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  • Müller, Jens (2014): Exploiting Spatial Memory and Navigation Performance in Dynamic Peephole Environments DACHSELT, Raimund ..., ed.. ITS '14 : Proceedings of the 2014 ACM international conference on Interactive tabletops and surfaces. New York: ACM, 2014, pp. 485-490. ISBN 978-1-4503-2587-5. Available under: doi: 10.1145/2669485.2669492

    Exploiting Spatial Memory and Navigation Performance in Dynamic Peephole Environments

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    One way to handle the representation of (and the navigation in) datasets that exceed the available display space is by provisioning movable viewports which display a subset of the entire space. Unlike static viewports, where the information space is moved (e.g. by panning), dynamic viewports – so-called dynamic peepholes – allow the user to move the viewport in physical space and thereby enable egocentric navigation in digital information spaces.

  • Rädle, Roman; Jetter, Hans-Christian; Müller, Jens; Reiterer, Harald (2014): Bigger is not always better : display size, performance, and task load during peephole map navigation Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14. New York, New York, USA: ACM Press, 2014, pp. 4127-4136. ISBN 978-1-4503-2473-1. Available under: doi: 10.1145/2556288.2557071

    Projekt : Blended Library - Bibliothek der Zukunft

    Bigger is not always better : display size, performance, and task load during peephole map navigation

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    Dynamic peephole navigation is an increasingly popular technique for navigating large information spaces such as maps. Users can view the map through handheld, spatially aware displays that serve as peepholes and navigate the map by moving these displays in physical space. We conducted a controlled experiment of peephole map navigation with 16 participants to better understand the effect of a peephole's size on users' map navigation behavior, navigation performance, and task load. Simulating different peephole sizes from 4' (smartphone) up to 120' (control condition), we confirmed that larger peepholes significantly improve learning speed, navigation speed, and reduce task load; however, this added benefit diminishes with growing sizes. Our data shows that a relatively small, tablet-sized peephole can serve as a 'sweet spot' between peephole size and both user navigation performance and user task load.

    Forschungszusammenhang (Projekte)

  • Gebhardt, Christoph; Rädle, Roman; Reiterer, Harald (2014): Employing Blended Interaction to Blend the Qualities of Digital and Physical Books KOCH, Michael, ed.. Mensch und Computer 2014 - Tagungsband : 14. Fachübergreifende Konferenz für Interaktive und Kooperative Medien - Interaktiv unterwegs Freiräume gestalten. Berlin: de Gruyter Oldenbourg, 2014, pp. 35-44. ISBN 978-3-11-034448-6

    Projekt : Blended Library - Bibliothek der Zukunft

    Employing Blended Interaction to Blend the Qualities of Digital and Physical Books

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    This paper presents Integrative Workplace, a system which blends the qualities of digital and physical sources by augmenting physical books with properties of digital books and vice versa. On the base of Blended Interaction, we designed a system which helps users to interact with the new and unfamiliar functionality of augmented documents and apply it to accomplish a real world task. In a user study, law students employed Integrative Workplace to work on a legal case. The positive feedback of participants indicated that we managed to design a system which is usable in a professional context. Furthermore, the study revealed evidence that participants apply Conceptual Blending to understand user interfaces and that digitally well-established concepts are a part of users’ reality. These findings resonate with the theoretical foundation of Blended Interaction. The results of this user study encourage us to continue to use Blended Interaction in the design process of novel user interfaces with an unfamiliar functionality.

    Forschungszusammenhang (Projekte)

  • Butscher, Simon; Hornbæk, Kasper; Reiterer, Harald (2014): SpaceFold and PhysicLenses : simultaneous multifocus navigation on touch surfaces Proceedings of the 2014 International Working Conference on Advanced Visual Interfaces - AVI '14. New York, New York, USA: ACM Press, 2014, pp. 209-216. ISBN 978-1-4503-2775-6. Available under: doi: 10.1145/2598153.2598177

    SpaceFold and PhysicLenses : simultaneous multifocus navigation on touch surfaces

