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Nicolai Marquardt

Publications and source records attributed to Nicolai Marquardt.

16 recordsLinked to original sources

Live Artifacts: Authoring Dynamic Media via Live Layers Encapsulating Generative Specifications

We frame Live Artifacts as a class of persistent generative media between static assets and interactive software. Unlike conventional generative outputs that collapse into static files, Live Artifacts retain their generative logic as a persistent media property, enabling continuous context-dependent regeneration. Time, location, or live data become part of their generative specifications, initiating coordinated updates across modalities (e.g., adapting text, visuals, and audio together) while preserving composition, semantics, identity, and cross-modal coherence. To facilitate experimentation with this medium, we present LiveCanvas, an authoring system that reconceptualizes visual layers as live generative specifications with explicit mutability and constrained dependencies. Creators orchestrate dynamic behaviors and manage generative persistence within a visual canvas rather than through programming, defining what remains stable, what can change, and how changes propagate. We evaluate Live Artifacts through a gallery of responsive examples and a qualitative study with six professionals, finding that LiveCanvas facilitates a shift from composing static outputs to crafting responsive generative artifacts while remaining aligned with familiar authoring practices.

cs.HC↗

Proscenium: Exploring Design Spaces of Layered Information Experience on a Large Dual-Layer Transparent Display

Layering information spaces is a promising strategy to design intuitive and engaging interactive experiences. Although multi-layer displays enable promising interaction techniques through limited depth perception - achieved via slight separation between layers - it remains unclear how to fully design experiences that leverage the unique affordances of layered information. To address this, we introduce Proscenium, a dual-layer, large transparent display workspace setup with an adjustable separation between the layers. We demonstrate our preliminary design space focusing on how rendered information can be transitioned and linked across displays, and showcase 14 speculative experience prototypes across six categories.

cs.HC↗

Texterial: A Text-as-Material Interaction Paradigm for LLM-Mediated Writing

What if text could be sculpted and refined like clay -- or cultivated and pruned like a plant? Texterial reimagines text as a material that users can grow, sculpt, and transform. Current generative-AI models enable rich text operations, yet rigid, linear interfaces often mask such capabilities. We explore how the text-as-material metaphor can reveal AI-enabled operations, reshape the writing process, and foster compelling user experiences. A formative study shows that users readily reason with text-as-material, informing a conceptual framework that explains how material metaphors shift mental models and bridge gulfs of envisioning, execution, and evaluation in LLM-mediated writing. We present the design and evaluation of two technical probes: Text as Clay, where users refine text through gestural sculpting, and Text as Plants, where ideas grow serendipitously over time. This work expands the design space of writing tools by treating text as a living, malleable medium.

cs.HC↗

Intent Tagging: Exploring Micro-Prompting Interactions for Supporting Granular Human-GenAI Co-Creation Workflows

Despite Generative AI (GenAI) systems' potential for enhancing content creation, users often struggle to effectively integrate GenAI into their creative workflows. Core challenges include misalignment of AI-generated content with user intentions (intent elicitation and alignment), user uncertainty around how to best communicate their intents to the AI system (prompt formulation), and insufficient flexibility of AI systems to support diverse creative workflows (workflow flexibility). Motivated by these challenges, we created IntentTagger: a system for slide creation based on the notion of Intent Tags - small, atomic conceptual units that encapsulate user intent - for exploring granular and non-linear micro-prompting interactions for Human-GenAI co-creation workflows. Our user study with 12 participants provides insights into the value of flexibly expressing intent across varying levels of ambiguity, meta-intent elicitation, and the benefits and challenges of intent tag-driven workflows. We conclude by discussing the broader implications of our findings and design considerations for GenAI-supported content creation workflows.

cs.HC↗

AI-Instruments: Embodying Prompts as Instruments to Abstract & Reflect Graphical Interface Commands as General-Purpose Tools

Chat-based prompts respond with verbose linear-sequential texts, making it difficult to explore and refine ambiguous intents, back up and reinterpret, or shift directions in creative AI-assisted design work. AI-Instruments instead embody "prompts" as interface objects via three key principles: (1) Reification of user-intent as reusable direct-manipulation instruments; (2) Reflection of multiple interpretations of ambiguous user-intents (Reflection-in-intent) as well as the range of AI-model responses (Reflection-in-response) to inform design "moves" towards a desired result; and (3) Grounding to instantiate an instrument from an example, result, or extrapolation directly from another instrument. Further, AI-Instruments leverage LLM's to suggest, vary, and refine new instruments, enabling a system that goes beyond hard-coded functionality by generating its own instrumental controls from content. We demonstrate four technology probes, applied to image generation, and qualitative insights from twelve participants, showing how AI-Instruments address challenges of intent formulation, steering via direct manipulation, and non-linear iterative workflows to reflect and resolve ambiguous intents.

