DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology.
|
CHI |
2024 |
0 |
pARam: Leveraging Parametric Design in Extended Reality to Support the Personalization of Artifacts for Personal Fabrication.
|
CHI |
2024 |
0 |
Investigating the Effects of External Communication and Platoon Behavior on Manual Drivers at Highway Access.
|
CHI |
2024 |
0 |
Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain.
|
CHI |
2024 |
0 |
AutoVis: Enabling Mixed-Immersive Analysis of Automotive User Interface Interaction Studies.
|
CHI |
2023 |
0 |
Investigating the Effects of Individual Spatial Abilities on Virtual Reality Object Manipulation.
|
CHI |
2023 |
0 |
Consent in the Age of AR: Investigating The Comfort With Displaying Personal Information in Augmented Reality.
|
CHI |
2022 |
0 |
Effects of Pedestrian Behavior, Time Pressure, and Repeated Exposure on Crossing Decisions in Front of Automated Vehicles Equipped with External Communication.
|
CHI |
2022 |
9 |
Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning.
|
CHI |
2022 |
5 |
ShapeFindAR: Exploring In-Situ Spatial Search for Physical Artifact Retrieval using Mixed Reality.
|
CHI |
2022 |
0 |
Keep it Short: A Comparison of Voice Assistants' Response Behavior.
|
CHI |
2022 |
0 |
A Taxonomy of Vulnerable Road Users for HCI Based On A Systematic Literature Review.
|
CHI |
2021 |
27 |
Exploring Augmented Visual Alterations in Interpersonal Communication.
|
CHI |
2021 |
5 |
Effects of Semantic Segmentation Visualization on Trust, Situation Awareness, and Cognitive Load in Highly Automated Vehicles.
|
CHI |
2021 |
26 |
A Critical Assessment of the Use of SSQ as a Measure of General Discomfort in VR Head-Mounted Displays.
|
CHI |
2021 |
18 |
Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games.
|
CHI |
2021 |
15 |
Mix&Match: Towards Omitting Modelling Through In-situ Remixing of Model Repository Artifacts in Mixed Reality.
|
CHI |
2020 |
13 |
Telewalk: Towards Free and Endless Walking in Room-Scale Virtual Reality.
|
CHI |
2020 |
16 |
ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays.
|
UIST |
2020 |
12 |
VRSketchIn: Exploring the Design Space of Pen and Tablet Interaction for 3D Sketching in Virtual Reality.
|
CHI |
2020 |
47 |
JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality.
|
CHI |
2020 |
29 |
Understanding the Heisenberg Effect of Spatial Interaction: A Selection Induced Error for Spatially Tracked Input Devices.
|
CHI |
2020 |
11 |
Towards Inclusive External Communication of Autonomous Vehicles for Pedestrians with Vision Impairments.
|
CHI |
2020 |
36 |
A Design Space for Gaze Interaction on Head-mounted Displays.
|
CHI |
2019 |
43 |
Virtual Muscle Force: Communicating Kinesthetic Forces Through Pseudo-Haptic Feedback and Muscle Input.
|
UIST |
2019 |
11 |
Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware.
|
CHI |
2018 |
33 |
Breaking the Tracking: Enabling Weight Perception using Perceivable Tracking Offsets.
|
CHI |
2018 |
67 |
FaceDisplay: Towards Asymmetric Multi-User Interaction for Nomadic Virtual Reality.
|
CHI |
2018 |
68 |
Snapband: a flexible multi-location touch input band.
|
UbiComp |
2018 |
1 |
Movelet: a self-actuated movable bracelet for positional haptic feedback on the user's forearm.
|
UbiComp |
2018 |
10 |
VaiR: Simulating 3D Airflows in Virtual Reality.
|
CHI |
2017 |
34 |
inScent: a wearable olfactory display as an amplification for mobile notifications.
|
ISWC |
2017 |
61 |
CarVR: Enabling In-Car Virtual Reality Entertainment.
|
CHI |
2017 |
81 |
ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users.
|
CHI |
2017 |
214 |
The effects of mobility, encumbrance, and (non-)dominant hand on interaction with smartwatches.
|
ISWC |
2017 |
16 |
SwiVRChair: A Motorized Swivel Chair to Nudge Users' Orientation for 360 Degree Storytelling in Virtual Reality.
|
CHI |
2016 |
63 |
CircularSelection: optimizing list selection for smartwatches.
|
ISWC |
2016 |
12 |
GyroVR: Simulating Inertia in Virtual Reality using Head Worn Flywheels.
|
UIST |
2016 |
73 |
FaceTouch: Enabling Touch Interaction in Display Fixed UIs for Mobile Virtual Reality.
|
UIST |
2016 |
93 |
Belt: An Unobtrusive Touch Input Device for Head-worn Displays.
|
CHI |
2015 |
66 |
Glass Unlock: Enhancing Security of Smartphone Unlocking through Leveraging a Private Near-eye Display.
|
CHI |
2015 |
40 |
Broken display = broken interface': the impact of display damage on smartphone interaction.
|
CHI |
2014 |
10 |
Pervasive information through constant personal projection: the ambient mobile pervasive display (AMP-D).
|
CHI |
2014 |
55 |
Hover Pad: interacting with autonomous and self-actuated displays in space.
|
UIST |
2014 |
25 |
SurfacePhone: a mobile projection device for single- and multiuser everywhere tabletop interaction.
|
CHI |
2014 |
30 |
Touchbugs: actuated tangibles on multi-touch tables.
|
CHI |
2013 |
42 |
Observational and experimental investigation of typing behaviour using virtual keyboards for mobile devices.
|
CHI |
2012 |
108 |
NaviRadar: a novel tactile information display for pedestrian navigation.
|
UIST |
2011 |
83 |
PhoneTouch: a technique for direct phone interaction on surfaces.
|
UIST |
2010 |
20 |
Design, implementation and evaluation of a novel public display for pedestrian navigation: the rotating compass.
|
CHI |
2009 |
91 |
An Experimental Comparison of Physical Mobile Interaction Techniques: Touching, Pointing and Scanning.
|
UbiComp |
2006 |
220 |