Florian 'Floyd' Mueller's research while affiliated with Monash University (Australia) and other places

Publications (299)

Conference Paper
Full-text available
We envision a future where self-driving bicycles can take us to our destinations. This allows cyclists to use their time on the bike efficiently for work or relaxation without having to focus their attention on traffic. In the related field of self-driving cars, research has shown that communicating the planned route to passengers plays an importan...
Article
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Cyclists' attention is often compromised when interacting with notifications in traffic, hence increasing the likelihood of road accidents. To address this issue, we evaluate three notification interaction modalities and investigate their impact on the interaction performance while cycling: gaze-based Dwell Time, Gestures, and Manual And Gaze Input...
Conference Paper
Aquatic recreation encompasses a variety of water-based activities from which participants gain physical, mental, and social benefits. Although interactive technologies for supporting aquatic recreation activities have increased in recent years, the HCI community does not yet have a structured understanding of approaches to interaction design for a...
Preprint
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There is a recommended body posture and hand position for playing every musical instrument, allowing efficient and quick movements without blockage. Due to humans' limited cognitive capabilities, they struggle to concentrate on several things simultaneously and thus sometimes lose the correct position while playing their instrument. Incorrect posit...
Conference Paper
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Teleportation has become the de facto standard of locomotion in Virtual Reality (VR) environments. However, teleportation with parabolic and linear target aiming methods is restricted to horizontal 2D planes and it is unknown how they transfer to the 3D space. In this paper, we propose six 3D teleportation methods in virtual environments based on t...
Conference Paper
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Virtual Reality (VR) bicycle simulations aim to recreate the feeling of riding a bicycle and are commonly used in many application areas. However, current solutions still create mismatches between the visuals and physical movement, which causes VR sickness and diminishes the cycling experience. To reduce VR sickness in bicycle simulators, we conduc...
Conference Paper
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Recognizing the significant potential impact that HCI has on food practices and experiences, researchers and practitioners are undertaking a growing number of explorations of novel computing technology and food combinations. These explorations have so far primarily emphasized technology-driven systems and taken a human-centric perspective. We propo...
Conference Paper
Bodies of water can be a hostile environment for both humans and technology, yet they are increasingly becoming sources, sites and media of interaction across a range of academic and practical disciplines. Despite the increasing number of interactive systems that can be used in-, on-, and underwater, there does not seem to be a coherent approach or...
Article
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WaterHCI (Water-Human-Computer Interaction) is a field of study and practice focusing on the design and creation of interactive devices, systems, and experiences at the intersection of water, humans, and technology. It is a relatively new field that originated in Ontario, Canada, in the 1960s, and was further developed at University of Toronto thro...
Conference Paper
Full-text available
WaterHCI (Water-Human-Computer Interaction) is a field of study and practice focusing on the design and creation of interactive devices, systems, and experiences at the intersection of water, humans, and technology. It is a relatively new field that originated in Ontario, Canada, in the 1960s, and was further developed at University of Toronto thro...
Conference Paper
Full-text available
Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who suffer from it. Although myopia is prevalent, many non-myopic people have misconceptions about it and encounter challenges empathizing those...
Conference Paper
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Sonic Straws is a beverage-based gustosonic system that allows users to experience playful personalized sounds via drinking through straws. The system consists of two straws, a customized lid, and a holder containing a microcontroller. It performs a sensing process via the two straws connected to the microcontroller to sense capacitance, which then...
Preprint
Full-text available
Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who suffer from it. Although myopia is prevalent, many non-myopic people have misconceptions about it and encounter challenges empathizing with...
Conference Paper
Full-text available
There is an increasing interest in food within the HCI discipline, with many interactive prototypes emerging that augment, extend and challenge the various ways people engage with food, ranging from growing plants, cooking ingredients, serving dishes and eating together. Grounding theory is also emerging that in particular draws from embodied inter...
