Defense of dissertation (31.01.2014)

Official staff photo (12.11.2012)

OUTPUT at Faculty of Computer Science 04.07.2013 (Foto: Christian Juppe)

Talk at European Conference on Cognitive Ergonomics 25.08.2011

Enno-Heidebroek-Urkunde (best diploma in media computer science class of 2010) 10.12.2010

Talk at ACM Interactive Tabletops and Surfaces 2010 in Saarbrücken 08.11.2010

Tour of multi-touch lab with Mr. Raul Florentin, ambassador of Republic Paraguay 28.06.2010

Diploma in Media Computer Science awarded by former Dean Prof. Dr. Wolfgang E. Nagel 08.10.2009

Vita

Education and Career

Since July 2009: researcher at Technische Universität Dresden, Chair for Media Design
PhD thesis on the Formalization of Gestural Input for Multi-touch Systems

October 2006 to March 2007: ERASMUS at Università degli Studi di Napoli Parthenope, Italy

September 2003 to June 2009: Diploma in Media Computer Science at Technische Universität Dresden

Research Projects

May 2014 to October 2014: VISEA - Visual Search Interfaces

December 2011 to April 2014: VALABI - Validation of Performance and Application Domains of Bildsprache LiveLab

June 2011 to November 2011: Innovation Forum Technical Visualistics

November 2010 to May 2011: OUTPUT.DD Project Exhibition at the Faculty of Computer Science

July 2009 to November 2011: [vi.c] Innovative Visualization Approaches for Social Software to Support Information Retrieval in Knowledge Management

Awards

Nomination for Georg-Helm-Preis 2014 des Vereins zur Förderung von Studierenden der TU Dresden e.V. durch die Fakultät Informatik der TU Dresden

Enno-Heidebroek-Urkunde (best diploma in media computer science class of 2010)

Publications

Conferences

Wojdziak, J., Kammer, D., Stahl, A., and Groh, R. ESTER - Eye-Tracking Science Tool and Experiment Runtime. In C. Stephanidis, ed., HCI International 2014 - Posters’ Extended Abstracts. Springer International Publishing, 2014, 379–383. Download

We introduce ESTER, an interactive 3D real-time (Eye-tracking) Science Tool and Experiment Runtime for investigating visual attention by means of the aggregation and representation of three-dimensional gaze paths and positions.

@incollection{wojdziak_ester_2014,
  series = {Communications in Computer and Information Science},
  title = {{ESTER} - Eye-Tracking Science Tool and Experiment Runtime},
  copyright = {©2014 Springer International Publishing Switzerland},
  isbn = {978-3-319-07856-4, 978-3-319-07857-1},
  number = {434},
  booktitle = {{HCI} International 2014 - Posters’ Extended Abstracts},
  publisher = {Springer International Publishing},
  author = {Wojdziak, Jan and Kammer, Dietrich and Stahl, Andreas and Groh, Rainer},
  editor = {Stephanidis, Constantine},
  month = jan,
  year = {2014},
  keywords = {3D visualization, Computer Applications, Computer Imaging, Vision, Pattern Recognition and Graphics, Computing Milieux, eye-gaze tracking, Information Systems and Communication Service, Media Design, realtime, stereoscopic imaging, User Interfaces and Human Computer Interaction, user studies},
  pages = {379--383}}

Eschrich, B., Kammer, D., Kozak, K., Hesse, J., and Groh, R. Controlling Light Environments Using Segmented Light Sources and Mobile Devices. In A. Marcus, ed., Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments. Springer International Publishing, 2014, 533–540. Download

In this paper, we describe a software interface for controlling light environments using segmented light sources based on OLED arrays. We propose requirements for a tool that can be used to author specific light scenarios. Both the technical view and the user view on the system are addressed. We describe the concept of creating such an interface and demonstrate an example for a specific light source. The light source consists of 72 OLED segments that can be individually programmed using a mobile device. Different use cases illustrate the concepts. The description of future work regarding the control of OLED lighting situations concludes the paper.

@incollection{eschrich_controlling_2014,
  series = {Lecture Notes in Computer Science},
  title = {Controlling Light Environments Using Segmented Light Sources and Mobile Devices},
  copyright = {©2014 Springer International Publishing Switzerland},
  isbn = {978-3-319-07625-6, 978-3-319-07626-3},
  number = {8518},
  booktitle = {Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments},
  publisher = {Springer International Publishing},
  author = {Eschrich, Brian and Kammer, Dietrich and Kozak, Karol and Hesse, Jan and Groh, Rainer},
  editor = {Marcus, Aaron},
  month = jan,
  year = {2014},
  keywords = {Computers and Society, Information Storage and Retrieval, Information Systems Applications (incl. Internet), interaction, Light, mobile, {OLED}, prototyping, User Interfaces and Human Computer Interaction},
  pages = {533--540}}

Kammer, D., Dang, R., Steinhauf, J., and Groh, R. Investigating Interaction with Tabletops in Kindergarten Environments. Proceedings of the 2014 Conference on Interaction Design and Children, ACM (2014), 57–66. Download

In this paper, we investigate interaction of children with interactive tabletops in kindergarten environments. In our understanding, such environments feature a certain degree of supervision, group play, as well as sole activities. In contrast to the traditional desktop PC workplace, interactive tabletops encourage communication and social interaction between children. In order to observe interaction and collaboration, we developed a suite of playful applications called VisMo, which we tailored to the needs and expectations of the target group. Our observational study with twelve Kindergarten children highlights pedagogical and usability aspects. We observed motivation and collaboration of the children and used a formal notation to transcribe their performed multitouch gestures.

@inproceedings{kammer_investigating_2014,
  address = {New York, {NY}, {USA}},
  series = {{IDC} '14},
  title = {Investigating Interaction with Tabletops in Kindergarten Environments},
  isbn = {9781450322720},
  doi = {10.1145/2593968.2593975},
  booktitle = {Proceedings of the 2014 Conference on Interaction Design and Children},
  publisher = {{ACM}},
  author = {Kammer, Dietrich and Dang, René and Steinhauf, Juliane and Groh, Rainer},
  year = {2014},
  keywords = {children, education, interface design, multitouch},
  pages = {57–66}}

Echtler, F., Kammer, D., Vanacken, D., Hoste, L., and Signer, B. Engineering Gestures for Multimodal User Interfaces. Proceedings of the 2014 ACM SIGCHI Symposium on Engineering Interactive Computing Systems, ACM (2014), 297–298. Download

Despite increased presence of gestural and multimodal user interfaces in research as well as daily life, development of such systems still mostly relies on programming concepts which have emerged from classic WIMP user interfaces. This workshop proposes to explore the gap between attempts to formalize and structure development for multimodal interfaces in the research community on the one hand and the lack of adoption of these formal languages and frameworks by practitioners and other researchers on the other hand.

@inproceedings{echtler_engineering_2014,
  address = {New York, {NY}, {USA}},
  series = {{EICS} '14},
  title = {Engineering Gestures for Multimodal User Interfaces},
  isbn = {978-1-4503-2725-1},
  doi = {10.1145/2607023.2610288},
  abstract = {Despite increased presence of gestural and multimodal user interfaces in research as well as daily life, development of such systems still mostly relies on programming concepts which have emerged from classic {WIMP} user interfaces. This workshop proposes to explore the gap between attempts to formalize and structure development for multimodal interfaces in the research community on the one hand and the lack of adoption of these formal languages and frameworks by practitioners and other researchers on the other hand.},
  booktitle = {Proceedings of the 2014 {ACM} {SIGCHI} Symposium on Engineering Interactive Computing Systems},
  publisher = {{ACM}},
  author = {Echtler, Florian and Kammer, Dietrich and Vanacken, Davy and Hoste, Lode and Signer, Beat},
  year = {2014},
  keywords = {apis, formal languages, gestures, multimodal user interfaces},
  pages = {297–298}}

De Almeida Madeira Clemente, M., Leitner, H., Kammer, D., Groh, R., and Pinkert, A. Novel Interaction Techniques for Object Manipulation on Tabletops: Scoop Net and Pinch Helper. Proceedings of the 2014 International Working Conference on Advanced Visual Interfaces, ACM (2014), 321–324. Download

Interactive tabletops foster collaborative work by supporting face-to-face communication and by offering an interactive surface to continually visualize and integrate the current state of work. Through multi-touch technology, multiple fingers and even parts of the hand can be recognized. Hence, natural interaction with graphical objects can be enhanced. However, ergonomic constraints in shape, size and agility of the hand and fingers can reduce effective and efficient object manipulation. By virtually extending the representation of the fingers and the transformed objects themselves we seek to overcome these limitations. Common collaborative tasks on large touch surfaces are transformation and spatial grouping of graphical objects. Therefore, we present two novel interaction techniques: Scoop Net and Pinch Helper. Scoop Net is based on naive physics and allows users to select and move multiple objects in one seamless action. Pinch Helper supports the execution of a pinch gesture by transforming objects that are too small to be targeted by multiple fingers.

@inproceedings{de_almeida_madeira_clemente_novel_2014,
  address = {New York, {NY}, {USA}},
  series = {{AVI} '14},
  title = {Novel Interaction Techniques for Object Manipulation on Tabletops: Scoop Net and Pinch Helper},
  isbn = {978-1-4503-2775-6},
  shorttitle = {Novel Interaction Techniques for Object Manipulation on Tabletops},
  doi = {10.1145/2598153.2598199},
  booktitle = {Proceedings of the 2014 International Working Conference on Advanced Visual Interfaces},
  publisher = {{ACM}},
  author = {de Almeida Madeira Clemente, Mirko and Leitner, Hannes and Kammer, Dietrich and Groh, Rainer and Pinkert, André},
  year = {2014},
  keywords = {gesture, interaction technique, multi-touch, natural interaction, object manipulation, object transformation, spatial grouping, tabletop display},
  pages = {321–324}}

Wojdziak, J., Kammer, D., Müller, R., Stahl, A., Zavesky, M., and Groh, R. Bildsprache LiveLab. Projekt-Präsentationen, INFORMATIK 2013 (2013).

