TY - CHAP A1 - Götzelmann, Timo T1 - <> 3D Printable Hand Exoskeleton for the Haptic Exploration of Virtual 3D Scenes T2 - Proc. 10th Int. Conf. on PErvasive Technologies Related to Assistive Environments N2 - Virtual reality is currently experiencing a comeback. A considerable market has developed for VR computer games and educational applications. Some solutions integrate tracked devices which allow users to freely move within a certain space. Virtual 3D model can be visually explored, implemented collision detected allows users to get a feedback for instance by sound or vibration. For research projects there are several approaches which offer to get the actual feedback for the fingers of a hand, when the users virtually touches the surface of a 3D model. However, in the consumer market currently no product is sold which offers this direct feedback for the whole hand. In this paper we introduce a low-cost hand exoskeleton which is usable in conjunction with commodity hardware. It covers each of the five fingers of the user's hand, its design is open-source, low-cost, can be customized and 3D printed by individuals. It aims at improving the haptic perception of users, bases of a popular physical computing platform and is designed to be assembled even by electronically unexperienced users. We show the integration of our lean interface of the wireless exoskeleton into exemplary VR environment and describe a calibration process which is flexible for customizations. Y1 - 2017 UR - https://doi.org/10.1145/3056540.3064950 SN - 978-1-4503-5227-7 VL - 2017 SP - 63 EP - 66 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Branz, Lisa A1 - Heidenreich, Claudia A1 - Otto, Markus T1 - A Personal Computer-based Approach for 3D-Printing Accessible to Blind People T2 - Proc. 10th Int. Conf. on PErvasive Technologies Related to Assistive Environments N2 - Tactile materials play a major role in making information available to blind people and support their understanding for spatial matters. Due to the complex manual manufacturing process there is still a lack of suitable models for the visually impaired. Millions of 3D models are currently available on the internet and can be searched by dedicated retrieval sites. Most of them can be printed by 3D printers; however, this often isn't a trivial task even for sighted users. Blind peoples' self-dependence could be drastically increased if they were able to autonomously print 3D models at home. This paper analyses the individual tasks to actually print 3D models and adapts them to steps accessible for blind people. We introduce a workflow for the combined use of 3D printing software and consumer hardware. We verified our approach by a formal user study with visually impaired people which showed its feasibility. Y1 - 2017 UR - https://doi.org/10.1145/3056540.3064954 SN - 978-1-4503-5227-7 SP - 1 EP - 4 PB - ACM CY - New York, NY, USA ER - TY - JOUR A1 - Götzelmann, Timo T1 - Autonomous Selection and Printing of 3D Models for People Who Are Blind JF - ACM Transactions on Accessible Computing (TACCESS) N2 - 3D models are an important means for understanding spatial contexts. Today these models can be materialized by 3D printing, which is increasingly used at schools for people with visual impairments. In contrast to sighted people, people with visual impairments have so far, however, neither been able to search nor to print 3D models without assistance. This article describes our work to develop an aid for people with visual impairments that would facilitate autonomous searching for and printing of 3D models. In our initial study, we determined the requirements to accomplish this task by means of a questionnaire and developed a first approach that allowed personal computer-based 3D printing. An extended approach allowed searching and printing using common smartphones. In our architecture, technical details of 3D printers are abstracted by a separate component that can be accessed via Wi-Fi independently of the actual 3D printer used. It comprises a search of the models in an annotated database and 3D model retrieval from the internet. The whole process can be controlled by voice interaction. The feasibility of autonomous 3D printing for people with visual impairments is shown with a first user study. Our second user study examines the usability of the user interface when searching for 3D models on the internet and preparing them for the materialization. The participants were able to define important printing settings, whereas other printing parameters could be determined algorithmically. