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  • Klinkhammer, Daniel; Mateescu, Magdalena; Zahn, Carmen; Reiterer, Harald (2018): Mine, Yours, Ours : Coordination through Workspace Arrangements and Territoriality in Tabletop Interaction Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia : MUM 2018. New York, NY: ACM Press, 2018, pp. 171-182. ISBN 978-1-4503-6594-9. Available under: doi: 10.1145/3282894.3282902

    Mine, Yours, Ours : Coordination through Workspace Arrangements and Territoriality in Tabletop Interaction

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    Previous research shows that territories help people coordinate their task and social interaction at large interactive tabletops. However, little is known about the interplay between territorially and the reorientation of digital objects and their influence on task performance. In this paper, we advance the hypothesis that territories are states of spatial arrangements continually changing during the collaborative activity and seek to better understand their role as a main mechanism in coordinating group activities. We report results from an explorative tabletop study that compares two types of technical settings workspaces supporting a brainstorming task. Our results show evidence of different territorial strategies dependent on the two conditions. We discuss the role of territoriality and orientation of digital notes as a mechanism for coordinating group activity and their influence on task performance and outcome. Finally, we present design recommendations derived from our findings.

  • Skowronski, Moritz; Klinkhammer, Daniel; Reiterer, Harald (2018): Argus Vision : A Tracking Tool for Exhibition Designers DACHSELT, Raimund, ed., Gerhard WEBER, ed.. Mensch und Computer 2018 : Tagungsband. Bonn: Gesellschaft für Informatik e.V, 2018, pp. 33-42. Available under: doi: 10.18420/muc2018-mci-0291

    Projekt : Lehrprojekt Blended Museum, Badisches Landesmuseum

    Argus Vision : A Tracking Tool for Exhibition Designers

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    Contemporary exhibitions are increasingly staged using extensive and often interactive media. To create such exhibitions, exhibition design companies employ professionals from a wide range of different disciplines. The support of interdisciplinary exhibition designers in the design process is one goal of research in Human-Computer Interaction. This includes the deployment of Do-It-Yourself (DIY) Tools that enable professionals from all disciplines involved to design and create interactive media themselves. In this paper, we will present Argus Vision, a DIY Tool, which allows exhibition designers the use of camera-tracking to rapidly prototype and develop immersive exhibitions and interactive installations. We successfully used Argus Vision in an exhibition as well as in a proof-of-concept study in our lab. Additionally, we conducted expert interviews with exhibition designers, investigating its usefulness for them.

  • Butscher, Simon; Hubenschmid, Sebastian; Müller, Jens; Fuchs, Johannes; Reiterer, Harald (2018): Clusters, Trends, and Outliers : How Immersive Technologies Can Facilitate the Collaborative Analysis of Multidimensional Data Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM Press, 2018, 90. ISBN 978-1-4503-5620-6. Available under: doi: 10.1145/3173574.3173664

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    Clusters, Trends, and Outliers : How Immersive Technologies Can Facilitate the Collaborative Analysis of Multidimensional Data

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    Immersive technologies such as augmented reality devices are opening up a new design space for the visual analysis of data. This paper studies the potential of an augmented reality environment for the purpose of collaborative analysis of multidimensional, abstract data. We present ART, a collaborative analysis tool to visualize multidimensional data in augmented reality using an interactive, 3D parallel coordinates visualization. The visualization is anchored to a touch-sensitive tabletop, benefiting from well-established interaction techniques. The results of group-based, expert walkthroughs show that ART can facilitate immersion in the data, a fluid analysis process, and collaboration. Based on the results, we provide a set of guidelines and discuss future research areas to foster the development of immersive technologies as tools for the collaborative analysis of multidimensional data.

  • Babic, Teo; Reiterer, Harald; Haller, Michael (2018): Pocket6 : A 6DoF Controller Based On A Simple Smartphone Application Proceedings of the Symposium on Spatial User Interaction : SUI '18. New York, NY: ACM Press, 2018, pp. 2-10. ISBN 978-1-4503-5708-1. Available under: doi: 10.1145/3267782.3267785

    Pocket6 : A 6DoF Controller Based On A Simple Smartphone Application

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    We propose, implement and evaluate the use of a smartphone application for real-time six-degrees-of-freedom user input. We show that our app-based approach achieves high accuracy and goes head-to-head with expensive externally tracked controllers. The strength of our application is that it is simple to implement and is highly accessible --- requiring only an off-the-shelf smartphone, without any external trackers, markers, or wearables. Due to its inside-out tracking and its automatic remapping algorithm, users can comfortably perform subtle 3D inputs everywhere (world-scale), without any spatial or postural limitations. For example, they can interact while standing, sitting or while having their hands down by their sides. Finally, we also show its use in a wide range of applications for 2D and 3D object manipulation, thereby demonstrating its suitability for diverse real-world scenarios.

