Jens Grubert delivered the presentation on September 29th, 2012 during the 14th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in San Francisco, California, USA.
ABSTRACT:
Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces.
We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants‟ interactions.
Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage.
Augmenting the World using Semantic Web TechnologiesJens Grubert
ABSTRACT:
Creating and maintaining scenes for mobile Augmented Reality browsers can be a challenging and time consuming task. The timeliness of digital information artifacts connected to changing urban environments require authors to constantly update the structural representations of augmented scenes or to accept that the information will soon be outdated. We investigated approaches for retrieving multimedia content and relevant web services for mobile Augmented Reality applications at runtime. Using semantic web technologies we are able to postpone the retrieval of actual media items to the moment a user actually perceives an augmented scene. This allows content creators to augment a scene only once and avoid continous manual updates.
ACM MobileHCI 2013 - Playing it Real Again: A Repeated Evaluation of Magic Le...Jens Grubert
Jens Grubert delivered the presentation on August 28th, 2013 during the 15th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in Munich, Germany.
ABSTRACT:
We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place.
Mobile Interactive Hologram VerificationJens Grubert
Our presentation on mobile interactive hologram verification at ISMAR 2013 in Adelaide, Australia
ABSTRACT:
Verification of paper documents is an important part of checking
a person’s identity, authorization for access or simply establishing
a trusted currency. Many documents such as passports or paper
bills include holograms or other view-dependent elements that are
difficult to forge and therefore are used to verify the genuineness
of that document. View-dependent elements change their appearance
based both on the viewing direction as well as dominant light
sources, thus it requires special knowledge and training to accurately
distinguish original elements from forgeries. We present an
interactive application for mobile devices that integrates the recognition
of the documents with the interactive verification of viewdependent
elements. The system recognizes and tracks the paper
document, provides user guidance for view alignment and presents
a stored image of the element’s appearance depending on the current
view of the document also recording user decisions. We describe
how to model and capture the underlying spatially varying
BRDF representation of view-dependent elements. Furthermore,
we evaluate this approach within a user study and demonstrate that
such a setup captures images that are recognizable and that can be
correctly verified.
Augmenting the World using Semantic Web TechnologiesJens Grubert
ABSTRACT:
Creating and maintaining scenes for mobile Augmented Reality browsers can be a challenging and time consuming task. The timeliness of digital information artifacts connected to changing urban environments require authors to constantly update the structural representations of augmented scenes or to accept that the information will soon be outdated. We investigated approaches for retrieving multimedia content and relevant web services for mobile Augmented Reality applications at runtime. Using semantic web technologies we are able to postpone the retrieval of actual media items to the moment a user actually perceives an augmented scene. This allows content creators to augment a scene only once and avoid continous manual updates.
ACM MobileHCI 2013 - Playing it Real Again: A Repeated Evaluation of Magic Le...Jens Grubert
Jens Grubert delivered the presentation on August 28th, 2013 during the 15th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in Munich, Germany.
ABSTRACT:
We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place.
Mobile Interactive Hologram VerificationJens Grubert
Our presentation on mobile interactive hologram verification at ISMAR 2013 in Adelaide, Australia
ABSTRACT:
Verification of paper documents is an important part of checking
a person’s identity, authorization for access or simply establishing
a trusted currency. Many documents such as passports or paper
bills include holograms or other view-dependent elements that are
difficult to forge and therefore are used to verify the genuineness
of that document. View-dependent elements change their appearance
based both on the viewing direction as well as dominant light
sources, thus it requires special knowledge and training to accurately
distinguish original elements from forgeries. We present an
interactive application for mobile devices that integrates the recognition
of the documents with the interactive verification of viewdependent
elements. The system recognizes and tracks the paper
document, provides user guidance for view alignment and presents
a stored image of the element’s appearance depending on the current
view of the document also recording user decisions. We describe
how to model and capture the underlying spatially varying
BRDF representation of view-dependent elements. Furthermore,
we evaluate this approach within a user study and demonstrate that
such a setup captures images that are recognizable and that can be
correctly verified.
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http://miraspa.co.uk
Upfront User Research for iPhone/iPad Apps: Why bother?Ginsburg Design
While diving right into design may work in some cases, most apps can benefit from some level of upfront user research. User research helps define the high-level product vision, and enables your team to make informed decisions throughout the product life cycle.
I present Expo-Based Learning of interactive graphics, where we place the students in front of a large and diverse audience to present demonstration of their working projects created with Project-Based Learning methods.
UXPA2019 UX fundamentals for adapting science-based interfaces for non-techni...UXPA International
This presentation will discuss the challenges of adapting a water simulation interface, originally built to present technical information to experts, to new audiences that include high school students and rural populations of museum visitors. It will discuss the important verbal, visual, and interactive adaptation work required to convey accurate scientific data while building a meaningful user experience. It will also discuss some of the particular considerations (such as accuracy and amount of data) that need to be accommodated when scientific content is being made more accessible.