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    Many tasks performed in multiscale visual spaces require the user to have several foci. Using bimanual interaction, multitouch devices can facilitate the simultaneous definition and exploration of several foci. However, multitouch is rarely used for multifocus navigation, and may limit the interaction to a sequential definition of areas of interest. We introduce two novel navigation techniques that combine multiple foci and bimanual touch, and therefore enable the isochronic definition of areas of interest, leading to simultaneous multifocus navigation. SpaceFold folds the visual space in the third dimension, allowing users to bring objects closer to each other. Our technique enables a direct, bimanual manipulation of a folded space and therefore provides high flexibility. PhysicLenses uses multiple magnification lenses to compare objects. Using a physics model, PhysicLenses introduces a general solution for the arrangement of multiple lenses within the viewport. We conducted a controlled experiment with 24 participants to compare the techniques with split screen. The results show that SpaceFold significantly outperformed all other techniques, whereas PhysicLenses was just as fast as split screen.

  • Biskupski, Alexander; Fender, Andreas R.; Feuchtner, Tiare; Karsten, Marcel; Willaredt, Jonas D. (2014): Drunken ed : a balance game for public large screen displays CHI '14 Extended Abstracts on Human Factors in Computing Systems. New York, NY: ACM, 2014, pp. 289-292. ISBN 978-1-4503-2474-8. Available under: doi: 10.1145/2559206.2580097

    Drunken ed : a balance game for public large screen displays

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    Drunken Ed is a 2D balance game specifically designed for public displays in which the player has to balance a swaying drunkard with her body pose. We show that this casual game is well suited for public context and that camera based body tracking offers convenient interaction techniques for large screen displays. The game setting with its drunken protagonist Ed was well received by the players. This single player game uses the angle of the player's torso in relation to the ground to help Ed keep balance in a wobbling world. Ed's body pose reflects the player's pose, creating a very direct form of control. Results of our evaluation show that this form of control mapping is very easy to learn and the short play sessions meet the requirements of a casual game in public environment. Furthermore, we have designed our level selection menu to fulfill the double purpose of a gameplay tutorial, which was found to be well suited for games on public displays.

  • Marwecki, Sebastian; Rädle, Roman; Reiterer, Harald (2014): Enhancing Motivation in Hybrid Therapy Games for ASD CHI'14 : CHI Conference on Human Factors in Computing Systems. 2014

    Enhancing Motivation in Hybrid Therapy Games for ASD

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    Hybrid games have been shown to be an effective tool for cognitive-behavioral therapy. We developed the hybrid therapy game Invasion of the Wrong Planet and conducted two consecutive studies both with children with and without autistic spectrum disorders (ASD). The studies contrast the design principle of "Encouraged Collaboration" (ECC) with the design principle of "Enforced Collaboration" (EFC). While EFC has been used in recent work on therapy games for ASD, EFC is derived from specific aspects of behavioral therapy. The results show that children across both groups prefer ECC over EFC, while both design principals elicit comparable degrees of collaboration between players. The higher preference may increase motivation and therefore ECC could enhance the effectiveness of games used in behavioral therapy. Latter aim at fostering the social competence and communicative skills of children with ASD.

  • Rädle, Roman; Jetter, Hans-Christian; Marquardt, Nicolai; Reiterer, Harald; Rogers, Yvonne (2014): HuddleLamp : Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration DACHSELT, Raimund ..., ed.. ITS '14 : Proceedings of the 2014 ACM international conference on Interactive tabletops and surfaces. New York: ACM, 2014, pp. 45-54. ISBN 978-1-4503-2587-5. Available under: doi: 10.1145/2669485.2669500

    Projekt : Blended Library - Bibliothek der Zukunft

    HuddleLamp : Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration

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    We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time users can add or remove displays and reconfigure them in space in an ad-hoc manner without the need of installing any software or attaching markers. Additionally, hands are tracked to detect interactions above and between displays, enabling fluent cross-device interactions. The demo consists of the technical implementation of HuddleLamp's hybrid sensing and a Web-based architecture for installation-free ad-hoc collaboration. We demonstrate our implementation by showing a variety of possible interaction techniques.

