Auflistung nach Autor:in "Klamka, Konstantin"
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- WorkshopbeitragEin Experimentalraum zur Untersuchung von Bildra?umlichkeit(Mensch & Computer 2012 – Workshopband: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Lapczyna, Esther; Hannß, Franziska; Klamka, Konstantin; Kirsch, Marcus; Thomä, Benny; Groh, RainerDieser Beitrag versucht die Gestaltung digitaler Nutzerschnittstellen durch die Metapher der situativen Interaktion zu erweitern. Mit dem vorgestellten Experimentalraum wird die Grenze zwischen Physikalität und Virtualität im Kontext des Interfacedesigns überschritten.
- KonferenzbeitragGrowing Green Habits: Unobtrusive Gamified Eco-Feedback to Motivate Sustainable Behavior(Mensch und Computer 2023 - Tagungsband, 2023) Plichta, Fabian; Mitschick, Annett; Klamka, Konstantin; Dachselt, RaimundPromoting environmental awareness and sustainable behavior is an important action for climate protection. In this paper, we introduce a gamified eco-feedback approach using an interactive plant-like physical interface to encourage lower heating energy consumption in households. The interface is designed to be a part of the user’s environment and evoke a caretaker relationship. It measures indoor climate parameters via sensors, awards users with points for environmentally friendly and healthy heating and ventilation habits, and changes its shape to mimic growing and flourishing. Through their mobile device, the users can retrieve detailed information in a companion app. A prototype implementation demonstrates the feasibility of the concept and serves as a basis for further work in this emerging research area.
- WorkshopbeitragHANDle: A Novel Tangible Device for Hand Therapy Exergames(Mensch und Computer 2018 - Tagungsband, 2018) Klamka, Konstantin; Mitschick, Annett; Dachselt, RaimundToday's working environments are characterized by and at the same time highly depending on many repetitive hand movements, such as typing or assembling tasks. The physical health of hands is thereby becoming increasingly valuable. Guided by the idea of Tangible User Interfaces (TUIs), we introduce a novel graspable device, called HANDle, that we developed to train wrist agility, finger strength as well as its coordination in a motivational game. Therefore, we iteratively prototyped a fully-functional controller that senses multiple finger forces, its relative position in space and that provides visual and vibro-tactile feedback. In addition, we implemented a therapy game that combines different physiotherapeutic motion and grasp exercises supporting custom-defined levels that match to the patient needs.
- KonferenzbeitragIllumiPaper: Printed Displays for Novel Digital Pen-and-Paper User Interfaces(Mensch und Computer 2017 - Workshopband, 2017) Klamka, Konstantin; Dachselt, RaimundIn this paper, we demonstrate IllumiPaper: A system that combines new forms of paper-integrated feedback with digital pen-and-paper solutions to address the lack of dynamic visual feedback in digital pen applications. We aim to visually support typical paper-related tasks by providing active visual feedback that is directly integrated into standard paper and thereby eliminate the problem of visual inconsistencies between physically written content and associated digital information. In contrast to our prior work, we present an extended version of our augmented paper sheets that are entirely printed with emerging conductive and electroluminescent thin-film technologies. These advanced fabrication methods enable paper illuminations with a high degree of quality and integration. As a major contribution, we want to demonstrate the feasibility of IllumiPapers systematic feedback repertoire for real-world applications and share hands-on experiences with the IllumiPaper research platform consisting of a paper-controller, digital pen and printed illuminated, digitally controlled papers with the German HCI community.
- mensch und computer 2013 - workshopbandRekonstruktion der Ersten Allgemeinen Deutschen Kunstausstellung Dresden 1946(Mensch & Computer 2013 - Workshopband, 2013) Klamka, Konstantin; Schmalenberger, ThomasTechnologische Entwicklungen eröffnen dem Museum neue Möglichkeiten, Information in einer zeitgemäßen, erlebnisorientierten Form der Öffentlichkeit zu präsentieren und somit die Wissensvermittlung aktiv zu unterstützen. Die kunsthistorische Notwendigkeit der Präsentation umfassender Zusammenhänge motiviert zur Reflexion geeigneter Darstellungsformen. Anhand der Thematik der sehr bedeutsamen, zugleich jedoch wenig dokumentierten Ersten Allgemeinen Deutschen Kunstausstellung Dresden 1946, beschreibt diese Arbeit einen möglichen Ansatz der virtuellen und interaktiven Rekonstruktion realer Räume. Dazu wurde die gesamte Ausstellungssituation in umfangreicher und interdisziplinärer Zusammenarbeit zu einem digitalen dreidimensionalen Modell zusammengefasst, das im Rahmen einer Kunstausstellung dem Besucher auf Multitouch-Monitoren die immersive Erfahrung der Raum- und Exponatsituation ermöglichte und zur interaktiven Exploration einlud.