Roman Rädle

Roman Rädle
Aarhus University | AU · Digital Design and Information Studies

Ph.D. in Computer Science (Dr. rer. nat.)

About

52
Publications
13,960
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,332
Citations
Introduction
My research focusses on novel interaction techniques based on proxemics. Proxemics is an area of study that identifies the culturally dependent ways in which people use interpersonal distance to understand and mediate their interactions with others. I LOVE to implement novel interaction concepts and test and evaluate them in user studies. Lately, I gained interested in the design and evaluation of games for children and adolescents with physical, cognitive and social deficiencies.
Additional affiliations
January 2009 - present
University of Konstanz
Education
October 2010 - January 2017
University of Konstanz
Field of study
  • Human-Computer Interaction
October 2007 - September 2010
University of Konstanz
Field of study
  • Human-Computer Interaction
October 2003 - November 2006
University of Konstanz
Field of study
  • Database and Information Systems

Publications

Publications (52)
Conference Paper
Full-text available
We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-le...
Chapter
Hybrid meetings, in which co-located and remote participants connect via video or/audio, have become ubiquitous in the globalized modern workplace. Despite, or perhaps because of this ubiquity, conducting hybrid meetings is not straightforward. In this paper, we investigate the opportunities and challenges of hybrid meetings. We conducted a multi-s...
Conference Paper
Designing interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing the opportunities and challenges of interactions with multiple devices in concert is of continued focus in HCI research. To inform the future research agenda of this field, we contribute an...
Conference Paper
Full-text available
Optimization & Real-time Adaptation Figure 1. Given a graphical user interface (left), AdaM automatically decides which UI elements should be displayed on each device in real-time. Our optimization is designed for multiuser scenarios and considers user roles and preferences, device access restrictions and device characteristics. ABSTRACT Developing...
Conference Paper
Full-text available
Sticky notes are ubiquitous in design processes because of their tangibility and ease of use. Yet, they have well-known limitations in professional design processes, as documentation and distribution are cumbersome at best. This paper compares the use of sticky notes in ideation with a remediated digital sticky notes setup. The paper contributes wi...
Conference Paper
Full-text available
PolarTrack is a novel camera-based approach to detecting and tracking mobile devices inside the capture volume. In PolarTrack, a polarization filter continuously rotates in front of an off-the-shelf color camera, which causes the displays of observed devices to periodically blink in the camera feed. The periodic blinking results from the physical c...
Conference Paper
We present Codestrate Packages, a package-based system to create extensible software within Codestrates. Codestrate Packages turns content creation from an application-centric model into a document-centric model. Codestrate Packages no longer restrict users to the feature set of the application. Instead packages allow users to add new features to t...
Conference Paper
We introduce Codestrates, a literate computing approach to developing interactive software. Codestrates blurs the distinction between the use and development of applications. It builds on the literate computing approach, commonly found in interactive notebooks such as Jupyter notebook. Literate computing weaves together prose and live computation i...
Conference Paper
Full-text available
HCI research has demonstrated Mixed Reality (MR) as being beneficial for co-located collaborative work. For remote collaboration, however, the collaborators' visual contexts do not coincide due to their individual physical environments. The problem becomes apparent when collaborators refer to physical landmarks in their individual environments to g...
Conference Paper
Full-text available
A sizable part of HCI research on cross-device interaction is driven by the vision of users conducting complex knowledge work seamlessly across multiple mobile devices. This is based on the Weiserian assumption that people will be inclined to distribute their work across multiple ``pads' if such are available. We observed that this is not the reali...
Conference Paper
Full-text available
Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only collaboration can be improved by an additional shared workspace on an interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent the physical size of shared horizontal surfaces...
Conference Paper
Full-text available
In collaborative activities, collaborators can use physical objects in their shared environment as spatial cues to guide each other's attention. Collaborative mixed reality environments (MREs) include both, physical and digital objects. To study how virtual objects influence collaboration and whether they are used as spatial cues, we conducted a co...
