Bonifaz Kaufmann
Alpen-Adria-Universität Klagenfurt
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Publication
Featured researches published by Bonifaz Kaufmann.
human factors in computing systems | 2013
Bonifaz Kaufmann; David Ahlström
Smartphones are useful personal assistants and omnipresent communication devices. However, collaboration is not among their strengths. With the advent of embedded projectors this might change. We conducted a study with 56 participants to find out if map navigation and spatial memory performance among users and observers can be improved by using a projector phone with a peephole interface instead of a smartphone with its touchscreen interface. Our results show that users performed map navigation equally well on both interfaces. Spatial memory performance, however, was 41% better for projector phone users. Moreover, observers of the map navigation on the projector phone were 25% more accurate when asked to recall locations of points of interest after they watched a user performing map navigation.
acm multimedia | 2010
Leah Buechley; David A. Mellis; Hannah Perner-Wilson; Emily Lovell; Bonifaz Kaufmann
The Living Wall project explores the construction and application of interactive wallpaper. Using conductive, resistive, and magnetic paints we produced wallpaper that enables us to create dynamic, reconfigurable, programmable spaces. The wallpaper consists of circuitry that is painted onto a sheet of paper and a set of electronic modules that are attached to it with magnets. The wallpaper can be used for a multitude of functional and fanciful applications involving lighting, environmental sensing, appliance control, and ambient information display.
IEEE Pervasive Computing | 2017
Ekaterina Peshkova; M. Hitz; Bonifaz Kaufmann
This article provides an overview of existing interaction techniques for controlling unmanned aerial vehicle (UAV) systems. This work focuses on user interfaces with nontraditional input modalities, such as gestures, speech, and gaze direction. Although the authors analyze interaction with UAV systems, most of the findings can be applied to human-robot interaction in general. The authors report on interaction techniques employed to control single as well as multiple UAV systems, define intuitiveness of input vocabularies in the considered context, and introduce a new classification scheme based on the mental models underlying the interaction vocabulary. This article is part of a special issue on drones.
acm multimedia | 2012
Bonifaz Kaufmann; M. Hitz
In peephole interaction a window to a virtual workspace is moved in space to reveal additional content. It is a promising interaction technique for mobile projector phones to display large workspaces which contain more information than can be appropriately displayed on a small smartphone screen. In this paper we describe a projector phone prototype that implements peephole pointing without instrumenting the environment or using any additional hardware besides a smartphone and a handheld projector. This device allows for the first time to perform peephole interaction in the wild. Moreover, we demonstrate some applications we have built to exploit and investigate the full potential of peephole interaction with projector phones.
knowledge discovery and data mining | 2013
John N. A. Brown; Bonifaz Kaufmann; Franz J. Huber; Karl-Heinz Pirolt; M. Hitz
Weiser and Brown made it clear when they predicted the advent of ubiquitous computing: the most important and challenging aspect of developing the all-encompassing technology of the early 21st Century is the need for computers that can accept and produce information in a manner based on the natural human ways of communicating. In our first steps towards a new paradigm for calm interaction, we propose a multimodal trigger for getting the attention of a passive smart home system, and we implement a gesture recognition application on a smart phone to demonstrate three key concepts: 1) the possibility that a common gesture of human communication could be used as part of that trigger, and; 2) that some commonly understood gestures exist and can be used immediately, and; 3) that the message communicated to the system can be extracted from secondary features of a deliberate human action. Demonstrating the concept, but not the final hardware or mounting strategy, 16 individuals performed a double clap with a smart phone mounted on their upper arm. The gesture was successfully recognized in 88% of our trials. Furthermore, when asked to try and deceive the system by performing any other action that might be similar, 75% of the participants were unable to register a false positive.
conference on software engineering education and training | 2014
Gabriele Frankl; Sofie Bitter; Bonifaz Kaufmann
Software engineering is a highly collaborative process. However, we still lack knowledge on how to collaborate successfully. A main barrier to successful collaboration emerges due to social dilemmas that can be traced back to a profound tension between what is desirable for a collective as a whole, e. g. a software development team, and what is desirable for an individual, e. g. a single coder. This position paper introduces the concept of win-for-all (winn) and applies it to software engineering education. winn is an all-purpose pattern of thought for group processes with the aim to optimally balance individual and group needs. Thus, winn is a prerequisite for sustainable and high-quality performance of the whole group, the latter being a central issue for software engineering. High-level performance can only be achieved through a systemic perspective: both, the group and the individual (as a fundamental element of the group) have to be considered. Consequently, there is also still a lot of potential for teaching and improving collaboration in software engineering education.
conference on software engineering education and training | 2014
Gabriele Frankl; Sofie Bitter; Bonifaz Kaufmann
A major challenge for software engineering is to coordinate many individuals, whose work is heavily depending on each other. This enormous complexity often results in error-prone products. Minor mistakes can already have major side-effects impacting the entire software product. For individuals, the challenge is to focus on their own tasks, however, obeying certain design principles and without losing sight of the overall target. Therefore, we argue that software engineering is a highly collaborative process. However, we lack knowledge in general how to collaborate successfully. Consequently, there is still a lot of potential for teaching and improving collaboration in software engineering education.
Archive | 2012
John N. A. Brown; Bonifaz Kaufmann; Florian Bacher; Christophe Sourisse; M. Hitz
Now that we are in the era of Ubiquitous Computing, our input devices must evolve beyond the mainframe and PC paradigms of the last century. Previous studies have suggested establishing automatic speech recognition and other means of audio interaction for the control of embedded systems and mobile devices. One of the major challenges for this approach is the distinction between intentional and unintentional commands, especially in a noisy environment. We propose the Snark Circuit, based on the notion that a command received three times “must be true”. Eventually, overlapping systems will recognize three triggers when a user claps twice (giving signals of sound and motion) and speaks the name of her computer. 20 participants took part in a study designed to test two of these three inputs: the sound of a double-clap and a spoken name. Vocal command recognition was successful in 92.6% of our trials in which a double clap was successfully performed.
interactive tabletops and surfaces | 2011
Bonifaz Kaufmann; M. Hitz
This paper introduces Eye-Shield, a mobile projector-camera prototype designed for the purpose of protecting people from being accidently blinded with a handheld projector. Since they might be used regularly in public space, mobile projectors can be seen as an intrusive technology. The emitted projector light can easily annoy bystanders which might lead to negative social consequences, particularly, if the light shines directly into ones face. The proposed prototype uses a camera attached to a mobile projector to detect faces within the projection area in order to block out the part of the image that would otherwise be projected onto a human face.
human computer interaction with mobile devices and services | 2012
Bonifaz Kaufmann; David Ahlström