Simon Voelker

Simon Voelker
RWTH Aachen University · Department of Computer Science

Dr. rer. nat.

About

44
Publications
11,072
Reads
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756
Citations
Citations since 2017
24 Research Items
578 Citations
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2017201820192020202120222023020406080100120140
2017201820192020202120222023020406080100120140

Publications

Publications (44)
Article
Toolkits like the Arduino system have brought embedded programming to STEM education. However, learning embedded programming is still hard, requiring an understanding of coding, electronics, and how both sides interact. To investigate the opportunities of using a different programming paradigm than the imperative approach to learning embedded codin...
Article
We present GazeConduits, a calibration-free ad-hoc mobile interaction concept that enables users to collaboratively interact with tablets, other users, and content in a cross-device setting using gaze and touch input. GazeConduits leverages recently introduced smartphone capabilities to detect facial features and estimate users' gaze directions. To...
Conference Paper
Full-text available
We introduce Springlets, expressive, non-vibrating mechano-tactile interfaces on the skin. Embedded with shape memory alloy springs, we implement Springlets as thin and flexible stickers to be worn on various body locations, thanks to their silent operation even on the neck and head. We present a technically simple and rapid technique for fabricati...
Conference Paper
Modeling in Augmented Reality (AR) lets users create and manipulate virtual objects in mid-air that are aligned to their real environment. We present ARPen, a bimanual input technique for AR modeling that combines a standard smartphone with a 3D-printed pen. Users sketch with the pen in mid-air, while holding their smartphone in the other hand to s...
Conference Paper
Smartphones are used predominantly one-handed, using the thumb for input. Many smartphones, however, have grown beyond 5". Users cannot tap everywhere on these screens without destabilizing their grip. ForceRay (FR) lets users aim at an out-of-reach target by applying a force touch at a comfortable thumb location, casting a virtual ray towards the...
Conference Paper
Tangibles on interactive tabletops are tracked by the surface they are placed on and have been shown to benefit the interaction. However, they are tied to the surface. When picked up, they are no longer recognized and lose any connection to virtual objects shown by the table. We introduce the interaction concept of Off-Surface Tangibles that are tr...
Conference Paper
Data science is an open-ended task in whichexploratory programming is a common practice. Data workers often need faster and easier ways to explore alternative approaches to obtain insights from data, which frequently compromises code quality. To understand how well current IDEs support this exploratory workflow, we conducted an observational study...
Conference Paper
Full-text available
We present Springlets, expressive, non-vibrating mechanotactile interfaces on the skin. Embedded with shape memory alloy springs, we implement Springlets as thin and flexible stickers to be worn on various body locations, thanks to their silent operation even on the neck and head. We present a technically simple and rapid technique for fabricating...
Conference Paper
With Maker-friendly environments like the Arduino IDE, embedded programming has become an important part of STEM education. But learning embedded programming is still hard, requiring both coding and basic electronics skills. To understand if a different programming paradigm can help, we developed Flowboard, which uses Flow-Based Programming (FBP) r...
Conference Paper
Besides sketching in mid-air, Augmented Reality (AR) lets users sketch 3D designs directly attached to existing physical objects. These objects provide natural haptic feedback whenever the pen touches them, and, unlike in VR, there is no need to digitize the physical object first. Especially in Personal Fabrication, this lets non-professional desig...
Conference Paper
Laser cutters are 2D tools, but their speed and compatibility with a variety of affordable materials also makes them a frequent choice to create 3D objects. We propose CutCAD, a tool to easily construct simple 3D objects from 2D faces, inspired by the process of paper modeling and magnetic construction kits. The user creates her 3D model by drawing...
Conference Paper
Picking values from long ordered lists, such as when setting a date or time, is a common task on smartphones. However, the system pickers and tables used for this require significant screen space for spinning and dragging, covering other information or pushing it off-screen. The Force Picker reduces this footprint by letting users increase and decr...
Conference Paper
