Number of co-authors:15
Number of publications with 3 favourite co-authors:Alois Ferscha:4Myounghoon Jeon:2Pierre Chalfoun:1
Andreas Riener's 3 most productive colleagues in number of publications:Alois Ferscha:16Myounghoon Jeon:10Miriam Reiner:7
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Publications by Andreas Riener (bibliography)
Riener, Andreas and Hartl, Harald (2012): "Personal Radar": a self-governed support system to enhance environmental perception. In: Proceedings of the HCI12 Conference on People and Computers XXVI 2012. pp. 147-156.
In this work we propose a wearable solution for boundary detection (using ultrasonic range finders) and notification (via tactile actuators) under conditions of poor visibility. "Personal Radar" is not 'yet another' belt-like tactile feedback system used for walking navigation, the unique feature of our obstacle scanning and notification solution is, that it is self-contained and fully self-governed. User studies have confirmed that using "Personal Radar" can increase safety in close proximity to unseen obstacles by reducing the movement speed in that region. To compensate for this speed reduction, studies demonstrated a speed up in walking pace in regions distant to obstacles as compared to subjects moving sightlessly and without technology assistance. Finally, evaluation revealed that learning increases utilization performance of the system significantly.
© All rights reserved Riener and Hartl and/or their publisher
Riener, Andreas, Reiner, Miriam, Jeon, Myounghoon and Chalfoun, Pierre (2012): Methodical approaches to prove the effects of subliminal perception in ubiquitous computing environments. In: Proceedings of the 2012 International Conference on Uniquitous Computing 2012. pp. 1120-1121.
To cope with the rising volume of information in human-computer interfaces, explicit and attentive interaction is more and more frequently replaced by implicit means of information exchange, supported by context-and activity-aware systems and applications. The trend of excessive information is, however, still ongoing, calling for further solutions to reduce a persons cognitive load or level of attention. Subliminal interaction techniques are considered a promising approach to deliver information to a person without causing much supplementary workload. This workshop aims at discussing the potential of subliminal perception to improve the information flow for human-computer interaction in the light of the fact that, up to now, the results have been mixed. One group of researchers has provided evidence that subliminal stimulation works, but the other has found that it does not, or even cannot, work. To clarify this issue, experts from various domains attending the workshop will discuss how subliminal effects can be scientifically supported or how a certain claim could be empirically refuted.
© All rights reserved Riener et al. and/or ACM Press
Riener, Andreas and Jeon, Myounghoon (2012): The role of subliminal perception in vehicular interfaces. In: Proceedings of the 2012 International Conference on Uniquitous Computing 2012. pp. 1122-1126.
Following laws and provisions passed on the national and international level, the most relevant goal of future traffic and vehicular interfaces is to increase road safety. To alleviate the cognitive load associated with the interaction with the variety of emerging information and assistance systems in the car, subliminal stimulation is assumed to be a promising technique. To assess the potential of subliminal cues that could be used as their interaction means in future vehicles, we have organized a workshop within the frame of the automotive user interfaces conference (AutoUI 2011) to discuss this topic in a group of experts. This paper summarizes the findings from that workshop and should give researchers a starting point for their own activities in the field by indicating sort of grand research challenges and most critical issues. In particular, the goal of this summary article is to make this challenging research field more 'tangible' for researchers working in a range of disciplines, such as engineering, neuroscience, computer science, and psychophysiology. While currently discussed in the automotive domain only, the principles, research questions, and findings could immediately (and easily) be transferred to and adopted in other research fields. Interaction based on subliminal techniques can have an impact on society at large, making significant contributions toward a more natural, convenient, and even relaxing future style of interaction with any complex systems.
© All rights reserved Riener and Jeon and/or ACM Press
Kurz, Marc, Hölzl, Gerold, Riener, Andreas, Anzengruber, Bernhard, Schmittner, Thomas and Ferscha, Alois (2012): Are you cool enough for Texas Hold'Em Poker?. In: Proceedings of the 2012 International Conference on Uniquitous Computing 2012. pp. 1145-1149.