    Forschungszusammenhang (Projekte)

  • Reiterer, Harald (2014): Blended Interaction : Ein neues Interaktionsparadigma Informatik-Spektrum. 2014, 37(5), pp. 459-463. ISSN 0170-6012. eISSN 1432-122X. Available under: doi: 10.1007/s00287-014-0821-5

    Blended Interaction : Ein neues Interaktionsparadigma

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    Dieser Beitrag stellt ein neues Interaktionskonzept namens Blended Interaction zur Gestaltung der Mensch Computer Interaktion vor. Es orientiert sich an unseren Erfahrungen der realweltlichen Interaktion mit Objekten und der sozialen Kommunikation und vermischt diese bzw. reichert diese um digitalweltliche Möglichkeiten an.

  • Greenberg, Saul; Honbaek, Kasper; Quigley, Aaron; Reiterer, Harald; Rädle, Roman (2014): Proxemics in Human-Computer Interaction Dagstuhl Reports. 2014, 3(11), pp. 29-57. eISSN 2192-5283. Available under: doi: 10.4230/DagRep.3.11.29

    Proxemics in Human-Computer Interaction

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    In 1966, anthropologist Edward Hall coined the term "proxemics." Proxemics is an area of study that identifies the culturally dependent ways in which people use interpersonal distance to understand and mediate their interactions with others. Recent research has demonstrated the use of proxemics in human-computer interaction (HCI) for supporting users' explicit and implicit interactions in a range of uses, including remote office collaboration, home entertainment, and games. One promise of proxemics is the realization of context-aware environments, which have been extensively pursued since Marc Weiser's seminal paper, "The computer for the 21st century," written in 1991. However, the potential of proxemics in HCI is still underexplored and many research questions remain unanswered. With the growing interest in using proxemics, we organized the Dagstuhl Seminar 13452 on the topic. "Proxemics in Human-Computer Interaction," was held from November 3-8, 2013, and it brought together established experts and young researchers from fields particularly relevant to Proxemic Interactions, including computer science, social science, cognitive science, and design. Through an open keynote, mini talks, brainstorming, and discussion in breakout sessions, seminar attendees identified and discussed challenges and developed directions for future research of proxemics in HCI.

  • Butscher, Simon; Müller, Jens; Schwarz, Tobias; Reiterer, Harald (2013): Blended Interaction as an Approach for Holistic Control Room Design Workshop "Blended Interaction : Envisioning Future Collaborative Interactive Spaces" im Rahmen der CHI ' 13 2013 ACM SIGCHI Conference on Human Factors in Computing Systems ; April 27 - 2 May, 2013, Paris. 2013

    Projekt : Holistic Workspace

    Blended Interaction as an Approach for Holistic Control Room Design

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    Control rooms are facilities that serve as operations centers to supervise complex processes, e.g. in power plants or industrial production plants. In today’s control rooms operators mainly interact with these processes via desktop computers. From a cognitive point of view mediation of process dynamics by means of keyboard, mouse and computer displays is insufficient as perception is heavily reduced to the visual sense. Mounted on the framework Blended Interaction we present novel interaction styles that holistically address the domain specific requirements and support several forms of interaction in control room environments.

    Forschungszusammenhang (Projekte)

  • Interactive Spaces for Supporting Embodied Collaborative Design Practices

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    Digital technology is increasingly influencing how design is practiced. However, it is not always successful in supporting all design activities. In contrast, especially informal collaborative design methods that are typically practiced early in the design process are still poorly supported by digital tools. Traditional workflows are often altered in negative ways due to a lack of fluency and immediacy or through incompatibility with social dynamics and embodied actions. Many design practices are thus still better supported by relying on traditional physical tools that better facilitate design as embodied, situated practice. At the same time however, digital technology is inevitable in today’s work ecology. As a result of this tension, designers frequently have to move between digital and physical tools.

    This thesis takes this critical gap as a central motive for investigating how digital tools can be designed to both preserve and augment existing material and social practices of collaborative design activities. By approaching potential solutions to this gap, the state of digital design and creativity support tools is advanced to better suit embodied design practices. Within this thesis, this research question is approached through the design and evaluation of new digital tools within four themes of design practice: 1) externalization, 2) reflection, 3) collaboration and 4) process. Further, as a framework to this research, a structured design methodology is developed that specifically addresses the goal of integrating digital technology with embodied design practices. This tradeoff-driven methodology is then applied to different concrete cases to demonstrate its applicability in context.

