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Dive into the research topics where Antonio Krüger is active.

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Featured researches published by Antonio Krüger.


human computer interaction with mobile devices and services | 2011

Falling asleep with Angry Birds, Facebook and Kindle: a large scale study on mobile application usage

Matthias Böhmer; Brent J. Hecht; Johannes Schöning; Antonio Krüger; Gernot Bauer

While applications for mobile devices have become extremely important in the last few years, little public information exists on mobile application usage behavior. We describe a large-scale deployment-based research study that logged detailed application usage information from over 4,100 users of Android-powered mobile devices. We present two types of results from analyzing this data: basic descriptive statistics and contextual descriptive statistics. In the case of the former, we find that the average session with an application lasts less than a minute, even though users spend almost an hour a day using their phones. Our contextual findings include those related to time of day and location. For instance, we show that news applications are most popular in the morning and games are at night, but communication applications dominate through most of the day. We also find that despite the variety of apps available, communication applications are almost always the first used upon a devices waking from sleep. In addition, we discuss the notion of a virtual application sensor, which we used to collect the data.


intelligent user interfaces | 2002

A resource-adaptive mobile navigation system

Jörg Baus; Antonio Krüger; Wolfgang Wahlster

The design of mobile navigation systems adapting to limited resources will be an important future challenge. Since typically several different means of transportation have to be combined in order to reach a destination, the user interface of such a system has to adapt to the users changing situation. This applies especially to the alternating use of different technologies to detect the users position, which should be as seamless as possible. This article presents a hybrid navigation system that relies on different technologies to determine the users location and that adapts the presentation of route directions to the limited technical resources of the output device and the limited cognitive resources of the user.


Science | 2013

Emergence of individuality in genetically identical mice

Julia Freund; Lars Lewejohann; Imke Kirste; Mareike Kritzler; Antonio Krüger; Norbert Sachser; Ulman Lindenberger; Gerd Kempermann

Identical and Still Different Even in monozygotic twins reared together, there are always observable differences reflecting the influence of individual responses. Freund et al. (p. 756; see the Perspective by Bergmann and Frisén) developed an inbred mouse model for studying the environmental influences on genetically identical animals and examined their effects on behavioral and neural development. Over time, the brains and behaviors of inbred mice diversify. [Also see Perspective by Bergmann and Frisén] Brain plasticity as a neurobiological reflection of individuality is difficult to capture in animal models. Inspired by behavioral-genetic investigations of human monozygotic twins reared together, we obtained dense longitudinal activity data on 40 inbred mice living in one large enriched environment. The exploratory activity of the mice diverged over time, resulting in increasing individual differences with advancing age. Individual differences in cumulative roaming entropy, indicating the active coverage of territory, correlated positively with individual differences in adult hippocampal neurogenesis. Our results show that factors unfolding or emerging during development contribute to individual differences in structural brain plasticity and behavior. The paradigm introduced here serves as an animal model for identifying mechanisms of plasticity underlying nonshared environmental contributions to individual differences in behavior.


User Modeling and User-adapted Interaction | 2007

Adaptive, intelligent presentation of information for the museum visitor in PEACH

Oliviero Stock; Massimo Zancanaro; Paolo Busetta; Charles B. Callaway; Antonio Krüger; Michael Kruppa; Tsvi Kuflik; Elena Not; Cesare Rocchi

The study of intelligent user interfaces and user modeling and adaptation is well suited for augmenting educational visits to museums. We have defined a novel integrated framework for museum visits and claim that such a framework is essential in such a vast domain that inherently implies complex interactivity. We found that it requires a significant investment in software and hardware infrastructure, design and implementation of intelligent interfaces, and a systematic and iterative evaluation of the design and functionality of user interfaces, involving actual visitors at every stage. We defined and built a suite of interactive and user-adaptive technologies for museum visitors, which was then evaluated at the Buonconsiglio Castle in Trento, Italy: (1) animated agents that help motivate visitors and focus their attention when necessary, (2) automatically generated, adaptive video documentaries on mobile devices, and (3) automatically generated post-visit summaries that reflect the individual interests of visitors as determined by their behavior and choices during their visit. These components are supported by underlying user modeling and inference mechanisms that allow for adaptivity and personalization. Novel software infrastructure allows for agent connectivity and fusion of multiple positioning data streams in the museum space. We conducted several experiments, focusing on various aspects of PEACH. In one, conducted with 110 visitors, we found evidence that even older users are comfortable interacting with a major component of the system.


international conference on multimodal interfaces | 2007

Map navigation with mobile devices: virtual versus physical movement with and without visual context

Michael Rohs; Johannes Schöning; Martin Raubal; Georg Essl; Antonio Krüger

A user study was conducted to compare the performance of three methods for map navigation with mobile devices. These methods are joystick navigation, the dynamic peephole method without visual context, and the magic lens paradigm using external visual context. The joystick method is the familiar scrolling and panning of a virtual map keeping the device itself static. In the dynamic peephole method the device is moved and the map is fixed with respect to an external frame of reference, but no visual information is present outside the devices display. The magic lens method augments an external content with graphical overlays, hence providing visual context outside the device display. Here too motion of the device serves to steer navigation. We compare these methods in a study measuring user performance, motion patterns, and subjective preference via questionnaires. The study demonstrates the advantage of dynamic peephole and magic lens interaction over joystick interaction in terms of search time and degree of exploration of the search space.


