Sven Mayer

Sven Mayer
Ludwig-Maximilians-University of Munich | LMU · Institut für Informatik

Prof. Dr.

About

92
Publications
27,809
Reads
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1,127
Citations
Additional affiliations
October 2020 - present
Ludwig-Maximilians-University of Munich
Position
  • Professor (Assistant)
May 2019 - September 2020
Carnegie Mellon University
Position
  • PostDoc Position
December 2016 - December 2017
Max Planck Institute for Biological Cybernetics
Position
  • Researcher
Education
August 2008 - May 2014
Universität Stuttgart
Field of study
  • Computer Science

Publications

Publications (92)
Article
Full-text available
Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with such goals and deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system that optimizes the virtual environment based on physiological arousal, i.e., electrodermal activ...
Conference Paper
Full-text available
Cross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these systems is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept and toolkit for quick a...
Article
Full-text available
Orchestrating collaborative learning activities is a challenge, even with the support of technology. Tangibles as orchestration tools represent an ambient and embodied approach to sharing information about the learning content and flow of the activity, thus facilitating both collaboration and its orchestration. Therefore, we propose tangibles as a...
Preprint
Full-text available
For around 300 years, humans have been learning to play the modern piano either with a teacher or on their own. In recent years teaching and learning have been enhanced using augmented technologies that support novices. Other technologies have also tried to improve different use cases with the piano, such as composing and performing. Researchers an...
Conference Paper
Full-text available
Virtual Reality (VR) has made its way into everyday life. While VR delivers an ever-increasing level of immersion, controls and their haptics are still limited. Current VR headsets come with dedicated controllers that are used to control every virtual interface element. However, the controller input mostly differs from the virtual interface. This r...
Conference Paper
Full-text available
Despite touchscreens being used by billions of people every day, today’s touch-based interactions are limited in their expressiveness as they mostly reduce the rich information of the finger down to a single 2D point. Researchers have proposed using finger orientation as input to overcome these limitations, adding two extra dimensions - the finger’...
Chapter
Full-text available
Wearables capture physiological user data, enabling novel user interfaces that can identify users, adapt to the user state, and contribute to the quantified self. At the same time, little is known about users’ perception of this new technology. In this paper, we present findings from a user study (N = 36) in which participants used an electromyogra...
Preprint
Full-text available
We propose a novel method that leverages human fixations to visually decode the image a person has in mind into a photofit (facial composite). Our method combines three neural networks: An encoder, a scoring network, and a decoder. The encoder extracts image features and predicts a neural activation map for each face looked at by a human observer....
Conference Paper
Full-text available
When approaching another user in social VR, there comes the point where we start to feel uncomfortable and intruded upon. Therefore, users maintain a personal space that is kept clear from others, much like in the real world. Although many determinants on the size of personal space have been identified, the process of maintaining and constructing a...
Conference Paper
Full-text available
Over the last years, Augmented and Virtual Reality technology became more immersive. However, when users immerse themselves in these digital realities, they detach from their real-world environments. This detachment creates conflicts that are problematic in public spaces such as planes but also private settings. Consequently, on the one hand, the d...
Article
Full-text available
Ubiquitous, situated, and physical visualizations create entirely new possibilities for tasks contextualized in the real world, such as doctors inserting needles. During the development of situated visualizations, evaluating visualizations is a core requirement. However, performing such evaluations is intrinsically hard as the real scenarios are sa...
Article
Full-text available
While advances in mobile text entry enable smartphone users to type almost as fast as on hardware keyboards, text-heavy activities are still not widely adopted. One reason is the lack of shortcut mechanisms. In this article, we determine shortcuts for text-heavy activities, elicit shortcut gestures, implement them for a fully touch-sensitive smartp...
Conference Paper
Full-text available
Organizing and assigning papers into sessions within a large conference is a formidable challenge. Some conference organizers, who are typically volunteers, have utilized event planning software to ensure simple constraints, such as two people can not be scheduled to talk at the same time. In this work, we proposed utilizing natural language proces...
Conference Paper
Full-text available
With smartphones being a prime example, touchscreens became one of the most widely used interface to interact with computing systems. Compared to other touchscreen devices, smartphones pose additional challenges as the hand that interacts with the device is commonly used to also hold the device. Consequently, determining how fingers of the hand hol...