Conference Paper
Full-text available
Slide presentations have long been stuck in a one-to-many paradigm, limiting audience engagement. Based on the concept of smartphone-based remote control of slide navigation, we present Office Social—a PowerPoint plugin and companion smartphone app that allows audience members qualified access to slides for personal review and, when the presenter e...
Article
Full-text available
The article discusses new ways to access library collections based on two joint initiative projects with scientific and public libraries. In the beginning of each scientific initiative, we conducted a number of empirical studies in order to gain valuable insights about users’ patterns when accessing library collections. In detail, we distinguish be...
Conference Paper
Full-text available
Even though mobile devices are ubiquitous and users often own several of them, using them in concert to achieve a common goal is not well supported and remains a challenge for HCI. In this paper, we report on our observations of cross-device usage within groups when they engaged in a dyadic collaborative sensemaking task. Based on our findings, we...
Conference Paper
Full-text available
In this position paper we explore ad hoc adaptability across devices in video-calling. We note the current difficulty of even simple combinations, discuss design issues, briefly report on a study of ad hoc screen mirroring, and note future directions.
Conference Paper
Full-text available
Cross-device interaction between multiple mobile devices is a popular field of research in HCI. However, the appropriate design of this interaction is still an open question, with competing approaches such as spatially-aware vs. spatially-agnostic techniques. In this paper, we present the results of a two-phase user study that explores this design...
Conference Paper
Full-text available
Dynamic peephole navigation represents a technique for navigating large information spaces in an egocentric way. Studies have shown cognitive benefits for a vertical peephole orientation, when compared to non-egocentric interaction styles. To see how the aspect of canvas orientation effects user performance, we conducted a study (N=16) which reveal...
Conference Paper
Full-text available
While Mark Weiser's vision of ubiquitous computing is getting closer to reality, a fundamental part of it - the interconnection of devices into a "ubiquitous network" - is not achieved yet. Differences in hardware, architecture, and missing standardizations are just some reasons for this. We think that existing research is not versatile enough and...
Article
Full-text available
This paper presents Integrative Workplace, a system which blends the qualities of digital and physical sources by augmenting physical books with properties of digital books and vice versa. On the base of Blended Interaction, we designed a system which helps users to interact with the new and unfamiliar functionality of digitally augmented books. In...
Conference Paper
Full-text available
We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time, users can add or remove di...
Conference Paper
Full-text available
We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time users can add or remove dis...
Conference Paper
Full-text available
Dynamic peephole navigation is an increasingly popular technique for navigating large information spaces such as maps. Users can view the map through handheld, spatially aware displays that serve as peepholes and navigate the map by moving these displays in physical space. We conducted a controlled experiment of peephole map navigation with 16 part...
Conference Paper
Full-text available
Digitally augmented workspaces have been extensively researched in the last two decades. However, no studies exist which compare the work at digital desks with the work at normal desks to examine how digital desks might change knowledge work practices and its outcomes. This paper reports our work on the design and implementation of Integrative Work...
Conference Paper
Full-text available
We present a tangible approach for exploring and comparing multi-dimensional data points collaboratively by combining Sifteo Cubes with glyph visualizations. Various interaction techniques like touching, shaking, moving or rotating the displays support the user in the analysis. Context dependent glyph-like visualization techniques make best use of...
Article
Full-text available
In 1966, anthropologist Edward Hall coined the term "proxemics." Proxemics is an area of study that identifies the culturally dependent ways in which people use interpersonal distance to understand and mediate their interactions with others. Recent research has demonstrated the use of proxemics in human-computer interaction (HCI) for supporting use...
Conference Paper
Full-text available
In this paper, we tie together different streams of research from our institutions to present a joint vision of collaborative computer-supported interactions in future crisis rooms. We envision novel interaction and visualisation techniques for the next generation of crisis rooms that will better support collaborative search, analysis, and comparis...
