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In this paper we present our findings from a lab and a field study investigating how passers-by notice the interactivity of public displays. We designed an interactive installation that uses visual feedback to the incidental movements of passers-by to communicate its interactivity. In the field study, three displays were installed during three weeks in shop(More)
We present the design and evaluation of MyPosition, a public display in the form of a large projection, featuring an interactive poll visualization. MyPosition aims at facilitating the deliberation and comparison of individual opinions on locally relevant topics in an opportunistic and engaging way. We evaluated MyPosition in an in-the-wild study and(More)
We investigate how to reveal an initial mid-air gesture on interactive public displays. This initial gesture can serve as gesture registration for advanced operations. We propose three strategies to reveal the initial gesture: spatial division, temporal division and integration. Spatial division permanently shows the gesture on a dedicated screen area.(More)
Most interactive public displays currently rely on flat screens. This form factor impacts how users (1) notice the public display (2) develop motivation and (3) (socially) interact with the public display. In this paper, we present <i>Chained Displays</i>, a combination of several screens to create different form factors for interactive public displays. We(More)
Distant displays such as interactive Public Displays (IPD) or Interactive Television (ITV) require new interaction techniques as traditional input devices may be limited or missing in these contexts. Free hand interaction, as sensed with computer vision techniques, presents a promising interaction technique. This paper presents the adaptation of three menu(More)
Most of today's public displays only show predefined contents that passers-by are not able to change. We argue that interactive public displays would benefit from immediately usable mid-air techniques for choosing options, expressing opinions or more generally selecting one among several items. We propose a design space for hand-gesture based mid-air(More)
We propose a course design that fits a practical game development project into a regular game design lecture course. As this approach requires a consistent structure, our concept proposes an adaption of Scrum that is based on the game development life-cycle: <i>ABC-Sprints</i> consist of three Sprints to iteratively create <i>Alpha, Beta</i> and(More)
BACKGROUND Proteasomal subunit PSMB4 was suggested to be a survival gene in an animal model of hepatocellular carcinoma and in glioblastoma cell lines. In pulmonary adenocarcinoma, a high expression of these genes was found to be associated with poor differentiation and survival. This study investigates the gene expression levels of 26S proteasome subunits(More)
BACKGROUND Clinical reasoning is essential to medical practice, but because it entails internal mental processes, it is difficult to assess. Functional magnetic resonance imaging (fMRI) and think-aloud protocols may improve understanding of clinical reasoning as these methods can more directly assess these processes. The objective of our study was to use a(More)
Domain-specific languages make the relevant details of a domain explicit while omitting the distracting ones. This implies many benefits regarding development speed and quality as well as the exchange of information between expert groups. In order to utilize these benefits for game development, we present a language engineering workflow that describes best(More)