    Within three case studies, new concepts for supporting collaborative embodied design practices are presented. Within the first study, the interactive space AffinityTable is discussed which was designed to support the collaborative design method affinity diagramming. A second case study presents the tool IdeaVis for supporting collaborative sketching sessions. In a third case study, support for the particular activity of documenting and organizing design artifacts is explored with the interactive space ArtifactBubbles. Taken together, the case studies deliver a representation of collaborative embodied design practices. Each case study provides a detailed introduction and justification of the case selection and documents the application of the proposed tradeoff-driven design methodology throughout analysis, design and evaluation.

    As a result, this thesis delivers three types of contributions. As a first contribution, the thesis describes a novel design methodology than can be applied to related design problems. As a second contribution, new design concepts and interaction techniques are introduced that can be reused and adapted by other researchers or practitioners. Eventually, empirical data that relates to the effect of the designed methods on properties of design practice is provided. The thesis concludes with abstract design guidelines that bring together all contributions for reuse by researchers and practitioners.

  • Jetter, Hans-Christian; Rädle, Roman (2013): Visual and Functional Adaptation in Ad-hoc Communities of Devices Workshop Visual Adaptation of Interfaces in conjunction with ITS ’13 conference. 2013

    Projekt : Blended Library - Bibliothek der Zukunft

    Visual and Functional Adaptation in Ad-hoc Communities of Devices

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    In this position paper, we introduce our vision of interacting with future ubiquitous computing. It is based on a visual and functional adaptation of user interfaces to the presence and proximity of devices and users. We believe that this kind of adaptation based on proxemics is the key to a more social, natural, and usable interaction with digital technology. We discuss the promise of this novel style of interaction and its challenges based on previous and related work.

    Forschungszusammenhang (Projekte)

  • Jetter, Hans-Christian; Reiterer, Harald; Benyon, David; Dachselt, Raimund; Quigley, Aaron; Haller, Michael (2013): Blended Interaction : Envisioning Future Collaborative Interactive Spaces CHI '13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA '13. New York, New York, USA: ACM Press, 2013, pp. 3271-3274. ISBN 978-1-4503-1952-2. Available under: doi: 10.1145/2468356.2479664

    Blended Interaction : Envisioning Future Collaborative Interactive Spaces

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    Blended Interaction is interaction in physical environments including meeting rooms, design studios, or libraries, that are augmented with new UI technologies to blend the power of digital computing with natural work practices and collaboration styles. It combines the virtues of physical and digital artifacts so that desired properties of each are preserved and computing is integrated in a considered manner. Since rapid technological advances constantly challenge existing designs, we believe that HCI should move beyond creating new technologies, single applications, and novel interaction techniques towards an overarching unified vision and theory of Blended Interaction. Our workshop will bring together leading experts in cognitive theories and post-WIMP designs and technologies to create this unified view of Blended Interaction in a multidisciplinary approach.

    Forschungszusammenhang (Projekte)

  • Rädle, Roman; Jetter, Hans-Christian; Reiterer, Harald (2013): TwisterSearch : a distributed user interface for collaborative web search LOZANO, María D., ed., Jose A. GALLUD, ed., Ricardo TESORIERO, ed., Victor M.R. PENICHET, ed.. Distributed User Interfaces: Usability and Collaboration. London: Springer London, 2013, pp. 53-67. Human–Computer Interaction Series. ISBN 978-1-4471-5498-3. Available under: doi: 10.1007/978-1-4471-5499-0_5

    Projekt : Blended Library - Bibliothek der Zukunft

    TwisterSearch : a distributed user interface for collaborative web search

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    Although a Web search is typically regarded as a solitary activity, collaborative search approaches are becoming an increasingly relevant topic for HCI and distributed user interfaces (DUIs). Today’s collaborative search systems lack comprehensive search support that also involves pre- or post-search activities such as preparing for a search or making sense of search results. We believe that post-WIMP DUIs can help to better support social searches and have identified four design goals that are critical for their successful design. In consequence, we pre-sent TwisterSearch, an interactive DUI prototype that meets our four design goals. A formative study conducted with students at a high school shows its general ap-plicability for educational purposes.

    Forschungszusammenhang (Projekte)

  • Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm

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    Post-WIMP (post-“Windows, Icons, Menu, Pointer”) interactive spaces are physical environments or rooms for collaborative work that are augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration of multiple co-located users that is based on a seamless use of and “natural” interaction with multiple devices and displays.



