Morten Fjeld
Has also published under the name of:
"M. Fjeld"
Publications by Morten Fjeld (bibliography)
Alavi, Ali, Kunz, Andreas M., Sugimoto, Masanori and Fjeld, Morten (2011): Dual Mode IR Position and State Transfer for Tangible Tabletops. In: Interactive Tabletops and Surfaces 2011 Conference November 13-16, 2011, Kobe, Japan. .
This paper presents a method for tracking multiple active tangible devices on tabletops. Most tangible devices for tabletops use infrared to send information about their position, orientation, and state. The method we propose can be realized as a tabletop system using a low-cost camera to
detect position and a low-cost infrared (IR) receiver to detect the state of each device. Since two different receivers (camera and IR-receiver) are used simultaneously we call the method dual mode. Using this method, it is possible to use devices with a large variation of states simultaneously on a tabletop, thus having more interactive devices on the surface.
© All rights reserved Alavi et al. and/or their publisher
Alavi, Ali, Clocher, Brice, Smith, Allab, Kunz, Andreas M. and Fjeld, Morten (2011): Multi-State Device Tracking for Tangible Tabletops. In: SIGRAD Swedish Chapter of Eurographics November 17-18, 2011, Stockholm, Sweden. .
Tangible tabletops where actively emitting devices (TUIs) are tracked to inform about their identity, position, orientation, and state can provide rich interaction within complex, dynamic scenarios. TUI states assuming values over a highresolution large range requires sending many bits for each update and comes at the cost of system update rate. In the first part of this paper, we present an in-house map application where interaction with time-dependent contour lines may benefit from high-resolution TUI states. Prototypical TUI concepts such as slider, ruler, and knobs further motivate the benefit of high-resolution tracking. In the second part of the paper, we depart from a device tracking overview and then show how tangible devices for tabletops typically use infrared (IR) emitters and a camera to send information about their position, orientation, and state. We propose a method that can be realized as a tabletop system using a low-cost camera detecting position combined with a low-cost infrared receiver detecting the state of each device. Since both kinds of sensors are used simultaneously we call the method _dual mode._ This method offers high-resolution tracking without having to compromise on update rate
© All rights reserved Alavi et al. and/or their publisher
Alavi, Ali, Clocher, Bryce, Smith, Allan, Kunz, Andreas M. and Fjeld, Morten (2011): Multi-State Device Tracking for Tangible Tabletops. In: SIGRAD 2011 17-18 November, 2011, Stockholm. .
Tangible tabletops where actively emitting devices (TUIs) are tracked to inform about their identity, position, orientation, and state can provide rich interaction within complex, dynamic scenarios. TUI states assuming values over a highresolution large range requires sending many bits for each update and comes at the cost of system update rate. In the first part of this paper, we present an in-house map application where interaction with time-dependent contour lines may benefit from high-resolution TUI states. Prototypical TUI concepts such as slider, ruler, and knobs further motivate the benefit of high-resolution tracking. In the second part of the paper, we depart from a device tracking overview and then show how tangible devices for tabletops typically use infrared (IR) emitters and a camera to send information about their position, orientation, and state. We propose a method that can be realized as a tabletop system using a low-cost camera detecting position combined with a low-cost infrared receiver detecting the state of each device. Since both kinds of sensors are used simultaneously we call the method _dual mode._ This method offers high-resolution tracking without having to compromise on update rate
© All rights reserved Alavi et al. and/or their publisher
Alavi, Ali, Kunz, Andreas, Sugimoto, Masanori and Fjeld, Morten (2011): Dual mode IR position and state transfer for tangible tabletops. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. pp. 278-279.
This paper presents a method for tracking multiple active tangible devices on tabletops. Most tangible devices for tabletops use infrared to send information about their position, orientation, and state. The method we propose can be realized as a tabletop system using a low-cost camera to detect position and a low-cost infrared (IR) receiver to detect the state of each device. Since two different receivers (camera and IR-receiver) are used simultaneously we call the method dual mode. Using this method, it is possible to use devices with a large variation of states simultaneously on a tabletop, thus having more interactive devices on the surface.
© All rights reserved Alavi et al. and/or ACM Press
Kunz, Andreas M., Dehlin, Stefan, Piazza, Tommaso, Fjeld, Morten and Olofsson, Thomas (2010): Collaborative Whiteboard: Towards Remote CollaBoration and Interaction in Construction Design. In: Proceedings of 27th International Conference on Applications of IT in the ABC Industry and Accelerating BIM Research Workshop November 16-19, 2010, Cairo, Egypt. pp. 132-140.