Conference Paper
Full-text available
Virtual reality (VR) is commonly used for entertainment applications but is also increasingly employed for a large number of use cases such as digital prototyping or training workers. Here, VR is key to present an immersive secondary world. VR enables experiences that are close to reality, regardless of time and place. However, highly immersive VR...
Conference Paper
Full-text available
Additional input controls such as fingerprint scanners, physical buttons, and Back-of-Device (BoD) touch panels improve the input capabilities on smartphones. While previous work showed the benefits of input beyond the touchscreen, unfavorably designed input controls force detrimental grip changes and increase the likelihood of unintended inputs. R...
Conference Paper
Full-text available
As the touchscreen is the most successful input method of current mobile devices, the importance to transmit more information per touch is raising. A wide range of approaches has been presented to enhance the richness of a single touch. With Apple's 3D Touch, they successfully introduce pressure as a new input dimension into consumer devices. Howev...
Conference Paper
Full-text available
Large high-resolution displays (LHRDs) are entering into our daily life. Today, we already see them in installations where they display tailored applications, e.g. in exhibitions. However, while heavily studied under lab conditions, real-world applications for personal use, which utilize the extended screen space are rarely available. Thus, today's...
Conference Paper
Full-text available
While mobile devices have become essential for social communication and have paved the way for work on the go, their interactive capabilities are still limited to simple touch input. A promising enhancement for touch interaction is knuckle input but recognizing knuckle gestures robustly and accurately remains challenging. We present a method to dif...
Conference Paper
Full-text available
Interacting with objects from a distance is not only challenging in the real world but also a common problem in virtual reality (VR). One issue concerns the distinction between attention for exploration and attention for selection -- also known as the Midas-touch problem. Researchers proposed numerous approaches to overcome that challenge using add...
Conference Paper
Full-text available
Natural disasters are increasingly common as climate change becomes more severe. Search and rescue operations become more and more important to societies worldwide. Rescue services are often engaged in missions in rural areas, treating the injured or searching for missing persons. Often, time is an essential factor for a positive outcome of search...
Conference Paper
Full-text available
As touchscreens are the most successful input method of current mobile devices, touch gestures became a widely used input technique. While gestures provide users with advantages to express themselves, they also introduce challenges regarding accuracy and memorability. In this paper, we investigate the effect of a gesture's orientation on how well t...
Conference Paper
Full-text available
Touchscreens combine input and output in a single interface. While this enables an intuitive interaction and dynamic user interfaces, the fat-finger problem and the resulting occlusions still impact the input accuracy. Previous work presented approaches to improve the touch accuracy by involving visual features on the top side of fingers, as well a...
Conference Paper
Full-text available
Sliders are one of the most fundamental components used in touchscreen user interfaces (UIs). When entering data using a slider, errors occur due e.g. to visual perception, resulting in inputs not matching what is intended by the user. However, it is unclear if the errors occur uniformly across the full range of the slider or if there are systemati...
Conference Paper
Full-text available
Touchscreens enable intuitive mobile interaction. However, touch input is limited to 2D touch locations which makes it challenging to provide shortcuts and secondary actions similar to hardware keyboards and mice. Previous work presented a wide range of approaches to provide secondary actions by identifying which finger touched the display. While t...
Thesis
Full-text available
Since the first digital computer in 1941 and the first personal computer back in 1975, the way we interact with computers has radically changed. The keyboard is still one of the two main input devices for desktop computers which is accompanied most of the time by a mouse or trackpad. However, the interaction with desktop and laptop computers today...
Conference Paper
Full-text available
Empirical studies are a cornerstone of HCI research. Technical progress constantly enables new study methods. Online surveys, for example, make it possible to collect feedback from remote users. Progress in augmented and virtual reality enables to collect feedback with early designs. In-situ studies enable researchers to gather feedback in natural...
Chapter
Full-text available
When ordering a product the options to personalize or customize the items have increased over the last years. This flexibility has lead to an increasing number of variants in manufactured products. As storing produced items is expensive, companies tend to produce their products lean, i.e. in smaller lot sizes just when they are needed. This lean ma...
Conference Paper
Full-text available