  • Clustering with Temporal Constraints on Spatio-Temporal Data of Human Mobility

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    Extracting significant places or places of interest (POIs) using individuals’ spatio-temporal data is of fundamental importance for human mobility analysis. Classical clustering methods have been used in prior work for detecting POIs, but without considering temporal constraints. Usually, the involved parameters for clustering are difficult to determine, e.g., the optimal cluster number in hierarchical clustering. Currently, researchers either choose heuristic values or use spatial distance-based optimization to determine an appropriate parameter set. We argue that existing research does not optimally address temporal information and thus leaves much room for improvement. Considering temporal constraints in human mobility, we introduce an effective clustering approach – namely POI clustering with temporal constraints (PC-TC) – to extract POIs from spatio-temporal data of human mobility. Following human mobility nature in modern society, our approach aims to extract both global POIs (e.g., workplace or university) and local POIs (e.g., library, lab, and canteen). Based on two publicly available datasets including 193 individuals, our evaluation results show that PC-TC has much potential for next place prediction in terms of granularity (i.e., the number of extracted POIs) and predictability.

  • Zagermann, Johannes; Pfeil, Ulrike; Reiterer, Harald (2018): Studying Eye Movements as a Basis for Measuring Cognitive Load Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM Press, 2018, LBW095. ISBN 978-1-4503-5621-3. Available under: doi: 10.1145/3170427.3188628

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Studying Eye Movements as a Basis for Measuring Cognitive Load

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    Users' cognitive load while interacting with a system is a valuable metric for evaluations in HCI. We encourage the analysis of eye movements as an unobtrusive and widely available way to measure cognitive load. In this paper, we report initial findings from a user study with 26 participants working on three visual search tasks that represent different levels of difficulty. Also, we linearly increased the cognitive demand while solving the tasks. This allowed us to analyze the reaction of individual eye movements to different levels of task difficulty. Our results show how pupil dilation, blink rate, and the number of fixations and saccades per second individually react to changes in cognitive activity. We discuss how these measurements could be combined in future work to allow for a comprehensive investigation of cognitive load in interactive settings.

  • Lundqvist, Caroline; Klinkhammer, Daniel; Halskov, Kim; Feyer, Stefan P.; Olesen, Jeanette Falk; Inie, Nanna; Reiterer, Harald; Dalsgaard, Peter (2018): Physical, digital, and hybrid setups supporting card-based collaborative design ideation Proceedings of the 10th Nordic Conference on Human-Computer Interaction : NordiCHI '18. New York, NY: ACM Press, 2018, pp. 260-272. ISBN 978-1-4503-6437-9. Available under: doi: 10.1145/3240167.3240177

    Physical, digital, and hybrid setups supporting card-based collaborative design ideation

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    Physical tools and materials like pen, paper, sticky-notes, and whiteboards are commonly used in collaborative creative design processes, whereas digital tools play a more marginal role. But what are the benefits and drawbacks of physical, digital, and hybrid physical-digital setups when it comes to supporting collaborative ideation? To answer this question, we present a study and analysis of three different implementations of a well-established collaborative ideation technique called Inspiration Card Workshop, with physical, digital, and hybrid setups. Each setup is a controlled experiment with three different groups of designers. We analyse the setups in terms of how they support five key aspects of collaborative design. Based on our insights, we present implications for future use of digital tools to support card-based collaborative design ideation, in which we argue for a technically lightweight hybrid workflow setup that builds on well-proven physical and digital components.

  • Houben, Steven; Marquardt, Nicolai; Vermeulen, Jo; Klokmose, Clemens; Schöning, Johannes; Reiterer, Harald; Holz, Christian (2017): Opportunities and challenges for cross-device interactions in the wild interactions. 2017, 24(5), pp. 58-63. ISSN 1072-5520. eISSN 1558-3449. Available under: doi: 10.1145/3121348

    Opportunities and challenges for cross-device interactions in the wild

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    dc.title:


    dc.contributor.author: Houben, Steven; Marquardt, Nicolai; Vermeulen, Jo; Klokmose, Clemens; Schöning, Johannes; Holz, Christian

  • Butscher, Simon; Dürr, Maximilian; Reiterer, Harald (2017): InformationSense : Trade-offs for the Design and the Implementation of a Large Highly Deformable Cloth Display Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. 2017, 1(2), 7. eISSN 2474-9567. Available under: doi: 10.1145/3090053

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    InformationSense : Trade-offs for the Design and the Implementation of a Large Highly Deformable Cloth Display

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    Deformable displays can provide two major benefits compared to rigid displays: Objects of different shapes and deformabilities, situated in our physical environment, can be equipped with deformable displays, and users can benefit from their pre-existing knowledge about the interaction with physical objects when interacting with deformable displays. In this article we present InformationSense, a large, highly deformable cloth display. The article contributes to two research areas in the context of deformable displays: It presents an approach for the tracking of large, highly deformable surfaces, and it presents one of the first UX analyses of cloth displays that will help with the design of future interaction techniques for this kind of display. The comparison of InformationSense with a rigid display interface unveiled the trade-off that while users are able to interact with InformationSense more naturally and significantly preferred InformationSense in terms of joy of use, they preferred the rigid display interfaces in terms of efficiency. This suggests that deformable displays are already suitable if high hedonic qualities are important but need to be enhanced with additional digital power if high pragmatic qualities are required.

