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Dive into the research topics where Christopher Lindinger is active.

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Featured researches published by Christopher Lindinger.


Universal Access in The Information Society | 2006

Augmented reality navigation systems

Wolfgang Narzt; Gustav Pomberger; Alois Ferscha; Dieter Kolb; Reiner Müller; Jan Wieghardt; Horst Hörtner; Christopher Lindinger

The augmented reality (AR) research community has been developing a manifold of ideas and concepts to improve the depiction of virtual objects in a real scene. In contrast, current AR applications require the use of unwieldy equipment which discourages their use. In order to essentially ease the perception of digital information and to naturally interact with the pervasive computing landscape, the required AR equipment has to be seamlessly integrated into the user’s natural environment. Considering this basic principle, this paper proposes the car as an AR apparatus and presents an innovative visualization paradigm for navigation systems that is anticipated to enhance user interaction.


ERCIM Workshop on User Interfaces for All | 2004

A New Visualization Concept for Navigation Systems

Wolfgang Narzt; Gustav Pomberger; Alois Ferscha; Dieter Kolb; Reiner Müller; Jan Wieghardt; Horst Hörtner; Christopher Lindinger

At present, various types of car navigation systems are progressively entering the market. Simultaneously, mobile outdoor navigation systems for pe- destrians and electronic tourist guides are already available on handheld com- puters. Although, the depiction of the geographical information on these appli- ances has increasingly improved during the past years, users are still handicapped having to interpret an abstract metaphor on the navigation display and translate it to their real world. This paper introduces an innovative visual paradigm for (mobile) navigation systems, embodied within an application framework that contributes to the ease of perception of navigation information by its users through mixed reality.


interaction design and children | 2010

Introducing the FabLab as interactive exhibition space

Irene Posch; Hideaki Ogawa; Christopher Lindinger; Roland Haring; Horst Hörtner

This paper introduces an approach to include a fab lab into an interactive exhibition space of a museum. Fab labs, as coined by Neil Gershenfeld, have established a great point of view for educational access to modern means of invention and technological empowerment. However realizations so far have been mainly focused on technical equipment and peer- to-peer project based training. Given the context of a museum, we focused on providing an open and easy for every visitor accessible design and fabrication space focusing on identified key elements like creative prototyping and shared creativity within the range of the realized integrative system. We describe our findings based on the work for the FabLab at the Ars Electronica Center (AEC) in Linz, Austria.


Digital Creativity | 2013

The (St)Age of Participation: audience involvement in interactive performances

Christopher Lindinger; Martina Mara; Klaus Obermaier; Roland Aigner; Roland Haring; Veronika Pauser

Abstract In todays age of participation, co-creation, user-generated content and social networking have become part of a mass-appeal digital lifestyle. This contribution discusses potential implications for contemporary and future media art in the context of the stage. It reflects on why and how interactive performances could give consideration to this zeitgeist of empowered spectatorship and, moreover, proposes principles for participatory stage pieces that incorporate practice-based experience as well as findings from (social) flow theory, a psychological framework for optimal creative experience that we found to be valuable for fostering audience engagement in interactive dramaturgies.


tangible and embedded interaction | 2012

Shadowgram: a case study for social fabrication through interactive fabrication in public spaces

Hideaki Ogawa; Martina Mara; Christopher Lindinger; Matthew Gardiner; Roland Haring; David Stolarsky; Emiko Ogawa; Horst Hörtner

This paper describes a case study of Shadowgram as an application of interactive fabrication in public spaces to realize a creative communication environment based on an interactive installation, which generates sticker cutouts of the silhouettes of participants. In this paper, we propose an approach called Social Fabrication that stimulates communication in society. Finally, we assess the potential of our creative catalyst by installing Shadowgram in public events and through observation and analysis we examine the behavior of participants.


