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David Dobbelstein

dblp:143/2668 · DBLP profile ↗
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11ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0003-3185-9742ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1

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
8 papers
Interaction techniques and input · 36% Haptics and multimodal interaction · 18% Wearable and physiological sensing · 15%
Network and information security
1 paper
Authentication and access control · 50% Usable security · 50%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 18 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic feedback
0.312018
Movelet: a self-actuated movable bracelet for positional haptic feedback on the user's forearm · UbiComp 2018
Interaction techniques and input › touch interaction
touch input
0.312018
Snapband: a flexible multi-location touch input band · UbiComp 2018
Haptics and multimodal interaction
wearable haptic device
0.312018
Movelet: a self-actuated movable bracelet for positional haptic feedback on the user's forearm · UbiComp 2018
User interface design and tools › display technology
near-eye display
0.322015
Loupe: a handheld near-eye display · UIST 2014
Glass Unlock: Enhancing Security of Smartphone Unlocking through Leveraging a Private Near-eye Display · CHI 2015
Interaction techniques and input
touch interaction
0.212016
FaceTouch: Enabling Touch Interaction in Display Fixed UIs for Mobile Virtual Reality · UIST 2016
Immersive interaction
head-mounted display
0.212015
Belt: An Unobtrusive Touch Input Device for Head-worn Displays · CHI 2015
Ubiquitous computing and smart environments › indoor mapping
spatial mapping
0.212015
Belt: An Unobtrusive Touch Input Device for Head-worn Displays · CHI 2015
Usable security
shoulder surfing resistance
0.212015
Glass Unlock: Enhancing Security of Smartphone Unlocking through Leveraging a Private Near-eye Display · CHI 2015
Authentication and access control › mobile authentication
smartphone unlocking
0.212015
Glass Unlock: Enhancing Security of Smartphone Unlocking through Leveraging a Private Near-eye Display · CHI 2015
Virtual and augmented reality › augmented reality display
head-up display
0.212014
Loupe: a handheld near-eye display · UIST 2014
Ubiquitous computing and smart environments › pervasive displays
ambient display
0.212014
Pervasive information through constant personal projection: the ambient mobile pervasive display (AMP-D) · CHI 2014
Interaction techniques and input
gesture input
0.212014
Pervasive information through constant personal projection: the ambient mobile pervasive display (AMP-D) · CHI 2014
Interaction techniques and input › surface computing
tabletop interaction
0.212014
SurfacePhone: a mobile projection device for single- and multiuser everywhere tabletop interaction · CHI 2014
Interaction techniques and input
touch and gesture input
0.212014
SurfacePhone: a mobile projection device for single- and multiuser everywhere tabletop interaction · CHI 2014
Wearable and physiological sensing › wearable display
wearable projector
0.212014
Pervasive information through constant personal projection: the ambient mobile pervasive display (AMP-D) · CHI 2014
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.112018
Movelet: a self-actuated movable bracelet for positional haptic feedback on the user's forearm · UbiComp 2018
Interaction techniques and input › mobile interaction › wearable device interaction
on-body interaction
0.112018
Snapband: a flexible multi-location touch input band · UbiComp 2018
Virtual and augmented reality › virtual reality
mobile virtual reality
0.112016
FaceTouch: Enabling Touch Interaction in Display Fixed UIs for Mobile Virtual Reality · UIST 2016