  • Jäckle, Dominik; Stoffel, Florian; Mittelstädt, Sebastian; Keim, Daniel A.; Reiterer, Harald (2017): Interpretation of Dimensionally-reduced Crime Data : A Study with Untrained Domain Experts Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications. Setúbal, Portugal: SCITEPRESS, 2017, pp. 164-175. ISBN 978-989-758-228-8. Available under: doi: 10.5220/0006265101640175

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Interpretation of Dimensionally-reduced Crime Data : A Study with Untrained Domain Experts

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    Dimensionality reduction (DR) techniques aim to reduce the amount of considered dimensions, yet preserving as much information as possible. According to many visualization researchers, DR results lack interpretability, in particular for domain experts not familiar with machine learning or advanced statistics. Thus, interactive visual methods have been extensively researched for their ability to improve transparency and ease the interpretation of results. However, these methods have primarily been evaluated using case studies and interviews with experts trained in DR. In this paper, we describe a phenomenological analysis investigating if researchers with no or only limited training in machine learning or advanced statistics can interpret the depiction of a data projection and what their incentives are during interaction. We, therefore, developed an interactive system for DR, which unifies mixed data types as they appear in real-world data. Based on this system, we provided data analys ts of a Law Enforcement Agency (LEA) with dimensionally-reduced crime data and let them explore and analyze domain-relevant tasks without providing further conceptual information. Results of our study reveal that these untrained experts encounter few difficulties in interpreting the results and drawing conclusions given a domain relevant use case and their experience. We further discuss the results based on collected informal feedback and observations.

  • Feuchtner, Tiare; Müller, Jörg (2017): Extending the Body for Interaction with Reality CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2017, pp. 5145-5157. ISBN 978-1-4503-4655-9. Available under: doi: 10.1145/3025453.3025689

    Extending the Body for Interaction with Reality

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    In this paper, we explore how users can control remote devices with a virtual long arm, while preserving the perception that the artificial arm is actually part of their own body. Instead of using pointing, speech, or a remote control, the users' arm is extended in augmented reality, allowing access to devices that are out of reach. Thus, we allow users to directly manipulate real-world objects from a distance using their bare hands. A core difficulty we focus on is how to maintain ownership for the unnaturally long virtual arm, which is the strong feeling that one's limbs are actually part of the own body. Fortunately, what the human brain experiences as being part of the own body is very malleable and we find that during interaction the user's virtual arm can be stretched to more than twice its real length, without breaking the user's sense of ownership for the virtual limb.

  • Müller, Jens; Rädle, Roman; Reiterer, Harald (2017): Remote Collaboration With Mixed Reality Displays : How Shared Virtual Landmarks Facilitate Spatial Referencing MARK, Gloria, ed. and others. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17. New York, USA: ACM Press, 2017, pp. 6481-6486. ISBN 978-1-4503-4655-9. Available under: doi: 10.1145/3025453.3025717

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    Remote Collaboration With Mixed Reality Displays : How Shared Virtual Landmarks Facilitate Spatial Referencing

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    HCI research has demonstrated Mixed Reality (MR) as being beneficial for co-located collaborative work. For remote collaboration, however, the collaborators' visual contexts do not coincide due to their individual physical environments. The problem becomes apparent when collaborators refer to physical landmarks in their individual environments to guide each other's attention. In an experimental study with 16 dyads, we investigated how the provisioning of shared virtual landmarks (SVLs) influences communication behavior and user experience. A quantitative analysis revealed that participants used significantly less ambiguous spatial expressions and reported an improved user experience when SVLs were provided. Based on these findings and a qualitative video analysis we provide implications for the design of MRs to facilitate remote collaboration.