Interdisciplinary Course on Urban Health Games (EC-TEL2014 WS SCL) - Concept ...Johannes Konert
This article presents the concept and first experiences with a new interdisciplinary course on Urban Health Games at Technische Universität Darmstadt, in which students of architecture, psychology, and computer science develop location-based games for health. The course aims to meet the growing demand for interdisciplinary collaboration to critically investigate and improve the quality of life in cities. The authors present the course format along with first experiences with a prototype for a context-sensitive exergames, in which users learn to balance their heart rate in response to the game’s storytelling and their movement in real world locations. Preliminary tests underline the potential of integrating contextual information on users’ psychophysiological state and the urban environment. They show good results in increasing sensibility towards environmental stressors and health outcomes. Reflecting on the first research outcomes and students’ evaluation, this article identifies challenges of the format in optimizing interdisciplinary exchange among students and researchers. It concludes with an outline of how to further develop the course format.
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ACM MobileHCI 2012 - Playing it Real: Magic Lens and Static Peephole Interface…
1. Playing it Real: Magic Lens and Static Peephole Interfaces for
Games in a Public Space
Jens Grubert1, Helmut Munz, Ann Morrison2, Gerhard Reitmayr1
1Institute for Computer Graphics and Vision, Graz University of Technology
2Department of Architecture, Design and Media Technology, Aalborg University
2. Goals
Picture of smartphone interaction at pt stop
2 Jens Grubert | grubert@icg.tugraz.at
3. (How) do individuals use a
Magic Lens interface in
public space if they can use an
established interface?
3 Jens Grubert | grubert@icg.tugraz.at
4. Research Questions
(How) do individuals use a Magic Lens interface in
public space if they can use an established interface?
Magic Lens Static Peephole
Interfaces can be switched at any time.
Which interface would be used longer?
4 Jens Grubert | grubert@icg.tugraz.at
5. Research Questions
(How) do individuals use a Magic Lens interface in
public space if they can use an established interface?
Reactions from passers‐by?
5 Jens Grubert | grubert@icg.tugraz.at
6. Research Questions
(How) do individuals use a Magic Lens interface in
public space if they can use an established interface?
Differences in usage between public space and laboratory?
6 Jens Grubert | grubert@icg.tugraz.at
7. Study Design
Quantitative and qualitative methods
7 Jens Grubert | grubert@icg.tugraz.at
8. Study Design
Quantitative and qualitative methods
Between‐subjects design
IV: public space, laboratory
DV: usage time of interface
8 Jens Grubert | grubert@icg.tugraz.at
9. Study Design
Quantitative and qualitative methods
Between‐subjects design
IV: public space, laboratory
DV: usage time of interfaces
Video‐recording and coding, semi‐structured interviews
9 Jens Grubert | grubert@icg.tugraz.at
10. Study Design
find and select game
in front of A0 poster
free choice of interface
switching possible at any time
10 Jens Grubert | grubert@icg.tugraz.at
14. Participants
16 participants (8 female, 8male), 21‐30 years
Design, IT, social science background
Mostly non‐gamers, had contact with AR before
Procedure
Intro Training Game Interviews Performance
15 targets x 8 levels (15-20 min)
14 Jens Grubert | grubert@icg.tugraz.at
16. Data Collection
Video‐recording for main phase (2 hours per location)
Questionnaires
Device logging
usage times
tracking data
touch events
16 Jens Grubert | grubert@icg.tugraz.at
17. Hypotheses
H1: ML will be used less often in the public
setting than in the laboratory
H2: ML will be used less as the game progresses
17 Jens Grubert | grubert@icg.tugraz.at
18. Findings
ML was used most of the time (76% in public, 68% in lab)
18 Jens Grubert | grubert@icg.tugraz.at
19. Findings
H1: ML will be used less often in the public
setting than in the laboratory
H2: ML will be used less as the game progresses
19 Jens Grubert | grubert@icg.tugraz.at
21. Findings
H1: ML will be used less often in the public
setting than in the laboratory
H2: ML will be used less as the game progresses
21 Jens Grubert | grubert@icg.tugraz.at
22. Participants used Magic Lens more
Enjoyment “you are much more in the game”
Novelty “I wanted to try out
Augmented Reality [ML], as I
can use the map [SP] view all
the time”.
Overview
22 Jens Grubert | grubert@icg.tugraz.at
30. (How) do individuals use a
Magic Lens interface in
public space if they can use an
established interface?
30 Jens Grubert | grubert@icg.tugraz.at
31. Summary
Magic Lens used more
Interfaces combined for various reasons
Most passers‐by did not notice
No differences in usage between public space ‐ lab
31 Jens Grubert | grubert@icg.tugraz.at
32. Future Directions
Less obtrusive
evaluation methodologies
Longer usage times
Different tasks
More usage contexts
Malls
Public transportation
32 Jens Grubert | grubert@icg.tugraz.at
33. Thank you
Questions?
This work was supported by the Austrian National
Research Funding Agency (FFG) in the SmartReality project.
33 Jens Grubert | grubert@icg.tugraz.at