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

user study · 1.8hardware implementation · 0.6prototype design · 0.3qualitative user study · 0.2prototype · 0.2concept prototype · 0.2
YearPublicationVenuePosition
2020 VR Simulation of Novel Hands-Free Interaction Concepts for Surgical Robotic Visualization Systems
Fang You, Rutvik Khakhar, Thomas Picht, David Dobbelstein
MICCAI (3)4
2018 Snapband: a flexible multi-location touch input band
abstract
The form factors of current wearable devices are designed and limited to be worn at specifically defined on-body locations (such as the wrist), which can limit the interaction capabilities based on physical constraints in body movement and positioning. We investigate the design of a multi-functional wearable input device that can be worn at various locations on the body and may as well get mounted onto objects in the environment. This allows users to adjust the device's location to different affordances of varying situations and use cases. We present a SnapBand as such a multi-location touch input device that can be quickly snapped to different locations.
David Dobbelstein, Tobias Arnold, Enrico Rukzio
UbiComp1
2018 Movelet: a self-actuated movable bracelet for positional haptic feedback on the user's forearm
abstract
We present Movelet, a self-actuated bracelet that can move along the user's forearm to convey feedback via its movement and positioning. In contrast to other eyes-free modalities such as vibro-tactile feedback, that only works momentarily, Movelet is able to provide sustained feedback via its spatial position on the forearm, in addition to momentary feedback by movement. This allows to continuously inform the user about the changing state of information utilizing their haptic perception. In a user study using the Movelet prototype, we found that users can blindly estimate the device's position on the forearm with an average deviation of 1.20cm to the actual position and estimate the length of a movemement with an average deviation of 1.44cm. This shows the applicability of position-based feedback using haptic perception.
David Dobbelstein, Evgeny Stemasov, Daniel Besserer, Irina Stenske, Enrico Rukzio
UbiComp1
2016 Reducing in-vehicle interaction complexity: gaze-based mapping of a rotary knob to multiple interfaces
abstract
We present a gaze-based interaction approach that maps a single rotary control knob to multiple interfaces in the car using the user's gaze to determine the respective interaction context. By this, the complexity of physical interfaces (e.g. number of buttons) can be reduced and abstracted to a single remaining physical control interface located at the steering wheel to allow for interaction that doesn't require drivers to take their hands off the steering wheel. We implemented a prototype that uses multiple eye-trackers in a driving simulator to explore the concept of gaze mapping.
David Dobbelstein, Marcel Walch, Andreas Köll, Ömer Sahin, Tamino Hartmann, Enrico Rukzio
MUM1
2016 FaceTouch: Enabling Touch Interaction in Display Fixed UIs for Mobile Virtual Reality
abstract
We present FaceTouch, a novel interaction concept for mobile Virtual Reality (VR) head-mounted displays (HMDs) that leverages the backside as a touch-sensitive surface. With FaceTouch, the user can point at and select virtual content inside their field-of-view by touching the corresponding location at the backside of the HMD utilizing their sense of proprioception. This allows for rich interaction (e.g. gestures) in mobile and nomadic scenarios without having to carry additional accessories (e.g. a gamepad). We built a prototype of FaceTouch and conducted two user studies. In the first study we measured the precision of FaceTouch in a display-fixed target selection task using three different selection techniques showing a low error rate of 2% indicate the viability for everyday usage. To asses the impact of different mounting positions on the user performance we conducted a second study. We compared three mounting positions of the touchpad (face, hand and side) showing that mounting the touchpad at the back of the HMD resulted in a significantly lower error rate, lower selection time and higher usability. Finally, we present interaction techniques and three example applications that explore the FaceTouch design space.
Jan Gugenheimer, David Dobbelstein, Christian Winkler 0001, Gabriel Haas 0001, Enrico Rukzio
UIST2
2015 Belt: An Unobtrusive Touch Input Device for Head-worn Displays
abstract
Belt is a novel unobtrusive input device for wearable displays that incorporates a touch surface encircling the user's hip. The wide input space is leveraged for a horizontal spatial mapping of quickly accessible information and applications. We discuss social implications and interaction capabilities for unobtrusive touch input and present our hardware implementation and a set of applications that benefit from the quick access time. In a qualitative user study with 14 participants we found out that for short interactions (2-4 seconds), most of the surface area is considered as appropriate input space, while for longer interactions (up to 10 seconds), the front areas above the trouser pockets are preferred.
David Dobbelstein, Philipp Hock, Enrico Rukzio
CHI1
2015 Glass Unlock: Enhancing Security of Smartphone Unlocking through Leveraging a Private Near-eye Display
abstract
This paper presents Glass Unlock, a novel concept using smart glasses for smartphone unlocking, which is theoretically secure against smudge attacks, shoulder-surfing, and camera attacks. By introducing an additional temporary secret like the layout of digits that is only shown on the private near-eye display, attackers cannot make sense of the observed input on the almost empty phone screen. We report a user study with three alternative input methods and compare them to current state-of-the-art systems. Our findings show that Glass Unlock only moderately increases authentication times and that users favor the input method yielding the slowest input times as it avoids focus switches between displays.
Christian Winkler 0001, Jan Gugenheimer, Alexander De Luca, Gabriel Haas 0001, Philipp Speidel, David Dobbelstein, Enrico Rukzio
CHI6
2014 SurfacePhone: a mobile projection device for single- and multiuser everywhere tabletop interaction
abstract
To maintain a mobile form factor, the screen real estate of a mobile device canIn this paper we present SurfacePhone; a novel configuration of a projector phone which aligns the projector to project onto a physical surface to allow tabletop-like interaction in a mobile setup. The projection is created behind the upright standing phone and is touch and gesture-enabled. Multiple projections can be merged to create shared spaces for multi-user collaboration. We investigate this new setup, starting with the concept that we evaluated with a concept prototype. Furthermore we present our technical prototype, a mobile phone case with integrated projector that allows for the aforementioned interaction. We discuss its technical requirements and evaluate the accuracy of interaction in a second user study. We conclude with lessons learned and design guidelines.
Christian Winkler 0001, Markus Löchtefeld, David Dobbelstein, Antonio Krüger, Enrico Rukzio
CHI3
2014 Pervasive information through constant personal projection: the ambient mobile pervasive display (AMP-D)
abstract
The vision of pervasive ambient information displays which show relevant information has not yet come true. One of the main reasons is the limited number of available displays in the environment which is a fundamental requirement of the original vision. We introduce the concept of an Ambient Mobile Pervasive Display AMP-D which is a wearable projector system that constantly projects an ambient information display in front of the user. The floor display provides serendipitous access to public and personal information. The display is combined with a projected display on the user's hand, forming a continuous interaction space that is controlled by hand gestures. The paper introduces this novel device concept, discusses its interaction design, and explores its advantages through various implemented application examples. Furthermore, we present the AMP-D prototype which illustrates the involved challenges concerning hardware, sensing, and visualization.
Christian Winkler 0001, Julian Seifert, David Dobbelstein, Enrico Rukzio
CHI3
2014 Loupe: a handheld near-eye display
abstract
Loupe is a novel interactive device with a near-eye virtual display similar to head-up display glasses that retains a handheld form factor. We present our hardware implementation and discuss our user interface that leverages Loupe's unique combination of properties. In particular, we present our input capabilities, spatial metaphor, opportunities for using the round aspect of Loupe, and our use of focal depth. We demonstrate how those capabilities come together in an example application designed to allow quick access to information feeds.
Kent Lyons, Seung Wook Kim 0004, Shigeyuki Seko, David H. Nguyen, Audrey Desjardins, Mélodie Vidal, David Dobbelstein, Jeremy Rubin
UIST7
2014 From the private into the public: privacy-respecting mobile interaction techniques for sharing data on surfaces
Julian Seifert, David Dobbelstein, Dominik Schmidt, Paul Holleis, Enrico Rukzio
Pers. Ubiquitous Comput.2