Auflistung nach Autor:in "Schmid, Andreas"
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- Workshopbeitrag15. Workshop Be-greifbare Interaktion(Mensch und Computer 2022 - Workshopband, 2022) Hirsch, Linda; Schmid, Andreas; van Koningsbruggen, Rosa; Delgado, Sarah; Dietz, Dennis; Windl, Maximiliane; Maierhöfer, VitusBe-greifbare Interaktion vollzieht sich im Wesentlichen über die Manipulation physischer Objekte und durch den Einsatz des eigenen Körpers. Sie bezieht damit die Umgebung und den physischen Nutzungskontext in viel stärkerer Weise ein als rein grafische oder sprachbasierte Schnittstellen zur Steuerung von Mensch-Computer- Systemen. Die vielfältigen Möglichkeiten, Sensoren und Computersysteme in die Umwelt und ihre Gegenstände zu integrieren, bietet einen großen Gestaltungsspielraum. Das Forschungsfeld der »Be-greifbaren Interaktion« (Tangible Interaction) untersucht diesen Spielraum wissenschaftlich und praktisch, um sinnvolle und menschengerechte Anwendungen zu ermöglichen. Die Fachgruppe »Be-greifbare Interaktion« des GI-Fachbereichs Mensch-Computer- Interaktion bietet in ihrem gleichnamigen Workshop ein Forum zur Präsentation des wissenschaftlichen Diskurses und der interdisziplinären Auseinandersetzung, wobei Beitragsformen über theoretische, kritische und zukunftsweisende Reflexionen, bis hin zu gestalterischen Arbeiten und Berichten praktischer Umsetzungen gehen. DerWorkshop öffnet die Diskussion für ein breiteres Fachpublikum, um aktuelle Entwicklungen offengelegt und neue Impulse für das Forschungsgebiet geschaffen werden.
- Workshopbeitrag16. Workshop Be-greifbare Interaktion(Mensch und Computer 2023 - Workshopband, 2023) Schmid, Andreas; van Koningsbruggen, Rosa; Delgado Rodriguez, Sarah; Maierhöfer, Vitus; Waldschütz, Hannes; Kalus, AlexanderTangible interaction is centered around the manipulation of physical objects and the usage of the own body. It thus involves the environment and the physical context much stronger than purely visual or speech-based interfaces. The wide range of possibilities for integrating sensors and computing systems into the physical environment provides ample design space. The research field of Tangible Interaction investigates this scope scientifically and practically in order to enable meaningful and human-oriented applications. In this workshop, the German Informatics Society (GI) specialist group "Be-greifbare Interaktion" of the Department of Human-Computer Interaction offers a forum for the presentation of scientific discourse and interdisciplinary discussion. Contributions range from theoretical, critical and forward-looking reflections to design work and reports on practical implementations. The workshop opens the discussion to a broader audience of experts in order to disclose current developments and generate new impulses for the research field.
- KonferenzbeitragComparing the Effectiveness and Ergonomics of Smartphone-Based Gamepads(Proceedings of Mensch und Computer 2024, 2024) Wührl, Christoph; Schmid, Andreas; Hößl, Sabrina; Wimmer, RaphaelEven though smartphones offer a broad design space for being used as input devices for video games, their form factor makes them less ergonomic than physical gamepads. Previous research suggests that customizable controller layouts and added haptic feedback can improve the quality of smartphone-based gamepads. However, there are no rigorous user studies comparing different types of smartphone controllers to each other. In this paper, we present results of a user study in which we compared three different smartphone-based gamepads: a smartphone controller with a standard layout, a customizable smartphone controller, and a smartphone controller with a haptic case. Additionally, we included a physical gamepad as a reference in our study. Participants used the different controllers to play a racing game and complete pointing tasks. We found that the physical gamepad outperforms smartphone-based controllers in terms of efficiency, but there was no significant difference in effectiveness. Furthermore, our qualitative findings open up design considerations for future improvements of smartphone-based game controllers.
- KonferenzbeitragCoShare: a Multi-Pointer Collaborative Screen Sharing Tool(Mensch und Computer 2023 - Tagungsband, 2023) Emmert, Martina; Schmid, Andreas; Wimmer, Raphael; Henze, NielsExisting tools for screen sharing and remote control only allow a single user to interact with a system while others are watching. Collaborative editors and whiteboards allow multiple users to work simultaneously, but only offer a limited set of tools. With CoShare, we combine both concepts into a screen sharing tool that gives remote viewers a mouse pointer and a text cursor so that they can seamlessly collaborate within the same desktop environment. We have developed a proof-of-concept implementation that leverages Linux’ multi-pointer support so users can control applications in parallel. It also allows limited sharing of clipboard and dragging files from the remote viewer’s desktop into the video-streamed desktop. In focus groups we gathered user requirements regarding privacy, control, and communication. A qualitative lab study identified further areas for improvement and demonstrated CoShare’s utility.
- KonferenzbeitragCrossGeneration – mit mobilen Anwendungen zu einem aktiveren und gesünderen Lebensstil(INFORMATIK 2010. Service Science – Neue Perspektiven für die Informatik. Band 1, 2010) Böpple, Oliver; Dany, Fabian; Dörfler, Isabel; Schmid, AndreasMit zunehmendem Alter bedürfen Menschen in vielfältigen Lebenssituationen Unterstützung, die auf Basis von diversen technischen Lösungen und Assistenzsystemen geleistet werden kann. An dieser Stelle setzt das Forschungsprojekt CrossGeneration an, das sich zum Ziel gesetzt hat, ältere Menschen aktiv in ihrer Selbständigkeit zu unterstützen. In dem vorliegenden Beitrag wird eine im Rahmen des Projekts für das iPhone entwickelte Gesundheitsund Fitnessanwendung vorgestellt. Diese wurde auf Basis von Ergebnissen erster Nutzerund Expertenbefragungen und daraus resultierender Bedürfnisse der Zielgruppe entworfen. Ferner wird dargestellt, wie entsprechende Sensorik in das Konzept eingebunden werden kann.
