Katrin Wolf

Katrin Wolf
Hochschule für Angewandte Wissenschaften Hamburg | HAW

Dr. Ing.

About

103
Publications
57,075
Reads
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1,088
Citations
Citations since 2016
58 Research Items
967 Citations
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2016201720182019202020212022050100150200
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Introduction
Katrin Wolf is a professor for Media Informatics at Hamburg University of Applied Sciences. Previously, she held a professorship at for Media Informatics at Berlin University of Art and Design, where she also was the Vice Dean of Research. Her research interests lie at the intersection of human–computer interaction and interaction design, focusing on how to make novel technologies more usable and useful. To date, Katrin’s research has focused on technologies and domains including mobile and wearable systems; virtual, augmented and mixed reality, as well as interactive exhibitions.
Additional affiliations
October 2015 - present
Berliner Technische Kunsthochschule
Position
  • Professor (Associate) for Media Informatics
March 2014 - September 2015
Universität Stuttgart
Position
  • PostDoc Position
July 2010 - February 2014
Telekom Innovation Laboratories
Position
  • PhD Student
Education
January 2008 - July 2008
Hochschule für Technik und Wirtschaft Berlin
Field of study
  • Mobile Computing
October 2004 - September 2007
Universität der Künste Berlin
Field of study
  • Social & Economic Communications
April 1999 - September 2004
Universität der Künste Berlin
Field of study
  • Electronic Business

Publications

Publications (103)
Article
While traditional videoconferencing causes privacy issues, virtual meetings are not yet widely used. Their communication quality still lacks usability and important non-verbal communication cues, such as body language, are underrepresented. We aim at exploring virtual avatars’ body language and how it can be used to indicate meeting attendees’ comm...
Book
Human-Computer Integration (HInt) is an emerging paradigm in the human-computer interaction (HCI) field. Its goal is to integrate the human body and the computational machine. Because HInt is not an isolated area of research, the authors draw upon discussions from related perspectives, including cybernetics, augmentation, cyborgs, and wearables. Wh...
Chapter
Teleportation and conversations with virtual representations of remote people have been made possible by recent developments in augmented reality (AR) technology. This paper aims at understanding how such AR telecommunication systems should be implemented by asking where to display 3D scans of potential remote users. As the perfect interaction desi...
Article
Full-text available
Reports on educational developments in the area of online lectures or video recording that involves human-computer interaction between students and the teaching community.
Conference Paper
Full-text available
Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify...
Conference Paper
Currently, (invisible) smart speech assistants, such as Siri, Alexa, and Cortana, are used by a constantly growing number of people. Moreover, Augmented Reality (AR) glasses are predicted to become widespread consumer devices in the future. Hence, smart assistants can easily become common applications of AR glasses, which allows for giving the assi...
Article
Full-text available
2020 ACM. Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to...
Conference Paper
Full-text available
Virtual reality (VR) enables users to experience informal learning activities, such as visiting museum exhibitions or attending tours independent of their physical locations. Consequently, VR offers compelling use cases by making informal learning and education accessible to a broader audience and simultaneously reducing the carbon footprint. For m...
Conference Paper
Games are a great objective for research on tangible and embodied interaction as they not only have a long tradition in both the analogue and the digital game domain; they also perfectly represent the tangible and the embodiment through the nature of game play. In this Studio, we will go beyond the analogue characteristics of board games, not just...
Conference Paper
Hand-held controllers enable all kinds of interaction in Virtual Reality (VR), such as object manipulation as well as for locomotion. VR shoes allow using the hand exclusively for naturally manual tasks, such as object manipulation, while locomotion could be realized through feet input -- just like in the physical world. While hand-held VR controll...
Conference Paper
Full-text available
In this paper, we discuss the assessment of the emotional state of the user from digitized handwriting for implicit human-computer interaction. The proposed concept exemplifies how a digital system could recognize the emotional context of the interaction. We discuss our approach to emotion recognition and the underlying neurophysiological mechanism...
Conference Paper
Fragments is an interactive installation that represents historical moments of Berlin's Potsdamer Platz. The installation is an embodied interaction where people walk into and bring through their body movements the installation to live. Through a constantly changing interactively generated image collage, Fragments mimics the way the human brain ret...