    This thesis answers the research question how the designers and developers of such ubiquitous computing environments can be supported to create more usable multi-user and multi-device post-WIMP interactive spaces for co-located collaborative knowledge work.



    For this purpose, it first defines concepts such as post-WIMP interaction, interactive spaces, and knowledge work. Then it formulates the novel ZOIL (Zoomable Object-Oriented Information Landscape) technological paradigm. The ZOIL paradigm is the main contribution of this thesis and consists of three components:



    1.) The six ZOIL design principles that define ZOIL’s interaction style and provide “golden rules” to support interaction designers.



    2.) The ZOIL software framework that supports developers during the implementation of post-WIMP interactive spaces for collaborative knowledge work and enables the realization of ZOIL’s design principles in practice.



    3.) The four example prototypes based on ZOIL that can serve as exemplars for designers and developers likewise.

    Each of the six ZOIL design principles is derived from literature of disciplines related to Human-Computer Interaction including Ubiquitous Computing, Information Visualization, Computer-supported Cooperative Work, Cognitive Science, Personal Information Management, and Software Engineering.



    The formulation of the ZOIL design principles is empirically validated and extended based on the experiences and the findings from own user studies during creating and deploying the four ZOIL example prototypes for different application domains (e.g., e-Science, collaborative search, creative design).



    The new open-source ZOIL software framework serves the implementation of post-WIMP interactive spaces that follow the ZOIL design principles. This software framework is described in its architecture and software design patterns and is evaluated in terms of its usability and practical value for developers in an API usability evaluation study.

  • Jetter, Hans-Christian; Reiterer, Harald (2013): Self-Organizing User Interfaces : Envisioning the Future of Ubicomp UIs Workshop "Blended Interaction : Envisioning Future Collaborative Interactive Spaces" im Rahmen der CHI ' 13 2013 ACM SIGCHI Conference on Human Factors in Computing Systems ; April 27 - 2 May, 2013, Paris. 2013

    Projekt : Blended Library - Bibliothek der Zukunft

    Self-Organizing User Interfaces : Envisioning the Future of Ubicomp UIs

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    This workshop paper envisions a future of selforganizing UIs for ubiquitous computing. It proposes using self-organization to join many co-located interactive devices into an ad-hoc community of devices that serves users as a single usable and seamless UI. All devices of the community are aware of each other’s presence and contribute their individual input/output capabilities for the common goal of providing users with a seamless, usable, and accessible interface that spans across device boundaries. This is achieved by letting the UI’s behavior emerge from simple rules that react to changes in presence, location, distance, orientation, and movement of neighboring devices and users. By using simple rules of proxemic interactions between devices, deterministic preciseness of classic top-down design and modeling is traded in against less controllable, but more adaptable, robust, and scalable bottom-up designs that automatically react to the dynamics of ad-hoc real-world usage.

    Forschungszusammenhang (Projekte)

  • Schwarz, Tobias; Butscher, Simon; Müller, Jens; Reiterer, Harald (2013): Blended Interaction : Neue Wege zur Vermischung realer und digitaler Interaktionskonzepte im Kontext von Leitwarten at – Automatisierungstechnik. 2013, 61(11). ISSN 0178-2312. eISSN 2196-677X. Available under: doi: 10.1524/auto.2013.1050

    Projekt : Holistic Workspace

    Blended Interaction : Neue Wege zur Vermischung realer und digitaler Interaktionskonzepte im Kontext von Leitwarten

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    In diesem Beitrag wird Blended Interaction als neuartiger Ansatz zur ganzheitlichen Gestaltung von Arbeitsumgebungen für Operateure in Leitwarten vorgestellt. Hintergrund ist die Herausforderung einer stetig ansteigenden Komplexität der Mensch-Maschine-Schnittstelle. Leitbild bei der Konzeptentwicklung sind die Prinzipien der realitätsbasierten Interaktion, die sowohl den Operateur mit seinen natürlichen Fähigkeiten, als auch den situativen Kontext der Arbeitsumgebung hervorheben. Darüber hinaus werden Ergebnisse einer Evaluation mit Anwendern aus Verkehrsleitzentralen vorgestellt, in welcher ein möglicher Paradigmenwechsel hin zu neuen Interaktionsformen untersucht wird.