intelligent user interfaces | 2004

The museum visit: generating seamless personalized presentations on multiple devices

Cesare Rocchi; Oliviero Stock; Massimo Zancanaro; Michael Kruppa; Antonio Krüger

The issue of the seamless interleaving of interaction with a mobile device and stationary devices is addressed, in a typical situation of educational entertainment: the visit to a museum. Some of the salient elements of the described work are the emphasis on multimodality in the dynamic presentation and coherence throughout the visit.The adopted metaphor is of a kind of contextualized TV-like presentation, useful for engaging (young) visitors. On the mobile device, personal video clips are dynamically generated from personalized verbal presentations; on larger stationary screens distributed throughout the museum, further background material and additional information is provided. A virtual presenter follows the visitors in their experience and gives advice on both types of devices and on the museum itself.


intelligent user interfaces | 2004

The connected user interface: realizing a personal situated navigation service

Antonio Krüger; Andreas Butz; Christian A. Müller; Christoph Stahl; Rainer Wasinger; Karl-Ernst Steinberg; Andreas Dirschl

Navigation services can be found in different situations and contexts: while connected to the web through a desktop PC, in cars, and more recently on PDAs while on foot. These services are usually well designed for their specific purpose, but fail to work in other situations. In this paper we present an approach that connects a variety of specialized user interfaces to achieve a personal navigation service spanning different situations. We describe the concepts behind the \bf BPN (BMW Personal Navigator), an entirely implemented system that combines a desktop event and route planner, a car navigation system, and a multi-modal, in- and outdoor pedestrian navigation system for a PDA. Rather than designing for one unified UI, we focus on connecting specialized UIs for desktop, in-car and on-foot use.


intelligent user interfaces | 2001

A hybrid indoor navigation system

Andreas Butz; Jörg Baus; Antonio Krüger; Marco Lohse

We describe a hybrid building navigation system consisting of stationary information booths and a mobile communication infrastructure feeding small portable devices. The graphical presentations for both the booths and the mobile devices are generated from a common source and for the common task of way finding, but they use different techniques to convey possibly different subsets of the relevant information. The form of the presentations is depending on technical limitations of the output media, accuracy of location information, and cognitive restrictions of the user. We analyze what information needs to be conveyed, how limited resources influence the presentation of this information, and argue, that by generating all different presentations in a common framework, a consistent appearance across devices can be achieved and that the different device classes can complement each other in facilitating the navigation task.


Gerontology | 2008

Psychological principles of successful aging technologies : A mini-review

Ulman Lindenberger; Martin Lövdén; Michael Schellenbach; Shu-Chen Li; Antonio Krüger

Based on resource-oriented conceptions of successful lifespan development, we propose three principles for evaluating assistive technology: (a) net resource release; (b) person specificity, and (c) proximal versus distal frames of evaluation. We discuss how these general principles can aid the design and evaluation of assistive technology in adulthood and old age, and propose two technological strategies, one targeting sensorimotor and the other cognitive functioning. The sensorimotor strategy aims at releasing cognitive resources such as attention and working memory by reducing the cognitive demands of sensory or sensorimotor aspects of performance. The cognitive strategy attempts to provide adaptive and individualized cuing structures orienting the individual in time and space by providing prompts that connect properties of the environment to the individual’s action goals. We argue that intelligent assistive technology continuously adjusts the balance between ‘environmental support’ and ‘self-initiated processing’ in person-specific and aging-sensitive ways, leading to enhanced allocation of cognitive resources. Furthermore, intelligent assistive technology may foster the generation of formerly latent cognitive resources by activating developmental reserves (plasticity). We conclude that ‘lifespan technology’, if co-constructed by behavioral scientists, engineers, and aging individuals, offers great promise for improving both the transition from middle adulthood to old age and the degree of autonomy in old age in present and future generations.


human-computer interaction with mobile devices and services | 2002

Location-Aware Shopping Assistance: Evaluation of a Decision-Theoretic Approach

Thorsten Bohnenberger; Anthony Jameson; Antonio Krüger; Andreas Butz

We have implemented and tested a PDA-based system that gives a shopper directions through a shopping mall on the basis of (a) the types of products that the shopper has expressed an interest in, (b) the shoppers current location, and (c) the purchases that the shopper has made so far. The system uses decision-theoretic planning to compute a policy that optimizes the expected utility of a shoppers walk through the shopping mall, taking into account uncertainty about (a) whether the shopper will actually find a suitable product in a given location and (b) the time required for each purchase. To assess the acceptability of this approach to potential users, on two floors of a building we constructed a mockup of a shopping mall with 15 stores. Each of 20 subjects in our study shopped twice in the mall, once using our system and once using a paper map. The subjects completed their tasks significantly more effectively using thePDA-based shopping guide, and they showed a clear preference for it. They also yielded numerous specific ideas about the conditions under which the guide will be useful and about ways of increasing its usability.

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