2020 in Numbers
This year, the German labs contribute 138 publications in total to the 2020 ACM CHI Conference on Human Factors in Computing Systems. At the heart, there are 83 Papers, including 1 Best Paper and 14 Honorable Mentions. Further, we bring 34 Late-Breaking Works, 5 Demonstrations, 7 organized Workshops & Symposia, 2 Case Studies, 2 Journal Articles, 1 SIG, 1 SIGCHI Outstanding Dissertation Award and 1 Student Game Competition to CHI this year. All these publications are listed below.
Automated Cars as Living Rooms and Offices: Challenges and Opportunities
Clemens Schartmüller (Technische Hochschule Ingolstadt (THI)), Andreas Riener (Technische Hochschule Ingolstadt (THI)), Orit Shaer (Wellesley College), Shamsi Iqbal (Microsoft Research), Sayan Sarcar (University of Tsukuba), Andrew L. Kun (University of New Hampshire), Linda Ng Boyle (University of Washington)
Abstract | Tags: Other | Links:
@inproceedings{SchartmuellerAutomated,
title = {Automated Cars as Living Rooms and Offices: Challenges and Opportunities},
author = {Clemens Schartmüller (Technische Hochschule Ingolstadt (THI)) and Andreas Riener (Technische Hochschule Ingolstadt (THI)) and Orit Shaer (Wellesley College) and Shamsi Iqbal (Microsoft Research) and Sayan Sarcar (University of Tsukuba) and Andrew L. Kun (University of New Hampshire) and Linda Ng Boyle (University of Washington)},
doi = {10.1145/3334480.3381054},
year = {2020},
date = {2020-04-26},
booktitle = {Proceedings of the ACM Conference on Human Factors in Computing Systems. CHI 2020},
publisher = {ACM},
abstract = {With increasing automation of the driving task, cars’ cockpits are transforming towards living spaces rather than pure modalities of transport. The promise of automated vehicles being individual places for relaxation and productivity while on-the-go, however, requires significant research. Not only safety-critical questions, but also issues related to ergonomic design, human factors for interactive systems, and social aspects have to be investigated. This special interests group presents an opportunity for connecting various CHI communities on these problems, which need to be solved under time-pressure, because automated vehicles are coming – whether or not the HCI-related issues are solved.},
keywords = {Other},
pubstate = {published},
tppubtype = {inproceedings}
}
Automated Usability Evaluation of Virtual Reality Applications
Patrich Harms (University of Göttingen)
Tags: Other | Links:
@inproceedings{HarmsAutomated,
title = {Automated Usability Evaluation of Virtual Reality Applications},
author = {Patrich Harms (University of Göttingen)},
doi = {10.1145/3301423},
year = {2020},
date = {2020-04-26},
booktitle = {Proceedings of the ACM Conference on Human Factors in Computing Systems. CHI 2020},
publisher = {ACM},
keywords = {Other},
pubstate = {published},
tppubtype = {inproceedings}
}
Improving User Experience of Eye Tracking-Based Interaction: Introspecting and Adapting Interfaces
Raphael Menges (University of Koblenz), Chandan Kumar (University of Koblenz), Steffen Staab (University of Koblenz, University of Stuttgart)
Abstract | Tags: Other | Links:
@inproceedings{MengesImproving,
title = {Improving User Experience of Eye Tracking-Based Interaction: Introspecting and Adapting Interfaces},
author = {Raphael Menges (University of Koblenz) and Chandan Kumar (University of Koblenz) and Steffen Staab (University of Koblenz, University of Stuttgart)},
url = {https://www.twitter.com/AnalyticComp, Twitter},
doi = {10.1145/3338844},
year = {2020},
date = {2020-04-26},
booktitle = {Proceedings of the ACM Conference on Human Factors in Computing Systems. CHI 2020},
publisher = {ACM},
abstract = {Eye tracking systems have greatly improved in recent years, being a viable and affordable option as digital communication channel, especially for people lacking fine motor skills. Using eye tracking as an input method is challenging due to accuracy and ambiguity issues, and therefore research in eye gaze interaction is mainly focused on better pointing and typing methods. However, these methods eventually need to be assimilated to enable users to control application interfaces. A common approach to employ eye tracking for controlling application interfaces is to emulate mouse and keyboard functionality. We argue that the emulation approach incurs unnecessary interaction and visual overhead for users, aggravating the entire experience of gaze-based computer access. We discuss how the knowledge about the interface semantics can help reducing the interaction and visual overhead to improve the user experience. Thus, we propose the efficient introspection of interfaces to retrieve the interface semantics and adapt the interaction with eye gaze. We have developed a Web browser, GazeTheWeb, that introspects Web page interfaces and adapts both the browser interface and the interaction elements on Web pages for gaze input. In a summative lab study with 20 participants, GazeTheWeb allowed the participants to accomplish information search and browsing tasks significantly faster than an emulation approach. Additional feasibility tests of GazeTheWeb in lab and home environment showcase its effectiveness in accomplishing daily Web browsing activities and adapting large variety of modern Web pages to suffice the interaction for people with motor impairment.},
keywords = {Other},
pubstate = {published},
tppubtype = {inproceedings}
}