The need for improved collaboration and interaction in construction projects has grown significantly in recent years, especially as projects have become ever more complex. The early design stage is of particular importance for the final results as most of the building_s lifecycle characteristics are committed at this stage, and the opportunity to influence them decreases rapidly as the cost of making changes, or correcting design errors, increases dramatically. Recent advances in information technology offer methods and tools to meet this need. In view of this, a collaborative whiteboard (CollaBoard) for remote collaboration _ is being developed to support mixed, geographically distributed teams. Interconnected via a network, two or more system setups allow users to interact and share information over a common, interactive vertical whiteboard, allowing experts from different disciplines access to databases through intuitive interfaces in order to integrate and optimize lifecycle-related parameters into a new product. Superimposing the live video of the remote partner _ _people on content_ _ also allows the transfer of meta information, such as gestures, resulting in more intuitively distributed collaborative teamwork.
© All rights reserved Kunz et al. and/or their publisher
Constanza, Enrico, Kunz, Andreas M. and Fjeld, Morten (2009): Mixed Reality: A Survey. In Lecture Notes in Computer Science, 5440 pp. 47-68.
This chapter presents an overview of the Mixed Reality (MR) paradigm, which proposes to overlay our real-world environment with digital, computer-generated objects. It presents example applications and outlines limitations and solutions for their technical implementation. In MR systems, users perceive both the physical environment around them and digital elements presented through, for example, the use of semitransparent displays. By its very nature, MR is a highly interdisciplinary field engaging signal processing, computer vision, computer graphics, user interfaces, human factors, wearable computing, mobile computing,
information visualization, and the design of displays and sensors. This chapter presents potential MR applications, technical challenges in realizing MR systems, as well as issues related to usability and collaboration in MR. It separately presents a section offering a selection of MR projects which have either been partly or fully undertaken at Swiss universities and rounds off with a section on current challenges and trends.
© All rights reserved Constanza et al. and/or Springer
Habib, Iman, Berggren, Niklas, Rehn, Erik, Josefsson, Gustav, Kunz, Andreas M. and Fjeld, Morten (2009): DGTS: Integrated Typing and Pointing. In: Gross, T. (ed.) Interact 2009 2009, Uppsala, Sweden. pp. 232-235.
Capacitive sensing is used in many different fields of application. It has been implemented in such devices as mobile phones and remote controls. However, up until now the physical sensing area has remained limited despite the widespread use of larger input devices such as keyboards. We present DGTS, which seamlessly integrates keyboard typing and cursor pointing. This input device offers multi-finger operation for scrolling and other specialized input commands. The objective of this work is to replace computer mice and touchpads by integrating capacitive sensing into a layer within the keyboard thereby reducing the space required for pointing devices. This paper gives the technical background, shows our contribution, and concludes with initial tests.
© All rights reserved Habib et al. and/or their publisher
Piazza, Tommaso, Lundström, Johan, Hugestrand, Alexander, Kunz, Andreas M. and Fjeld, Morten (2009): Towards Solving the Missing Marker Problem in Realtime Motion Capture. In: ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference August 30, 2009, San Diego, USA. .
A common problem in optical motion capture is the so-called missing marker problem. The occlusion of markers can lead to significant loss of tracking accuracy unless continuous data flow is guaranteed by computationally demanding interpolation or extrapolation schemes. Since interpolation algorithms require data sampled before and after an occlusion, they cannot be used for real-time applications. Extrapolation algorithms only require data sampled before an occlusion. Other algorithms require statistical data and are designed for post-processing. In order to bridge sampling gaps caused by occluded markers and hence to improve 3D real-time motion capture, we suggest a real-time extrapolation algorithm. The realization of this prediction algorithm does not need statistical data or rely on an underlying cinematic human model with pre-defined marker distances. Under the assumption that natural motion can be linear, circular, or a linear combination of both, a prediction method is suggested and realized. The paper presents linear and circular movement measurements for use when a marker is briefly lost. The suggested extrapolation method seems to behave well for a reasonable number of frames, not exceeding 200 milliseconds.
© All rights reserved Piazza et al. and/or ASME
Piazza, Tommaso, Lundstöm, Johan, Kunz, Andreas M. and Fjeld, Morten (2009): Predicting Missing Markers in Real-time Optical Motion Capture. In: Magnenat-Thalmann, Nadia (ed.) 3D Physiological Human Workshop November 29-December 2, 2009, Zermatt, Switzerland. pp. 125-136.