    Forschungszusammenhang (Projekte)

  • Jetter, Hans-Christian; Schöning, Johannes; Rädle, Roman; Reiterer, Harald; Rogers, Yvonne (2013): Collaborative interactions in future crisis rooms RESTER, Markus, ed. and others. 3rd JRC ECML Workshop : Collaborative Human Computer Interaction with Big Wall Displays. Luxembourg: Publications Office of the European Union, 2013, pp. 35-39. ISBN 978-92-79-34935-5

    Collaborative interactions in future crisis rooms

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    In this paper, we tie together different streams of research from our institutions to present a joint vision of collaborative computer-supported interactions in future crisis rooms. We envision novel interaction and visualisation techniques for the next generation of crisis rooms that will better support collaborative search, analysis, andcomparison of data during sensemaking activities. Such a sensemaking activity for example could be the production of daily situation reports. We focus on how users can benefit from device ecologies consisting of big wall displays, interactive tabletop surfaces and tangible user interfaces during such activities.

  • Rädle, Roman (2013): Design and Evaluation of Proxemics-Aware Environments to Support Navigation in Large Information Spaces CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013, pp. 1957-1960. ISBN 978-1-4503-1952-2. Available under: doi: 10.1145/2468356.2468710

    Projekt : Blended Library - Bibliothek der Zukunft

    Design and Evaluation of Proxemics-Aware Environments to Support Navigation in Large Information Spaces

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    In my research, I explore the use of proxemics in Human-Computer Interaction to design explicit and implicit interaction with knowledge work environments for literature review, reading & writing, or discussion. This paper proposes the employment of proxemics for different tasks in knowledge work such as navigation in large information spaces (e.g. zooming and panning). To evaluate different designs, I created a physical environment with interactive walls and multi-touch tables alongside displays of various sizes to form a multi-display environment that enables measuring proxemic relationships (e.g. for manipulating a digital viewport according to a user's location and orientation in physical space). The aim of my dissertation is to design and evaluate different navigation concepts for large information spaces that employ Proxemic Interactions.

    Forschungszusammenhang (Projekte)

  • Müller, Jens; Butscher, Simon; Reiterer, Harald (2013): ADAPTIKs : Adaptive Information Keyholes for Public Libraries Visual Adaption of Interfaces ; an ITS 2013 Workshop, Oct 6 - 9, 2013, St. Andrews. 2013

    Projekt : Lernort Bibliothek

    ADAPTIKs : Adaptive Information Keyholes for Public Libraries

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    When considered through the lens of ubiquitous computing, interactive wall displays represent a promising infrastructure to provide information services. In the context of public libraries the design has to take particular account on two domain-speci c aspects. First, libraries are valued for their calm atmosphere. Thus, interaction has to occur in an unobtrusive manner. This is challenging as interactive displays need to catch assers-by's attention to communicate interactivity. Second, given that public libraries are demographically diverse places, a low barrier to entry has to be guaranteed to provide access to the largest possible number of visitors. With ADAPTIKs we present the concept of an interactive display that makes use of visual adaption as a means to unobtrusively attract the visitors' attention. The concept bases on a contextual analysis and illustrates how the visitors' position and body movements can be used to generate an adaptive silhouette that acts as a keyhole to an information landscape.

    Forschungszusammenhang (Projekte)

  • Schwarz, Tobias; Butscher, Simon; Müller, Jens; Reiterer, Harald (2013): Die Wiederentdeckung analoger Interaktionsqualitäten in der digitalen Leitwarte I-COM. 2013, 12(3). ISSN 2196-6826. eISSN 2196-6826. Available under: doi: 10.1524/icom.2013.0022