- KonferenzbeitragDemonstrating Dothraki: Tracking Tangibles Atop Tabletops Through De-Bruijn Tori(Mensch und Computer 2021 - Tagungsband, 2021) Schüsselbauer, Dennis; Schmid, Andreas; Wimmer, RaphaelWe demonstrate usage examples and technical properties of Dothraki, an inside-out tracking technique for tangibles on flat surfaces. An optical mouse sensor embedded in the tangible captures a small (36×36 pixel / 1×1 mm), unique section of a black-and-white De-Bruijn dot pattern printed on the surface. Our system efficiently searches the pattern space in order to determine the precise location of the tangible with sub-millimeter accuracy. Our proof-of-concept implementation offers a recognition rate of up to 95%, robust error detection, an update rate of 14 Hz, and a low-latency relative tracking mode. The MuC demonstration encompasses four separate demos that showcase typical application scenarios and features: a magic lens, two tangibles that know each others relative position, a simple geometry application that measures distances and angles, and tangibles that know on which of multiple surfaces they have been placed.
- KonferenzbeitragDemonstrating ScreenshotMatcher: Taking Smartphone Photos to Capture Screenshots(Mensch und Computer 2021 - Tagungsband, 2021) Schmid, Andreas; Fischer, Thomas; Weichart, Alexander; Hartmann, Alexander; Wimmer, RaphaelTaking screenshots is a common way of capturing screen content to share it with others or save it for later. Even though all major desktop operating systems come with a screenshot function, a lot of people also use smartphone cameras to photograph screen contents instead. While users see this method as faster and more convenient, image quality is significantly lower. This paper is a demonstration of ScreenshotMatcher, a system that allows for capturing a highfidelity screenshot by taking a smartphone photo of (part of) the screen. A smartphone application sends a photo of the screen region of interest to a program running on the PC which retrieves the corresponding screen region with a feature matching algorithm. The result is sent back to the smartphone. As phone and PC communicate via WiFi, ScreenshotMatcher can also be used together with any PC in the same network running the application – for example to capture screenshots from a colleague’s PC. Released as open-source code, ScreenshotMatcher may be used as a basis for applications and research prototypes that bridge the gap between PC and smartphone.
- KonferenzbeitragDemonstration of an Infrared Pen as an Input Device for Projected Augmented Reality Tabletops(Mensch und Computer 2022 - Tagungsband, 2022) Maierhöfer, Vitus; Schmid, Andreas; Wimmer, RaphaelInteractive tabletops do not only offer a large surface for collaborative interaction. They also offer quick access to digital tools directly at the table - where a large number of everyday activities take place. Tabletops with an embedded display are generally less flexible and more fragile than ordinary massive tabletops. Physical objects on the tabletop occlude the digital content. In contrast, top-down-projected interfaces using an overhead projector-camera system allow for augmenting arbitrary tables and objects lying on them. However, detecting pointing input only via a camera image captured from above requires robustly recognizing whether a finger or pen touches the tabletop or whether it hovers slightly above it. In this demonstration, we showcase a solution for reliably tracking a pen on arbitrary tabletop surfaces. The pen emits infrared light via a tip made of optical fiber. A camera captures position and shape of the light point on the surface. Our open-source tracking algorithm combines heuristics and a neural network to distinguish between drawing and hovering. This system can be reliably used for drawing and writing on tabletops. However, occlusion by users’ hands can deteriorate tracking of the pen.
- KonferenzbeitragDispLagBox: simple and replicable high-precision measurements of display latency(Mensch und Computer 2020 - Tagungsband, 2020) Stadler, Patrick; Schmid, Andreas; Wimmer, RaphaelThe latency of a computing system affects users' performance. One important component of end-to-end latency is display lag - the time required to turn framebuffer contents into photons emitted by a computer screen. However, there is no well-documented and widely available method for measuring display lag. Thus, the effect of display lag is rarely considered in scientific studies and system development. We developed DispLagBox, a simple open-source device for measuring display lag. It supports the International Display Measurements Standard but also offers additional metrics for characterizing display lag with a resolution of 0.1 ms. The device, based on a Raspberry Pi computer, measures the time between VSYNC and a change in brightness on the connected display. Repeated measurements can be conducted automatically, so that not only average latency but also latency distributions for each device can be reported. For most displays we tested, DispLagBox reports latencies that are close to those reported by a commercial black-box measurement device. Typically, the difference is 1 - 3 ms.
- KonferenzbeitragDotTrack: absolute und relative Ortsbestimmung von Tangibles mittels eines Maussensors(Mensch und Computer 2018 - Workshopband, 2018) Schüsselbauer, Dennis; Schmid, Andreas; Wimmer, Raphael; Muth, LaurinTangible User Interfaces (TUIs) integrieren oft physische Objekte, deren Positionierung oder Positionsveränderung durch den Nutzer zur Interaktion verwendet wird. DotTrack ist ein Tracking-Verfahren, das absolute Ortsbestimmung und Tracking der Position von Tangibles ohne externe Infrastruktur erlaubt. Der Prototyp verwendet dazu einen kommerziellen Maussensor, der nicht nur die Translation misst, sondern auch ein Kamerabild des Untergrunds liefert. Ein eindeutiges Punktmuster auf dem Untergrund erlaubt es, die absolute Position des Prototypen zu bestimmen. Im momentanen Entwicklungsstand sind rudimentäre absolute Ortsbestimmung, Positionstracking und mehrere Anwendungsbeispiele für das System implementiert.