A common problem in optical motion capture of human-body movement is the so-called missing marker problem. The occlusion of markers can lead to significant problems in tracking accuracy unless a continuous flow of data is guaranteed by interpolation or extrapolation algorithms. Since interpolation algorithms require data sampled before and after an occlusion, they cannot be used for real-time applications. Extrapolation algorithms only require data sampled before an occlusion. Other algorithms require statistical data and are designed for post-processing. In order to bridge sampling gaps caused by occluded markers and hence to improve 3D real-time motion capture, we suggest a computationally cost-efficient extrapolation algorithm partly combined with a so-called constraint matrix. The realization of this prediction algorithm does not require statistical data nor does it rely on an underlying cinematic human model with pre-defined marker distances. Under the assumption that human motion can be linear, circular, or a linear combination of both, a prediction method is realized. The paper presents measurements of a circular movement wherein a marker is briefly lost. The suggested extrapolation method behaves well for a reasonable number of frames, not exceeding around two seconds of time.
© All rights reserved Piazza et al. and/or Springer
Gabriel, Romain, Sandsjö, Johan, Shahrokni, Ali and Fjeld, Morten (2008): BounceSlider: actuated sliders for music performance and composition. In: Schmidt, Albrecht, Gellersen, Hans, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany. pp. 127-130.
Fredriksson, Jonas, Ryen, Sven Berg and Fjeld, Morten (2008): Real-time 3D hand-computer interaction: optimization and complexity reduction. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 133-141.
This paper presents a low-cost method for enabling 3D hand-computer interaction. The method, accompanied by a system, uses the frame capturing functionality of a single consumer-grade webcam. Our recent work has been focused on examining and realizing a less complex system. The presented method reduces the tracking effort to only one reference marker: a color-coded bracelet that helps locate the part of the captured frame containing the user's hand. The located area contains all the information needed to extract hand rotation and finger angle data. To facilitate hand feature extraction, we have outfitted the user's hand with a specially coded glove. The glove is equipped with two square palm markers, a marker on either side of the hand, and five distinctly shaded finger sheaths. We believe that an approach that only tracks only one marker will be more efficient than similar methods that track each finger separately. The method is further simplified by using spatial properties, drawn from physiological characteristics of the human hand, to limit the areas considered by the algorithm. Some challenges regarding webcam limitations may arise when attempting to carry this method into effect, including problems related to image noise and limited image- and color-resolution. Overlapping hands and fingers, hand positioning outside the field of view, and interference by local light sources are other exigent factors to consider.
© All rights reserved Fredriksson et al. and/or their publisher
Fjeld, Morten, Fredriksson, Jonas, Ejdestig, Martin, Duca, Florin, Býtschi, Kristina, Voegtli, Benedikt and Juchli, Patrick (2007): Tangible user interface for chemistry education: comparative evaluation and re-design. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 805-808.
Augmented Chemistry (AC) is an application that utilizes a tangible user interface (TUI) for organic chemistry education. The empirical evaluation described in this paper compares learning effectiveness and user acceptance of AC versus the more traditional ball-and-stick model (BSM). Learning effectiveness results were almost the same for both learning environments. User preference and rankings, using NASA-TLX and SUMI, showed more differences and it was therefore decided to focus mainly on improving these aspects in a re-design of the AC system. For enhanced interaction, keyboard-free system configuration, and internal/external database (DB) access, a graphical user interface (GUI) has been incorporated into the TUI. Three-dimensional (3D) rendering has also been improved using shadows and related effects, thereby enhancing depth perception. The re-designed AC system was then compared to the old system by means of a small qualitative user study. This user study showed an improvement in subjective opinions a out the system's ease of use and ease of learning.
© All rights reserved Fjeld et al. and/or ACM Press
Piazza, Tommaso and Fjeld, Morten (2007): Ortholumen: Using Light for Direct Tabletop Input. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 193-196.
Shahrokni, Ali, Jenaro, Julio, Gustafsson, Tomas, Vinnberg, Andreas, Sandsjo, Johan and Fjeld, Morten (2006): One-dimensional force feedback slider: going from an analogue to a digital platform. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 453-456.
This paper examines the use of motorized physical sliders with position and force as input and output parameters for tangible human computer interaction. Firstly, we present an analogue platform. It was used to realize two proof-of-concept applications: one for learning system dynamics as part of physics education and the second for interaction with music loops. Based on the insight gained with the analogue platform and the two applications, we took the first steps towards a digital platform, also presented here. More generally, the paper presents so-called haptic modes, which may be generated using force feedback control of motorized sliders. The paper also presents parts of the underlying software and hardware which was designed and realized as part of this project.