  • Klinkhammer, Daniel; Reiterer, Harald (2017): Blended Museum EIBL, Maximilian, ed., Martin GAEDKE, ed.. 47. Jahrestagung der Gesellschaft für Informatik : Informatik 2017. Bonn: Gesellschaft für Informatik, 2017, pp. 553-565. GI-Edition : Proceedings, Lecture Notes in Informatics. 275. ISSN 1617-5468. ISBN 978-3-88579-669-5. Available under: doi: 10.18420/in2017_51

    Projekt : Lehrprojekt Blended Museum, Badisches Landesmuseum

    Blended Museum

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    Innerhalb der Bildungsinstitution Museum entstehen durch den Einsatz von Informations- und Kommunikationstechnologien (IuK) neue Möglichkeiten der Informationsvermittlung. Im Blended Museum wird versucht, virtuelle und reale Präsentationsformen miteinander zu vermischen. Dies ermöglicht hybride Vermittlungsstrategien, die neue und vor allem vielfältigere Besuchererfahrungen erlauben, als dies mit konventionellen Hilfsmitteln möglich ist. Aus dem Ansatz des Blended Museum lassen folgende Forschungsschwerpunkte ableiten, welche in diesem Beitrag näher betrachtet werden: Gestaltung einer einheitlichen Informationsarchitektur, Vermischung von realen Objekten und virtuellen Inhalten, soziale Interaktion, personalisierte Inhalte, Rollen der externen Wissensvermittlung und interdisziplinärer Gestaltungsprozess.

  • Wieland, Jonathan; Müller, Jens; Pfeil, Ulrike; Reiterer, Harald (2017): Loci Spheres : A Mobile App Concept Based on the Method of Loci BURGHARDT, Manuel, ed., Raphael WIMMER, ed., Christian WOLFF, ed., Christa WOMSER-HACKER, ed.. Mensch und Computer 2017 : Tagungsband. Bonn: Gesellschaft für Informatik e.V., 2017, pp. 227-236. ISBN 978-3-7460-8210-3. Available under: doi: 10.18420/muc2017-mci-0235

    Loci Spheres : A Mobile App Concept Based on the Method of Loci

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    The method of loci is a technique to memorize large quantities of information by associating the items to be learned with familiar places (loci). The effectiveness of the technique has been well established, but the initial creation of the loci can be a tedious task. With the aim of supporting flexible learning in situ, we introduce Loci Spheres, a novel concept which facilitates the creation of loci using mobile devices. We present three variants which support the technique to varying degrees: spatial loci (uses spatial input) and panning loci (uses panning) to define and navigate the loci, and no loci (baseline condition), where users have to create the loci within their imagination. In an in-the-wild study we investigated perceived system support, usage behavior, and effectiveness of the three variants. With this work we introduce a novel memorization tool which addresses the potential barrier involved in loci creation and provide a set of four design principles on how to leverage the technique with mobile devices in everyday situations.

  • Dürr, Maximilian; Pfeil, Ulrike; Reiterer, Harald (2017): Einsatzmöglichkeiten von Mixed Reality zur Unterstützung von motorischem Lernen ULLRICH, Carsten, ed., Martin WESSNER, ed.. Joint Proceedings of the Pre-Conference Workshops of DeLFI and GMW 2017. Aachen: CEUR-WS.org, 2017, 21. CEUR Workshop Proceedings. 2092. eISSN 1613-0073

    Projekt : ERTRAG

    Einsatzmöglichkeiten von Mixed Reality zur Unterstützung von motorischem Lernen

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    In diesem Beitrag stellen wir vier Einsatzmöglichkeiten von Mixed Reality (MR) zur Unterstützung von motorischem Lernen vor. Wir haben Kinaesthetics-Kurse im Kontext Pflege hospitiert und Interviews mit Kinaesthetics-DozentInnen und -Auszubildenden durchgeführt. Die erhobenen Daten wurden mit Fokus auf den Ablauf des Lernprozesses und bestehende Probleme analysiert. Auf Basis der kontextuellen Analyse wurden Anforderungen an technische Systeme, welche motorisches Lernen unterstützen sollen, identifiziert. In Bezug zu den erarbeiteten Anforderungen und bestehender Literatur werden von uns vier Möglichkeiten vorgestellt, um MR für die Unterstützung von motorischem Lernen einzusetzen.

    Forschungszusammenhang (Projekte)

  • Skowronski, Moritz; Wieland, Jonathan; Borowski, Marcel; Fink, Daniel I.; Gröschel, Carla; Klinkhammer, Daniel; Reiterer, Harald (2017): Rebuild Palmyra? : Zukunft eines umkämpften Welterbes BIENERT, Andreas, ed. and others. Konferenzband EVA Berlin 2017 : Elektronische Medien & Kunst, Kultur und Historie. Berlin: Staatliche Museen zu Berlin, 2017, pp. 70-80. ISBN 978-3-88609-801-9

    Projekt : Lehrprojekt Blended Museum, Badisches Landesmuseum

    Rebuild Palmyra? : Zukunft eines umkämpften Welterbes

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    Im Rahmen eines Kooperationsprojekts von Studierenden der Universität Konstanz und HTWG Konstanz entstand die Ausstellung „Rebuild Palmyra?“, eine multimediale Ausstellung über die Stadt Palmyra und die Frage, ob deren Ruinen wiederaufgebaut werden sollen. In der Ausstellung wurde der Ansatz des Blended Museums verfolgt, welcher eine Verschneidung des virtuellen mit dem klassischen Museum vorsieht. In diesem Beitrag beschreiben wir drei Exponate, in welchen die Ruinen von Palmyra durch die Verwendung neuer Technologien wie Augmented und Virtual Reality rekonstruiert wurden und zeigen auf, inwiefern mit diesen der Ansatz des Blended Museums umgesetzt werden kann. Des Weiteren geben wir Einblicke in die technische Umsetzung der Exponate und diskutieren die Ergebnisse verschiedener qualitativer und quantitativer Evaluationen.