Tangibles on multitouch tabletops increase speed, accuracy, and eyes-free operability for individual users, and verbal and behavioral social interaction among multiple users around smaller tables with a shared focus of attention. Modern multitouch tables, however, provide sizes and resolutions that let groups work alongside each other in separate w...
Conference Paper
Full-text available
E-Textiles are fabrics that integrate electronic circuits and components. Makers use them to create interactive clothing, furniture, and toys. However, this requires significant manual labor and skills, and using technology-centric design tools. We introduce Sketch&Stitch, an interactive embroidery system to create e-textiles using a traditional cr...
Conference Paper
Augmented Reality (AR) lets users sketch 3D designs directly attached to existing physical objects. These objects provide natural haptic feedback whenever the pen touches them, and, unlike in VR, there is no need to digitize the physical object first. Especially in Personal Fabrication, this lets non-professional designers quickly create simple 3D...
Conference Paper
Statistical analysis is a frequent task in several research fields such as HCI, Psychology, and Medicine. Performing statistical analysis using traditional textual programming languages like R is considered to have several advantages over GUI applications like SPSS. However, our examination of 40 analysis scripts written using current IDEs for R sh...
Conference Paper
Modern smartphones, like iPhone 7, feature touchscreens with co-located force sensing. This makes touch input more expressive, e.g., by enabling single-finger continuous zooming when coupling zoom levels to force intensity. Often, however, the user wants to select and confirm a particular force value, say, to lock a certain zoom level. The most com...
Conference Paper
When people hold their smartphone in landscape orientation, they use their thumbs for input on the frontal touchscreen, while their remaining fingers rest on the back of the device (BoD) to stabilize the grip. We present BackXPress, a new interaction technique that lets users create BoD pressure input with these remaining fingers to augment their i...
Conference Paper
Full-text available
We present an experimental comparison of tangible rotary knobs and touch-based virtual knobs in three output conditions: eyes-on, eyes-free, and peripheral. Twenty participants completed a simple rotation task on a interactive surface with four different input techniques (two tangibles and two virtual touch widgets) in the three output conditions,...
Conference Paper
Tangible objects on capacitive multi-touch surfaces are usually only detected while the user is touching them. When the user lets go of such a tangible, the system cannot distinguish whether the user just released the tangible, or picked it up and removed it from the surface. We introduce PERCs, persistent capacitive tangibles that "know" whether t...
Conference Paper
Tangible objects on capacitive multi-touch surfaces are usually only detected while the user is touching them. When the user lets go of such a tangible, the system cannot distinguish whether the user just released the tangible, or picked it up and removed it from the surface. In this demo we demonstrate PERCs , persistent capacitive tangibles that...
Conference Paper
Full-text available
Interactive workspaces combine horizontal and vertical touch surfaces into a single digital workspace. During an exploration of these systems, it was shown that direct interaction on the vertical surface is cumbersome and more inaccurate than on the horizontal one. To overcome these problems, indirect touch systems turn the horizontal touch surface...
Conference Paper
Full-text available
Tangible widgets are one possible answer to the lack of haptic feedback on touch screens and tabletops. In this publication, we focus on tangibles that provide input and output channels by spatially relocating a part of the touch input and visual output area from the touch screen onto their own arbitrarily shaped surface. Optical fibers that transm...
Article
Tangibles on interactive surfaces enable users to physically manipulate digital content by placing, moving, manipulating, or removing a tangible object. However, the information whether and how a user grasps these tangibles has not been exploited for input so far. Based on Buxton's Three-State Model for graphical input, we present an interaction mo...
Conference Paper
Capacitive multi-touch displays are not typically designed to detect passive objects placed on them. In fact, these systems usually contain filters to actively reject such input data. We present a technical analysis of this problem and introduce Passive Untouched Capacitive Widgets (PUCs). Unlike previous approaches, PUCs do not require power, they...
Conference Paper
Full-text available
Capacitive multi-touch displays are not designed to detect passive objects placed on them—in fact, these systems usu- ally contain filters to actively reject such touch data. We present a technical analysis of this problem and introduce Passive Untouched Capacitive Widgets (PUCs). Unlike pre- vious approaches, PUCs do not require power, they can be...
