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_publications/2025-sensing_noticeability.html

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- Adaptive User Interfaces
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venue: ACM CHI
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video-thumb: h1367g
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video-thumb: Q9I8-h1367g
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#video-30sec: 7K3eouLCcSw
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video-suppl: Q9I8-h1367g
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#video-talk-5min: l9ycUrf50TE

_site/feed.xml

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_site/index.html

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<iframe width="400" height="240" class="thumb-video"
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_site/publications.html

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_site/publications/2013-suggero.html

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<meta property="og:url" content="http://localhost:4000/publications/2013-suggero.html" />
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<meta property="og:site_name" content="CMU Augmented Perception Lab" />
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<meta property="article:published_time" content="2025-04-28T18:18:03-05:00" />
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<script type="application/ld+json">
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_site/publications/2014-chair.html

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<meta property="og:url" content="http://localhost:4000/publications/2014-chair.html" />
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<meta property="og:site_name" content="CMU Augmented Perception Lab" />
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{"author":{"@type":"Person","name":"Kathrin Probst"},"url":"http://localhost:4000/publications/2014-chair.html","description":"During everyday office work we are used to controlling our computers with keyboard and mouse, while the majority of our body remains unchallenged and the physical workspace around us stays largely unattended. Addressing this untapped potential, we explore the concept of turning a flexible office chair into a ubiquitous input device. To facilitate daily desktop work, we propose the utilization of semaphoric chair gestures that can be assigned to specific application functionalities. The exploration of two usage scenarios in the context of focused and peripheral interaction demonstrates high potential of chair gestures as additional input modality for opportunistic, hands-free interaction.","@type":"BlogPosting","headline":"A chair as ubiquitous input device: exploring semaphoric chair gestures for focused and peripheral interaction","dateModified":"2025-04-28T18:37:16-05:00","datePublished":"2025-04-28T18:37:16-05:00","mainEntityOfPage":{"@type":"WebPage","@id":"http://localhost:4000/publications/2014-chair.html"},"@context":"https://schema.org"}</script>
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_site/publications/2014-tracs.html

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<meta property="og:url" content="http://localhost:4000/publications/2014-tracs.html" />
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<script type="application/ld+json">
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{"author":{"@type":"Person","name":"David Lindlbauer"},"url":"http://localhost:4000/publications/2014-tracs.html","description":"We present Tracs, a dual-sided see-through display system with controllable transparency. Traditional displays are a constant visual and communication barrier, hindering fast and efficient collaboration of spatially close or facing co-workers. Transparent displays could potentially remove these barriers, but introduce new issues of personal privacy, screen content privacy and visual interference. We therefore propose a solution with controllable transparency to overcome these problems. Tracs consists of two see-through displays, with a transparency-control layer, a backlight layer and a polarization adjustment layer in-between. The transparency-control layer is built as a grid of individually addressable transparency-controlled patches, allowing users to control the transparency overall or just locally. Additionally, the locally switchable backlight layer improves the contrast of LCD screen content. Tracs allows users to switch between personal and collaborative work fast and easily and gives them full control of transparent regions on their display.","@type":"BlogPosting","headline":"Tracs: transparency-control for see-through displays","dateModified":"2025-04-28T18:18:03-05:00","datePublished":"2025-04-28T18:18:03-05:00","mainEntityOfPage":{"@type":"WebPage","@id":"http://localhost:4000/publications/2014-tracs.html"},"@context":"https://schema.org"}</script>
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{"author":{"@type":"Person","name":"David Lindlbauer"},"url":"http://localhost:4000/publications/2014-tracs.html","description":"We present Tracs, a dual-sided see-through display system with controllable transparency. Traditional displays are a constant visual and communication barrier, hindering fast and efficient collaboration of spatially close or facing co-workers. Transparent displays could potentially remove these barriers, but introduce new issues of personal privacy, screen content privacy and visual interference. We therefore propose a solution with controllable transparency to overcome these problems. Tracs consists of two see-through displays, with a transparency-control layer, a backlight layer and a polarization adjustment layer in-between. The transparency-control layer is built as a grid of individually addressable transparency-controlled patches, allowing users to control the transparency overall or just locally. Additionally, the locally switchable backlight layer improves the contrast of LCD screen content. Tracs allows users to switch between personal and collaborative work fast and easily and gives them full control of transparent regions on their display.","@type":"BlogPosting","headline":"Tracs: transparency-control for see-through displays","dateModified":"2025-04-28T18:37:16-05:00","datePublished":"2025-04-28T18:37:16-05:00","mainEntityOfPage":{"@type":"WebPage","@id":"http://localhost:4000/publications/2014-tracs.html"},"@context":"https://schema.org"}</script>
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_site/publications/2015-creature-teacher.html