  • Plank, Thomas; Jetter, Hans-Christian; Rädle, Roman; Klokmose, Clemens N.; Luger, Thomas; Reiterer, Harald (2017): Is Two Enough?! : Studying Benefits, Barriers, and Biases of Multi-Tablet Use for Collaborative Visualization Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17. New York, New York, USA: ACM Press, 2017, pp. 4548-4560. ISBN 978-1-4503-4655-9. Available under: doi: 10.1145/3025453.3025537

    Is Two Enough?! : Studying Benefits, Barriers, and Biases of Multi-Tablet Use for Collaborative Visualization

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    A sizable part of HCI research on cross-device interaction is driven by the vision of users conducting complex knowledge work seamlessly across multiple mobile devices. This is based on the Weiserian assumption that people will be inclined to distribute their work across multiple ``pads' if such are available. We observed that this is not the reality today, even when devices were in abundance. We present a study with 24 participants in 12 dyads completing a collaborative visualization task with up to six tablets. They could choose between three different visualization types to answer questions about economic data. Tasks were designed to afford simultaneous use of tablets, either with linked or independent views. We found that users typically utilized only one tablet per user. A quantitative and qualitative analysis revealed a ``legacy bias' that introduced barriers for using more tablets and reduced the overall benefit of multi-device visualization.

  • Topology-Preserving Off-screen Visualization : Effects of Projection Strategy and Intrusion Adaption

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    With the increasing amount of data being visualized in large information spaces, methods providing data-driven context have become indispensable. Off-screen visualization techniques, therefore, have been extensively researched for their ability to overcome the inherent trade-off between overview and detail. The general idea is to project off-screen located objects back to the available screen real estate. Detached visual cues, such as halos or arrows, encode information on position and distance, but fall short showing the topology of off-screen objects. For that reason, state of the art techniques integrate visual cues into a dedicated border region. As yet, the dimensions of the navigated space are not reflected properly, which is why we propose to adapt the intrusion of the border pursuant to the position in space. Moreover, off-screen objects are projected to the border region using one out of two projection methods: Radial or Orthographic. We describe a controlled experiment to investigate the effect of the adaptive border intrusion to the topology as well as the users' intuition regarding the projection strategy. The results of our experiment suggest to use the orthographic projection strategy for unconnected point data in an adaptive border design. We further discuss the results including the given informal feedback of participants.

  • Zagermann, Johannes; Pfeil, Ulrike; Acevedo, Carmela; Reiterer, Harald (2017): Studying the Benefits and Challenges of Spatial Distribution and Physical Affordances in a Multi-Device Workspace Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia. New York, NY: ACM, 2017. ISBN 978-1-4503-5378-6. Available under: doi: 10.1145/3152832.3152855

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Studying the Benefits and Challenges of Spatial Distribution and Physical Affordances in a Multi-Device Workspace

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    In recent years, research on cross-device interaction has become a popular topic in HCI leading to novel interaction techniques mutually interfering with new evolving theoretical paradigms. Building on previous research, we implemented an individual multi-device work environment for creative activities. In a study with 20 participants, we compared a traditional toolbar-based condition with two conditions facilitating spatially distributed tools on digital panels and on physical devices. We analyze participants’ interactions with the tools, encountered problems and corresponding solutions, as well as subjective task load and user experience. Our findings show that the spatial distribution of tools indeed offers advantages, but also elicits new problems, that can partly be leveraged by the physical affordances of mobile devices.

  • Mateescu, Magdalena; Zahn, Carmen; Klinkhammer, Daniel; Rack, Oliver; Reiterer, Harald (2017): Kreative Zusammenarbeit im digitalen Wandel : eine empirische Studie zur Gestaltung und Nutzung interaktiver Tische fü kollaborative Design- und Brainstorming-Aufgaben Soziotechnische Gestaltung des digitalen Wandels : kreativ, innovativ, sinnhaft. Dortmund: GfA-Press, 2017, D.4.2. ISBN 978-3-936804-22-5

    Kreative Zusammenarbeit im digitalen Wandel : eine empirische Studie zur Gestaltung und Nutzung interaktiver Tische fü kollaborative Design- und Brainstorming-Aufgaben