Conference Paper
We present a concept of AURA, an urban personal projection to initiate the communication. In this work, we focus on how to break the ice with strangers through technology in urban public space. The Aura, as an enliven spiritual pet, floats around user's feet. We introduce a simple interaction scenario, attracting a person who comes within personal...
Conference Paper
Full-text available
Virtual reality (VR) glasses enable to be present in an environment while the own physical body is located in another place. Recent mobile VR glasses enable users to be present in any environment they want at any time and physical place. Still, mobile VR glasses are rarely used. One explanation is that it is not considered socially acceptable to im...
Conference Paper
Full-text available
Every day people rely on navigation systems when exploring unknown urban areas. Many navigation systems use multimodal feedback like visual, auditory or tactile cues. Although other systems exist, users mostly rely on a visual navigation using their smartphone. However, a problem with visual navigation systems is that the users have to shift their...
Conference Paper
Full-text available
Privacy notices aim to make users aware of personal data gathered and processed by a system. Body-worn cameras currently lack suitable design strategies for privacy notices that announce themselves and their actions tosecondary andincidental users, such as bystanders, when they are being used in public. Hypothesizing that the commonly used status L...
Conference Paper
Increasing sophistication and ubiquity of digital devices is creating potential for the development of new kinds of actuated interfaces. In this paper, we explore the design space around movement as a form of gestural communication for information output, in simple actuated desktop devices. We were curious as to how people might envision interactin...
Article
Full-text available
Evolution in technology causes privacy issues, which are currently under intense discussion. Here, much attention is given to smart cameras, the Internet of Things and the Internet in general , while sonic AR systems are overlooked. Many users, for example, blindfold their laptop cameras with physical layers, but it seems as if no attention is draw...
Article
Approaching a high degree of realism, android robots, and virtual humans may evoke uncomfortable feelings. Due to technologies that increase the realism of human replicas, this phenomenon, which is known as the uncanny valley, has been frequently highlighted in recent years by researchers from various fields. Although virtual animals play an import...
Conference Paper
Full-text available
Even though, three-dimensional representations of architectural models exist, experiencing these models like one would experience a fully constructed building is still a major challenge. With Virtual Reality (VR) it is now possible to experience a number of scenarios in a virtual environment. Also prototyping interactive architecture elements, whic...
Conference Paper
Full-text available
Large high-resolution displays (LHRDs) present new opportunities for interaction design in areas such as interactive visualization and data analytics. Design processes for graphical interfaces for LHRDs are still challenging. In this paper, we explore the design space of graphical interfaces for LHRDs by engaging in the creation of four prototypes...
Conference Paper
the installation Whisper is transforming spoken secrets into motion and light reflections. The thereby created visualization of the secrets is not understandable using common communication modalities. As such, Whisper is creating a magic moment of information translation into a language of motion and light. Whisper allows visitors to see the whispe...
Conference Paper
Full-text available
Although a large number of navigation support systems for visually impaired people have been proposed in the past, navigating through unknown environments is still a major challenge for visually impaired travelers. Existing systems provide navigation information through headphones, speakers or tactile actuators. In this paper, we propose to use sma...
Conference Paper
Full-text available
While most current interactive surfaces use only the position of the finger on the surface as the input source, previous work suggests using the finger orientation for enriching the input space. Thus, an understanding of the physiological restrictions of the hand is required to build effective interactive techniques that use finger orientation. We...
Conference Paper
Artist Pointer is critically questioning the role of the artist in a process of exhibiting digital art, no matter if being a piece of software or if the work became physical through digital manufacturing, like 3D printing, 3D milling or laser-cutting. Artist Pointer, like any digital art, has a digital DNA, no matter if it exists as software only o...
Chapter
Full-text available
Understanding the effect of facial features on human’s perception and emotion is widely studied in different disciplines. In video games, this is especially important to improve the design of virtual characters and to understand their creation process. Virtual characters are widely used in games, virtual therapies, movie productions, and as avatars...
Book
Full-text available
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many c...
Conference Paper
Full-text available
Due to the rise of lifelog cameras, we have personal video data that is too large to be watched. Video indexing has the potential to provide meta-information for faster video search. This work aims to support lifelog video indexing through automated face priority rating. In a user study, we identified parameters that allow for rating the importance...
