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Dive into the research topics where Nicolai Marquardt is active.

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Featured researches published by Nicolai Marquardt.


interactive tabletops and surfaces | 2010

Proxemic interaction: designing for a proximity and orientation-aware environment

Till Ballendat; Nicolai Marquardt; Saul Greenberg

In the everyday world, much of what we do is dictated by how we interpret spatial relationships, or proxemics. What is surprising is how little proxemics are used to mediate peoples interactions with surrounding digital devices. We imagine proxemic interaction as devices with fine-grained knowledge of nearby people and other devices -- their position, identity, movement, and orientation -- and how such knowledge can be exploited to design interaction techniques. In particular, we show how proxemics can: regulate implicit and explicit interaction; trigger such interactions by continuous movement or by movement of people and devices in and out of discrete proxemic regions; mediate simultaneous interaction of multiple people; and interpret and exploit peoples directed attention to other people and objects. We illustrate these concepts through an interactive media player running on a vertical surface that reacts to the approach, identity, movement and orientation of people and their personal devices.


user interface software and technology | 2011

The proximity toolkit: prototyping proxemic interactions in ubiquitous computing ecologies

Nicolai Marquardt; Robert Diaz-Marino; Sebastian Boring; Saul Greenberg

People naturally understand and use proxemic relationships (e.g., their distance and orientation towards others) in everyday situations. However, only few ubiquitous computing (ubicomp) systems interpret such proxemic relationships to mediate interaction (proxemic interaction). A technical problem is that developers find it challenging and tedious to access proxemic information from sensors. Our Proximity Toolkit solves this problem. It simplifies the exploration of interaction techniques by supplying fine-grained proxemic information between people, portable devices, large interactive surfaces, and other non-digital objects in a room-sized environment. The toolkit offers three key features. 1) It facilitates rapid prototyping of proxemic-aware systems by supplying developers with the orientation, distance, motion, identity, and location information between entities. 2) It includes various tools, such as a visual monitoring tool, that allows developers to visually observe, record and explore proxemic relationships in 3D space. (3) Its flexible architecture separates sensing hardware from the proxemic data model derived from these sensors, which means that a variety of sensing technologies can be substituted or combined to derive proxemic information. We illustrate the versatility of the toolkit with proxemic-aware systems built by students.


user interface software and technology | 2012

Cross-device interaction via micro-mobility and f-formations

Nicolai Marquardt; Ken Hinckley; Saul Greenberg

GroupTogether is a system that explores cross-device interaction using two sociological constructs. First, F-formations concern the distance and relative body orientation among multiple users, which indicate when and how people position themselves as a group. Second, micro-mobility describes how people orient and tilt devices towards one another to promote fine-grained sharing during co-present collaboration. We sense these constructs using: (a) a pair of overhead Kinect depth cameras to sense small groups of people, (b) low-power 8GHz band radio modules to establish the identity, presence, and coarse-grained relative locations of devices, and (c) accelerometers to detect tilting of slate devices. The resulting system supports fluid, minimally disruptive techniques for co-located collaboration by leveraging the proxemics of people as well as the proxemics of devices.


human computer interaction with mobile devices and services | 2012

The fat thumb: using the thumb's contact size for single-handed mobile interaction

Sebastian Boring; David Ledo; Xiang ‘Anthony’ Chen; Nicolai Marquardt; Anthony Tang; Saul Greenberg

Modern mobile devices allow a rich set of multi-finger interactions that combine modes into a single fluid act, for example, one finger for panning blending into a two-finger pinch gesture for zooming. Such gestures require the use of both hands: one holding the device while the other is interacting. While on the go, however, only one hand may be available to both hold the device and interact with it. This mostly limits interaction to a single-touch (i.e., the thumb), forcing users to switch between input modes explicitly. In this paper, we contribute the Fat Thumb interaction technique, which uses the thumbs contact size as a form of simulated pressure. This adds a degree of freedom, which can be used, for example, to integrate panning and zooming into a single interaction. Contact size determines the mode (i.e., panning with a small size, zooming with a large one), while thumb movement performs the selected mode. We discuss nuances of the Fat Thumb based on the thumbs limited operational range and motor skills when that hand holds the device. We compared Fat Thumb to three alternative techniques, where people had to precisely pan and zoom to a predefined region on a map and found that the Fat Thumb technique compared well to existing techniques.


international conference on human computer interaction | 2011

The continuous interaction space: interaction techniques unifying touch and gesture on and above a digital surface