Bildsprache LiveLab ist ein komponentenbasiertes Echtzeit-3D-Visualisierungssystem, das mittels einer Plug-In-Architektur für zahlreiche Einsatzmöglichkeiten angepasst werden kann. Das Framework wird seit mehreren Jahren erfolgreich an der Professur für Mediengestaltung der TU Dresden in Forschung und Lehre eingesetzt. Im Zuge des Projekts VALABI (Validierung der Leistungsfähigkeit und Anwendungsbereiche des Demonstrators Bildsprache LiveLab) werden die bisherigen Ergebnisse konsequent weiterentwickelt ([KM12]). Ziele dieser Entwicklung sind erhöhte Flexibilität durch Anpassung an verschiedene Zielplattformen und Bedienkonzepte, verbesserte Nutzbarkeit für Anwender und Programmierer, sowie ein leistungsfähiges 3D-Experimentiersystem. Zum Einsatz kommen Open-Source-Bibliotheken, unter anderem OpenSceneGraph zur 3D-Darstellung, wxWidgets für die grafische Nutzerschnittstelle und Google V8 zur Einbindung von ECMAScript (JavaScript). Dieser Posterbeitrag beschreibt die grundlegenden Eigenschaften und Fähigkeiten des Bildsprache LiveLab-Frameworks und geht näher auf die Aspekte 3D-Eyetracking und Plattform-Unabhängigkeit ein.

@inproceedings{wojdziak_bildsprache_2013,
  address = {Universität Koblenz-Landau},
  title = {Bildsprache {LiveLab}},
  booktitle = {Projekt-Präsentationen},
  author = {Wojdziak, Jan and Kammer, Dietrich and Müller, Romy and Stahl, Andreas and Zavesky, Martin and Groh, Rainer},
  year = {2013}}

Kammer, D., Schmidt, D., Keck, M., and Groh, R. Developing mobile interface metaphors and gestures. Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services, ACM (2013), 516–521. Download

Interaction design for mobile applications is challenging due to the diversity of technologies and devices. In addition, the now ubiquitous multi-touch screens demand novel and engaging interface metaphors. In this paper, we report insights and three practical results from a workshop with undergraduate students. The aim was to experiment with new technologies by providing a set of creativity techniques for ideation. By tackling interaction design both for tablets and smartphones, flexible interface metaphors were developed.

@inproceedings{kammer_developing_2013,
  address = {New York, {NY}, {USA}},
  series = {{MobileHCI} '13},
  title = {Developing Mobile Interface Metaphors and Gestures},
  booktitle = {Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services companion},
  publisher = {{ACM}},
  author = {Kammer, Dietrich and Keck, Mandy and Schmidt, Deborah and Groh, Rainer},
  year = {2013}}

Müller, R. and Kammer, D. Does the anticipation of a partner’s reaction affect action planning? Spatial action-effect compatibility in a joint task. CogSci 2013 Proceedings, Poster presented at the CogSci 2013 (2013), 4059. Download

Actions in joint tasks are affected by the way the partner is acting. As action planning is mediated by an anticipation of their sensory consequences, this influence is likely to encompass the expected reactions of others to one’s own actions. If so, it should be easier to perform actions that trigger compatible partner reactions instead of incompatible ones. To test this, we used a spatial action-effect compatibility paradigm in a joint task. Subjects moved virtual objects to different locations on a multi-touch table, followed by either a partner’s manual reactions on the same or another object, or by automatic visual effects. There was a tendency for faster performance of actions with compatible effects, and no interaction with effect type. However, for the joint condition alone, no reliable compatibility benefit was found. The results highlight several difficulties in applying the basic research on ideomotor action control to more naturalistic, joint tasks.

@inproceedings{muller_does_2013,
  address = {Berlin},
  title = {Does the anticipation of a partner's reaction affect action planning? Spatial action-effect compatibility in a joint task.},
  isbn = {978-0-9768318-9-1},
  url = {http://mindmodeling.org/cogsci2013/index.html},
  booktitle = {{CogSci} 2013 Proceedings},
  publisher = {Poster presented at the {CogSci} 2013},
  author = {Müller, Romy and Kammer, Dietrich},
  month = aug,
  year = {2013},
  pages = {4059}
}

Lambeck, C., Kammer, D., and Groh, R. Discovering Potentials in Enterprise Interface Design - A review of our latest case studies in the enterprise domain. Proceedings of the 15th International Conference on Enterprise Information Systems, SCITEPRESS (2013), 148–153. Download

User interfaces in enterprise systems are primarily based on visualizations such as tables and forms, which are state-of-the-art since the middle of the 1990s. Additionally, most information is presented in a textual way and offers little capabilities to change the mode of presentation or the level of detail. The authors argue that these deficiencies are a major reason for existing usability problems related to the graphical user interface. Hence, this contribution presents four case studies, which aim to establish innovative visualization and interaction modalities in the field of enterprise systems.

@inproceedings{lambeck_discovering_2013,
  address = {Angers/ France},
  title = {Discovering Potentials in Enterprise Interface Design - A review of our latest case studies in the enterprise domain},
  volume = {3},
  isbn = {978-989-8565-61-7},
  booktitle = {Proceedings of the 15th International Conference on Enterprise Information Systems},
  publisher = {{SCITEPRESS}},
  author = {Lambeck, Christian and Kammer, Dietrich and Groh, Rainer},
  year = {2013},
  pages = {148--153}
}

Kammer, D., Wojdziak, J., and Groh, R. Interactive Color Perspective for 3D Graphics Applications: Enhancing Depth Perception and the Understanding of Object Relations. In C. Stephanidis, ed., HCI International 2013 - Posters’ Extended Abstracts. Springer Berlin Heidelberg, 2013, 483–487. Download

Perceiving depth and spatial relations between objects in virtual environments is challenging and can be facilitated by the rendering process in 3D graphics applications. Often the perspective projection is not sufficient to visualize all necessary information because the projected image can lead to position and orientation ambiguity. Therefore, additional indicators are needed to improve the visualization of information about spatial relationships and the structure of the scene. For this purpose, we introduce a toolbox that applies color as an interactive design tool. Within this toolbox, six algorithms can be used to dynamically modulate the coloring of single objects or the scene as a whole. For evaluation, we report a study that tested whether object coloring as implemented in the toolbox can change apparent depth.

@incollection{kammer_interactive_2013,
  series = {Communications in Computer and Information Science},
  title = {Interactive Color Perspective for {3D} Graphics Applications: Enhancing Depth Perception and the Understanding of Object Relations},
  copyright = {©2013 Springer-Verlag Berlin Heidelberg},
  isbn = {978-3-642-39472-0, 978-3-642-39473-7},
  shorttitle = {Interactive Color Perspective for {3D} Graphics Applications},
  url = {http://link.springer.com/chapter/10.1007/978-3-642-39473-7_96},
  number = {373},
  urldate = {2013-07-29},
  booktitle = {{HCI} International 2013 - Posters' Extended Abstracts},
  publisher = {Springer Berlin Heidelberg},
  author = {Kammer, Dietrich and Wojdziak, Jan and Groh, Rainer},
  editor = {Stephanidis, Constantine},
  month = jan,
  year = {2013},
  keywords = {Computer Applications, Computers and Education, Computers and Society, Drawing, Health Informatics, Information Storage and Retrieval, non-photorealistic rendering, Painting-like rendering, Real-time Graphics, User Interfaces and Human Computer Interaction},
  pages = {483--487}}

Wojdziak, J., Kammer, D., and Groh, R. Sequential Art in Real-Time 3D Applications. In C. Stephanidis, ed., HCI International 2013 - Posters’ Extended Abstracts. Springer Berlin Heidelberg, 2013, 292–296. Download

A huge amount of data is produced continually in areas of application like entertainment, industry, and science. Contemporary technologies and three-dimensional computer graphics are qualified to process and to visualize this data. However, users are more and more faced with a flood of information, unable to efficiently process the information provided by three-dimensional computer graphics. Facing that problem, arrangement systems like typographic grids serve as an auxiliary layer to organize and arrange information units on a two-dimensional canvas. Due to the continually changing of interactive 3D scenes, there is no fixed order or priority of the visualized data in a projected image. Yet, in analogy to comic strips or comic books, frames that are organized in a grid can augment information visualizations. This contribution presents an approach to structure interactive 3D visualizations with the help of panels, whereby the user can recognize essential information in a given scene.

