative relationships. We present a set of services and applications to demonstrate the utility of the system. We report experimental results on the accuracy of the relative position and orientation estimates, and other aspects of system performance. Mike Hazas, Christian Kray, Hans-Werner Gellersen, Henoc Agbota, Gerd Kortuem, Albert Krohn |
MobiSys | 3 |
| 2005 | Sensing and visualizing spatial relations of mobile devicesabstractLocation information can be used to enhance interaction with mobile devices. While many location systems require instrumentation of the environment, we present a system that allows devices to measure their spatial relations in a true peer-to-peer fashion. The system is based on custom sensor hardware implemented as USB dongle, and computes spatial relations in real-time. In extension of this system we propose a set of spatialized widgets for incorporation of spatial relations in the user interface. The use of these widgets is illustrated in a number of applications, showing how spatial relations can be employed to support and streamline interaction with mobile devices. Gerd Kortuem, Christian Kray, Hans-Werner Gellersen |
UIST | 3 |
| 2005 | Expected, sensed, and desired: A framework for designing sensing-based interactionabstractMovements of interfaces can be analyzed in terms of whether they are expected, sensed, and desired. Expected movements are those that users naturally perform; sensed are those that can be measured by a computer; and desired movements are those that are required by a given application. We show how a systematic comparison of expected, sensed, and desired movements, especially with regard to how they do not precisely overlap, can reveal potential problems with an interface and also inspire new features. We describe how this approach has been applied to the design of three interfaces: pointing flashlights at walls and posters in order to play sounds; the Augurscope II, a mobile augmented reality interface for outdoors; and the Drift Table, an item of furniture that uses load sensing to control the display of aerial photographs. We propose that this approach can help to build a bridge between the analytic and inspirational approaches to design and can help designers meet the challenges raised by a diversification of sensing technologies and interface forms, increased mobility, and an emerging focus on technologies for everyday life. Steve Benford, Holger Schnädelbach, Boriana Koleva, Rob Anastasi, Christopher Greenhalgh, Tom Rodden, Jonathan Green, Ahmed Ghali, Tony P. Pridmore, William W. Gaver, Andy Boucher 0002, Brendan Walker, Sarah Pennington, Albrecht Schmidt 0001, Hans-Werner Gellersen, Anthony Steed |
ACM Trans. Comput. Hum. Interact. | 15 |
| 2004 | Cooperative Artefacts: Assessing Real World Situations with Embedded Technology
Martin Strohbach, Hans-Werner Gellersen, Gerd Kortuem, Christian Kray |
UbiComp | 2 |
| 2003 | Using an autonomous cube for basic navigation and inputabstractThis paper presents a low-cost and practical approach to achieve basic input using a tactile cube-shaped object, augmented with a set of sensors, processor, batteries and wireless communication. The algorithm we propose combines a finite state machine model incorporating prior knowledge about the symmetrical structure of the cube, with maximum likelihood estimation using multivariate Gaussians. The claim that the presented solution is cheap, fast and requires few resources, is demonstrated by implementation in a small-sized, microcontroller-driven hardware configuration with inexpensive sensors. We conclude with a few prototyped applications that aim at characterizing how the familiar and elementary shape of the cube allows it to be used as an interaction device. Kristof Van Laerhoven, Nicolas Villar, Albrecht Schmidt 0001, Gerd Kortuem, Hans-Werner Gellersen |
ICMI | 5 |
| 2003 | Interacting with proactive public displays
Nicolas Villar, Albrecht Schmidt 0001, Gerd Kortuem, Hans-Werner Gellersen |
Comput. Graph. | 4 |
| 2003 | Selected papers of the ARCS02 conference: an introduction
Michael Beigl, Hans-Werner Gellersen, Theo Ungerer, Lars C. Wolf |
Pers. Ubiquitous Comput. | 2 |
| 2002 | Pin&Play: Networking Objects through Pins
Kristof Van Laerhoven, Albrecht Schmidt 0001, Hans-Werner Gellersen |
UbiComp | 3 |
| 2002 | Context Acquisition Based on Load Sensing
Albrecht Schmidt 0001, Martin Strohbach, Kristof Van Laerhoven, Adrian Friday, Hans-Werner Gellersen |
UbiComp | 5 |
| 2002 | Look who's visiting: supporting visitor awareness in the web
Hans-Werner Gellersen, Albrecht Schmidt 0001 |
Int. J. Hum. Comput. Stud. | 1 |
| 2002 | Multi-Sensor Context-Awareness in Mobile Devices and Smart Artifacts
Hans-Werner Gellersen, Albrecht Schmidt 0001, Michael Beigl |
Mob. Networks Appl. | 1 |
| 2001 | Smart-Its Friends: A Technique for Users to Easily Establish Connections between Smart Artefacts
Lars Erik Holmquist, Friedemann Mattern, Bernt Schiele, Petteri Alahuhta, Michael Beigl, Hans-Werner Gellersen |
UbiComp | 6 |
| 2001 | Visitor awareness in the webabstractAll in-text\treferences\tunderlined\tin\tblue\tare\tlinked\tto\tpublications\ton\tResearchGate, letting you\taccess\tand\tread\tthem\timmediately. Albrecht Schmidt 0001, Hans-Werner Gellersen |
WWW | 2 |
| 2001 | Mediacups: experience with design and use of computer-augmented everyday artefacts
Michael Beigl, Hans-Werner Gellersen, Albrecht Schmidt 0001 |
Comput. Networks | 2 |
| 2001 | Ensemble ComputingabstractThe technology space that includes ubiquitous computing, information appliances, and pervasive and situated systems is the subject of intense interest among the research community. In this article, we examine some of the principles implicit in this space and introduce the idea of "ensemble computing" to describe technologies that extend this space. Peter J. Thomas 0002, Hans-Werner Gellersen |
Int. J. Hum. Comput. Interact. | 2 |
| 2000 | Editoral
Peter J. Thomas 0002, Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 2 |
| 1999 | Recognition and reasoning in an awareness support system for generation of storyboard-like views of recent activityabstractAwareness support system are based on formal and specific context information such as location, or on video-mediated general context information such asa view into a remote office. We propose a new approach based on fusion of these different kinds of context information. In this approach we distinguish white box context, used by the awareness system for reasoning, and black box context, which can only be interpreted by humans. Our approach uses a variety of perception techniques to obtain white box context from audio and video streams. White box context is then used for further processing of context information, for instance to derive additional context. It is further used to generate a storyboard-like multimedia representation of collected and extracted context information. This storyboard provides a condensed view of recent activity to collaboration partners. Datong Chen, Hans-Werner Gellersen |
GROUP | 2 |
| 1999 | There is more to context than location
Albrecht Schmidt 0001, Michael Beigl, Hans-Werner Gellersen |
Comput. Graph. | 3 |
| 1999 | Handheld CSCW: Personal Technologies for Collaboration
Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 1 |
| 1999 | Matching Information and Ambient Media
Albrecht Schmidt 0001, Hans-Werner Gellersen, Michael Beigl |
Pers. Ubiquitous Comput. | 2 |
| 1997 | WebComposition: An Object-Oriented Support System for the Web Engineering Lifecycle
Hans-Werner Gellersen, Robert Wicke, Martin Gaedke |
Comput. Networks | 1 |
| 1995 | Software Engineering Meets Human-Computer Interaction: Integrating User Interface Design in an Object-Oriented Methodology
Hans-Werner Gellersen |
SOFSEM | 1 |