Florian Perteneder

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While most homes are inherently social places, existing devices designed to control consumer electronics typically only support single user interaction. Further, as the number of consumer electronics in modern homes increases, people are often forced to switch between many controllers to interact with these devices. To simplify interaction with these(More)
Ambient light is starting to be commercially used to enhance the viewing experience for watching TV. We believe that ambient light can add value in meeting and control rooms that use large vertical interactive surfaces. Therefore, we equipped a large interactive whiteboard with a peripheral ambient light display and explored its utility for different(More)
Structuring and rearranging free-hand sketches on large interactive surfaces typically requires making multiple stroke selections. This can be both time-consuming and fatiguing in the absence of well-designed selection tools. Investigating the concept of automated clustering, we conducted a background study which highlighted the fact that people have(More)
Interactive Whiteboards are becoming an increasingly important component of face-to-face meetings, particularly in educational settings. Still, non-interactive surfaces have remained the standard for mathematics-oriented discussions in part due to the lack of robust algorithms for recognizing handwritten mathematical expressions. Thus teachers, for example,(More)
The amount of digital appliances and media found in domestic environments has risen drastically over the last decade, for example, digital TVs, DVD and Blu-ray players, digital picture frames, digital gaming systems, electronically moveable window blinds, and robotic vacuum cleaners. As these devices become more compatible to Internet and wireless(More)
Today's commercially available prosthetic limbs lack tactile sensation and feedback. Recent research in this domain focuses on sensor technologies designed to be directly embedded into future prostheses. We present a novel concept and prototype of a prosthetic-sensing wearable that offers a non-invasive, self-applicable and customizable approach for the(More)
Work-related musculoskeletal disorders have become one of the most common chronic diseases of modern society. In this paper, we address the problem of physical inactivity in the context of office work and we introduce a new concept of working "in-motion" with high potential to reduce prolonged sedentary behavior and related degenerative phenomena. We(More)
Creativity and innovation are much sought-after qualities of individuals and organizations, but existing creativity practises are not cohesively integrated with digital workflows or digital artefacts. We introduce a set of design considerations for digital systems to support creative processes, specifically supporting the three ongoing, iterative activities(More)
Triggering commands on large interactive surfaces is less efficient than on desktop PCs. It requires either large physical movements to reach an interaction area (e.g., buttons) or additional operations to call context menus (e.g., dwell). There is a lack of efficient ways to trigger shortcuts. We introduce Kolibri a pen-based gesture system that allows(More)
Industrial designers have a tangible working style. However, compared to digital data, physical mockups are difficult to copy and share over distance. They require a lot of physical space, and earlier versions are lost once they are modified. In this paper, we introduce Catch-Up 360, a tool designed for sharing physical mockups over distance to gain(More)