@incollection{wojdziak_sequential_2013,
  series = {Communications in Computer and Information Science},
  title = {Sequential Art in Real-Time {3D} Applications},
  copyright = {©2013 Springer-Verlag Berlin Heidelberg},
  isbn = {978-3-642-39475-1, 978-3-642-39476-8},
  url = {http://link.springer.com/chapter/10.1007/978-3-642-39476-8_60},
  number = {374},
  urldate = {2013-07-29},
  booktitle = {{HCI} International 2013 - Posters’ Extended Abstracts},
  publisher = {Springer Berlin Heidelberg},
  author = {Wojdziak, Jan and Kammer, Dietrich and Groh, Rainer},
  editor = {Stephanidis, Constantine},
  month = jan,
  year = {2013},
  keywords = {Computer Applications, Computers and Education, Computers and Society, {HCI}, Health Informatics, Information Storage and Retrieval, narrative structuring, real-time computer graphics, User Interfaces and Human Computer Interaction},
  pages = {292--296}}

Kammer, D., Müller, R., Wojdziak, J., Zavesky, M., Weyprecht, P., Schönefeld, F. and Groh, R. Innovationspotenzial validieren: Anwendungsgebiete für die 3D-Plattform Bildsprache LiveLab. Innovationsforum open4INNOVATION2012 regional kooperativ-global innovativ Beiträge zum Fachforum, Technische Universität Dresden (2012), 80–85. Download

Bildsprache LiveLab (BiLL) ist ein Anwendungssystem, das die Visualisierung dreidimensionaler Welten in Echtzeit erlaubt. Der Benutzer kann dabei nicht nur den Inhalt, sondern auch die Art und Eigenschaften der Darstellung virtueller Szenen verändern. BiLL wird zu Forschungszwecken im Bereich der 3DInterfacegestaltung entwickelt und dient als Plattform für analytische Untersuchungen im Bereich der Interfacegestaltung und der Kognitionspsychologie. Im Rahmen der Förderrichtlinie „Validierung des Innovationspotenzials wissenschaftlicher Forschung“ des Bundesministeriums für Bildung und Forschung werden die Leistungsfähigkeit des Demonstrators BiLL validiert und hinsichtlich unterschiedlicher Anwendungsgebiete optimiert. Dieser Beitrag skizziert das Vorgehen und die Inhalte dieses Validierungsvorhabens.

@inproceedings{kammer_innovationspotenzial_2012,
  title = {Innovationspotenzial validieren: Anwendungsgebiete für die {3D-Plattform} Bildsprache {LiveLab}},
  volume = {Technical Report, {TUD-FI12-05-Mai} 2012},
  booktitle = {Innovationsforum {open4INNOVATION2012} regional kooperativ-global innovativ Beiträge zum Fachforum},
  publisher = {Technische Universität Dresden},
  author = {Kammer, Dietrich and Müller, Romy and Wojdziak, Jan and Zavesky, Martin and Weyprecht, Pascal and Schönefeld, Frank and Groh, Rainer},
  year = {2012},
  pages = {80--85}}

Keck, M., Brade, M., Gründer, T., Kammer, D., and Groh, R. Interface Exploration zur Entwicklung natürlicher Benutzerschnittstellen. Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend?, Oldenbourg Verlag (2012), 385–388. Download

In diesem Beitrag wird der methodische Ansatz Interface Exploration präsentiert, der die Entwicklung von natürlichen Benutzerschnittstellen unterstützt und systematisiert. Dabei wird auf den Fähigkeiten des Menschen aufgebaut, die er sich im Umgang mit Substanzen und Materialien im Alltag aneignet.

@inproceedings{keck_interface_2012,
  address = {München},
  title = {Interface Exploration zur Entwicklung natürlicher Benutzerschnittstellen},
  booktitle = {Mensch \& Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend?},
  publisher = {Oldenbourg Verlag},
  author = {Keck, Mandy and Brade, Marius and Gründer, Thomas and Kammer, Dietrich and Groh, Rainer},
  editor = {Reiterer, Harald and Deussen, Oliver},
  year = {2012},
  pages = {385--388}}

Kammer, D., Keck, M., Röpke, C., and Groh, R. Multitouch-Gestensteuerung für das neuartige Suchinterface DelViz. Mensch & Computer 2012 – Workshopband: interaktiv informiert – allgegenwärtig und allumfassend?, Oldenbourg Verlag (2012), 477–480.

Dieser Beitrag beschreibt die praktische Anwendung eines Frameworks zur formalen Definition von Multitouch-Gesten im Bereich der Informationsvisualisierung. Das auf Maus-Interaktion basierende Suchinterface DelViz wird um Multitouch-Gesten erweitert und entsprechend angepasst, um effektives und schnelles Bedienen zu ermöglichen.

@inproceedings{kammer_multitouch-gestensteuerung_2012,
  address = {München},
  title = {Multitouch-Gestensteuerung für das neuartige Suchinterface {DelViz}},
  booktitle = {Mensch \& Computer 2012 – Workshopband: interaktiv informiert – allgegenwärtig und allumfassend?},
  publisher = {Oldenbourg Verlag},
  author = {Kammer, Dietrich and Keck, Mandy and Röpke, Christian and Groh, Rainer},
  editor = {Reiterer, Harald and Deussen, Oliver},
  year = {2012},
  pages = {477--480}}

Kammer, D., Henkens, D., and Groh, R. GeForMTjs: A JavaScript Library Based on a Domain Specific Language for Multi-touch Gestures. Web Engineering - 12th International Conference, ICWE 2012, Berlin, Germany, July 23-27, 2012. Proceedings, (2012), 444–447. Download

This paper presents the library GeForMTjs, which features an ab-stract way of representing multi-touch gestures. A domain specific language for multi-touch gestures, Gesture Formalization for Multi-touch (GeForMT), is adapted to the needs of web development. Web standards are addressed and mouse input is incorporated as well. A short overview of related work shows that a formal abstraction of multi-touch gestures is missing in the web context. A brief example illustrates the seven processing steps of the library.

@inproceedings{kammer_geformtjs:_2012,
  title = {{GeForMTjs:} A {JavaScript} Library Based on a Domain Specific Language for Multi-touch Gestures},
  booktitle = {Web Engineering - 12th International Conference, {ICWE} 2012, Berlin, Germany, July 23-27, 2012. Proceedings},
  author = {Kammer, Dietrich and Henkens, Dana and Groh, Rainer},
  year = {2012},
  pages = {444--447}}

Peschke, J., Göbel, F., Gründer, T., Keck, M., Kammer, D., and Groh, R. DepthTouch: an elastic surface for tangible computing. Proceedings of the International Working Conference on Advanced Visual Interfaces, ACM (2012), 770–771. Download

In this paper we describe DepthTouch, an installation which explores future interactive surfaces and features elastic feedback, allowing the user to go deeper than with regular multi-touch surfaces. DepthTouch’s elastic display allows the user to create valleys and ascending slopes by depressing or grabbing its textile surface. We describe the experimental approach for eliciting appropriate interaction metaphors from interaction with real materials and the resulting digital prototype.

@inproceedings{peschke_depthtouch:_2012,
  address = {New York, {NY}, {USA}},
  series = {{AVI} '12},
  title = {{DepthTouch:} an elastic surface for tangible computing},
  isbn = {978-1-4503-1287-5},
  shorttitle = {{DepthTouch}},
  url = {http://doi.acm.org/10.1145/2254556.2254706},
  doi = {10.1145/2254556.2254706},
  urldate = {2013-07-30},
  booktitle = {Proceedings of the International Working Conference on Advanced Visual Interfaces},
  publisher = {{ACM}},
  author = {Peschke, Joshua and Göbel, Fabian and Gründer, Thomas and Keck, Mandy and Kammer, Dietrich and Groh, Rainer},
  year = {2012},
  keywords = {depth sensors, natural user interfaces, tangible computing},
  pages = {770–771}}

Lambeck, C., Kammer, D., Weyprecht, P., and Groh, R. Bridging the gap: advances in interaction design for enterprise applications in production scenarios. Proceedings of the International Working Conference on Advanced Visual Interfaces, ACM (2012), 765–768. Download

From Enterprise Resource Planning systems (ERP) to Process Control Systems (PCS), users are facing complex user interfaces with a multitude of functionalities to fulfill their tasks. These interfaces still rely on the WIMP-paradigm including forms, tables and dashboards, which are meant to be used with mouse and keyboard. This contribution argues that there is a gap between the increased process complexity and the traditional concepts in visualization and interaction. This is one of the main reasons for current usability problems in the field of enterprise applications. In this paper, an exemplary scenario addresses these challenges by exploiting tangible interaction on a tabletop system. The user is empowered to control planning processes more efficiently and to react on deviations from the planned schedule in an unencumbered way. Finally, the authors expect that users are focusing on their actual tasks again, rather than on user interface related challenges.

@inproceedings{Lambeck:2012:BGA:2254556.2254704,
  author = {Lambeck, Christian and Kammer, Dietrich and Weyprecht, Pascal and Groh, Rainer},
  title = {Bridging the gap: advances in interaction design for enterprise applications in production scenarios},
  booktitle = {Proceedings of the International Working Conference on Advanced Visual Interfaces},
  series = {AVI '12},
  year = {2012},
  isbn = {978-1-4503-1287-5},
  location = {Capri Island, Italy},
  pages = {765--768},
  numpages = {4},
  url = {http://doi.acm.org/10.1145/2254556.2254704},
  doi = {10.1145/2254556.2254704},
  acmid = {2254704},
  publisher = {ACM},
  address = {New York, NY, USA}}

Freitag, G., Kammer, D., Tränkner, M., Wacker, M., and Groh, R. Liquid: Library for Interactive User Interface Development. Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, Oldenbourg Verlag (2011), 202–210. Download

Developing multi-touch applications is a great challenge for developers: they have to adopt a novel interaction paradigm, but lack suitable tools and reliable design guidelines. The goal of Liquid consists in introducing the concept of visual programming to multi-touch technology, implementing a promising approach to overcome the difficulties in developing applications for multi-touch devices. As a novel feature, Liquid allows the development of multi-touch applications with the help of the technology itself. This contribution illustrates the application of visual programming in the multi-touch context, presents related work, and explains the workflow of Liquid with the help of an instructive example.