Experienced poker players have the ability to suppress and hide emotions and reactions to avoid providing information about the quality of the dealt private cards and the own probability of winning to the adversaries. Besides unswayable luck and bravery, bluffing is the only skill that could massively improve the own chance of winning. This paper investigates whether a subliminal reaction in terms of changing facial surface skin temperature can be linked to the quality of the dealt private cards (i.e., the probability of winning the actual hand). Therefore, a dataset containing thermal imaging has been recorded during a No Limit Texas Hold'Em Poker tournament-session with six players in total and two players being observed with a high-resolution thermal imaging camera and manual provision of their dealt private cards as ground-truth. Preliminary results show that the facial skin temperature varies massively (±1.2°C), which constitutes the research hypothesis that a significant change in the surface face skin temperature can be linked to the quality of the dealt cards in terms of winning chance for an actually played hand.
© All rights reserved Kurz et al. and/or ACM Press
Riener, Andreas (2010): Simulating On-the-Road Behavior Using a Driving Simulator. In: Proceedings of the 2010 International Conference on Advances in Computer-Human Interactions 2010. pp. 25-31.
In this paper, we summarize the initial results with regard to the question to what extent driving simulators can be used to serve as cheap and easy realizable environments for simulating on-the-road behavior. The aim of these first studies was to determine whether or not it is possible to replace real driving studies with experiments and furthermore, to identify parameters and/or restrictions for a second experimental series with improved settings. We have conducted two studies comparing the driver's reaction time in real and simulated environments with the final goal to provide a universal metric describing the differences in reaction time. The events were, in the case of simulation, triggered trace-driven or, in the real driving experiment, manually activated by the experimenter and notifications were forwarded to the driver using either a visual, auditory, or haptic sensory channel. The comparison of the two studies showed that (i) both settings provide similar results for the order of average response using the three feedback modalities and (ii) the experiment using a simulator performed, for the measure of reaction time, better in the range of 13% compared to the real driving study (the reason for this result is most likely caused by the fact that driving in a real world environment is much more challenging than in a driving simulator).
© All rights reserved Riener and/or IEEE
Riener, Andreas, Ferscha, Alois and Aly, Mohamed (2009): Heart on the road: HRV analysis for monitoring a driver's affective state. In: Schmidt, Albrecht, Dey, Anind K., Seder, Thomas and Juhlin, Oskar (eds.) Proceedings of 1st International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI 2009 21-22 September , 2009, Essen, Germany. pp. 99-106.
Riener, Andreas and Ferscha, Alois (2009): Reconfiguration of Vibro-tactile Feedback Based on Drivers' Sitting Attitude. In: Proceedings of the 2009 International Conference on Advances in Computer-Human Interactions 2009. pp. 234-242.
The today mainly incorporated sensory modalities vision and hearing are most often highly charged due to an increasing number, as well as a rising complexity of diversified assistance systems in vehicles. These systems, originally developed for "supporting" the driver in its tasks, increasingly directs to operation errors caused by cognitive overload. The sense of touch -- as additional interaction channel -- should have the ability to release cognitive load from visual and auditory channels by adapting in a natural, intuitive and non-distracting manner. A drawback of haptics is that feedback is reliant to both driver and environmental conditions. For instance, different sizes and weights of drivers' result in a changed haptic perceptivity, and vibro-tactile feedback potentially is interpreted erroneous due to personal sitting attitudes. A vibro-tactile seat, endowed with a set of unobtrusive embedded sensors and actuators, is proposed to counter action these issues. The input channel is used for determining the occupied seating surface and, in addition, is also responsible for observing disruptive vibrations, originating in the environment. These information is employed in order to reconfigure vibro-tactile output dynamically with the aim to guarantee consistent haptic perception for any person.
© All rights reserved Riener and Ferscha and/or IEEE
Ferscha, Alois, Hechinger, Manfred, Riener, Andreas, Rocha, Marcos dos Santos, Zeidler, Andreas, Franz, Marquart and Mayrhofer, Rene (2008): Peer-it: Stick-on solutions for networks of things. In Pervasive and Mobile Computing, 4 (3) pp. 448-479.
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