© All rights reserved Shahrokni et al. and/or ACM Press
Fallot-Burghardt, W., Fjeld, Morten, Speirs, C., Ziegenspeck, S., Krueger, H. and Laubli, T. (2006): Touch&Type: a novel pointing device for notebook computers. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 465-468.
The widespread use of the mouse as an input device for notebook computers indicates that many users are reluctant to use alternative built-in pointing devices. We present a novel input method called Touch&Type which is meant to overcome some of the drawbacks encountered with conventional built-it pointing devices. Touch&Type combines a conventional keyboard with an extended touch pad whereby the touch pad's sensitive area is formed by the surface of the keys themselves and thus can be made as large as the whole key area. A comparative study of pointing operation is presented with a Touch&Type prototype in comparison with the mouse and the conventional touch pad. While the mouse outperformed its two counterparts, Touch&Type was found to be superior to the conventional touch pad (after a short learning period) with a confidence level
© All rights reserved Fallot-Burghardt et al. and/or ACM Press
Mahr, Wolfgang, Carlsson, Richard, Fredriksson, Jonas, Maul, Olivier and Fjeld, Morten (2006): Tabletop interaction: research alert. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 499-500.
At the t2i Lab we focus on tangible user interfaces (TUIs) to advance and improve the user experience in computer supported learning and problem solving. By directly interacting with physical controls, complex concepts such as the chemistry of a molecule, dynamics of physics, or the rules of a market may be more easily understood. Through their capacity to closely track user actions TUIs may offer more direct interaction. Several disciplines are involved in tabletop interaction, such as gesture-based interaction, social protocols, haptic rendering, tracking-, and display-hardware. This demo paper presents the two projects Augmented Chemistry (AC) and eMotion. AC is a combination of TUIs and computer graphics for organic chemistry education with a focus on concepts like the octet rule and tetrahedrons. eMotion focuses on bridging the gap between computers and human emotions by enabling computers to estimate their users' emotions by evaluating their mouse motions.
© All rights reserved Mahr et al. and/or ACM Press
Andersen, Tue Haste, Huber, Remo, Kretz, Adjan and Fjeld, Morten (2006): Feel the Beat: Direct Manipulation of Sound during Playback. In: First IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2006 5-7 January, 2006, Adelaide, Australia. pp. 123-126.
Kretz, Adjan, Huber, Remo and Fjeld, Morten (2005): Force Feedback Slider (FFS): Interactive Device for Learning System Dynamics. In: ICALT 2005 - Proceedings of the 5th IEEE International Conference on Advanced Learning Technologies 05-08 July, 2005, Kaohsiung, Taiwan. pp. 457-458.
Fjeld, Morten (2004): Usability and collaborative aspects of augmented reality. In Interactions, 11 (6) pp. 11-15.
Fjeld, Morten, Hobi, Daniel, Winterthaler, Lukas, Voegtli, Benedikt M. and Juchli, Patrick (2004): Teaching Electronegativity and Dipole Moment in a TUI. In: Looi, Chee-Kit, Sutinen, Erkki, Sampson, Demetrios G., Aedo, Ignacio, Uden, Lorna and Kähkönen, Esko (eds.) ICALT 2004 - Proceedings of the IEEE International Conference on Advanced Learning Technologies 30 August - 1 September, 2004, Joensuu, Finland. .
Fjeld, Morten, Morf, Martin and Krueger, Helmut (2004): Activity theory and the practice of design: Evaluation of a collaborative tangible user interface. In International Journal of Human Resources Development and Management, 4 pp. 94-116.
Fjeld, Morten, Juchli, Patrick and Voegtli, Benedikt (2003): Chemistry Education: A Tangible Interaction Approach. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 287.
Fjeld, Morten, Zuberbuhler, Hans-Jorg, Guttormsen, Sissel, Voorhorst, Fred and Krueger, Helmut (2003): Towards Guidelines for Touch Screen Design: Perception of Button Form and Extension. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 757.
Fjeld, Morten (2003): Introduction: Augmented Reality-Usability and Collaborative Aspects. In International Journal of Human-Computer Interaction, 16 (3) pp. 387-393.
Fjeld, Morten, Lauche, Kristina, Bichsel, Martin, Voorhorst, Fred, Krueger, Helmut and Rauterberg, Matthias (2002): Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware. In Computer Supported Cooperative Work, 11 (1) pp. 153-180.
