i.Ge: Exploring New Game Interaction Metaphors with Interactive Projection
Video games are traditionally presented and visualized on a screen (flat, portable, touch sensitive or projected) and are mostly restricted by predefined scenarios and character movements. Although the ways in which we interact with games have improved over recent years, the interaction is still limited to their functions and game presets and still happens inside the screen. In this paper we explore new interaction paradigms using i.Ge4, a video game level editor that allows users to interact with their own environment to create game content with every-day physical objects in real time. At this stage, i.Ge explores new ways to interact with the real world by augmenting it with interactive projections, reducing the gap between the real and the digital world in a spatial augmented reality. We also propose other novel naturalistic approaches to create and interact with digital content that involve embodiment and more use of depth.
POSTING BITS – Exploring new Interaction Paradigms using Sticky Notes, Paper Maps and Sketches
We are supposed to live in a "digitised world". Why are we then still interacting with digital data on screens, drowning in menus, cryptic graphic user elements or unlearnable gesture sets? This requires much of our attention and this keeps us more separated from our environment instead of helping us to be more aware of it. We need to find ways towards more invisible interfaces, towards a more seamless interaction with them, and definitely, towards interfaces that fit in our world instead of forcing us to enter theirs. »POSTING BITS« approaches this problem and presents the design of a set of interaction paradigms to augment some of the most basic but also versatile every-day practices: the use of sticky notes, paper maps or sketches. The explorations build on two use cases from different contexts. First, an embodied video game level editor, where the game is taken out of the screen and pushed onto a wall, allowing users to create game level content and play with it simultaneously using every-day objects. Second, a system that supports decision-making in disaster management by augmenting the traditional workflow, still based on paper maps and other analog tools, instead of replacing it.
Exploring vibrotactile feedback on the body and foot for the purpose of pedestrian navigation
A brief Survey on Understanding the Interaction between Human and Technology at the Task of Pedestrian Navigation
Anforderungsanalyse bei IT-Experten mittels Experience-Sample-Methode.
Visualizing Large Spatial Time Series Data on Mobile Devices: Combining the HeatTile System with a Progressive Loading Approach
Visualising the» Un-seen «: Towards Critical Approaches and Strategies of Inclusion in Digital Cultural Heritage Interfaces
The Real Augmented Reality: Real-time Game Editor in a Spatial Augmented Environment
Video games are conventionally screen-bound, restricted to predefined character movements and have a limited amount of interaction possibilities depending on the controller and the level architecture. Although the ways in which we can interact with games have improved over recent years, the digital world we are interacting with is still normally confined to the screen and restricted by predefined scenarios. In this paper, we introduce the i.Ge engine, a real-time video game level editor that allows users to interact with their own environment to create game content with real everyday objects, making them part of the level design. Thus, our engine reduces the gap between playing and creating by making both possible at the same time in a spatial augmented reality, thereby introducing new concepts in the field of game interaction and game design.
Heattile, a New Method for Heatmap Implementations for Mobile web-based Cartographic Applications.
A Comparison of Location Search UI Patterns on Mobile Devices.
Too many Markers, revisited. An empirical analysis of web-based methods for overcoming the problem of too many markers in zoomable mapping applications.
Interkulturelle Nutzeranforderungen erheben.
The Micro Smart Grid Tabletop — A real world case study for tangible multitouch technologies for communicating complex concepts
Interaktive Karten und Geovisualisierungen.
Interfacedesign: Corporate Interaction.
Popper 2.0. Warum unser Wissen fehlbar ist, und wie wir aus Fehlern lernen. Forschendes Lernen als Schlüsselkompetenz für die Wissensarbeit von morgen.
A. Unfolding – A Simple Library for Interactive Maps and Geovisualizations in Processing.
NeuroPad: Use Cases For A Mobile Physiological Interface.
A Real-world Mobile Prototyping Framework for Location-and Context-based Services
Exploring Faceted Geo-Spatial Data with Tangible Interaction
In this paper we introduce a case study on tangible geo-visualization on an interactive tabletop to enable the exploration of architectural projects in Venice. The tangible user interface consists of a large display showing projects on a map, and a polyhedral object to browse these data interactively by selecting and filtering various metadata facets. With the object we aim to reduce the barrier between the physical world and virtual data, and ease the understanding of faceted geo-spatial data
Erlebbar machen von Forschung für Studierende an Fachhochschulen.
Green IT mit Smartphones. EcoChallenge – Eine iPhone-App als Begleiter hin zu einem nachhaltigen Lebensstil.
Visualizing Geospatial Co-Authorship Data on a Multitouch Tabletop.
Exploring the Geospatial Network of Scientific Collaboration on a Multitouch Tabletop.
Browsing and Correlating Architectural and Territorial Data in Tangible Maps
This paper discusses the learning and educational potentialities of the Venice Unfolding prototype, an experimental tabletop application designed to explore and investigate urban and territorial contents and knowledge. The prototype supports and transforms ways of approaching various strategies involved in urban and territorial planning processes. It creates new ways of viewing, understanding and learning about urban and territorial environments and leads to a more efficient examination of their underlying characteristics. In doing so, it fosters greater knowledge generation about their use, evolution and growth. In this paper, the authors describe the prototype’s development, its fundamental concepts and its considerable instructional capabilities that have been piloted with educators and students.
Venice Unfolding: A Tangible User Interface for Exploring Faceted Data in a Geographical Context
We introduce Venice Unfolding, a case study on tangible geo-visualization on an interactive tabletop to enable the exploration of architectural projects in Venice. Our tangible user interface consists of a large display showing projects on a map, and a polyhedral object to browse these data interactively by selecting and filtering various metadata facets. In this paper we describe a prototype employing new methods to communicate territorial data in visual and tangible ways. The object reduces the barrier between the physical world and virtual data, and eases the understanding of faceted geographical data, enabling urban planners and citizens alike to participate in the discovery and analysis of information referring to the physical world.