Conference Paper
Capacitive multi-touch displays are designed to detect touches from fingers that often change the location. This is quite the opposite of our goal: detect passive objects placed on them. In fact, these systems usually contain filters to actively reject such inactive input data. We present a technical analysis of this problem and introduce Passive U...
Conference Paper
Full-text available
Even though remote collaboration through telepresence is supported by a variety of devices and display environments, it still has some inherent problems. One of these problems is the definition of a unified spatial reference system for the shared workspace in combination with an immersive representa-tion of the collaborator. To mitigate this proble...
Conference Paper
Full-text available
To date, most tabletop systems are designed with only a single application visible and accessible at any time, which is, in many cases, an underuse of the tabletop spacious surface, and counter-intuitive to the normal working environment of a table. Desktop window managers provide users facilities to launch and interact with concurrent applications...
Conference Paper
Indirect touch systems combine a horizontal touch input surface with a vertical display for output. While this division is ergonomically superior to simple direct-touch displays for many tasks, users are no longer looking at their hands when touching. This requires the system to support an intermediate \'1ctracking\'1d state that lets users aim at...
Conference Paper
Full-text available
Today's most common remote collaboration systems consist of a personal computer and a webcam. More advanced systems use multiple monitors installed at actual conference tables. Although this increases the feeling of 'being-there' the cooperators and their physical workspaces are inherently separated due to the system's design. To overcome this prob...
Chapter
Jenseits der heutigen, planaren Multi-Touch-Oberflächen untersucht dieses Kapitel Multi-Touch als Interaktion mit nichtplanaren Oberflächen und beliebigen Objekten. Wir stellen forschungsnahe Trends und Visionen vor, geben aber immer wieder auch konkrete Tipps für Designer. Zu Beginn stellen wir ein grundlegendes Problem für die künftige Weiterverb...
Conference Paper
Full-text available
Flicking is a common interaction technique to move objects across large interactive surfaces, but little is known about its suitability for use on non-planar, curved surfaces. Flicking consists of two stages: First, visually determining the direction in which to flick the object, then planning and executing the corresponding gesture. Errors in both...
Conference Paper
Full-text available
We introduce Dynamic Portals, a lightweight interaction technique to transfer virtual objects across tabletops. They maintain the spatial coherence of objects and inherently align them to the recipients' workspace. Furthermore, they allow the exchange of digital documents among multiple users. A remote view enables users to align their objects at t...
Conference Paper
Full-text available
We introduce FingerFlux, an output technique to generate near-surface haptic feedback on interactive tabletops. Our system combines electromagnetic actuation with permanent magnets attached to the user's hand. FingerFlux lets users feel the interface before touching, and can create both attracting and repelling forces. This enables applications suc...
Conference Paper
BendDesk is a curved interactive display that merges a vertical and a horizontal multi-touch surface with a curve. Users sitting at the table can perform multi-touch input on the entire surface. This demo shows the capabilities and potential applications of such a setup. We also present Bend Invaders, one of the first arcade games on a curved inter...
Conference Paper
Full-text available
We present BendDesk, a hybrid interactive desk system that combines a horizontal and a vertical interactive surface via a curve. The system provides seamless touch input across its entire area. We explain scalable algorithms that provide graphical output and multi-touch input on a curved surface. In three tasks we investigate the performance of dra...
Article
Full-text available
We present BendDesk, a desk environment that combines a horizontal and a vertical interactive surface that are seam-lessly connected by a curved surface. This increases the perception of spatial cohesiveness and provides a continu-ous interaction. Furthermore, the curve functions as a stor-age for virtual objects and as a display for system events....

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Projects

Projects (2)
Project
The main goal of the project is to investigate, digitize and communicate the shared history of the Meuse-Rhine Euregion (EMR). The project also aims to involve and engage EMR citizens in the design activities of Terra Mosana storylines.