Conference Paper
Full-text available
We present two experiments examining the impact of navigation techniques on users' navigation performance and spatial memory in a zoomable user interface (ZUI). The first experiment with 24 participants compared the effect of egocentric body movements with traditional multi-touch navigation. The results indicate a 47% decrease in path lengths and a...
Conference Paper
Full-text available
This workshop proposed to bring together researchers interested in visual adaptation of interfaces. The gaze-tracking community is often constrained to visual adaptation at short distances where gaze data is reliably available. Researchers working on distance-based interfaces tend to work in room-sized environments, with wall-sized displays or mult...
Chapter
Full-text available
Although Web search is typically regarded as a solitary activity, collaborative search approaches are becoming an increasingly relevant topic for HCI and distributed user interfaces (DUIs). Today's collaborative search systems lack comprehensive search support that also involves pre-or post-search activities such as preparation or sensemaking. We b...
Conference Paper
Full-text available
Social competence and communicative skills of children with autism spectrum disorders are supported by behavioral therapy. "Serious games", especially therapeutic games on a hybrid medium, have been proven to serve as a useful tool for behavioral therapy. In this work, we present such a hybrid therapy game: "Invasion of the Wrong Planet". Based on...
Conference Paper
Full-text available
We present the user interface Blended Shelf, which provides a shelf browsing experience beyond the physical location of the library. Blended Shelf offers a 3D visualization of library collections with the integration of real-world attributes like the size and availability of books. The application reflects the actual arrangement of items in the phy...
Conference Paper
Full-text available
In my research, I explore the use of proxemics in Human-Computer Interaction to design explicit and implicit interaction with knowledge work environments for literature review, reading & writing, or discussion. This paper proposes the employment of proxemics for different tasks in knowledge work such as navigation in large information spaces (e.g....
Conference Paper
Full-text available
The ever-growing amount of digitized books and electronically published documents necessitates proper tools to search and explore such large digital information spaces. This paper presents the design of an interactive prototype for collaborative visual information seeking (VIS) in an on-line book repository. The main objectives of the prototype are...
Article
Full-text available
In this paper we state our interest in the workshop themes according to the three categories understanding, designing, and evaluation. In addition, we give a short introduction into our research project Blended Library and describe the idea of an "Interactive Reading " environment that aims toward “encouraging serendipity in interactive systems". 1...
Conference Paper
Full-text available
This demo presents TwisterSearch, a system for co-located and collaborative Web search that was designed in accordance with the canonical model of social search by Evans and Chi (2009). In a first phase before search, participants frame the context of the intended search and thereafter gather initial information requirements on a tabletop. These re...
Conference Paper
Full-text available
We present eXLEpse, an easy-to-use editor for creating computational grammars based on the Lexical-Functional Grammar (LFG) formalism (Dal-rymple, 2001). The editor is implemented as a plugin for the open-source program development platform Eclipse. eXLEpse provides functionality for editing computational LFG grammars and an interface to the XLE gr...
Article
Full-text available
In contrast to the pioneers of multimodal interaction, e.g. Richard Bolt in the late seventies, today’s researchers can benefit from various existing hardware devices and software toolkits. Although these development tools are available, using them is still a great challenge, particularly in terms of their usability and their appropriateness to the...
Conference Paper
Full-text available
We introduce the interaction library Squidy, which eases the design of natural user interfaces by unifying relevant frameworks and toolkits in a common library. Squidy provides a central design environment based on high-level visual data flow programming combined with zoomable user interface concepts. The user interface offers a simple visual langu...
Article
Full-text available
In contrast to the pioneers of multimodal interaction e.g. Richard Bolt in the late seventies, today’s researchers can benefit of a wide variety of existing interaction techniques, devices and frameworks. Although these tools are available, the usage of them is still a great challenge particularly in terms of usability. A major issue results from t...

Network

Cited By