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Torsten Becker

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Publications by Torsten Becker (bibliography)

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2010
 
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Baudisch, Patrick, Becker, Torsten and Rudeck, Frederik (2010): Lumino: tangible blocks for tabletop computers based on glass fiber bundles. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1165-1174.

Tabletop computers based on diffuse illumination can track fiducial markers placed on the table's surface. In this paper, we demonstrate how to do the same with objects arranged in a three-dimensional structure without modifying the table. We present lumino, a system of building blocks. In addition to a marker, each block contains a glass fiber bundle. The bundle optically guides the light reflected off markers in the higher levels down to the table surface, where the table's built-in camera reads it. While guiding marker images down, the bundle optically scales and rearranges them. It thereby fits the images of an entire vertical arrangement of markers into the horizontal space usually occupied by a single 2D marker. We present six classes of blocks and matching marker designs, each of which is optimized for different requirements. We show three demo applications. One of them is a construction kit that logs and critiques constructions. The presented blocks are unpowered and maintenance-free, keeping larger numbers of blocks manageable.

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Augsten, Thomas, Kaefer, Konstantin, Meusel, Ren, Fetzer, Caroline, Kanitz, Dorian, Stoff, Thomas, Becker, Torsten, Holz, Christian and Baudisch, Patrick (2010): Multitoe: high-precision interaction with back-projected floors based on high-resolution multi-touch input. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 209-218.

Tabletop applications cannot display more than a few dozen on-screen objects. The reason is their limited size: tables cannot become larger than arm's length without giving up direct touch. We propose creating direct touch surfaces that are orders of magnitude larger. We approach this challenge by integrating high-resolution multitouch input into a back-projected floor. As the same time, we maintain the purpose and interaction concepts of tabletop computers, namely direct manipulation. We base our hardware design on frustrated total internal reflection. Its ability to sense per-pixel pressure allows the floor to locate and analyze users' soles. We demonstrate how this allows the floor to recognize foot postures and identify users. These two functions form the basis of our system. They allow the floor to ignore users unless they interact explicitly, identify and track users based on their shoes, enable high-precision interaction, invoke menus, track heads, and allow users to control high-degree of freedom interactions using their feet. While we base our designs on a series of simple user studies, the primary contribution on this paper is in the engineering domain.

© All rights reserved Augsten et al. and/or their publisher

 
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