Avatars in virtual reality (VR) increase the immersion and provide an interface between the user's physical body and the virtual world. Thus, avatars enable referential gestures, which are essential for targeting, selection, locomotion, and collaboration in VR. However, players of immersive games can have another virtual appearance deviating from h...
Conference Paper
Full-text available
Smartphones are the most successful mobile devices and offer intuitive interaction through touchscreens. Current devices treat all fingers equally and only sense touch contacts on the front of the device. In this paper, we present InfiniTouch, the first system that enables touch input on the whole device surface and identifies the fingers touching...
Conference Paper
Full-text available
Touchscreens are a common fixture in current vehicles. With autonomous driving, we can expect touch interaction with such in-vehicle media systems to exponentially increase. In spite of vehicle suspension systems, road perturbations will continue to exert forces that can render in-vehicle touch interaction challenging. Using a motion simulator, we...
Research
Full-text available
High-level APIs such as Keras facilitate the development of deep learning models through a simple interface and enable users to train neural networks within a few lines of code. Building on top of TensorFlow, trained models can be exported and run efficiently on mobile devices. This enables a wide range of opportunities for researchers and develope...
Conference Paper
Full-text available
A large number of today's systems use interactive touch surfaces as the main input channel. Current devices reduce the richness of touch input to two-dimensional positions on the screen. A growing body of work develops methods that enrich touch input to provide additional degrees of freedom for touch interaction. In particular, previous work propos...
Conference Paper
Full-text available
Touchscreens are the most successful input method for smartphones. Despite their flexibility, touch input is limited to the location of taps and gestures. We present Palm Touch, an additional input modality that differentiates between touches of fingers and the palm. Touching the display with the palm can be a natural gesture since moving the thumb...
Conference Paper
Full-text available
Touchscreens are among the most ubiquitous input technologies. Commercial devices typically limit the input to 2D touch points. While a body of work enhances the interaction through finger recognition and diverse gestures, advanced input techniques have had a limited commercial impact. A major challenge is explaining new input techniques to users....
Conference Paper
Full-text available
Previous research and recent smartphone development presented a wide range of input controls beyond the touchscreen. Fingerprint scanners, silent switches, and Back-of-Device (BoD) touch panels offer additional ways to perform input. However, with the increasing amount of input controls on the device, unintentional input or limited reachability can...
Conference Paper
Full-text available
While the proliferation of mobile devices has rendered mobile notifications ubiquitous, researchers are only slowly beginning to understand how these technologies affect everyday social interactions. In particular, the negative social influence of mobile interruptions remains unexplored from a methodological perspective. This paper contributes a mi...
Conference Paper
Full-text available
Previous work has shown that large high resolution displays (LHRDs) can enhance collaboration between users. As LHRDs allow free movement in front of the screen, an understanding of movement behavior is required to build successful interfaces for these devices. This paper presents Pac-Many; a multiplayer version of the classical computer game Pac-M...
Conference Paper
Full-text available
Pointing at remote objects to direct others' attention is a fundamental human ability. Previous work explored methods for remote pointing to select targets. Absolute pointing techniques that cast a ray from the user to a target are affected by humans' limited pointing accuracy. Recent work suggests that accuracy can be improved by compensating syst...
Conference Paper
Full-text available
Touchscreens are the most successful input method for smartphones. Despite their flexibility, touch input is limited to the location of taps and gestures. We present PalmTouch, an additional input modality that differentiates between touches of fingers and the palm. Touching the display with the palm can be a natural gesture since moving the thumb...
Conference Paper
Full-text available
Research has identified benefits of large high-resolution displays (LHRDs) for exploring and understanding visual information. However, these displays are still not commonplace in work environments. Control rooms are one of the rare cases where LHRD workplaces are used in practice. To understand the challenges in developing LHRD workplaces, we cond...
Chapter
Full-text available
Wearable computing has a huge potential to shape the way we interact with mobile devices in the future. Interaction with mobile devices is still mainly limited to visual output and tactile finger-based input. Despite the visions of next-generation mobile interaction, the hand-held form factor hinders new interaction techniques becoming commonplace....
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
Full-text available
Due to the increasing amount of sensors integrated into the environment and worn by the user, a sheer amount of context-sensitive data become available. While interpreting them with traditional methods (e.g., formulas and simple heuristics) is challenging, the latest machine learning techniques require only a set of labeled data. TensorFlow is an o...