Demo Data from SIGIR 2026 / reviewers in the wild / expert
Marius Knaust
dblp:128/9303
· DBLP profile ↗
5ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
4 papers |
Interaction techniques and input · 57% Games and playful interaction · 30% Ubiquitous computing and smart environments · 13% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Hardware accelerators and domain-specific architectures · 50% Reconfigurable computing and FPGAs · 50% | |
| Network and information security
2 papers |
Biometric security · 50% Authentication and access control · 50% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Bioinformatics and computational biology · 100% |
Topics — the 12 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Hardware accelerators and domain-specific architectures › bioinformatics accelerator
genome sequence analysis accelerator |
0.6 | 1 | 2022 | Co-Design for Energy Efficient and Fast Genomic Search: Interleaved Bloom Filter on FPGA · FPGA 2022 |
Interaction techniques and input › input sensing › touch sensing
capacitive touch sensing |
0.2 | 1 | 2015 | Bodyprint: Biometric User Identification on Mobile Devices Using the Capacitive Touchscreen to Scan Body Parts · CHI 2015 |
Interaction techniques and input › touch interaction
touch input |
0.2 | 1 | 2015 | Bodyprint: Biometric User Identification on Mobile Devices Using the Capacitive Touchscreen to Scan Body Parts · CHI 2015 |
Biometric security
biometric authentication |
0.2 | 1 | 2015 | Bodyprint: Biometric User Identification on Mobile Devices Using the Capacitive Touchscreen to Scan Body Parts · CHI 2015 |
Authentication and access control
continuous authentication |
0.2 | 1 | 2015 | Biometric Touch Sensing: Seamlessly Augmenting Each Touch with Continuous Authentication · UIST 2015 |
Bioinformatics and computational biology
sequence analysis |
0.2 | 1 | 2022 | Co-Design for Energy Efficient and Fast Genomic Search: Interleaved Bloom Filter on FPGA · FPGA 2022 |
Games and playful interaction
exergames |
0.2 | 1 | 2013 | Imaginary reality gaming: ball games without a ball · UIST 2013 |
Interaction techniques and input › input sensing › tracking
pose tracking |
0.2 | 1 | 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floor · CHI 2013 |
Ubiquitous computing and smart environments › ambient intelligence
smart rooms |
0.2 | 1 | 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floor · CHI 2013 |
Interaction techniques and input
touch interaction |
0.1 | 1 | 2015 | Biometric Touch Sensing: Seamlessly Augmenting Each Touch with Continuous Authentication · UIST 2015 |
Interaction techniques and input › input sensing
touch sensing |
0.1 | 1 | 2015 | Biometric Touch Sensing: Seamlessly Augmenting Each Touch with Continuous Authentication · UIST 2015 |
Games and playful interaction › extended reality games
augmented reality games |
0.0 | 1 | 2013 | Imaginary reality gaming: ball games without a ball · UIST 2013 |
Methods — techniques the papers use, named apart from their topics
shared virtual memory · 1.1bitwise parallelization · 1.1OpenCL · 1.1impedance sensing · 0.4evaluation · 0.4capacitive sensing · 0.4body-coupled signal transmission · 0.4trajectory evaluation · 0.2system design · 0.2prototype · 0.2physics simulation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Co-Design for Energy Efficient and Fast Genomic Search: Interleaved Bloom Filter on FPGAabstractNext-Generation Sequencing technologies generate a vast and exponentially increasing amount of sequence data. The Interleaved Bloom Filter (IBF) is a novel indexing data structure which is state-of-the-art for distributing approximate queries with an in-memory data structure. With it, a main task of sequence analysis pipelines, (approximately) searching large reference data sets for sequencing reads or short sequence patterns like genes, can be significantly accelerated. To meet performance and energy-efficiency requirements, we chose a co-design approach of the IBF data structure on the FPGA platform. Further, our OpenCL-based implementation allows a seamless integration into the widely used SeqAn C++ library for biological sequence analysis. Our algorithmic design and optimization strategy takes advantage of FPGA-specific features like shift register and the parallelization potential of many bitwise operations. We designed a well-chosen schema to partition data across the different memory domains on the FPGA platform using the Shared Virtual Memory concept. We can demonstrate significant improvements in energy efficiency of up to 19 times and in performance of up to 5.6 times, respectively, compared to a well-tuned, multithreaded CPU reference. Marius Knaust, Enrico Seiler, Knut Reinert, Thomas Steinke 0001 |