@inproceedings{freitag_liquid:_2011,
  address = {Chemnitz},
  title = {Liquid: Library for Interactive User Interface Development},
  abstract = {Developing multi-touch applications is a great challenge for developers: they have to adopt a novel interaction paradigm, but lack suitable tools and reliable design guidelines. The goal of Liquid consists in introducing the concept of visual programming to multi-touch technology, implementing a promising approach to overcome the difficulties in developing applications for multi-touch devices. As a novel feature, Liquid allows the development of multi-touch applications with the help of the technology itself. This contribution illustrates the application of visual programming in the multi-touch context, presents related work, and explains the workflow of Liquid with the help of an instructive example.},
  booktitle = {Mensch \& Computer 2011: {überMEDIEN{\textbar}ÜBERmorgen}},
  publisher = {Oldenbourg Verlag},
  author = {Freitag, Georg and Kammer, Dietrich and Tränkner, Michael and Wacker, Markus and Groh, Rainer},
  year = {2011},
  pages = {202--210}}

Kammer, D., Franke, I.S., Groh, R., Steinhauf, J., Kirchner, M., and Schönefeld, F. The eleventh finger: levels of manipulation in multi-touch interaction. Proceedings of the 29th Annual European Conference on Cognitive Ergonomics, ACM (2011), 141–148. Download

Motivation -- Multi-touch surfaces offer a great potential for collaborative activities due to direct interaction and engaging user experiences. User input is no longer mediated through indirect devices like keyboard or mouse; instead, users can work in parallel or quickly alternate between interacting persons. So far, only standard manipulation gestures for rotating, scaling, and translation have been established as natural interaction with multi-touch devices. In this contribution, novel tools and paradigms to enrich multi-touch interaction are investigated. Research approach -- A workshop setting involving ten students, tutors, and business experts was used, in order to implement novel multi-touch prototypes over the course of two weeks. Findings/Design -- Five case studies have been implemented based on Microsoft® Surface technology, exploiting different levels of manipulation. Research limitations/Implications -- Exhaustive user studies concerning the presented model have not been conducted. Implications of the model are tentatively discussed, suggesting possible study designs for the future. Originality/Value -- Five levels of manipulation are formalized in a model that can be used to design and evaluate cognitive ergonomics of new multi-touch interfaces for collaborative activities. Take away message -- By implementing different levels of manipulation, multi-touch interfaces for collaborative interfaces can be made more powerful and enable users to easily achieve diversified results.

@inproceedings{kammer_eleventh_2011,
  address = {New York, {NY}, {USA}},
  series = {{ECCE} '11},
  title = {The eleventh finger: levels of manipulation in multi-touch interaction},
  isbn = {978-1-4503-1029-1},
  url = {http://doi.acm.org/10.1145/2074712.2074741},
  doi = {10.1145/2074712.2074741},
  booktitle = {Proceedings of the 29th Annual European Conference on Cognitive Ergonomics},
  publisher = {{ACM}},
  author = {Kammer, Dietrich and Franke, Ingmar S. and Groh, Rainer and Steinhauf, Juliane and Kirchner, Maxi and Schönefeld, Frank},
  year = {2011},
  keywords = {collaborative settings, engagement, goal sharing, interface concepts, motivation, multi-touch},
  pages = {141–148}}

Wojdziak, J., Kammer, D., Franke, I.S., and Groh, R. BiLL: an experimental environment for visual analytics. Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems, ACM (2011), 259–264. Download

The field of Visual Analytics attempts to identify phenomena, guidelines, and algorithms to generate images suitable to communicate information efficiently and effectively. The benefit of using information visualizations is that the represented data can be quickly perceived and comprehended by the viewer. Research of novel visualization and interaction techniques in the context of three-dimensional computer graphics requires interactive computer systems. To this end, a component-oriented software framework is presented in this contribution. Bildsprache LiveLab (BiLL) allows independent implementation and combination of different components. Each component is responsible for various tasks in the context of investigating images of three-dimensional scenes. Two case studies covering multiperspective and color perspective illustrate the application of BiLL and its potential as an experimental environment for visualizing user-centered projections of three-dimensional scenes.

@inproceedings{wojdziak_bill:_2011,
  address = {New York, {NY}, {USA}},
  series = {{EICS} '11},
  title = {{BiLL:} an experimental environment for visual analytics},
  isbn = {978-1-4503-0670-6},
  shorttitle = {{BiLL}},
  url = {http://doi.acm.org/10.1145/1996461.1996533},
  doi = {10.1145/1996461.1996533},
  urldate = {2013-07-30},
  booktitle = {Proceedings of the 3rd {ACM} {SIGCHI} symposium on Engineering interactive computing systems},
  publisher = {{ACM}},
  author = {Wojdziak, Jan and Kammer, Dietrich and Franke, Ingmar S. and Groh, Rainer},
  year = {2011},
  pages = {259–264}}

Brade, M., Keck, M., Kammer, D., and Groh, R. "Es gibt Reis!" - Untersuchung der bildhaften Mischung von Substanzen aus dem Alltag für die Interfacegestaltung. Computer als Medium - Hyperkult 20, (2011), 51–53.

Berührungsempfindliche Monitore wie iPad und Co. haben mittlerweile Einzug in den Alltag gehalten. Die dabei verwendete Interaktionsform erlaubt dem Benutzer die direkte Manipulation von virtuellen Daten mit seinen Fingern. Er kann diese Daten im wahrsten Sinne des Wortes anfassen und begreifen – ein haptisches Feedback fehlt jedoch. Um die Möglichkeiten der direkten Interaktion mit den Händen optimal ausnutzen zu können, sollte das Interaktionsangebot der digitalen Objekte auf einen Blick klar werden.

@article{brade_es_2011,
  title = {{"Es} gibt Reis!" - Untersuchung der bildhaften Mischung von Substanzen aus dem Alltag für die Interfacegestaltung},
  journal = {Computer als Medium - Hyperkult 20},
  author = {Brade, Marius and Keck, Mandy and Kammer, Dietrich and Groh, Rainer},
  year = {2011},
  pages = {51--53}}

Brade, M., Kammer, D., Keck, M., and Groh, R. Immersive data grasping using the explore table. Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, ACM (2011), 419–420. Download

Accustomed to traditional user experiences with mouse and keyboard, designers are challenged to break free and find new and compelling approaches to interaction design for natural user interfaces. Tangible and embodied interaction works in parallel, is quick, and allows cooperative work. This exploration serves to inspire and provoke critical reflection on interaction design for natural user interfaces based on physical substances that are used in everyday life -- like eggs, soap bubbles, and magnets.

@inproceedings{brade_immersive_2011,
  address = {New York, {NY}, {USA}},
  series = {{TEI} '11},
  title = {Immersive data grasping using the explore table},
  isbn = {978-1-4503-0478-8},
  doi = {http://doi.acm.org/10.1145/1935701.1935809},
  booktitle = {Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction},
  publisher = {{ACM}},
  author = {Brade, Marius and Kammer, Dietrich and Keck, Mandy and Groh, Rainer},
  year = {2011},
  pages = {419–420}}

Kammer, D., Lamack, F., and Groh, R. Enhancing the expressiveness of fingers: multi-touch ring menus for everyday applications. Proceedings of the First international joint conference on Ambient intelligence, Springer-Verlag (2010), 259–264. Download

In the future, environments equipped with interaction surfaces sensitive to touch input will be a key factor to enable ambient intelligence. The user's fingers become input devices, allowing simple and intuitive interaction, like the manipulation of digital objects. However, people are used to everyday applications offering a wide variety of menu choices. We evaluate ring menus to enhance the expressiveness of finger interaction on multi-touch devices. Applicability and limits of ring menus are discussed with regard to our implementation by means of a preliminary user study.

@inproceedings{Kammer:2010:EEF:1926743.1926770,
  author = {Kammer, Dietrich and Lamack, Frank and Groh, Rainer},
  title = {Enhancing the expressiveness of fingers: multi-touch ring menus for everyday applications},
  booktitle = {Proceedings of the First international joint conference on Ambient intelligence},
  series = {AmI'10},
  year = {2010},
  isbn = {3-642-16916-3, 978-3-642-16916-8},
  location = {Malaga, Spain},
  pages = {259--264},
  numpages = {6},
  url = {http://dl.acm.org/citation.cfm?id=1926743.1926770},
  acmid = {1926770},
  publisher = {Springer-Verlag},
  address = {Berlin, Heidelberg}}

Kammer, D., Wojdziak, J., Keck, M., Groh, R., and Taranko, S. Towards a formalization of multi-touch gestures. ACM International Conference on Interactive Tabletops and Surfaces, ACM (2010), 49–58. Download

Multi-touch is a technology which offers new styles of interaction compared to traditional input devices like keyboard and mouse. Users can quickly manipulate objects or execute commands by means of their fingers and hands. Current multi-touch frameworks offer a set of standard gestures that are easy to use when developing an application. In contrast, defining new gestures requires a lot of work involving low-level recognition of touch data. To address this problem, we contribute a discussion of strategies towards a formalization of gestural interaction on multi-touch surfaces. A test environment is presented, showing the applicability and benefit within multi-touch frameworks.

@inproceedings{Kammer:2010:TFM:1936652.1936662,
  author = {Kammer, Dietrich and Wojdziak, Jan and Keck, Mandy and Groh, Rainer and Taranko, Severin},
  title = {Towards a formalization of multi-touch gestures},
  booktitle = {ACM International Conference on Interactive Tabletops and Surfaces},
  series = {ITS '10},
  year = {2010},
  isbn = {978-1-4503-0399-6},
  location = {Saarbr\&\#252;cken, Germany},
  pages = {49--58},
  numpages = {10},
  url = {http://doi.acm.org/10.1145/1936652.1936662},
  doi = {10.1145/1936652.1936662},
  acmid = {1936662},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {formalization, gestures, interaction, multi-touch, standardization}} 

Groh, R., Kammer, D., and Franke, I. Students as Catalyst of the Knowledge Economy: Evolution of Synergies between Companies and Universities. Proceedings of the 6th Annual European Computer Science Summit, ECSS 2010 (2010).