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    Im vorliegenden Beitrag werden verschiedene Gestaltungsvarianten für interaktive Multitouch-Tische in ihrem Einfluss auf die dyadische Teamarbeit in Design- und Brainstorming-Aufgaben untersucht. Vier Varianten eines interaktiven Tischs unterschieden sich dadurch, wie sie durch individuelle Arbeitsbereiche vorstrukturiert waren (entweder am Tisch fixiert, verschiebbar oder mobil). In einer experimentellen Studie mit 160 Teilnehmenden wurden die verschiedenen Varianten hinsichtlich ihrer Einflüsse auf kollaborative Prozesse und den Erfolg der Zusammenarbeit verglichen und einer Kontrollbedingung gegenübergestellt. Die Kontrollbedingung enthielt keine individuellen Arbeitsbereiche. Die Ergebnisse von multivariaten Regressionsanalysen zeigen signifikante Effekte der Arbeitsplatzstrukturierung (fixierte, verschiebbare, mobile vs. keine individuelle Arbeitsbereiche) und des Aufgabentyps (Design vs. Brainstorming) auf kollaborative Prozesse und den Erfolg der dyadischen Zusammenarbeit: (1) Individuelle Arbeitsbereiche bewirkten einen positiven Einfluss auf kollaborative Prozesse und den Erfolg der Zusammenarbeit. (2) Individuelle Arbeitsbereiche haben ein höheres Potential für die Lösung von Brainstorming- verglichen mit Design-Aufgaben.

  • Babic, Teo; Reiterer, Harald; Haller, Michael (2017): GestureDrawer demo : one-handed interaction technique for spatial user-defined imaginary interfaces Proceedings of the 5th Symposium on Spatial User Interaction. New York, NY: ACM Press, 2017, pp. 149. ISBN 978-1-4503-5486-8. Available under: doi: 10.1145/3131277.3134363

    GestureDrawer demo : one-handed interaction technique for spatial user-defined imaginary interfaces

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    dc.title:


    dc.contributor.author: Babic, Teo; Haller, Michael

  • Müller, Jens; Butscher, Simon; Feyer, Stefan P.; Reiterer, Harald (2017): Studying collaborative object positioning in distributed augmented realities Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia : MUM '17. New York, NY: ACM Press, 2017, pp. 123-132. ISBN 978-1-4503-5378-6. Available under: doi: 10.1145/3152832.3152856

    Studying collaborative object positioning in distributed augmented realities

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    Augmented Reality (AR) displays have been suggested as shared-space technology to support remote collaboration, e.g., in design and building tasks. But with AR displays, the shared space typically consists of only the virtual work objects (e.g., design artifacts) while collaborators' interaction is grounded in their individual, physical environment. This can become problematic during activities that involve the positioning of virtual objects because the collaborators may require shared spatial references to coordinate their actions. In a lab experiment with 16 dyads, we studied how collaborators deal with that issue, and whether the provisioning of additive, virtual landmarks influences collaboration. As a result the landmarks improved user experience and decreased the reported temporal demand. In addition, we identified task-specific problem situations and provide implications for the design of distributed ARs to facilitate the collaborative positioning of virtual objects.

  • Babic, Teo; Reiterer, Harald; Haller, Michael (2017): GestureDrawer : one-handed interaction technique for spatial user-defined imaginary interfaces Proceedings of the 5th Symposium on Spatial User Interaction - SUI '17. New York, New York, USA: ACM Press, 2017, pp. 128-137. ISBN 978-1-4503-5486-8. Available under: doi: 10.1145/3131277.3132185

    GestureDrawer : one-handed interaction technique for spatial user-defined imaginary interfaces

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    Existing empty-handed mid-air interaction techniques for system control are typically limited to a confined gesture set or point-and-select on graphical user interfaces. In this paper, we introduce GestureDrawer, a one-handed interaction with a 3D imaginary interface. Our approach allows users to self-define an imaginary interface, acquire visuospatial memory of the position of its controls in empty space and enables them to select or manipulate those controls by moving their hand in all three dimensions. We evaluate our approach with three user studies and demonstrate that users can indeed position imaginary controls in 3D empty space and select them with an accuracy of 93% without receiving any feedback and without fixed landmarks (e.g. second hand). Further, we show that imaginary interaction is generally faster than mid-air interaction with graphical user interfaces, and that users can retrieve the position of their imaginary controls even after a proprioception disturbance. We condense our findings into several design recommendations and present automotive applications.

  • Designing UbiComp Experiences for Spatial Navigation and Cross-Device Interactions

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    We are witnessing a considerable growth in number and density of powerful mobile devices around us. Such devices like smartphones and tablets are our everyday companions. If not already at hand, they often wait in our bags and pockets to provide us with a ubiquitous computing (UbiComp) experience. However, most of these devices are still blind to the presence of other devices and performing tasks among them is usually tedious due to the lack of guiding principles.