Virtual Reality | 2006

Multi-user mixed reality system ‘Gulliver’s World’: a case study on collaborative edutainment at the intersection of material and virtual worlds

Christopher Lindinger; Roland Haring; Horst Hörtner; Daniela Kuka; Hirokazu Kato

This case study is about ‘Gulliver’s World’, a multi-user mixed reality environment that functions simultaneously as interactive edutainment platform and learning environment as well as flexible infrastructure for the expansion of mixed reality environments via innovations in technology and media art. As an exhibition project, the installation is characterized by a nonlinear exhibition concept that activates interaction between individual users and different modes of virtual reality as well as collaboration among the users themselves. At seven workstations, people of all age groups range along the Reality–Virtuality continuum while collaboratively creating 3D worlds. Results of these creation activities are interactive worlds at the nexus of theatre, digital film production and game environment. As a research project, ‘Gulliver’s World’ features multilevel infrastructure with exemplary content in which the latest insights and models to emerge from HCI research as well as concepts of mixed reality and virtual environments and their supporting technology are brought together and developed further.


international conference on computer graphics and interactive techniques | 2007

Applying 'Second Life' to a CAVE™-like system for the elaboration of interaction methods with programmable interfaces

Daniela Kuka; Christopher Lindinger; Horst Hörtner; Florian Berger; Doris Zachhuber

With its multiple types of interaction scenarios both between people and between people and objects in virtual space, ‘Second Life’ can be used as a platform for both social and technological research. Set up in a stereoscopic environment, the Open Source Viewer is implemented in a technological framework for iteratively creating, evaluating and optimizing appropriate input/output patterns and interface metaphors for immersive environments. Focus of R&D are the real-time interaction methods rendered possible by a programmable Interface. Thus, the Ars Electronica Futurelab has developed a technological framework based on own R&D results. The framework consists of an interaction wrapper (Palmist), a distribution engine (ARSBOX) [Berger et al. 2004] and a render unit (VRizer) [Berger et al. 2005].


international conference on computer graphics and interactive techniques | 2002

ARS BOX with palmist: advanced VR-system based on commodity hardware

Horst Hörtner; Christopher Lindinger; Robert Praxmarer; Andreas Riedler

The ARS BOX is a projection-based (cave-like), PC-based VR system. It significantly reduces the time and money needed to develop and present Immersive Virtual Environment (IVE) applications while simultaneously expanding the options available compared to similar systems. A handheld PC serves as its interaction interface, making possible numerous innovative applications.


advances in computer entertainment technology | 2011

Social brainstorming via interactive fabrication

Matthew Gardiner; Christopher Lindinger; Roland Haring; Horst Hörtner; Hideaki Ogawa; Emiko Ogawa

We present Shadowgram as an outcome from our research into catalyzing the creativity of audiences, in particular for the task of social brainstorming through interactive fabrication. We discuss our motivation to design Shadowgram as a natural extension of existing fabrication technologies. We discuss the functional aspects of the design and implementation, and conclude with directions for further detailed research.


tangible and embedded interaction | 2012

SWITCH: case study of an edutainment kit for experience design in everyday life

Matthew Gardiner; Hideaki Ogawa; Christopher Lindinger; Roland Haring; Emiko Ogawa; My Trinh Gardiner; Martina Mara; Horst Hörtner

We introduce a method to stimulate and catalyse the creativity of students and the general public in the field of experience design. The research is centered on a product design called SWITCH: a simple creative prototyping platform for everyday use which can be likened to picture frame containing a picture with two states, an on and an off state. The states are switched by one of three types of adjustable sensors (light, human, sound) and mechanism. The pictures can be easily customized with analogue art materials like pens and brushes. Our core motivation was to design a product that would bypass the inherent complexities of technology as much as possible, and directly engage the student in creating their own experience design concept with SWITCH. In this paper we introduce our motivation, methods, design and workshop strategies, and evaluations from workshops with the general public.

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Horst Hörtner

Johannes Kepler University of Linz

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Gustav Pomberger

Johannes Kepler University of Linz

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Martina Mara

Johannes Kepler University of Linz

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Alois Ferscha

Johannes Kepler University of Linz

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Wolfgang Narzt

Johannes Kepler University of Linz

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