Universities can play an important role in economic and technological development. In this contribution, we demonstrate how companies and universities can immediately cooperate in order to satisfy their respective business and research interests. A major trend in informatics is the starting point of our cooperation. Multi-touch interaction is both a research topic and a part of business models. Consumer devices like Apple’s iPhone and iPad [Apple 2010] demonstrate the capabilities of this direct interaction on a small scale. In contrast, devices like Microsoft® Surface are larger, offering the possibility to use both hands and allowing users to work in a cooperative, intuitive, and approachable manner. These devices are currently rather expensive for state universities and customers alike. In contrast, private universities have private funds, tuition fees, and other benefactors available. To decrease the price of novel technologies, suitable concepts need to be devised in order to implement applications that exploit their potentials. To address this challenge, we first describe funding issues, which are relevant to state universities. In the following, we discuss two education models that allow students to catalyze multi-touch topics. We address student enrollment, the necessary infrastructure, and our evaluation of the conducted educational methods.

@inproceedings{groh_students_2010,
  address = {Prague},
  title = {Students as Catalyst of the Knowledge Economy: Evolution of Synergies between Companies and Universities},
  booktitle = {Proceedings of the 6th Annual European Computer Science Summit},
  publisher = {{ECSS} 2010},
  author = {Groh, Rainer and Kammer, Dietrich and Franke, Ingmar},
  month = oct,
  year = {2010}}

Keck, M., Kammer, D., Wojdziak, J., Taranko, S., and Groh, R. DelViz: Untersuchen von Visualisierungsformen durch eine Klassifizierung beruhend auf Social Tagging. Virtual Enterprises, Communities & Social Networks: Workshop GeNeMe ’10 Gemeinschaften in Neuen Medien, TUDpress (2010), 69–79.

In diesem Beitrag wird ein Klassifikationsschema als Regelwerk für das Social Tagging vorgeschlagen, um eine Klassifizierung von Visualisierungsformen zu ermöglichen. Auf diesem Schema aufbauend wird die Meta-Visualisierung DelViz (Deep exploration and lookup of Visualizations) entwickelt. Diese verwendet Delicious als offene Social-Bookmarking-Plattform mit der eine Datenbasis an Visualisierungen kollaborativ erstellt und indiziert wird. Durch DelViz werden Zusammenhänge von Visualisierungen sichtbar und damit eine Analyse dieser möglich.Zum Finden passender Visualisierungsformen für einen gegebenen Anwendungs-kontext eignen sich besonders semantische Relationen, die durch kollektive Aktivitäten im Web 2.0 entstehen. Offene Plattformen nutzen dafür das Prinzip des Social Tagging. Dies ist eine Form der freien Verschlagwortung, bei der Nutzer Inhalte ohne syntaktische oder semantische Vorgaben mit Schlagworten beschreiben und verknüpfen. Die Summe dieser durch die Nutzer indizierten Inhalte wird im Web 2.0 als die Weisheit der Vielen (engl. wisdom of crowds) bezeichnet. Die Möglichkeiten der computergestützten Informationsvisualisierung haben zu einer Flut von unterschiedlichsten Visualisierungsformen geführt. Diese nutzen etablierte Techniken der Informationsvisualisierung, kombinieren diese miteinander oder beruhen auf völlig neuen Konzepten.

@inproceedings{keck_delviz:_2010,
  address = {Dresden},
  title = {{DelViz:} Untersuchen von Visualisierungsformen durch eine Klassifizierung beruhend auf Social Tagging},
  booktitle = {Virtual Enterprises, Communities \& Social Networks: Workshop {GeNeMe} '10 Gemeinschaften in Neuen Medien},
  publisher = {{TUDpress}},
  author = {Keck, Mandy and Kammer, Dietrich and Wojdziak, Jan and Taranko, Severin and Groh, Rainer},
  editor = {Meißner, Klaus and Engelien, Martin},
  year = {2010},
  pages = {69--79}}

Franke, I.S., Kammer, D., Groh, R., Happ, S., Steinhauf, J., and Schönefeld, F. Developing Multi-touch Software through Creative Destruction. Mensch & Computer 2010 Entertainment Interfaces Track, (2010), 45–51. Download

Tangible and Gesture-Based Interfaces are made possible by hardware like the Microsoft® Surface Device. Despite the commitment of big business, the killer application is yet to be found. To address this challenge, we investigate the innovation process. Against this background, a workshop was set up and conducted. The clarification of focuses during brainstorming is achieved by introducing a triad of innovation, which revealed potentials for entertaining multi-touch applications. We respond to these potentials with the custom-made solutions realized during our workshop.

@article{franke_developing_2010,
  title = {Developing Multi-touch Software through Creative Destruction},
  issn = {1613-0073},
  url = {http://CEUR-WS.org/Vol-634/Entertainment-Interfaces-Proceedings04.pdf},
  journal = {Mensch \& Computer 2010 Entertainment Interfaces Track},
  author = {Franke, Ingmar S. and Kammer, Dietrich and Groh, Rainer and Happ, Simone and Steinhauf, Juliane and Schönefeld, Frank},
  month = sep,
  year = {2010},
  pages = {45--51}}

Workshops

Kammer, D., Keck, M., and Groh, R. Towards a Periodic Table of Gestural Interaction. Proceedings of EGMI2014, (2014), 30–34. Download

Despite increased presence of gestural and multimodal user interfaces in research as well as daily life, development of such systems still mostly relies on programming concepts which have emerged from classic WIMP user interfaces. This workshop proposes to explore the gap between attempts to formalize and structure development for multimodal interfaces in the research community on the one hand and the lack of adoption of these formal languages and frameworks by practitioners and other researchers on the other hand.

@inproceedings{kammer_towards_2014,
  address = {Rome, Italy},
  title = {Towards a Periodic Table of Gestural Interaction},
  booktitle = {Proceedings of {EGMI}2014},
  author = {Kammer, Dietrich and Keck, Mandy and Groh, Rainer},
  month = jun,
  year = {2014},
  pages = {30--34}}

Brade, M., Keck, M., Gruender, T., Kammer, D., and Groh, R. Exploring Natural Interaction: Using Real-World Materials to Inspire Interaction Design. ACM SIGCHI Conference on Human Factors in Computing Systems - Workshop: Workshop: Blended Interaction - Envisioning Future Collaborative Interactive Spaces, (2013). Download

We conducted several workshops to inspire and provoke critical reflection on interaction and interface design for natural user interfaces based on physical substances that are used in everyday life. The method used in these workshops has been developed as a hands-on alternative to the usual way of focusing on problems and solutions first in order to create new interfaces. We employ a playful experimental approach to generate ideas regarding visualization and interaction. In this paper, we detail our proposed method for exploring natural interaction and provide three examples from our previous workshops.

@inproceedings{brade_exploring_2013,
  address = {Paris - France},
  title = {Exploring Natural Interaction: Using Real-World Materials to Inspire Interaction Design},
  booktitle = {{ACM} {SIGCHI} Conference on Human Factors in Computing Systems - Workshop: Workshop: Blended Interaction - Envisioning Future Collaborative Interactive Spaces},
  author = {Brade, Marius and Keck, Mandy and Gruender, Thomas and Kammer, Dietrich and Groh, Rainer},
  year = {2013}}

Gruender, T., Kammer, D., Brade, M., and Groh, R. Towards a Design Space for Elastic Displays. ACM SIGCHI Conference on Human Factors in Computing Systems - Workshop: Displays Take New Shape: An Agenda for Future Interactive Surfaces, (2013).

This position paper describes our view on the current state of research in the domain of elastic displays. Elas-tic displays exhibit a number of unique properties: they enable varied haptic feedback, maintain consistency of shape, and afford natural physics. The main contribu-tion of this paper is a systematic review of current technological and conceptual issues for enabling elastic displays. We discuss shortcomings that hamper a readi-ly adoption of elastic displays and propose three direc-tions for future research: elastic gestures, hooks, and gravibles.

@inproceedings{gruender_towards_2013,
  address = {Paris - France},
  title = {Towards a Design Space for Elastic Displays},
  booktitle = {{ACM} {SIGCHI} Conference on Human Factors in Computing Systems - Workshop: Displays Take New Shape: An Agenda for Future Interactive Surfaces},
  author = {Gruender, Thomas and Kammer, Dietrich and Brade, Marius and Groh, Rainer},
  year = {2013}}

Müller, M., Franke, I.S., Kammer, D., and Groh, R. Business Oriented Design of Collaborative Applications. Workshop Designing Collaborative Interactive Spaces (DCIS 2012) at AVI 2012, HCI Group, Univ. of Konstanz (2012).

Multi-touch devices and gesture tracking have recently been established as tools for collaborative interactive spaces. Innovative application concepts and applicable scenarios in which gesture-based interaction has advantages instead of traditional WIMP User Interfaces are necessary. In this article, the results of a series of workshops conducted during the last three years are presented. These workshops focused on the creation of innovative multi-touch applications in the domain of tabletop devices. Furthermore, important lessons learned from the setup of these workshops and the arising didactic approaches including their benefits and drawbacks are described.

@inproceedings{muller_business_2012,
  title = {Business Oriented Design of Collaborative Applications},
  booktitle = {Workshop Designing Collaborative Interactive Spaces ({DCIS} 2012) at {AVI} 2012},
  publisher = {{HCI} Group, Univ. of Konstanz},
  author = {Müller, Mathias and Franke, Ingmar S. and Kammer, Dietrich and Groh, Rainer},
  month = may,
  year = {2012}}

Bahr, J., Peschke, J., Kammer, D., et al. SampleSurface: Kollaboratives Musizieren mit Multitouch-Unterstützung. Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen, Universitätsverlag Chemnitz (2011), 267–271. Download

Gemeinsames Musizieren erfordert einen hohen Grad an gleichzeitiger Interaktion. Oft müssen zum Beispiel mehrere Parameter zeitkritisch zu einander verändert werden. Herkömmliche Eingabegeräte, wie Maus und Tastatur, bieten hierbei nur unzureichende Möglichkeiten. Wollen mehrere Nutzer zusammenarbeiten, werden diese Einschränkungen noch deutlicher. Eine Multitouch-Oberfläche bietet eine Alternative, die diesen Anforderungen ohne zusätzliche Geräte besser gerecht wird. Insbesondere die Eigenschaft mehrere parallele Eingaben verarbeiten zu können, macht musikalische Interaktion und Kollaboration möglich.