    This thesis closes with the gap as mentioned above by investigating in the design and evaluation of spatial and cross-device interactions. As a central theme, presented research fundamentally grounds on embodied practices by exploiting users' pre-existing practical knowledge of everyday life for human-computer interaction. These embodied practices are often applied subconsciously in our daily activities, which unfolds new - yet unexplored potentials for fun and joyful UbiComp experiences.

    Within this thesis, research is approached through both deductive and inductive reasoning. It begins with a brief history of UbiComp and its overarching vision. Contradicting opinions on this vision are discussed before leading over to recent theories and believes on embodied cognition and models on human spatial memory. This theoretical background eventually thrives arguments for yet unexplored and hidden potentials for spatial and cross-device interactions. Then, the application domain is narrowed down to academic libraries and knowledge work activities. In field studies at the Library of the University of Konstanz, the following two main knowledge work activities, and resonating issues are identified: literature & bibliographic search and reading & writing across documents. Together with the theoretical background the found issues are transformed into potentials for future knowledge work. Thereby, two fully functional research prototypes, Blended Shelf and Integrative Workplace, were implemented to explore the problem space further and to derive research questions covered in this thesis.

    The research questions are tackled through controlled experiments and implementation of low-cost enabling technology. In the first experiment, the optimal size of a spatially-aware peephole display is studied. As a finding, a relatively small tablet-sized peephole display serves as "sweet-spot" between navigation performance, subjective workload, and user preference. Within the second experiment, peephole navigation is contrasted with traditional multi-touch navigation. The findings indicate that users prefer physical peephole navigation over multi-touch navigation. It also leads to better navigation trajectories, shortens task-completion-time, and hints for longer retention of object identities as well as their locations in human spatial memory. Due to the lack of appropriate technology HuddleLamp was developed in an intermediary step. HuddleLamp is a low-cost sensing technology that tracks multiple mobile devices on a table. It allows implementing spatial and cross-device applications without the need to instrument rooms, equip devices with markers or install additional software on them. This technology is used in the third experiment to understand subtleties of cross-device interactions. Findings show that, for cross-device object-movement tasks, users prefer spatially-aware interactions over spatially-agnostic interactions.

    Apart from individual findings, this thesis contributes a summary and integration of all findings to general design guidelines for future spatial and cross-device applications. Eventually, these guidelines are applied by researchers and practitioners to develop UbiComp experiences that increase users' task performance, lower their individual workloads such as mental demand, effort, and frustration. At the same time, these guidelines lead to an increase of the cumulative value when working with multiple mobile devices.

  • Zagermann, Johannes; Pfeil, Ulrike; Fink, Daniel I.; von Bauer, Philipp; Reiterer, Harald (2017): Memory in Motion : The Influence of Gesture- and Touch-Based Input Modalities on Spatial Memory CHI'17 : Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017, pp. 1899-1910. ISBN 978-1-4503-4655-9. Available under: doi: 10.1145/3025453.3026001

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Memory in Motion : The Influence of Gesture- and Touch-Based Input Modalities on Spatial Memory

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    People's ability to remember and recall spatial information can be harnessed to improve navigation and search performances in interactive systems. In this paper, we investigate how display size and input modality influence spatial memory, especially in relation to efficiency and user satisfaction. Based on an experiment with 28 participants, we analyze the effect of three input modalities (trackpad, direct touch, and gesture-based motion controller) and two display sizes (10.6" and 55") on people's ability to navigate to spatially spread items and recall their positions. Our findings show that the impact of input modality and display size on spatial memory is not straightforward, but characterized by trade-offs between spatial memory, efficiency, and user satisfaction.

  • Butscher, Simon; Wang, Yunlong; Ziesemer, Katrin; Villinger, Karoline; Wahl, Deborah R.; König, Laura M.; Sproesser, Gudrun; Renner, Britta; Schupp, Harald T.; Reiterer, Harald (2016): Lightweight Visual Data Analysis on Mobile Devices : Providing Self-Monitoring Feedback CABITZA, Federico, ed. and others. VVH 2016 : Valuable Visualization of Healthcare Information: from the quantified self data to conversations ; Proceedings of the Workshop on Valuable Visualization of Healthcare Information: from the quantified self data to conversations ; Bari, Italy, June 7th, 2016. 2016, pp. 28-34. CEUR Workshop Proceedings. 1658. eISSN 1613-0073

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    Lightweight Visual Data Analysis on Mobile Devices : Providing Self-Monitoring Feedback

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    dc.title:

  • Feuchtner, Tiare; Walter, Robert; Müller, Jörg (2016): Interruption and pausing of public display games MobileHCI '16 : Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services. New York, NY: ACM, 2016, pp. 306-317. ISBN 978-1-4503-4408-1. Available under: doi: 10.1145/2935334.2935335

    Interruption and pausing of public display games

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    We present a quantitative and qualitative analysis of interruptions of interaction with a public display game, and explore the use of a manual pause mode in this scenario. In previous public display installations we observed users frequently interrupting their interaction. To explore ways of supporting such behavior, we implemented a gesture controlled multiuser game with four pausing techniques. We evaluated them in a field study analyzing 704 users and found that our pausing techniques were eagerly explored, but rarely used with the intention to pause the game. Our study shows that interactions with public displays are considerably intermissive, and that users mostly interrupt interaction to socialize and mainly approach public displays in groups. We conclude that, as a typical characteristic of public display interaction, interruptions deserve consideration. However, manual pause modes are not well suited for games on public displays. Instead, interruptions should be implicitly supported by the application design.