Conference Paper
With the advent of lifelogging cameras the amount of personal video material is massively growing to an extent that easily overwhelms the user. To efficiently review lifelog data, we need well designed video navigation tools. In this paper, we analyze which cues are most beneficial for lifelog video navigation. We show that the information kind det...
Article
Projectors shrink in size, are embedded in some mobile devices, and with the miniaturization of projection technology truly mobile projected displays became possible. In this paper, the authors present a survey of the current state of the art on such displays. They give a holistic overview of current literature and categorize mobile projected displ...
Conference Paper
Full-text available
The rise of smart rings enables for ubiquitous control of computers that are wearable or mobile. We developed a ring interface using a 9 DOF IMU for detecting microgestures that can be executed while performing another task that involve hands, e.g. riding a bicycle. For the gesture classification we implemented 4 classifiers that run on the Android...
Conference Paper
Full-text available
Interaction in mobile computing mainly relies on selecting targets by touch. A large body of work showed the effect of target size and target distance on selection time. Recent work on hand-held devices suggests that size and distance are not the only factors that affect selection time. In this paper, we investigate target selection performance of...
Poster
Full-text available
The mobile application Be My Eyes connects blind users with sighted volunteers through a video and audio connection. In contrast to previous attempts, Be My Eyes has a large number of blind and sighted users. In this paper we report from a survey among 30 blind Be My Eyes users to guide future work in this domain. We describe for which situations b...
Conference Paper
Full-text available
The mobile application Be My Eyes connects blind users with sighted volunteers through a video and audio connection. In contrast to previous attempts, Be My Eyes has a large number of blind and sighted users. In this paper we report from a survey among 30 blind Be My Eyes users to guide future work in this domain. We describe for which situations b...
Conference Paper
Today, more and more exhibitions contain interactivity. We investigate intimate proxemic zones of exhibits, which are zones that visitor will not enter. In a first experiment we show that exhibits have, like humans, an intimate proxemic zone that is respected by exhibition visitors and which is 27cm. Such zone that visitors will not enter can be in...
Conference Paper
Full-text available
Today, more and more exhibitions contain interactivity. We investigate intimate proxemic zones of exhibits, which are zones that visitor will not enter. In a first experiment we show that exhibits have, like humans, an intimate proxemic zone that is respected by exhibition visitors and which is 27cm. Such zone that visitors will not enter can be in...
Conference Paper
Full-text available
Size and resolution of computer screens are constantly increasing. Individual screens can easily be combined to wall-sized displays. This enables computer displays that are folded, straight, bow shaped or even spread. As possibilities for arranging the screens are manifold, it is unclear what arrangements are appropriate. Moreover, it is unclear ho...
Conference Paper
Full-text available
Projectors most likely will be embedded into the next generation of mobile devices, and thus projecting pictures and videos into the physical world will be an important use case. However, the projection positioning in the real world is challenged by surface reflections or objects in the environment. As adjusting the projected image manually is cumb...
Conference Paper
Full-text available
Our eyes use multiple cues to perceive depth. Current 3D displays do not support all depth cues humans can perceive. While they support binocular disparity and convergence, no commercially available 3D display supports focus cues. To use them requires accommodation, i.e. stretching the eye lens when focusing on an individual distance. Previous work...
Conference Paper
Full-text available
Smartphones are currently the most successful mobile devices. Through their touchscreens, they combine input and output in a single interface. A body of work investigated interaction beyond direct touch. In particular, previous work proposed using the device's rear as an interaction surface and the grip of the hands that hold the device as a means...
Chapter
Microgestures, small movements of the digits that do not require moving the whole hand, are a promising input technique for peripheral interaction as they can be executed in parallel to many manual actions. Such interaction techniques can be used to augment or to extend everyday tasks, and therefore, have the great potential to enable interacting w...
Chapter
This chapter concludes the work presented in this dissertation through recapitulating and contextualizing the contributions. Afterwards recommendations for future work are given.
Chapter
This chapter evaluates the performance of target acquisition through direct touch on the entire interaction areas and provides ergonomic insight about the hand posture when selecting targets.
Chapter
While a large body of work has investigated touch interaction on smaller devices, is little empirical research has been carried out on touch-based pointing while holding the device with both hands.
Chapter
This chapter provides an ergonomic grasp-based gesture repertoire. That is created by experts and serves as base for later investigations of grasp-based gesture execution and interaction that are presented in Chaps. 4–6.