cs.HC↗

BlendScape: Enabling End-User Customization of Video-Conferencing Environments through Generative AI

Today's video-conferencing tools support a rich range of professional and social activities, but their generic meeting environments cannot be dynamically adapted to align with distributed collaborators' needs. To enable end-user customization, we developed BlendScape, a rendering and composition system for video-conferencing participants to tailor environments to their meeting context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users' physical or digital backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an exploratory study with 15 end-users, we investigated whether and how they would find value in using generative AI to customize video-conferencing environments. Participants envisioned using a system like BlendScape to facilitate collaborative activities in the future, but required further controls to mitigate distracting or unrealistic visual elements. We implemented scenarios to demonstrate BlendScape's expressiveness for supporting environment design strategies from prior work and propose composition techniques to improve the quality of environments.

cs.HC↗

SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending

There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.

cs.AI↗

HoloDevice: Holographic Cross-Device Interactions for Remote Collaboration

This paper introduces holographic cross-device interaction, a new class of remote cross-device interactions between local physical devices and holographically rendered remote devices. Cross-device interactions have enabled a rich set of interactions with device ecologies. Most existing research focuses on co-located settings (meaning when users and devices are in the same physical space) to achieve these rich interactions and affordances. In contrast, holographic cross-device interaction allows remote interactions between devices at distant locations by providing a rich visual affordance through real-time holographic rendering of the device's motion, content, and interactions on mixed reality head-mounted displays. This maintains the advantages of having a physical device, such as precise input through touch and pen interaction. Through holographic rendering, not only can remote devices interact as if they are co-located, but they can also be virtually augmented to further enrich interactions, going beyond what is possible with existing cross-device systems. To demonstrate this concept, we developed HoloDevice, a prototype system for holographic cross-device interaction using the Microsoft Hololens 2 augmented reality headset. Our contribution is threefold. First, we introduce the concept of holographic cross-device interaction. Second, we present a design space containing three unique benefits, which include: (1) spatial visualization of interaction and motion, (2) rich visual affordances for intermediate transition, and (3) dynamic and fluid configuration. Last we discuss a set of implementation demonstrations and use-case scenarios that further explore the space.

cs.HC↗

Pixelated Interactions: Exploring Pixel Art for Graphical Primitives on a Tactile Display

Two-dimensional pin array tactile displays enable access to tactile graphics that are important for the education of students with visual impairments. Due to their prohibitive cost, limited access, and limited research within HCI, the rules to design graphical primitives on these low-resolution tactile displays are unclear. In this paper, eight tactile readers with visual impairments qualitatively evaluate the implementation of Pixel Art to create tactile graphical primitives on a pin array display. Every pin of the pin array is assumed to be a pixel on a pixel grid. Our findings suggest that Pixel Art tactile graphics on a pin array are clear and comprehensible to tactile readers, positively confirming its use to design basic tactile shapes and line segments. The guidelines provide a framework to create tactile media which implies that the guidelines can be used to downsize basic shapes for refreshable pin-array displays.

cs.HC↗

Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic Interfaces

This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics.

cs.RO↗

TanGi: Tangible Proxies for Embodied Object Exploration and Manipulation in Virtual Reality

Exploring and manipulating complex virtual objects is challenging due to limitations of conventional controllers and free-hand interaction techniques. We present the TanGi toolkit which enables novices to rapidly build physical proxy objects using Composable Shape Primitives. TanGi also provides Manipulators allowing users to build objects including movable parts, making them suitable for rich object exploration and manipulation in VR. With a set of different use cases and applications we show the capabilities of the TanGi toolkit, and evaluate its use. In a study with 16 participants, we demonstrate that novices can quickly build physical proxy objects using the Composable Shape Primitives, and explore how different levels of object embodiment affect virtual object exploration. In a second study with 12 participants we evaluate TanGi's Manipulators, and investigate the effectiveness of embodied interaction. Findings from this study show that TanGi's proxies outperform traditional controllers, and were generally favored by participants.

cs.HC↗

Expressive haptics for enhanced usability of mobile interfaces in situations of impairments