@inproceedings{bahr_samplesurface:_2011,
  address = {Chemnitz},
  title = {{SampleSurface:} Kollaboratives Musizieren mit Multitouch-Unterstu¨tzung},
  booktitle = {Workshop-Proceedings der Tagung Mensch \& Computer 2011. {u¨berMEDIEN{\textbar}U¨BERmorgen}},
  publisher = {Universitätsverlag Chemnitz},
  author = {Bahr, Jakob and Peschke, Joshua and Kammer, Dietrich and Franke, Ingmar S. and Steinhauf, Juliane and Kirchner, Maxi and Schönefeld, Frank and Groh, Rainer},
  editor = {Eibl, Maximilian and Ritter, Marc},
  year = {2011},
  pages = {267--271}}

Brade, M., Keck, M., Kammer, D., Salmen, A., and Groh, R. Nutzung inhärenter Interaktionsangebote von Substanzen des Alltags. Workshop-Proceedings der Tagung Mensch & Computer 2011. u¨berMEDIEN|U¨BERmorgen, Universitätsverlag Chemnitz (2011), 37–41. Download

In diesem Beitrag werden physische Substanzen aus dem Alltagsleben, wie zum Beispiel Reis, Mehl und Öl, im Bezug auf ihre Interaktionsmöglichkeiten und Übertragbarkeit zur Mensch-Computer- Interaktion betrachtet. Aus der kritischen Reflektion dieser Beobachtungen werden die Eigenschaften: Größe, Verformbarkeit, Interaktionsform, Verhalten, Reversibilität und Zustandsübergang abgeleitet und deren Ausprägungen und Zusammenhänge erläutert. Entsprechend der aufgestellten Eigenschaften werden die untersuchten Substanzen des Alltags klassifiziert. Die Heranziehung der inhärenten Semantik der Objekteigenschaften und deren Verbindung mit Kontext führt nach Ansicht der Autoren zur Verringerung der Bedienkomplexität interaktiver Systeme.

@inproceedings{brade_nutzung_2011,
  address = {Chemnitz},
  title = {Nutzung inhärenter Interaktionsangebote von Substanzen des Alltags},
  booktitle = {Workshop-Proceedings der Tagung Mensch \& Computer 2011. {u¨berMEDIEN{\textbar}U¨BERmorgen}},
  publisher = {Universitätsverlag Chemnitz},
  author = {Brade, Marius and Keck, Mandy and Kammer, Dietrich and Salmen, Angelika and Groh, Rainer},
  editor = {Eibl, Maximilian and Ritter, Marc},
  year = {2011},
  pages = {37--41}}

Keck, M., Kammer, D., Iwan, R., Taranko, S., and Groh, R. DelViz: Exploration of Tagged Information Visualizations. Informatik 2011 - Interaktion und Visualisierung im Daten-Web, P-192(2011) (2011), 257. Download

Classification methods such as social tagging provide an easy way to annotate documents with metadata and describe them from various points of view. Frequently used visualization methods like tag clouds offer a limited access to the network of tags and fail at illustrating implicit relationships. Developing user interfaces which reveal these relationships and support the exploration of the resulting data structure is a considerable challenge. To address this problem, we present an interface concept, which illustrates the relationships between tags and supports different search strategies to explore a tagged item collection. The web application DelViz allows search and analysis in a collection of information visualizations.

@article{keck_delviz:_2011,
  series = {Lecture Notes in Informatics},
  title = {{DelViz:} Exploration of Tagged Information Visualizations},
  copyright = {Gesellschaft für Informatik, Bonn},
  number = {P-192(2011)},
  journal = {Informatik 2011 - Interaktion und Visualisierung im Daten-Web},
  author = {Keck, Mandy and Kammer, Dietrich and Iwan, René and Taranko, Severin and Groh, Rainer},
  editor = {Heiß, Hans-Ulrich and Pepper, Peter and Schlingloff, Holger and Schneider, Jörg},
  year = {2011},
  pages = {257}}

Kammer, D., Henkens, D., Wojdziak, J., and Freitag, G. Formalization and Combination of Touch and Point Interaction. Workshop on Engineering Patterns for Multitouch Interfaces, (2011). Download

Gestural interfaces have been the subject of research in the HCI community for a long time. In contrast to existing examples of multimodal interfaces, which combine freehand gestures with speech, this paper proposes the combination of both touch and point gestures. Touch requires users to actually initiate contact with the interaction surface, whereas point interaction allows them to use hand movements in the proximity of the user interface. Formalization is deemed necessary to subsequently combine the two gestural interaction styles to realize engineering patterns for multi-touch interfaces. A prototype is presented, showing the potential of combined touch and point interaction in map navigation.

@inproceedings{kammer_formalization_2011,
  address = {Pisa, Italy},
  title = {Formalization and Combination of Touch and Point Interaction},
  booktitle = {Workshop on Engineering Patterns for Multitouch Interfaces},
  author = {Kammer, Dietrich and Henkens, Dana and Wojdziak, Jan and Freitag, Georg},
  month = jun,
  year = {2011}}

Kammer, D., Freitag, G., Keck, M., and Wacker, M. Taxonomy and Overview of Multi-touch Frameworks: Architecture, Scope and Features. Workshop on Engineering Patterns for Multitouch Interfaces, (2010). Download

Multi-touch hardware has only recently entered the mainstream of information technology. Interaction designers, product developers and users have been influenced by this development. In order to build multitouch applications, programmers have created various reusable frameworks. To obtain an overview of this diversity, we present a list of criteria to classify, evaluate, and select multi-touch frameworks. Our main contribution consists in a taxonomy that we have elaborated out of a vast list of existing projects, of which we present nine freely available ones here. To promote the development of multi-touch frameworks, our list of criteria reveals four main areas for future work.

@inproceedings{kammer_taxonomy_2010,
  address = {Berlin},
  title = {Taxonomy and Overview of Multi-touch Frameworks: Architecture, Scope and Features},
  booktitle = {Workshop on Engineering Patterns for Multitouch Interfaces},
  author = {Kammer, Dietrich and Freitag, Georg and Keck, Mandy and Wacker, Markus},
  month = jun,
  year = {2010}}

Journals and Book Chapters

Kammer, D. Formalisierung gestischer Eingabe für Multitouch-Systeme. Dissertation. TUDpress Verlag der Wissenschaften Dresden, Dresden, 2014. Download

Die Mensch-Computer-Interaktion wird dank neuer Eingabemöglichkeiten jenseits von Tastatur und Maus reicher, vielseitiger und intuitiver. Durch den Verzicht auf zusätzliche Geräte beim Umgang mit Computern geht seitens der Eingabeverarbeitung jedoch eine erhöhte Komplexität einher: Die Programmierung gestischer Eingabe für Multitouch-Systeme ist in derzeitigen Frameworks abgesehen von den verfügbaren Standard-Gesten mit hohem Aufwand verbunden. Die entwickelte Gestenformalisierung für Multitouch (GeForMT) definiert eine domänenspezifische Sprache zur Beschreibung von Multitouch-Gesten. Statt wie verwandte Formalisierungsansätze detaillierte Filter für die Rohdaten zu definieren, bedient sich GeForMT eines bildhaften Ansatzes, um Gesten zu beschreiben. Die Konzeption von Gesten wird unterstützt, indem beispielsweise in einem frühen Stadium der Entwicklung Konflikte zwischen ähnlichen Gesten aufgedeckt werden. Die formalisierten Gesten lassen sich direkt in den Code einbetten und vereinfachen damit die Programmierung. Das zugrundeliegende Framework sorgt für die Verbindung zu den Algorithmen der Gestenerkennung. Die Übertragung des semiotischen Ansatzes zur Formalisierung auf andere Formen gestischer Eingabe wird abschließend diskutiert.

@book{kammer_formalisierung_2014,
  address = {Dresden},
  edition = {Auflage: 1},
  title = {Formalisierung gestischer Eingabe für Multitouch-Systeme},
  isbn = {9783944331553},
  language = {Deutsch},
  publisher = {{TUDpress} Verlag der Wissenschaften Dresden},
  author = {Kammer, Dietrich},
  month = apr,
  year = {2014}}

Kammer, D., Henkens, D., Henzen, C., and Groh, R. Gesture Formalization for Multi-touch. Software: Practice and Experience (in press), (2014). Download

Since multitouch interfaces are steadily moving out of the experimental niche, the demand for comprehensive programming support increases. Between the formation of de facto standards for multitouch gestures by the industry, and continued research and experimentation by developers or academia, the abstraction of gesture properties becomes essential. This paper contributes a revision of the Gesture Formalization for Multitouch (GeForMT) gesture description language. This language aims at a short and concise syntax, which is still able to capture the complexity of multitouch gestures. We report on a previously missing reference architecture and practical implementation. Based on a study comparing the revised GeForMT language with other formalization approaches for multitouch gestures, we introduce an editor for GeForMT.