Chapter
This chapter aims investigating interaction areas regarding two aspects: at first interaction areas that have a high risk to trigger Midas touch events are explored; and then interaction areas that are in reach of direct touch are investigated.
Chapter
Gestural interaction is implemented in almost every mobile device and there are established gesture detection libraries for Android, iOS, and mobile browsers.
Chapter
The main contributions of this thesis as well as of each chapter were concluded in design guidelines. The essence of these guidelines is presented, according to the main research topics of this thesis, in the following three parts: ergonomic gestures, interaction areas, and pointing techniques.
Chapter
Research on interaction with tablets is rare compared to work that is done on interaction with mobile phones. Two major challenges in grasp-based tablet interaction are to consider the influence of the form factor and of the grasp on ergonomics in interaction design. Ergonomics in interactions design affects the gesture design, the accessibility of...
Conference Paper
Full-text available
With an increasing number of new camera devices entering the market, lifelogging has turned into a viable everyday practice. The promise of comprehensively capturing our life's happenings has caused adoption rates to grow, but approaches to do so greatly differ. In this paper we evaluate existing visual lifelogging capture approaches through a user...
Conference Paper
Full-text available
Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferenc...
Conference Paper
Full-text available
Many documents are still printed on paper and their interaction is disconnected from the digital paper representation. Conductive ink makes it easy to print documents with embedded electrical circuits. We developed several layouts to add interactive elements, such as tick boxes or signature fields, to paper documents. In this paper we propose sever...
Conference Paper
Full-text available
Most current devices are passive regarding their locations by being integrated in the environment or require to be carried when used in mobile scenarios. In this paper we present a novel type of self-actuated devices, which can be placed on vertical surfaces like whiteboards or walls. This enables vertical tangible interaction as well as the device...
Conference Paper
Full-text available
Today, most digital devices are either stationary, often placed on horizontal surfaces like tables, or so-called mobile devices which are carried around by the user. In this demonstration we showcase our ongoing work on a novel type of self-actuated display. It can be placed on walls, or whiteboards and other arbitrarily oriented surfaces like ceil...
Conference Paper
Projectors shrink in size, are embedded in some mobile devices, and the next generation of mobile projections: drone-carried or wearable projectors are graspable. The technology may be ready for a radical change in mobile interaction towards personal projected displays that are (in contrast to the milestone work of Pinhanez [7]) not limited to stat...
Conference Paper
Full-text available
Digital media offers great possibilities to present cultural heritage: visitors can interactively explore content and the content can be dynamically presented according to the situation in the exhibition. For instance, little content may be presented in larger letters if the visitor is standing far away from the exhibit, but if the visitor is comin...
Conference Paper
Full-text available
Tangible user interfaces (TUIs) have been proposed to interact with digital information through physical objects. However being investigated since decades, TUIs still play a marginal role compared to other UI paradigms. This is at least partially because TUIs often involve complex hardware elements, which make prototyping and production in quantiti...
Conference Paper
Full-text available
Due to advances in technology large displays with very high resolution started to become affordable for daily work. Today it is possible to build display walls with a pixel density that is comparable to standard office screens. Previous work indicates that physical navigation enables a deeper engagement with the data set. In particular, the visibil...
Conference Paper
Full-text available
Pixel densities are increasing rapidly. We can observe this trend in particular for mobile devices like smartphones and tablets. Previous work revealed an effect of pixel density on subjective feedback and objective performance only for low resolution cathode ray tube screens. It is unclear if this effect persists for the four times higher pixel de...
Conference Paper
Full-text available
Distant pointing at objects and persons is a highly expressive gesture that is widely used in human communication. Pointing is also used to control a range of interactive systems. For determining where a user is pointing at, different ray casting methods have been proposed. In this paper we assess how accurately humans point over distance and how t...
Conference Paper
The work presented here aims to enrich material perception when touching interactive surfaces. This is realized through simulating changes in the perception of various material properties, such as softness and bendability. The thereby created perceptual illusions of surface changes are induced using electrotactile stimuli and texture projection as...
Article
Considering the kinematic model of the hand allows for deeper understanding of target selection on the front and on the back of tablets. The authors found that the position where the thumb and fingers are naturally hovering when the device is held results in shortest target selection times. The authors broaden our understanding of that ergonomic op...