Nicolai Marquardt; Ricardo Jota; Saul Greenberg; Joaquim A. Jorge

The rising popularity of digital table surfaces has spawned considerable interest in new interaction techniques. Most interactions fall into one of two modalities: 1) direct touch and multi-touch (by hand and by tangibles) directly on the surface, and 2) hand gestures above the surface. The limitation is that these two modalities ignore the rich interaction space between them. To move beyond this limitation, we first contribute a unification of these discrete interaction modalities called the continuous interaction space. The idea is that many interaction techniques can be developed that go beyond these two modalities, where they can leverage the space between them. That is, we believe that the underlying system should treat the space on and above the surface as a continuum, where a person can use touch, gestures, and tangibles anywhere in the space and naturally move between them. Our second contribution illustrates this, where we introduce a variety of interaction categories that exploit the space between these modalities. For example, with our Extended Continuous Gestures category, a person can start an interaction with a direct touch and drag, then naturally lift off the surface and continue their drag with a hand gesture over the surface. For each interaction category, we implement an example (or use prior work) that illustrates how that technique can be applied. In summary, our primary contribution is to broaden the design space of interaction techniques for digital surfaces, where we populate the continuous interaction space both with concepts and examples that emerge from considering this space as a continuum.


interactive tabletops and surfaces | 2014

HuddleLamp: Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration

Roman Rädle; Hans-Christian Jetter; Nicolai Marquardt; Harald Reiterer; Yvonne Rogers

We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time, users can add or remove displays and reconfigure them in space in an ad-hoc manner without the need of installing any software or attaching markers. Additionally, hands are tracked to detect interactions above and between displays, enabling fluent cross-device interactions. We contribute a novel hybrid sensing approach that uses RGB and depth data to increase tracking quality and a technical evaluation of its capabilities and limitations. For enabling installation-free ad-hoc collaboration, we also introduce a web-based architecture and JavaScript API for future HuddleLamp applications. Finally, we demonstrate the resulting design space using five examples of cross-device interaction techniques.


interactive tabletops and surfaces | 2012

Gradual engagement: facilitating information exchange between digital devices as a function of proximity

Nicolai Marquardt; Till Ballendat; Sebastian Boring; Saul Greenberg; Ken Hinckley

The increasing number of digital devices in our environment enriches how we interact with digital content. Yet, cross-device information transfer -- which should be a common operation -- is surprisingly difficult. One has to know which devices can communicate, what information they contain, and how information can be exchanged. To mitigate this problem, we formulate the gradual engagement design pattern that generalizes prior work in proxemic interactions and informs future system designs. The pattern describes how we can design device interfaces to gradually engage the user by disclosing connectivity and information exchange capabilities as a function of inter-device proximity. These capabilities flow across three stages: (1) awareness of device presence/connectivity, (2) reveal of exchangeable content, and (3) interaction methods for transferring content between devices tuned to particular distances and device capabilities. We illustrate how we can apply this pattern to design, and show how existing and novel interaction techniques for cross-device transfers can be integrated to flow across its various stages. We explore how techniques differ between personal and semi-public devices, and how the pattern supports interaction of multiple users.


human factors in computing systems | 2015

WatchConnect: A Toolkit for Prototyping Smartwatch-Centric Cross-Device Applications

Steven Houben; Nicolai Marquardt

People increasingly use smartwatches in tandem with other devices such as smartphones, laptops or tablets. This allows for novel cross-device applications that use the watch as both input device and output display. However, despite the increasing availability of smartwatches, prototyping cross-device watch-centric applications remains a challenging task. Developers are limited in the applications they can explore as available toolkits provide only limited access to different types of input sensors for cross-device interactions. To address this problem, we introduce WatchConnect, a toolkit for rapidly prototyping cross-device applications and interaction techniques with smartwatches. The toolkit provides developers with (i) an extendable hardware platform that emulates a smartwatch, (ii) a UI framework that integrates with an existing UI builder, and (iii) a rich set of input and output events using a range of built-in sensor mappings. We demonstrate the versatility and design space of the toolkit with five interaction techniques and applications.


IEEE Pervasive Computing | 2012

Informing the Design of Proxemic Interactions

Nicolai Marquardt; Saul Greenberg

Proxemic interactions can help address six key challenges of ubicomp interaction design and how devices can sense or capture proxemic information via five dimensions-distance, orientation, movement, identity, and location.


International Journal of Internet Protocol Technology | 2006

Sens-ation: a service-oriented platform for developing sensor-based infrastructures

Tom Gross; Tareg Egla; Nicolai Marquardt

Context-aware systems use sensors in order to analyse their environment and to adapt their behaviour. We have designed and developed Sens-ation, an open and generic service-oriented platform, which provides powerful, yet easy-to-use, tools to software developers who want to develop context-aware, sensor-based infrastructures. The service-oriented paradigm of Sens-ation enables standardised communication within individual infrastructures, between infrastructures and their sensors, but also among distributed infrastructures. On a whole, Sens-ation facilitates the development allowing developers to concentrate on the semantics of their infrastructures, and to develop innovative concepts and implementations of context-aware systems.

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Yvonne Rogers

University College London

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Tom Gross

University of Bamberg

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