  • Houben, Steven; Vermeulen, Jo; Klokmose, Clemens; Schöning, Johannes; Marquardt, Nicolai; Reiterer, Harald (2016): Cross-Surface : Challenges and Opportunities of Spatial and Proxemic Interaction HANCOCK, Mark, ed., Nicolai MARQUARDT, ed.. ISS '16 Proceedings of the 2016 ACM on Interactive Surfaces and Spaces. New York: ACM Press, 2016, pp. 509-512. ISBN 978-1-4503-4248-3. Available under: doi: 10.1145/2992154.2996360

    Cross-Surface : Challenges and Opportunities of Spatial and Proxemic Interaction

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    In this workshop, we will review and discuss open issues, technical challenges and conceptual models for multi-device spatial or proxemic interaction. We aim to bring together researchers, students and practitioners working on technical infrastructures, studies and designs of spatial in-terfaces, or domain specific multi-device applications that use space as a unit of analysis. We focus specifically on analysing how such interfaces, tools and tracking technolo-gy can be deployed "in the wild". The workshop will facili-tate knowledge exchange about the current state of spatial and proxemic interactive systems, identify application do-mains and enabling technologies for cross-surface interac-tions in the wild, and establish a research community to develop effective strategies for successful design of cross-device interactions.

  • Lischke, Lars; Mayer, Sven; Wolf, Katrin; Henze, Niels; Reiterer, Harald; Schmidt, Albrecht (2016): Screen arrangements and interaction areas for large display work places OJALA, Timo, ed. and others. PerDis '16 : Proceedings of the 5th ACM International Symposium on Pervasive Displays. New York, NY: ACM Press, 2016, pp. 228-234. ISBN 978-1-4503-4366-4. Available under: doi: 10.1145/2914920.2915027

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Screen arrangements and interaction areas for large display work places

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    Size and resolution of computer screens are constantly increasing. Individual screens can easily be combined to wall-sized displays. This enables computer displays that are folded, straight, bow shaped or even spread. As possibilities for arranging the screens are manifold, it is unclear what arrangements are appropriate. Moreover, it is unclear how content and applications should be arranged on such large displays. To determine guidelines for the arrangement of multiple screens and for content and application layouts, we conducted a design study. In the study, we asked 16 participants to arrange a large screen setup as well as to create layouts of multiple common application windows. Based on the results we provide a classification for screen arrangements and interaction areas. We identified, that screen space should be divided into a central area for interactive applications and peripheral areas, mainly for displaying additional content.

  • Reiterer, Harald; Rädle, Roman; Butscher, Simon; Müller, Jens (2016): Blended Library : neue Zugangswege zu den Inhalten wissenschaftlicher und öffentlicher Bibliotheken Bibliothek - Forschung und Praxis. 2016, 40(1), pp. 7-20. ISSN 0341-4183. eISSN 1865-7648. Available under: doi: 10.1515/bfp-2016-0010

    Blended Library : neue Zugangswege zu den Inhalten wissenschaftlicher und öffentlicher Bibliotheken

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    Der Beitrag stellt neue Formen des Zugangs zu den Inhalten von Bibliotheken vor. Diese wurden in Zusammenarbeit mit wissenschaftlichen und öffentlichen Bibliotheken im Rahmen zweier Forschungsinitiativen entwickelt. Zu Beginn jeder Forschungsinitiative wurden eine Reihe empirischer Studien durchgeführt, die wertvolle Erkenntnisse über die Nutzung von Bibliotheken lieferten. Diese Erkenntnisse wurden in die vier Qualitäten intuitiver, kollaborativer, transparenter und kontextueller Zugang überführt. Diese waren Ausgangspunkt für die Entwicklung mehrerer interaktiver Forschungssysteme. Die Herleitung aller vier Qualitäten der Zugänglichkeit werden erläutert und deren Umsetzung in den Forschungssystemen „Blended Shelf“, „TwisterSearch“, „Tiefenrausch“ und „Expedition“ beschrieben. Abschließend werden die mithilfe von Forschungssystemen gewonnenen Erkenntnisse und Erfahrungen unter Betrachtung der vier Qualitäten der Zugänglichkeit diskutiert.

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