@article{kammer_gesture_2014,
  title = {Gesture Formalization for Multi-touch},
  copyright = {John Wiley \& Sons, Ltd.},
  journal = {Software: Practice and Experience (in press)},
  author = {Kammer, Dietrich and Henkens, Dana and Henzen, Christin and Groh, Rainer},
  year = {2014}}

Kammer, D. Deklarative Programmierung von Multitouch-Gesten. In T. Schlegel, ed., Multi-Touch: Interaktion durch Berührung. Springer Vieweg, 2013. Download

Dieses Kapitel behandelte den aktuellen Stand der Forschung und Technik für das deklarative Programmieren von Multi-Touch-Gesten. Die dafür notwendige Abstraktion von Gesteneigenschaften f¨uhrt zu mehr Wiederverwendung von Gestenerkennungscode und Herausbildung von Mustern f¨ur die Gestenentwicklung. Zudem wird die Entwicklung neuer Gesten basierend auf bereits bestehenden erleichtert. Dabei unterscheiden sich die betrachteten Ansätze insbesondere in ihrer Granularität und der Beschreibungsf¨ahigkeit. Als Herangehensweisen wurden reguläre Ausdrücke, die JavaScript Object Notation und dom¨anenspezifische Sprachen betrachtet. Konkrete Implementierungen von vier Ansätzen wurden praxisnah beschrieben. Zur Einordnung dieser Ansätze wurden grundlegende Ausführungsformen von Multi-Touch-Gesten diskutiert. Während sich immer mehr Gesten für Multi-Touch-Oberflächen insbesondere im mobilen Bereich etablieren, erlauben die betrachteten Frameworks einen unterschiedlich großen Spielraum zum Experimentieren und Entwickeln neuartiger Gestensets.

@incollection{kammer_deklarative_2013,
  series = {Xpert.press},
  title = {Deklarative Programmierung von Multitouch-Gesten},
  isbn = {978-3642361128},
  booktitle = {Multi-Touch: Interaktion durch Berührung (in press)},
  publisher = {Springer Vieweg},
  author = {Kammer, Dietrich},
  editor = {Schlegel, Thomas},
  year = {2013}}

Hornecker, E., Habakuk Israel, J., Brade, M., and Kammer, D. Themenschwerpunkt Be-greifbare Interaktion. i-com 11, 2 (2012), 1–2. Download

Dass sich die Mensch-Computer-Interaktion radikal geändert hat und weiter ändern wird, ist mittlerweile eine ausgemachte Sache. Ebenso sicher scheint zu sein, dass interaktive Systeme unsere vielfältigen natürlichen, körperlichen und sozialen Fähigkeiten zukünftig noch stärker in den Interaktionsprozess einbeziehen werden. Entsprechende Konzepte, viele schon vor Jahrzehnten in Forschungslabors durchdacht und prototypisch realisiert, finden bereits heute ihren Weg in unseren beruflichen und privaten Alltag. In dieser Entwicklung nimmt das Forschungsfeld „Be-greifbare Interaktion“ eine besondere Position ein. Es verschiebt den Schwerpunkt der Mensch-Computer-Interaktion zurück in die Hände des Benutzers und in seine physische Arbeits-, Spiel- oder Entwurfsumgebung und ist bestrebt, digitale Daten im doppelten Sinne des Wortes be-greifbar zu repräsentieren, nämlich verstandesmäßig und physisch. Die Einbeziehung des Körpers in die Interaktion, die Materialität und die räumliche Verortung der Schnittstelle und die Ausrichtung auf bedeutungshaltige Repräsentationen haben der be-greifbaren Interaktion (engl. Tangible Interaction) einen Charakter als eigenständiges und faszinierendes Feld der Mensch-Computer-Interaktion gegeben, mit engen Bezügen zu Augmented und Mixed Reality, Ubiquitous Computing und Computer Supported Cooperative Work (CSCW).

@article{hornecker_themenschwerpunkt_2012,
  title = {Themenschwerpunkt Be-greifbare Interaktion},
  volume = {11},
  issn = {1618-{162X}},
  url = {http://www.oldenbourg-link.com/doi/abs/10.1524/icom.2012.0017},
  doi = {10.1524/icom.2012.0017},
  number = {2},
  urldate = {2012-08-28},
  journal = {i-com},
  author = {Hornecker, Eva and Habakuk Israel, Johann and Brade, Marius and Kammer, Dietrich},
  month = aug,
  year = {2012},
  pages = {1--2}}

Kammer, D., Brade, M., Franke, I., Helmert, J.R., Geelhaar, J., and Couture, N. Erfinderworkshops, TANGINT/FR, CogITo. i-com 11, 2 (2012), 3–4. Download

EMPTY

@article{kammer_erfinderworkshops_2012,
  title = {Erfinderworkshops, {TANGINT/FR}, {CogITo}},
  volume = {11},
  issn = {1618-{162X}},
  url = {http://www.oldenbourg-link.com/doi/abs/10.1524/icom.2012.0018},
  doi = {10.1524/icom.2012.0018},
  number = {2},
  urldate = {2012-08-28},
  journal = {i-com},
  author = {Kammer, Dietrich and Brade, Marius and Franke, Ingmar and Helmert, Jens R. and Geelhaar, Jens and Couture, Nadine},
  month = aug,
  year = {2012},
  pages = {3--4}}

Kammer, D., Wojdziak, J., Ebner, T., Franke, I.S., and Groh, R. A component-oriented framework for experimental computer graphics. Computer Standards & Interfaces 34, 1 (2012), 93 – 100. Download

This paper provides a report about a framework that uses a variety of standards. Readers interested in 3D computer graphics or component-oriented technology in C++ will find a report about the integration of various standards by relying on yet another standard for component-oriented software engineering. The highly successful Java standard called Open Services Gateway initiative (OSGi) is employed in a C++ implementation called Open Service Platform. The application of this standard, which is primarily focused on network-centric software and embedded systems, in the field of real-time 3D computer graphics, provides novel insights into the usability of the OSGi standard.

@article{kammer_component-oriented_2012,
  title = {A component-oriented framework for experimental computer graphics},
  volume = {34},
  issn = {0920-5489},
  url = {http://www.sciencedirect.com/science/article/pii/S0920548911000729},
  doi = {10.1016/j.csi.2011.05.010},
  number = {1},
  journal = {Computer Standards \& Interfaces},
  author = {Kammer, Dietrich and Wojdziak, Jan and Ebner, Thomas and Franke, Ingmar S. and Groh, Rainer},
  year = {2012},
  keywords = {components, software},
  pages = {93 -- 100}}

Kammer, D., Henzen, C., Keck, M., and Taranko, S. GeForMT - Gestenformalisierung für MultiTouch. In R. Groh and M. Zavesky, eds., Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik. TUDpress Verlag der Wissenschaft, Dresden, 2011, 117–131. Download

Die Multitouch-Technologie bereichert die Mensch-Computer-Interaktion um die Möglichkeit, Gesten mit den Fingern direkt auf einer planaren Oberfl äche auszuführen. Die Werkzeuge zur Gestaltung und Programmierung traditioneller grafi scher Benutzeroberflächen sind allerdings für die Bedienung durch Tastatur und Maus optimiert. Der vorliegende Beitrag thematisiert die Gestenformalisierung für Multitouch (kurz GeForMT), die sowohl für Designer als auch Programmierer ein gemeinsames Vokabular bereitstellt. Dieses dient als Grundlage für neuartige Multitouch-Werkzeuge und Software-Frameworks. Der aktuelle Stand der Technik wird dabei mit einem semiotischen Ansatz kontrastiert, der dem komplexen Themengebiet der gestischen Kommunikation gerecht wird. Die Analyse von drei experimentellen Multitouch-Anwendungen führt zur Überprüfung und Optimierung der vorgestellten Konzepte, die in einem Demonstrator umgesetzt worden sind.

@incollection{kammer_geformt_2011,
  address = {Dresden},
  title = {{GeForMT} - Gestenformalisierung für {MultiTouch}},
  isbn = {978-3942710398},
  booktitle = {Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik},
  publisher = {{TUDpress} Verlag der Wissenschaft},
  author = {Kammer, Dietrich and Henzen, Christin and Keck, Mandy and Taranko, Severin},
  editor = {Groh, Rainer and Zavesky, Martin},
  year = {2011},
  pages = {117--131}}

Keck, M., Koalick, G., Kammer, D., Taranko, S., and Wojdziak, J. DelViz: Ein Werkzeug zur Exploration von Visualisierungen. In R. Groh and M. Zavesky, eds., Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik. TUDpress Verlag der Wissenschaft, Dresden, 2011, 55–66. Download

Die Möglichkeiten der computergestützten Informationsvisualisierung haben zu einer Flut von unterschiedlichsten Visualisierungsformen geführt. Die Suche nach geeigneten Visualisierungsformen für einen gegebenen Anwendungskontext und der Einsatz geeigneter Interaktionsmechanismen gestalten sich jedoch als schwierige Aufgaben. In diesem Beitrag wird die Konzeption des Visualisierungswerkzeugs DelViz (Deep Exploration and Lookup of Visualizations) vorgestellt, das die Suche und Analyse in einer klassifi zierten Visualisierungssammlung ermöglicht. Diese Anwendung unterstützt den Suchenden dabei, passende Visualisierungen für einen gegebenen Anwendungskontext zu fi nden. Weiterhin soll dem Entwickler einer Informationsvisualisierung die Analyse vorhandener Beispiele durch die Darstellung ihrer gegenseitigen Zusammenhänge ermöglicht werden.