Activity theory is based on the concept of tools mediating between subjects and objects. In this theory, an individual's creative interaction with his or her surroundings can result in the production of tools. When an individual's mental processes are exteriorized in the form of tools -- termed objectification -- they become more accessible to other people and are therefore useful for social interaction. This paper shows how our understanding of activity theory has shaped our design philosophy for groupware and how we have applied it. Our design philosophy and practice is exemplified by a description of the BUILD-IT system. This is an Augmented Reality system we developed to enhance group work; it is a kind of graspable groupware which supports cooperative planning. The system allows a group of people, co-located around a table, to interact, by means of physical bricks, with models in a virtual three-dimensional (3D) setting. Guided by task analysis, a set of specific tools for different 3D planning and configuration tasks was implemented as part of this system. We investigate both physical and virtual tools. These tools allow users to adjust model height, viewpoint, and scale of the virtual setting. Finally, our design practice is summarized in a set of design guidelines. Based on these guidelines, we reflect on our own design practice and the usefulness of activity theory for design.
© All rights reserved Fjeld et al. and/or Kluwer Academic Publishers
Fjeld, Morten and Voegtli, Benedikt M. (2002): Augmented Chemistry: An Interactive Educational Workbench. In: 2002 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2002 30 September-1 October, 2002, Darmstadt, Germany. p. 321.
Fjeld, Morten, Schär, Sissel Guttormsen, Signorello, Domenico and Krueger, Helmut (2002): Alternative Tools for Tangible Interaction: A Usability Evaluation. In: 2002 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2002 30 September-1 October, 2002, Darmstadt, Germany. pp. 157-.
Fjeld, Morten, Schär, Sissel Guttormsen, Signorello, Domenico and Krueger, Helmut (2002): Alternative Tools for Tangible Interaction: A Usability Evaluation. In: 2002 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2002 30 September-1 October, 2002, Darmstadt, Germany. p. 318.
Fjeld, Morten and Voegtli, Benedikt M. (2002): Augmented Chemistry: An Interactive Educational Workbench. In: 2002 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2002 30 September-1 October, 2002, Darmstadt, Germany. pp. 259-260.
Fjeld, Morten, Ironmonger, N., Guttormsen-Schar, S. and Krueger, H. (2001): Design and Evaluation of Four AR Navigation Tools Using Scene and Viewpoint Handling. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 214-223.
Fjeld, Morten (2000): Evaluating navigation methods for an AR system. In: Designing Augmented Reality Environments 2000 2000. pp. 157-158.
Fjeld, Morten, Voorhorst, F., Bichsel, M. and Krueger, H. (1999): Exploring brick-based camera control. In: 1999. pp. 1060-1064.
Fjeld, Morten, Voorhorst, Fred, Bichsel, Martin, Lauche, Kristina, Rauterberg, Matthias and Krueger, Helmut (1999): Exploring Brick-Based Navigation and Composition in an Augmented Reality. In: Gellersen, Hans-Werner (ed.) Handheld and Ubiquitous Computing - First International Symposium - HUC99 September 27-29, 1999, Karlsruhe, Germany. pp. 102-116.
Rautenberg, M., Fjeld, Morten, Krueger, Helmut, Bichsel, Martin, Leonhardt, U. and Meier, M. (1997): BUILD-IT: A Computer Vision-Based Interaction Technique for a Planning Tool. In: Thimbleby, Harold, O'Conaill, Brid and Thomas, Peter J. (eds.) Proceedings of the Twelfth Conference of the British Computer Society Human Computer Interaction Specialist Group - People and Computers XII August, 1997, Bristol, England, UK. pp. 303-314.
In this article we wish to show a method that goes beyond the established approaches of human-computer interaction. We first bring a serious critique of traditional interface types, showing their major drawbacks and limitations. Promising alternatives are offered by Virtual (or: immersive) Reality (VR) and by Augmented Reality (AR). The AR design strategy enables humans to behave in a nearly natural way. Natural interaction means human actions in the real world with other humans and/or with real world objects. Guided by the basic constraints of natural interaction, we derive a set of recommendations for the next generation of user interfaces: the Natural User Interface (NUI). Our approach to NUIs is discussed in the form of a general framework followed by a prototype. The prototype tool builds on video-based interaction, and supports construction and plant layout. A first empirical evaluation is briefly presented.
© All rights reserved Rautenberg et al. and/or Springer Verlag
Rauterberg, Matthias and Fjeld, Morten (1997): An Analyzing and Modelling Tool Kit for Human-Computer Interaction. In: Smith, Michael J., Salvendy, Gavriel and Koubek, Richard J. (eds.) HCI International 1997 - Proceedings of the Seventh International Conference on Human-Computer Interaction - Volume 2 August 24-29, 1997, San Francisco, California, USA. pp. 589-592.
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