    Projekt : Holistic Workspace

    Die Wiederentdeckung analoger Interaktionsqualitäten in der digitalen Leitwarte

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    In diesem Beitrag wird das Blended Interaction Designframework als neuartiger Ansatz zur Vermischung realer und digitaler Interaktionskonzepte für Leitwarten vorgestellt. Hintergrund ist die Herausforderung einer stetig ansteigenden Komplexität der Mensch-Maschine-Schnittstelle. Leitbild bei der Konzeptentwicklung sind die Prinzipien der realitätsbasierten Interaktion und des Conceptual Blendings, die sowohl den Operateur mit seinen inhärenten Fähigkeiten, als auch den situativen Kontext der Arbeitsumgebung hervorheben. Die Anwendungsmöglichkeiten des Frameworks werden anhand eines Fallbeispiels aus dem Kraftwerkskontext erläutert. Hierzu werden Visualisierungs- und Interaktionskonzepte für die Manipulation von Prozessvariablen beschrieben. Des Weiteren werden Ergebnisse einer experimentellen Benutzerstudie vorgestellt, in welcher ein möglicher Paradigmenwechsel hin zu neuen Interaktionsformen untersucht und diskutiert wird.

    Forschungszusammenhang (Projekte)

  • Marwecki, Sebastian; Rädle, Roman; Reiterer, Harald (2013): Encouraging Collaboration in Hybrid Therapy Games for Autistic Children CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013, pp. 469-474. ISBN 978-1-4503-1952-2. Available under: doi: 10.1145/2468356.2468439

    Projekt : Blended Library - Bibliothek der Zukunft

    Encouraging Collaboration in Hybrid Therapy Games for Autistic Children

    ×

    Social competence and communicative skills of children with autism spectrum disorders are supported by behavioral therapy. "Serious games", especially therapeutic games on a hybrid medium, have been proven to serve as a useful tool for behavioral therapy. In this work, we present such a hybrid therapy game: "Invasion of the Wrong Planet". Based on the game, we demonstrate essential design principles for the development of therapeutic games. We focus on specific aspects of behavioral therapy, depending on which desired behavior is encouraged and not enforced. The project provides a basis for discussion on how collaboration using therapeutic games in general can be improved.

    Forschungszusammenhang (Projekte)

  • Butscher, Simon; Müller, Jens; Weiler, Andreas; Rädle, Roman; Reiterer, Harald; Scholl, Marc H. (2013): Multi-user Twitter Analysis for Crisis Room Environments RESTER, Markus, ed. and others. Collaborative Human-Computer Interaction with Big Wall Displays : BigWallHCI 2013 ; 3rd JRC ECML Crisis Management Technology Workshop on Human-Computer Interaction with Big Wall Displays for Situation Monitoring and Reporting in Crisis Management Centres. Luxembourg: Publications Office of the European Union, 2013, pp. 28-34. ISBN 978-92-79-34935-5. Available under: doi: 10.2788/50183

    Projekt : Holistic Workspace

    Multi-user Twitter Analysis for Crisis Room Environments

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    In this paper we suggest novel interaction and visualization techniques for a prospective ECML crisis room environment focusing on the analysis of social media data. For this purpose we describe both, concepts providing a Daily Newsflash and concepts for the preparation of Daily Reports referring to a selected incident or crisis situation. The Daily Newsflash is an overview of global incidents regarding humanitarian crises, natural disasters, disease outbreaks, conflicts, etc. Such a bulletin typical contains 1-5 international items with brief facts and 1-5 European items. For selected incidents or crisis situations a Daily Report is prepared. A typical Daily Report consists of one page usually providing a map, key facts, and a brief summary of the situation.

    Forschungszusammenhang (Projekte)

  • Kleiner, Eike; Rädle, Roman; Reiterer, Harald (2013): Blended shelf : reality-based presentation and exploration of library collections CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013, pp. 577-582. ISBN 978-1-4503-1952-2. Available under: doi: 10.1145/2468356.2468458

    Projekt : Blended Library - Bibliothek der Zukunft

    Blended shelf : reality-based presentation and exploration of library collections

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    We present the user interface Blended Shelf, which provides a shelf browsing experience beyond the physical location of the library. Blended Shelf offers a 3D visualization of library collections with the integration of real-world attributes like the size and availability of books. The application reflects the actual arrangement of items in the physical library and enables implicit serendipitous support of the shelf browsing process in the digital world. The interface offers multiple views with different levels of detail regarding the collection as well as various entrance points to it. The user can explore and search the shelves by touch interaction. Tracking the user's position and line of sight ensures the ideal perspective on the interface. Thus, a user can explore collections in a familiar way and benefit from serendipitous browsing discoveries without forfeiting the advantages of the digital domain.