Conference Paper
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Interest in combining interactive play and the human body, using "bodily play" systems, is increasing. While these systems primarily prioritize a player's control over their bodily actions, we see intriguing possibilities in the pursuit of "limited control over the body" as an intriguing design resource for bodily play systems. In this paper, we us...
Article
In the field of human-computer interaction, the term “integration” describes an emergent paradigm in which the human and the computer are tightly coupled. Our previous research has contributed to this paradigm through the design of “bodily integrated” systems, where the human body and the computing machinery are coupled in a way that allows bidirec...
Preprint
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With the popularity of online access in virtual reality (VR) devices, it will become important to investigate exclusive and interactive CAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) designs for VR devices. In this paper, we first present four traditional two-dimensional (2D) CAPTCHAs (i.e., text-based, image-r...
Article
In spite of the great potential of on-body vibrotactile displays for a variety of applications, research lacks an understanding of the spacing between vibrotactile actuators. Through two experiments, we systematically investigate vibrotactile perception on the wrist, forearm, upper arm, back, torso, thigh, and leg, each in transverse and longitudin...
Article
Recent advances in artificial intelligence (AI) enabled digital assistants to evolve towards proactive user support. However, expectations as to when and to what extent assistants should take the initiative are still unclear; discrepancies to the actual system behavior might negatively affect user acceptance. In this paper, we present an in-the-wil...
Preprint
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Accurate sketching in virtual 3D environments is challenging due to aspects like limited depth perception or the absence of physical support. To address this issue, we propose VRSketchPen – a pen that uses two haptic modalities to support virtual sketching without constraining user actions: (1) pneumatic force feedback to simulate the contact press...
Conference Paper
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Drone Chi is a Tai Chi-inspired human-drone interaction experience. As a design research project, Drone Chi is situated within somaesthetic interaction design, where a central topic is cultivating bodily and sensory appreciation to improve one's quality of life. Drone Chi investigates the potential of autonomous micro-quadcopters as a design materi...
Article
Self-monitoring devices are becoming increasingly popular in the support of physical activity experiences. These devices mostly represent on-screen data using numbers and graphs and in doing so, they may miss multi-sensorial methods for engaging with data. Embracing the opportunity for pleasurable interactions with one's own data through the use of...
Article
Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels. In HCI, designers are often cautious to avoid delibe...
Conference Paper
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Prior psychology studies have shown that eating ice cream increases happiness, while human-computer interaction work has shown that interactive technology can enrich the eating experience. We explore the opportunity to combine these two through WeScream!, a playful social gustosonic system we designed-social gustosonic referring to the link between...
Preprint
Full-text available
Human-drone interaction (HDI) is becoming an ubiquitous topic in daily life, and a rising research topic within CHI. Knowledge from a wealth of disciplines-design, engineering , social sciences, and humanities-can inform the design and scholarship of HDI, and interdisciplinary communication is essential to this end. The Interdisciplinary Workshop o...
Preprint
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There is mounting evidence acknowledging that embodiment is foundational to cognition. In HCI, this understanding has been incorporated in concepts like embodied interaction , bodily play, and natural user-interfaces. However, while embodied cognition suggests a strong connection between motor activity and memory, we find the design of technologica...
Conference Paper
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Somaesthetics—motivated by improving life quality via appreciation for bodily and sensory experiences—is increasingly influencing HCI designs. Investigating the potential of drones as a material for somaesthetic HCI, we designed Drone Chi: a Tai Chi-inspired close-range human-drone interaction experience. The design process for Drone Chi has been i...
Conference Paper
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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...
Preprint
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The notion of gustosonic refers to the link between eating actions and listening within a combined multisensory experience. When it comes to designing celebratory technology for eating, i.e. technology that celebrates the experiential and playful aspects of eating, the use of sound has been mostly underexplored. In this paper, we present our work b...
Conference Paper
Full-text available
There is an increasing trend in HCI to combine eating and technology. We highlight the potential of interactive technology to support an experiential perspective on eating, in particular, how interactive technology can support experiencing eating as play. To understanding this, we reflect on four playful interactive eating systems we designed and t...