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<meta property="og:url" content="http://localhost:4000/publications/2015-creature-teacher.html" />
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{"author":{"@type":"Person","name":"Andreas Fender"},"url":"http://localhost:4000/publications/2015-creature-teacher.html","description":"We present Creature Teacher, a performance-based animation system for creating cyclic movements. Users directly manipulate body parts of a virtual character by using their hands. Creature Teacher’s generic approach makes it possible to animate rigged 3D models with nearly arbitrary topology (e.g., non-humanoid) without requiring specialized user-to-character mappings or predefined movements. We use a bimanual interaction paradigm, allowing users to select parts of the model with one hand and manipulate them with the other hand. Cyclic movements of body parts during manipulation are detected and repeatedly played back - also while animating other body parts. Our approach of taking cyclic movements as an input makes mode switching between recording and playback obsolete and allows for fast and seamless creation of animations. We show that novice users with no animation background were able to create expressive cyclic animations for initially static virtual 3D creatures.","@type":"BlogPosting","headline":"Creature Teacher: A Performance-Based Animation System for Creating Cyclic Movements","dateModified":"2025-04-28T18:18:03-05:00","datePublished":"2025-04-28T18:18:03-05:00","mainEntityOfPage":{"@type":"WebPage","@id":"http://localhost:4000/publications/2015-creature-teacher.html"},"@context":"https://schema.org"}</script>
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{"author":{"@type":"Person","name":"Andreas Fender"},"url":"http://localhost:4000/publications/2015-creature-teacher.html","description":"We present Creature Teacher, a performance-based animation system for creating cyclic movements. Users directly manipulate body parts of a virtual character by using their hands. Creature Teacher’s generic approach makes it possible to animate rigged 3D models with nearly arbitrary topology (e.g., non-humanoid) without requiring specialized user-to-character mappings or predefined movements. We use a bimanual interaction paradigm, allowing users to select parts of the model with one hand and manipulate them with the other hand. Cyclic movements of body parts during manipulation are detected and repeatedly played back - also while animating other body parts. Our approach of taking cyclic movements as an input makes mode switching between recording and playback obsolete and allows for fast and seamless creation of animations. We show that novice users with no animation background were able to create expressive cyclic animations for initially static virtual 3D creatures.","@type":"BlogPosting","headline":"Creature Teacher: A Performance-Based Animation System for Creating Cyclic Movements","dateModified":"2025-04-28T18:37:16-05:00","datePublished":"2025-04-28T18:37:16-05:00","mainEntityOfPage":{"@type":"WebPage","@id":"http://localhost:4000/publications/2015-creature-teacher.html"},"@context":"https://schema.org"}</script>
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_site/publications/2015-geltouch.html

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<meta property="og:url" content="http://localhost:4000/publications/2015-geltouch.html" />
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<script type="application/ld+json">
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{"author":{"@type":"Person","name":"Viktor Miruchna"},"url":"http://localhost:4000/publications/2015-geltouch.html","description":"We present GelTouch, a gel-based layer that can selectively transition between soft and stiff to provide tactile multi-touch feedback. It is flexible, transparent when not activated, and contains no mechanical, electromagnetic, or hydraulic components, resulting in a compact form factor (a 2mm thin touchscreen layer for our prototype). The activated areas can be morphed freely and continuously, without being limited to fixed, predefined shapes. GelTouch consists of a poly(N-isopropylacrylamide) gel layer which alters its viscoelasticity when activated by applying heat (&gt;32 C). We present three different activation techniques: 1) Indium Tin Oxide (ITO) as a heating element that enables tactile feedback through individually addressable taxels; 2) predefined tactile areas of engraved ITO, that can be layered and combined; 3) complex arrangements of resistance wire that create thin tactile edges. We present a tablet with 6x4 tactile areas, enabling a tactile numpad, slider, and thumbstick. We show that the gel is up to 25 times stiffer when activated and that users detect tactile features reliably (94.8%).","@type":"BlogPosting","headline":"GelTouch: Localized Tactile Feedback Through Thin, Programmable Gel","dateModified":"2025-04-28T18:18:03-05:00","datePublished":"2025-04-28T18:18:03-05:00","mainEntityOfPage":{"@type":"WebPage","@id":"http://localhost:4000/publications/2015-geltouch.html"},"@context":"https://schema.org"}</script>
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{"author":{"@type":"Person","name":"Viktor Miruchna"},"url":"http://localhost:4000/publications/2015-geltouch.html","description":"We present GelTouch, a gel-based layer that can selectively transition between soft and stiff to provide tactile multi-touch feedback. It is flexible, transparent when not activated, and contains no mechanical, electromagnetic, or hydraulic components, resulting in a compact form factor (a 2mm thin touchscreen layer for our prototype). The activated areas can be morphed freely and continuously, without being limited to fixed, predefined shapes. GelTouch consists of a poly(N-isopropylacrylamide) gel layer which alters its viscoelasticity when activated by applying heat (&gt;32 C). We present three different activation techniques: 1) Indium Tin Oxide (ITO) as a heating element that enables tactile feedback through individually addressable taxels; 2) predefined tactile areas of engraved ITO, that can be layered and combined; 3) complex arrangements of resistance wire that create thin tactile edges. We present a tablet with 6x4 tactile areas, enabling a tactile numpad, slider, and thumbstick. We show that the gel is up to 25 times stiffer when activated and that users detect tactile features reliably (94.8%).","@type":"BlogPosting","headline":"GelTouch: Localized Tactile Feedback Through Thin, Programmable Gel","dateModified":"2025-04-28T18:37:16-05:00","datePublished":"2025-04-28T18:37:16-05:00","mainEntityOfPage":{"@type":"WebPage","@id":"http://localhost:4000/publications/2015-geltouch.html"},"@context":"https://schema.org"}</script>
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