Designing for situational awareness could lead to better solutions for disabled people, likewise, exploring the needs of disabled people could lead to innovations that can address situational impairments. This in turn can create non-stigmatising assistive technology for disabled people from which eventually everyone could benefit. In this paper, we investigate the potential for advanced haptics to compliment the graphical user interface of mobile devices, thereby enhancing user experiences of all people in some situations (e.g. sunlight interfering with interaction) and visually impaired people. We explore technical solutions to this problem space and demonstrate our justification for a focus on the creation of kinaesthetic force feedback. We propose initial design concepts and studies, with a view to co-create delightful and expressive haptic interactions with potential users motivated by scenarios of situational and permanent impairments.

cs.HC↗

RealPen: Providing Realism in Handwriting Tasks on Touch Surfaces using Auditory-Tactile Feedback

We present RealPen, an augmented stylus for capacitive tablet screens that recreates the physical sensation of writing on paper with a pencil, ball-point pen or marker pen. The aim is to create a more engaging experience when writing on touch surfaces, such as screens of tablet computers. This is achieved by re-generating the friction-induced oscillation and sound of a real writing tool in contact with paper. To generate realistic tactile feedback, our algorithm analyses the frequency spectrum of the friction oscillation generated when writing with traditional tools, extracts principal frequencies, and uses the actuator's frequency response profile for an adjustment weighting function. We enhance the realism by providing the sound feedback aligned with the writing pressure and speed. Furthermore, we investigated the effects of superposition and fluctuation of several frequencies on human tactile perception, evaluated the performance of RealPen, and characterized users' perception and preference of each feedback type.

cs.HC↗

Deep Thermal Imaging: Proximate Material Type Recognition in the Wild through Deep Learning of Spatial Surface Temperature Patterns

We introduce Deep Thermal Imaging, a new approach for close-range automatic recognition of materials to enhance the understanding of people and ubiquitous technologies of their proximal environment. Our approach uses a low-cost mobile thermal camera integrated into a smartphone to capture thermal textures. A deep neural network classifies these textures into material types. This approach works effectively without the need for ambient light sources or direct contact with materials. Furthermore, the use of a deep learning network removes the need to handcraft the set of features for different materials. We evaluated the performance of the system by training it to recognise 32 material types in both indoor and outdoor environments. Our approach produced recognition accuracies above 98% in 14,860 images of 15 indoor materials and above 89% in 26,584 images of 17 outdoor materials. We conclude by discussing its potentials for real-time use in HCI applications and future directions.

cs.CV↗

ThermSense: Smartphone-based Breathing Sensing Platform using Noncontact Low-Cost Thermal Camera

The ability of sensing breathing is becoming an increasingly important function for technology that aims at supporting both psychological and physical wellbeing. We demonstrate ThermSense, a new breathing sensing platform based on smartphone technology and low-cost thermal camera, which allows a user to measure his/her breathing pattern in a contact-free manner. With the designed key functions of Thermal Voxel Integration-based breathing estimation and respiration variability spectrogram (RVS, bi-dimensional representation of breathing dynamics), the developed platform provides scalability and flexibility for gathering respiratory physiological measurements ubiquitously. The functionality could be used for a variety of applications from stress monitoring to respiration training.

cs.HC↗

Robust tracking of respiratory rate in high-dynamic range scenes using mobile thermal imaging

The ability to monitor respiratory rate is extremely important for medical treatment, healthcare and fitness sectors. In many situations, mobile methods, which allow users to undertake every day activities, are required. However, current monitoring systems can be obtrusive, requiring users to wear respiration belts or nasal probes. Recent advances in thermographic systems have shrunk their size, weight and cost, to the point where it is possible to create smart-phone based respiration rate monitoring devices that are not affected by lighting conditions. However, mobile thermal imaging is challenged in scenes with high thermal dynamic ranges. This challenge is further amplified by general problems such as motion artifacts and low spatial resolution, leading to unreliable breathing signals. In this paper, we propose a novel and robust approach for respiration tracking which compensates for the negative effects of variations in the ambient temperature and motion artifacts and can accurately extract breathing rates in highly dynamic thermal scenes. It has three main contributions. The first is a novel Optimal Quantization technique which adaptively constructs a color mapping of absolute temperature to improve segmentation, classification and tracking. The second is the Thermal Gradient Flow method that computes thermal gradient magnitude maps to enhance accuracy of the nostril region tracking. Finally, we introduce the Thermal Voxel method to increase the reliability of the captured respiration signals compared to the traditional averaging method. We demonstrate the extreme robustness of our system to track the nostril-region and measure the respiratory rate in high dynamic range scenes.

cs.CV↗