FPGA | 1 |
| 2015 | Bodyprint: Biometric User Identification on Mobile Devices Using the Capacitive Touchscreen to Scan Body PartsabstractRecent mobile phones integrate fingerprint scanners to authenticate users biometrically and replace passwords, making authentication more convenient for users. However, due to their cost, capacitive fingerprint scanners have been limited to top-of-the-line phones, a result of the required resolution and quality of the sensor. We present Bodyprint, a biometric authentication system that detects users' biometric features using the same type of capacitive sensing, but uses the touchscreen as the image sensor instead. While the input resolution of a touchscreen is ~6 dpi, the surface area is larger, allowing the touch sensor to scan users' body parts, such as ears, fingers, fists, and palms by pressing them against the display. Bodyprint compensates for the low input resolution with an increased false rejection rate, but does not compromise on authentication precision: In our evaluation with 12 participants, Bodyprint classified body parts with 99.98% accuracy and identifies users with 99.52% accuracy with a retry likelihood of 26.82% to prevent false positives, thereby bringing reliable biometric user authentication to a vast number of commodity devices. Christian Holz 0001, Senaka Buthpitiya, Marius Knaust |
CHI | 3 |
| 2015 | Biometric Touch Sensing: Seamlessly Augmenting Each Touch with Continuous AuthenticationabstractCurrent touch devices separate user authentication from regular interaction, for example by displaying modal login screens before device usage or prompting for in-app passwords, which interrupts the interaction flow. We propose biometric touch sensing, a new approach to representing touch events that enables commodity devices to seamlessly integrate authentication into interaction: From each touch, the touchscreen senses the 2D input coordinates and at the same time obtains biometric features that identify the user. Our approach makes authentication during interaction transparent to the user, yet ensures secure interaction at all times. To implement this on today's devices, our watch prototype Bioamp senses the impedance profile of the user's wrist and modulates a signal onto the user's body through skin using a periodic electric signal. This signal affects the capacitive values touchscreens measure upon touch, allowing devices to identify users on each touch. We integrate our approach into Windows 8 and discuss and demonstrate it in the context of various use cases, including access permissions and protecting private screen contents on personal and shared devices. Christian Holz 0001, Marius Knaust |
UIST | 2 |
| 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floorabstractWe explore how to track people and furniture based on a high-resolution pressure-sensitive floor. Gravity pushes people and objects against the floor, causing them to leave imprints of pressure distributions across the surface. While the sensor is limited to sensing direct contact with the surface, we can sometimes conclude what takes place above the surface, such as users' poses or collisions with virtual objects. We demonstrate how to extend the range of this approach by sensing through passive furniture that propagates pressure to the floor. To explore our approach, we have created an 8 m2 back-projected floor prototype, termed GravitySpace, a set of passive touch-sensitive furniture, as well as algorithms for identifying users, furniture, and poses. Pressure-based sensing on the floor offers four potential benefits over camera-based solutions: (1) it provides consistent coverage of rooms wall-to-wall, (2) is less susceptible to occlusion between users, (3) allows for the use of simpler recognition algorithms, and (4) intrudes less on users' privacy. Alan Bränzel, Christian Holz 0001, Daniel Hoffmann, Dominik Schmidt, Marius Knaust, Patrick Lühne, René Meusel, Stephan Richter 0003, Patrick Baudisch |
CHI | 5 |
| 2013 | Imaginary reality gaming: ball games without a ballabstractWe present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play. Patrick Baudisch, Henning Pohl, Stefanie Reinicke, Emilia Wittmers, Patrick Lühne, Marius Knaust, Sven Köhler 0004, Christian Holz 0001 |
UIST | 6 |