    Forschungszusammenhang (Projekte)

  • Reiterer, Harald; Jetter, Hans-Christian (2013): Informationsvisualisierung KUHLEN, Rainer, ed., Wolfgang SEMAR, ed., Dietmar STRAUCH, ed.. Grundlagen der praktischen Information und Dokumentation : Handbuch zur Einführung in die Informationswissenschaft und - praxis. 6. Berlin [u.a.]: De Gruyter Saur, 2013, pp. 192-206. ISBN 978-3-11-025822-6

    Informationsvisualisierung

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    dc.title:

  • Reiterer, Harald; Geyer, Florian (2013): Mensch-Computer-Interaktion KUHLEN, Rainer, ed., Wolfgang SEMAR, ed., Dietmar STRAUCH, ed.. Grundlagen der praktischen Information und Dokumentation : Handbuch zur Einführung in die Informationswissenschaft und - praxis. 6. Berlin [u.a.]: De Gruyter Saur, 2013, pp. 431-440. ISBN 978-3-11-025822-6

    Mensch-Computer-Interaktion

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  • Klinkhammer, Daniel; Reiterer, Harald; Dachselt, Raimund (Hrsg.) (2013): Themenschwerpunkt Interaktive Oberflächen in Forschung und Praxis

    Themenschwerpunkt Interaktive Oberflächen in Forschung und Praxis

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    dc.contributor.editor: Dachselt, Raimund

  • Rädle, Roman; Jetter, Hans-Christian; Butscher, Simon; Reiterer, Harald (2013): The effect of egocentric body movements on users' navigation performance and spatial memory in zoomable user interfaces Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces - ITS '13. New York, New York, USA: ACM Press, 2013, pp. 23-32. ISBN 978-1-4503-2271-3. Available under: doi: 10.1145/2512349.2512811

    Projekt : Blended Library - Bibliothek der Zukunft

    The effect of egocentric body movements on users' navigation performance and spatial memory in zoomable user interfaces

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    We present two experiments examining the impact of navigation techniques on users’ navigation performance and spatial memory in a zoomable user interface (ZUI). The first experiment with 24 participants compared the effect of egocentric body movements with traditional multi-touch navigation. The results indicate a 47% decrease in path lengths and a 34% decrease in task time in favor of egocentric navigation, but no significant effect on users’ spatial memory immediately after a navigation task. However, an additional second experiment with 8 participants revealed such a significant increase in performance of long-term spatial memory: The results of a recall task administered after a 15-minute distractor task indicate a significant advantage of 27% for egocentric body movements in spatial memory. Furthermore, a questionnaire about the subjects’ workload revealed that the physical demand of the egocentric navigation was significantly higher but there was less mental demand.

    Forschungszusammenhang (Projekte)

  • Klinkhammer, Daniel; Tennie, Jan Oke; Erdös, Paula; Reiterer, Harald (2013): Body Panning : A movement-based navigation technique for large interactive surfaces Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces - ITS '13. New York, New York, USA: ACM Press, 2013, pp. 37-40. ISBN 978-1-4503-2271-3. Available under: doi: 10.1145/2512349.2512822

    Body Panning : A movement-based navigation technique for large interactive surfaces

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    In this note we introduce Body Panning, a novel interaction technique for horizontal panning on interactive surfaces. Based on an established sensory hardware setup, we implemented a robust body tracking system for a largescaled tabletop. On this basis a user can pan through a spatial user interface by adjusting her position at the table. As a natural form of interaction, this technique is convenient and applicable to many existing use cases and applications, as we will present in this note. Besides, we expected to see positive effects on the user’s navigational and spatial memory performance. We conducted an experiment between a common touch panning and a body panning interface to find out about differences in these performances. For the body panning condition, we observed an increased spatial memory performance and an invariant navigation performance. We present and discuss these results focusing on application domains for the body panning technique.

  • Jetter, Hans-Christian; Dachselt, Raimund; Reiterer, Harald (2013): Theme issue on designing collaborative interactive spaces Personal and Ubiquitous Computing. 2013, 18(5), pp. 1135-1137. ISSN 1617-4909. eISSN 1617-4917. Available under: doi: 10.1007/s00779-013-0753-0

    Theme issue on designing collaborative interactive spaces

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    dc.contributor.author: Dachselt, Raimund

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