@incollection{keck_delviz:_2011,
  address = {Dresden},
  title = {{DelViz:} Ein Werkzeug zur Exploration von Visualisierungen},
  booktitle = {Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik},
  publisher = {{TUDpress} Verlag der Wissenschaft},
  author = {Keck, Mandy and Koalick, Grit and Kammer, Dietrich and Taranko, Severin and Wojdziak, Jan},
  editor = {Groh, Rainer and Zavesky, Martin},
  year = {2011},
  pages = {55--66}}

Wojdziak, J., Kammer, D., Zavesky, M., Münch, T., Ebner, T., and Franke, I.S. Nichtlineare Abbildungssysteme in interaktiven Echtzeitumgebungen. In R. Groh and M. Zavesky, eds., Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik. TUDpress Verlag der Wissenschaft, Dresden, 2011, 9–20. Download

Die Projektion von dreidimensionalen Szenen auf eine zweidimensionale Fläche basiert in der Computergrafi k auf der Virtuellen Kamera. Dieses Verfahren übernimmt das Prinzip der camera obscura für die Virtualität. Mit der Übernahme sind verfahrenstechnische Einschränkungen verbunden, welche die Vielfalt an Darstellungsmöglichkeiten in der Informationsvisualisierung begrenzen. Dieser Beitrag zeigt den erweiterten Gestaltungsspielraum, der sich durch die Manipulation der computergrafi schen Kamera für einen interaktiven Darstellungsprozess ergibt. Die Manipulationen ermöglichen die Darstellung nichtlinearer Projektionen räumlicher Szenen auf einer zweidimensionalen Fläche. Das Ziel ist es, dem Anwender mithilfe der Manipulationsmöglichkeiten ein Gestaltungswerkzeug für eine nutzerzentrierte Interaktion bereitzustellen. Verdeutlicht wird dies am Beispiel der Software Bildsprache LiveLab, die als Experimentierplattform für interaktive Echtzeitvisualisierung dient. Unter Verwendung algorithmisch beschreibbarer Lösungen werden bisher weitgehend ungenutzte Möglichkeiten nichtlinearer Abbildungssysteme für die Interaktion in virtuellen Umgebungen benannt.

@incollection{wojdziak_nichtlineare_2011,
  address = {Dresden},
  title = {Nichtlineare Abbildungssysteme in interaktiven Echtzeitumgebungen},
  booktitle = {Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik},
  publisher = {{TUDpress} Verlag der Wissenschaft},
  author = {Wojdziak, Jan and Kammer, Dietrich and Zavesky, Martin and Münch, Tobias and Ebner, Thomas and Franke, Ingmar Steffen},
  editor = {Groh, Rainer and Zavesky, Martin},
  year = {2011},
  pages = {9--20}}

Taranko, S., Wuttig, D., Eschrich, B., Kammer, D., and Keck, M. ScriMT – eine multitouch-basierte Layoutprototyping Anwendung. In R. Groh and M. Zavesky, eds., Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik. TUDpress Verlag der Wissenschaft, Dresden, 2011, 81–89. Download

In diesem Beitrag wird ScriMT vorgestellt, eine Anwendung, die den Layoutprozess für Webseiten auf einem Multitouch-Display unterstützt. Dabei wird vom traditionellen Paperprototyping und Skizzieren ausgegangen. Die bei diesen Methoden notwendigen Schritte und deren Vorteile werden in einen digitalen Kontext transportiert. In diesem Zusammenhang werden auftretende Herausforderungen des Benutzeroberflächendesigns erörtert. Abschließende Implementierungsdetails geben Einblick in die aktuelle Entwicklung.

@incollection{taranko_scrimt_2011,
  address = {Dresden},
  title = {{ScriMT} – eine multitouch-basierte Layoutprototyping Anwendung},
  booktitle = {Wieder mehr Sehen! - Aktuelle Einblicke in die Technische Visualistik},
  publisher = {{TUDpress} Verlag der Wissenschaft},
  author = {Taranko, Severin and Wuttig, Daniel and Eschrich, Brian and Kammer, Dietrich and Keck, Mandy},
  editor = {Groh, Rainer and Zavesky, Martin},
  year = {2011},
  pages = {81--89}}

Groh, R., Eske, A., Alsleben, K., Kammer, D., Clemente, M. de A.M., Dugué, M., Eschrich, B., Jafarzadeh, S., Keck, M., Lapczyna, E., Leitner, H. and Wuttig, D. Terpsichore - Zwischenspiel bei Rainer Groh TU Dresden - kuecocokue Bericht 2009 )6). In Terpsichore der Netzkunst, kuecocokue Berichte 2008 bis 2009, Kurd Alsleben und Antje Eske (Hrsg.). 2009, 61–72.

EMPTY

@incollection{groh_terpsichore_2009,
  title = {Terpsichore - Zwischenspiel bei Rainer Groh {TU} Dresden - kuecocokue Bericht 2009 )6)},
  isbn = {978-3-8423-1868-7},
  booktitle = {Terpsichore der Netzkunst, kuecocokue Berichte 2008 bis 2009, Kurd Alsleben und Antje Eske (Hrsg.)},
  author = {Groh, Rainer and Eske, Antje and Alsleben, Kurd and Kammer, Dietrich and Clemente, Mirko de Almeida Madeira and Dugué, Manuel and Eschrich, Brian and Jafarzadeh, Sina and Keck, Mandy and Lapczyna, Esther and Leitner, Hannes and Wuttig, Daniel},
  year = {2009},
  pages = {61--72}}

Student Works

Dietrich Kammer: Bildsprache LiveLab 2.0 - Neukonzeption einer erweiterbaren Software-Architektur für ein echtzeitfähiges Visualisierungssystem, Diplom, Technische Universität Dresden, 2009

Dietrich Kammer: Analyse zu Einsatz und Wirkung von Schatten in medialen Bildwelten, Beleg, Technische Universität Dresden, 2007

Professional Activities

Reviewing

(Reviewer) The fifth ACM SIGCHI Symposium on Engineering Interactive Computing Systems 2013

(Reviewer) ACM Symposium on User Interface Software and Technology (UIST) 2013

(Reviewer) Software: Practice and Experience (Edited by R. Nigel Horspool, Andy J. Wellings).

(Reviewer) Audio Mostly 2012 – “A conference on interaction with sound”. September 26 – 28, 2012 – Corfu, Greece.

(Guest Editor) Issue 2/2012 of Magazine i-com on Tangible Interaction ("Be-greifbare Interaktion") with Eva Hornecker, Johann Habakuk Israel and Marius Brade.

(Expert) Delphi-Studie zu Entwicklungsperspektiven von stationären und mobilen Multitouch-Systemen (DESTAMOS). Hochschule RheinMain. 21. November 2011 - April 2012.

(Reviewer) The FALL 5th International Conference on Knowledge Generation, Communication and Management: KGCM 2011. in the context of The International Conference on Information and Communication Technologies and Applications ICTA 2011. November 29th - December 2nd, 2011 – Orlando, Florida, USA.

(Reviewer) International Joint Conference on Ambient Intelligence. November 16th - 18th, 2011, Amsterdam.

(Reviewer) First International Joint Conference on Ambient Intelligence. November 10th - 12th 2010, Málaga, Spain.

Teaching

Summer term 2013: Forschungsseminar Mediengestaltung

Winter term 2011/2012: Workshop Microsoft Surface 2.0 und Kinect

Winter term 2010/2011: Multitouchfähige Webapplikationen mit Flash

Winter term 2010/2011: Workshop Microsoft Surface 2.0

Summer term 2010: Hauptseminar und Komplexpraktikum Basale Multi-touch Interaktion

Winter term 2009/2010: Proseminar Gesten auf Tangible User Interfaces

Winter term 2009/2010: Workshop Microsoft Surface

Supervised Theses

Axel Pötzsch: Interaktionskonzept für eine mobile Anwendung aus dem Bereich der Fahrzeugüberführung, Master Thesis, Technische Universität Dresden, 2014

Dana Hank: Konzeption einer dynamischen Feedforward-Visualisierung für Multitouch-Gesten, Diplom, Technische Universität Dresden, 2014

René Dang: Untersuchung von Evaluationsmethoden für Multitouch-Technologien am Beispiel einer Applikation für Kinder, Beleg, Technische Universität Dresden, 2014

Christian Röpke: Gestensteuerung für ein neuartiges Suchinterface, Diplom, Technische Universität Dresden, 2012

Dana Henkens: Konzeption eines Web-Frameworks zur Gestenerkennung auf Basis der Beschreibungssprache GeForMT, Diplom, Technische Universität Dresden, 2012

Max Kruse: Konzeption eines Werkzeuges zur Überführung inhaltlicher Anforderungen in visuelle Gestaltungsvorschläge von Webseiten, Diplom, Technische Universität Dresden, 2011

Mathias Müller: Anwendungsfälle einer Gestensteuerung auf Basis von Tiefeninformationen, Beleg, Technische Universität Dresden, 2011

Martin Herrmann: Berührungsfreie gestenbasierte Interaktion auf Basis der Eigenschaften von Körpersilhouetten, Beleg, Technische Universität Dresden, 2011

Dana Henkens: Kombination gestenbasierter Interaktion in multimodalen Anwendungen, Bakkalaureat, Technische Universität Dresden, 2011

Benjamin Bach: Facettice: Integrating Faceted Navigation and Concept Lattices for Visual Data Exploration, Diplom, Technische Universität Dresden, 2010

Christin Henzen: Prototypische Konzeption eines Frameworks basierend auf einer formalen Beschreibungssprache, Diplom, Technische Universität Dresden, 2010

Marie Schacht: Natürliche Interaktion mit Tangible User Interfaces, Beleg, Technische Universität Dresden, 2010

Ronny Meißner: Entwicklung neuartiger Bedienelemente für berührungsempfindliche Systeme, Diplom, Technische Universität Dresden, 2010

Marco Fischer: Facet-Browsing: Visualisierung von Informationsmengen unter Verwendung von Facettenklassifikationssystemen, Beleg, Technische Universität Dresden, 2010

Daniel Wuttig: Entwicklung einer Schnittstelle zur Integration von Interaktionselementen in die Forschungsumgebung Bildsprache LiveLab 2.0, Diplom,Technische Universität Dresden, 2010