Horst Hörtner
Johannes Kepler University of Linz
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Publication
Featured researches published by Horst Hörtner.
Universal Access in The Information Society | 2006
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
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
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.
international conference on universal access in human computer interaction | 2007
Wolfgang Narzt; Gustav Pomberger; Alois Ferscha; Dieter Kolb; Reiner Müller; Horst Hörtner; Ronald Haring
Emerging mobile location-based information services enable people to place digital content into the physical world. Based on three technical components (1) mobile devices, (2) wireless networking and (3) location-sensing the implementation of location-based services can be considered state of the art. In contrast, we observe a lack of conceptual work in terms of user interface issues, like designing indirect (one-to-any) addressing models, handling information overflow and avoiding spam. Every user is able to arbitrarily place information anywhere without structure or restrictions, and is confronted with an information mess in return. The focus of this paper concentrates on a novel addressing concept for mobile location-based information services, which systematically structures both direct and indirect addressing methods and supports the users in finding or filtering the information they are interested in.
international conference on intelligent transportation systems | 2007
Wolfgang Narzt; Gustav Pomberger; Ursula Wilflingseder; Oliver Seimel; Dieter Kolb; Jan Wieghardt; Horst Hörtner; Roland Haring
Nature often provides excellent patterns for the solution of technical problems and challenges: The principle of swarm intelligence e.g., is imitated by a manifold of optimization algorithms, where organisms mark their local environment in order to indirectly communicate with their conspecifics and to consequently solve complex problems in the collective. Emerging positioning and communication technologies allow extending swarm intelligence to the traffic system. Vehicles equipped with sensors, actuators and wireless communication technology virtually annotate their local environment for indirect communication and therefore form a smart collective with self-organizing capabilities following the example of nature. This paper presents and empirically verifies a decentralized self-organizing traffic flow model using a complex micro simulator capable of simulating real city networks based on authentic data acquisitions.
tangible and embedded interaction | 2012
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.
international conference on computer graphics and interactive techniques | 2007
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
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
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.
Journal of Health and Medical Informatics | 2016
Franz A. Fellner; Florian Berger; Christine M. Fellner; Christoph Kremer; Horst Hörtner; Gerfried Stocker
The Ars Electronica Center (AEC) is known as the Museum of the Future. As such, one of its specialties is exhibiting multifarious hybrids and blends of various artistic genres, scientific fields and technological developments and elaborating on them. Biotechnology and genetic engineering, neurology, robotics, prosthetics and media art meet here on an equal footing as they constitute experimental arrays for testing how we might be coexisting and communicating with our physical surroundings as well as other human beings in the not-too-distant future, and indicating what these changes will mean for us and our society.