SIGCHI Outstanding Dissertation Award: Shaping Material Experiences
Paul Strohmeier (University of Copenhagen / Saarland University, Saarland Informatics Campus)
Abstract | Tags: Other | Links:
@inproceedings{StrohmeierSigchi,
title = {SIGCHI Outstanding Dissertation Award: Shaping Material Experiences},
author = {Paul Strohmeier (University of Copenhagen / Saarland University, Saarland Informatics Campus)},
doi = {10.1145/3334480.3386152},
year = {2020},
date = {2020-04-26},
booktitle = {Proceedings of the ACM Conference on Human Factors in Computing Systems. CHI 2020},
publisher = {ACM},
abstract = {When interacting with materials, we infer many of their properties through tactile stimuli. These stimuli are caused by our manual interaction with the material, they are therefore closely coupled to our actions. Similarly, if we are subjected to a vibrotactile stimulus with a frequency directly coupled to our actions, we do not experience vibration – instead we experience this as a material property. My thesis explores this phenomenon of ‘material experience’ in three parts. Part I contributes two novel devices, a flexible phone which provides haptic feedback as it is being deformed, and a system which can track a finger and simultaniously provide haptic feedback. Part II investigates how vibration is perceived, when coupled to motion: what are the effects of varying feedback parameters and what are the effects of different types of motion? Part III reflects and contextualizes the findings presented in the previous sections.
In this extended abstract I briefly outline the most important aspects of my thesis and questions I've left unanswered, while also reflecting on the writing process.},
keywords = {Other},
pubstate = {published},
tppubtype = {inproceedings}
}
In this extended abstract I briefly outline the most important aspects of my thesis and questions I've left unanswered, while also reflecting on the writing process.

TimeBOMB: An Interactive Game Station Showcasing the History of Computer Games
Severin Engert (Technische Universität Dresden), Remke Albrecht (Technische Universität Dresden), Constantin Amend (Technische Universität Dresden), Felix Meyer (Technische Universität Dresden)
Abstract | Tags: Other | Links:
@inproceedings{EngertTime,
title = {TimeBOMB: An Interactive Game Station Showcasing the History of Computer Games},
author = {Severin Engert (Technische Universität Dresden) and Remke Albrecht (Technische Universität Dresden) and Constantin Amend (Technische Universität Dresden) and Felix Meyer (Technische Universität Dresden)},
url = {https://www.youtube.com/watch?v=NbUSgDcfgzA, Video
https://www.twitter.com/imldresden, Twitter},
doi = {10.1145/3334480.3381658},
year = {2020},
date = {2020-04-26},
booktitle = {Proceedings of the ACM Conference on Human Factors in Computing Systems. CHI 2020},
publisher = {ACM},
abstract = {We present TimeBOMB, an interactive game station that enables players to experience the history of computers and video game development. They compete with each other playing an adaption of the classic game Bomberman. As a novelty, each of the four sides of the station represents a different time period with corresponding input and output modalities. They consist of an oscilloscope interface with self-made, analogue control dials, a text-based interface controlled by a keyboard, a 2D arcade interface controlled by a joystick, and a 3D interface controlled by a gamepad. These four styles resemble iconic examples from the history of computer games. The game’s art style also differs for each side accordingly.},
keywords = {Other},
pubstate = {published},
tppubtype = {inproceedings}
}

WindowWall: Towards Adaptive Buildings with Interactive Windows As Ubiquitous Displays
Patrick Bader (University of Stuttgart), Alexandra Voit (adesso AG), Huy Viet Le (University of Stuttgart), Paweł W. Woźniak (Utrecht University), Niels Henze (University of Regensburg), Albrecht Schmidt (LMU Munich)
Abstract | Tags: Other | Links:
@inproceedings{BaderWindow,
title = {WindowWall: Towards Adaptive Buildings with Interactive Windows As Ubiquitous Displays},
author = {Patrick Bader (University of Stuttgart) and Alexandra Voit (adesso AG) and Huy Viet Le (University of Stuttgart) and Paweł W. Woźniak (Utrecht University) and Niels Henze (University of Regensburg) and Albrecht Schmidt (LMU Munich)},
url = {https://www.twitter.com/mimuc, Twitter},
doi = {10.1145/3310275},
year = {2020},
date = {2020-04-26},
booktitle = {Proceedings of the ACM Conference on Human Factors in Computing Systems. CHI 2020},
publisher = {ACM},
abstract = {As architects usually decide on the shape and look of windows during the design of buildings, opportunities for interactive windows have not been systematically explored yet. In this work, we extend the vision of sustainable and comfortable adaptive buildings using interactive smart windows. We systematically explore the design space of interactive windows to chart requirements, constraints, and challenges. To that end, we built proof-of-concept prototypes of smart windows with fine-grained control of transparency. In two studies, we explored user attitudes towards interactive windows and elicited control methods. We found that users understand and see potential for interactive windows at home. We provide specific usage contexts and specify interactions that may facilitate domestic applications. Our work illustrates the concept of interactive smart windows and provides insights regarding their design, development, and user controls for adaptive walls. We identify design dimensions and challenges to stimulate further development in the domain of adaptive buildings.},
keywords = {Other},
pubstate = {published},
tppubtype = {inproceedings}
}