Jan Wojdziak
Dresden University of Technology
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Publication
Featured researches published by Jan Wojdziak.
interactive tabletops and surfaces | 2010
Jan Wojdziak; Mandy Keck; Rainer Groh; Severin Taranko
Multi-touch is a technology which offers new styles of interaction compared to traditional input devices like keyboard and mouse. Users can quickly manipulate objects or execute commands by means of their fingers and hands. Current multi-touch frameworks offer a set of standard gestures that are easy to use when developing an application. In contrast, defining new gestures requires a lot of work involving low-level recognition of touch data. To address this problem, we contribute a discussion of strategies towards a formalization of gestural interaction on multi-touch surfaces. A test environment is presented, showing the applicability and benefit within multi-touch frameworks.
engineering interactive computing system | 2011
Jan Wojdziak; Ingmar S. Franke; Rainer Groh
The field of Visual Analytics attempts to identify phenomena, guidelines, and algorithms to generate images suitable to communicate information efficiently and effectively. The benefit of using information visualizations is that the represented data can be quickly perceived and comprehended by the viewer. Research of novel visualization and interaction techniques in the context of three-dimensional computer graphics requires interactive computer systems. To this end, a component-oriented software framework is presented in this contribution. Bildsprache LiveLab (BiLL) allows independent implementation and combination of different components. Each component is responsible for various tasks in the context of investigating images of three-dimensional scenes. Two case studies covering multiperspective and color perspective illustrate the application of BiLL and its potential as an experimental environment for visualizing user-centered projections of three-dimensional scenes.
Signal Processing, Pattern Recognition, and Applications / Computer Graphics and Imaging | 2011
Jan Wojdziak; Martin Zavesky; Kerstin Kusch; Daniel Wuttig; Ingmar S. Franke; Rainer Groh
Projection of three-dimensional space onto a twodimensional surface relies on the computer graphics camera based in design on the camera obscura. Geometrical limitations of this model lead to perspective distortions in wide-angle projections. Including the camera model, our approach is to involve the human perception in order to create a realistic spatial impression by a two-dimensional image. This paper discusses the influence of multi-perspective on three-dimensional computer graphics in virtual worlds based on the rules of perspective projection enhanced by characteristics of visual perception and techniques of Renaissance painting. The aim is to provide human-centered interfaces for an efficient and coherent communication of spatial information in virtual worlds to support avatarmediated interaction with its need for correct depiction of human figures concerning proportion and orientation. To this end, we explain an object-based and introduce a camera-based computer graphics procedure to prevent projective distortions and misalignments.
international conference on virtual, augmented and mixed reality | 2016
Mathias Müller; Tobias Günther; Jan Wojdziak; Sebastian Lorenz; Rainer Groh
The evaluation of innovative user interface concepts using virtual reality technology faces many challenges. In this paper, we discuss current limitations regarding the integration of virtual reality in a participatory design process. Furthermore, we propose guidelines including visualization and interaction techniques that address aspects such as presence and awareness in virtual worlds. We introduce agricultural machinery and automotive industry as application scenarios for virtual reality prototyping. In order to ascertain the feasibility of the proposed techniques, we present prototypical implementations. Our experience report concludes with implementation issues of current frameworks and open research questions.
international conference on human-computer interaction | 2016
Jan Wojdziak; Bastian Bansemir; Bettina Kirchner; Berit Lochner; Rainer Groh
The paper describes a procedure for requirements engineering workshops where attendees of different expertise are guided to identify and to describe user interface requirements. Based on a workshop structure with user-centered design constraints, participants are assisted in scoping and ideation processes using low-fidelity techniques and the World Cafe conversation method to determine user and system requirements.
international conference of design, user experience, and usability | 2014
Bastian Bansemir; Franziska Hannß; Berit Lochner; Jan Wojdziak; Rainer Groh
This article describes the designing process of an interactive visualization at BMW. Paper prototyping is introduced as a part of the user-centered-design process and put into practice as a novel method for software development. During the development process paper prototypes have been used as a tool for communicating and testing within the interdisciplinary team of operational experts, visualization experts, designers and software developers. In conclusion the integration of paper prototyping benefits the design process positively. The interactive visualization meets the expectations of the user.
Computer Standards & Interfaces | 2012
Jan Wojdziak; Thomas Ebner; Ingmar S. Franke; Rainer Groh
This paper provides a report about a framework that uses a variety of standards. Readers interested in 3D computer graphics or component-oriented technology in C++ will find a report about the integration of various standards by relying on yet another standard for component-oriented software engineering. The highly successful Java standard called Open Services Gateway initiative (OSGi) is employed in a C++ implementation called Open Service Platform.The application of this standard, which is primarily focused on network-centric software and embedded systems, in the field of real-time 3D computer graphics, provides novel insights into the usability of the OSGi standard. Highlights Report about a framework with a strong focus on using standard solutions. Component-oriented technology in C++ used for computer graphics. Java standard OSGi exploited in a C++ implementation called Open Service Platform. Shows the benefits of a sound component standard in real-time 3D computer graphics. Novel insights into the general application of the OSGi standard.
Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems | 2018
Natalie Hube; Mathias Müller; Jan Wojdziak; Franziska Hannß; Rainer Groh
Augmented reality (AR) has gained exceptional importance in supporting task performance. Particularly, in quality assurance (QA) processes in the automotive sector AR offers a diversity of use cases. In this paper we propose an interface design which projects information as a digital canvas on the surface of vehicle components. Based on a requirement analysis, we discuss design aspects and describe our application in applying the quality assurance process of a luxury automaker. The application includes a personal view on spatial information embedded in a guided interaction process as a design solution that can be applied to enhance QA processes.
international conference on human interface and management of information | 2016
Jan Wojdziak; Bettina Kirchner; Martin Herrmann; Rainer Groh
Data volume is increasing steadily. Visualization helps to handle not only the volume, but the ever increasing diversity of data. Visualization gives answers faster and reveals information that would go unnoticed and therefore unused in decision making. The challenge we address in this contribution is how visualizations can be created semi-automatic without taking the individual human-centered view of the designer on an interface out of the loop. In this paper, we present a tool-supported design process to develop aesthetic and interactive data visualizations in a conceptual, guided, effective way.
international conference of design user experience and usability | 2014
Jan Wojdziak; Rainer Groh
During the design process of 3D interfaces, designer and software developer make a multitude of design decisions. The construction of a virtual scene, the texturing, and the lighting are applied methods to create effective and efficient user interfaces. In contrast, the camera model of computer graphics or rather the projection of the three-dimensional scene onto a two-dimensional image plane is often of little practical use as a tool for designing 3D interfaces. To improve the camera as an instrument in 3D interface design, the MosaIC approach (Model-Based 3D Interface Composition) is presented. The top-down approach allows designers and developers to specify 3D interfaces at multiple levels of abstraction by means of model-based interface development.