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Hannes Baumann

dblp:17/7552 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0003-4714-3722ORCID · reported

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-authorSystems, architecture and hardware · 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
1 paper
Usability and user experience research · 39% Immersive interaction · 30% Ubiquitous computing and smart environments · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
head-mounted display
0.112010
An empirical task analysis of warehouse order picking using head-mounted displays · CHI 2010
Ubiquitous computing and smart environments › workplace technology
order picking
0.112010
An empirical task analysis of warehouse order picking using head-mounted displays · CHI 2010
Usability and user experience research › user assistance
task guidance
0.112010
An empirical task analysis of warehouse order picking using head-mounted displays · CHI 2010
Usability and user experience research
task analysis
0.012010
An empirical task analysis of warehouse order picking using head-mounted displays · CHI 2010

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

within-subjects experiment · 0.1task analysis · 0.1
YearPublicationVenuePosition
2019 A Distributed Architecture for Modular and Dynamic Augmented Reality Processes
abstract
To fulfill the promises of Augmented Reality (AR) in the manufacturing and maintenance industry, the development of AR application has to become faster, simpler and cheaper. Since typical AR applications make use of basic functionality like reading markers and displaying simple overlays, a clever combination of such basic building blocks would ease the development of complex AR applications. In this paper, we present a distributed architecture for creating and managing basic AR services, e.g. for information management, user interaction, and documentation. This way, complex AR processes can be orchestrated from those services for being used in different application domains.
Tobias Küster, Jörg Stöcklein, Daniel Röltgen, Martin Trinoga, Nils Masuch, Johannes Fähndrich, Gudrun Tschirner-Vinke, Jan Taschner, Markus Specker, Hendrik Iben, Hannes Baumann, Falko Schmid
INDIN11
2019 Gamification in health apps to increase physical activity within families
abstract
Health benefits of physical activity (PA) can be gained if the WHO recommendation for PA are fulfilled regularly. Within families, children are influenced by their social environment. Parents exert a high influence on the health of the family through their own PA behavior and role model function. Due to digitization, new access to PA is possible. These are primarily addressed to the individual by a large number of apps, however these apps do not consider families sufficiently. The aims of this study were to identify the PA and interests for digital components for health promotion, e.g. gamification, of key persons of the health promotion process within families in order to conduct targeted app interventions. 1008 adult family members were recruited for an online survey. The results show that 80.2 % of respondents do not fulfill WHO criteria for PA. Nevertheless, they want to increase their PA, e.g. with endurance and mobility interventions. Outdoor activities are also targeted, whereas institutional sports facilities seem unsuitable for these families. Interestingly, existing gamification elements in an app are of no interest to those respondents who do not meet the WHO criteria. In summary, this study identifies the activity status of parents, shows desirable movement goals in the family and the limits of a health app that can be found in the motivation component, gamification. In order to increase PA, the expansion of health competencies must be focused on and linked with new elements in order to motivational inspire even inactive persons for PA.
Charlotte Meixner, Hannes Baumann, Annika Fenger, Bettina Wollesen
WiMob2
2011 Evaluation of graphical user-interfaces for order picking using head-mounted displays
abstract
Order picking is the process of collecting items from an assortment in inventory. It represents one of the main activities performed in warehouses and accounts for about 60% of the total operational costs of a warehouse. In previous work, we demonstrated the advantages of a head-mounted display (HMD) based picking chart over a traditional text-based pick list, a paper-based graphical pick chart, and a mobile pick-by-voice system. Here we perform two user studies that suggest that adding color cues and context sensing via a laser rangefinder improves picking accuracy with the HMD system. We also examine other variants of the pick chart, such as adding symbols, textual identifiers, images, and descriptions and their effect on accuracy, speed, and subjective usability.
Hannes Baumann, Thad Starner, Hendrik Iben, Anna Lewandowski, Patrick Zschaler
ICMI1
2010 An empirical task analysis of warehouse order picking using head-mounted displays
abstract
Evaluations of task guidance systems often focus on evaluations of new technologies rather than comparing the nuances of interaction across the various systems. One common domain for task guidance systems is warehouse order picking. We present a method involving an easily reproducible ecologically motivated order picking environment for quantitative user studies designed to reveal differences in interactions. Using this environment, we perform a 12 participant within-subjects experiment demonstrating the advantages of a head-mounted display based picking chart over a traditional text-based pick list, a paper-based graphical pick chart, and a mobile pick-by-voice system. The test environment proved sufficiently sensitive, showing statistically significant results along several metrics with the head-mounted display system performing the best. We also provide a detailed analysis of the strategies adopted by our participants.
Kimberly Weaver, Hannes Baumann, Thad Starner, Hendrik Iben, Michael Lawo
CHI2
2009 Visual based picking supported by context awareness: comparing picking performance using paper-based lists versus lists presented on a head mounted display with contextual support
abstract
Warehouse picking is a traditional part of assembly and inventory control, and several commercial wearable computers address this market. However, head mounted displays (HMDs) are not yet used in these company's products. We present a 16 person user study that compares the efficiency and perceived workload of paper picking lists versus a HMD system aided by contextual cueing. With practice, users of the HMD system made significantly faster picks and made less mistakes related to missing or additional picked items overall.
Hendrik Iben, Hannes Baumann, Carmen Ruthenbeck, Tobias Klug
ICMI2