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5587 VL - 2018 IS - Volume 11 Issue 3, Article No. 14 SP - 1 EP - 25 PB - ACM ER - TY - CHAP A1 - Schäff, Christian A1 - Pugliese, Gaston A1 - Götzelmann, Timo T1 - Behavior Based Web User Identification T2 - GI-Edition / Seminars N2 - This paper examines different approaches for the identification of users by their personal behavior and discusses techniques which could be used in the context of websites. Such web tracking approaches have the potential to identify users even if they use multiple or shared devices. For web pages mouse and touch input are widely used. Therefore, we propose a survey to evaluate the feasibility to identify users by their interaction behavior. KW - User identification KW - Web tracking KW - User input KW - Interaction KW - Biometric KW - Authentifikation KW - Web-Seite KW - Mensch-Maschine-Kommunikation Y1 - 2014 SN - 978-3-88579-447-9 SN - 1614-3213 N1 - Volltext verfügbar in der Zentralbibliothek in: Gesellschaft für Informatik GI-Edition: Informatiktage 2014. ISBN 978-3-88579-447-9. Signatur: 001/SQ 1200-2014+1 VL - Volume S-13 PB - KöllenDruck+Verlag CY - Bonn ER - TY - CHAP A1 - Ullmann, Daniela A1 - Kreimeier, Julian A1 - Götzelmann, Timo A1 - Kipke, Harald T1 - BikeVR BT - a virtual reality bicycle simulator towards sustainable urban space and traffic planning T2 - Proceedings of Mensch und Computer 2020 N2 - While becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated. Y1 - 2020 SN - 978-1-4503-7540-5 U6 - https://doi.org/10.1145/3404983.3410417 PB - Association for Computing Machinery CY - New York, NY ER - TY - CHAP A1 - Götzelmann, Timo A1 - Eichler, Laura T1 - BlindWeb Maps – An Interactive Web Service for the Selection and Generation of Personalized Audio-Tactile Maps T2 - Proc. 15th International Conference on Computers Helping People with Special Needs N2 - Tactile maps may contribute to the orientation of blind people or alternatively be used for navigation. In the past, the generation of these maps was a manual task which considerably limited their availability. Nowadays, similar to visual maps, tactile maps can also be generated semi-automatically by tools and web services. The existing approaches enable users to generate maps by entering a specific address or point of interest. This can in principle be done by a blind user. However, these approaches actually show an image of the map on the users display which cannot be read by screen readers. Consequently, the blind user does not know what is on the map before it is printed. Ideally, the map selection process should give the user more information and freedom to select the desired excerpt. This paper introduces a novel web service for blind people to interactively select and automatically generate tactile maps. It adapts the interaction concept for map selection to the requirements of blind users whilst supporting multiple printing technologies. The integrated audio review of the map’s contents allows earlier feedback to review if the currently selected map extract corresponds to the desired information need. Changes can be initiated before the map is printed which, especially for 3D printing, saves much time. The user is able to select map features to be included in the tactile map. Furthermore, the map rendering can be adapted to different zoom levels and supports multiple printing technologies. Finally, an evaluation with blind users was used to refine our approach. Y1 - 2015 UR - https://doi.org/10.1007/978-3-319-41267-2_19 SN - 978-3-319-41266-5 VL - 2015 SP - 139 EP - 145 PB - Springer CY - Cham ER - TY - CHAP A1 - Götzelmann, Timo A1 - Schneider, Daniel T1 - CapCodes: Capacitive 3D Printable Identification and On-screen Tracking for Tangible Interaction T2 - Proceedings of the 9th Nordic Conference on Human-Computer Interaction (NordiCHI'16) N2 - Electronic markers can be used to link physical representations and virtual content for tangible interaction, such as visual markers commonly used for tabletops. Another possibility is to leverage capacitive touch inputs of smartphones, tablets and notebooks. However, existing approaches either do not couple physical and virtual representations or require significant post-processing. This paper presents and evaluates a novel approach using a coding scheme for the automatic identification of tangibles by touch inputs when they are touched and shifted. The codes can be generated automatically and integrated into a great variety of existing 3D models from the internet. The resulting models can then be printed completely in one cycle by off-the-shelf 3D printers; post processing is not needed. Besides the identification, the object's position and orientation can be tracked by touch devices. Our evaluation examined multiple variables and showed that the CapCodes can be integrated into existing 3D models and the approach could also be applied to untouched use for larger tangibles. Y1 - 2016 UR - https://doi.org/10.1145/2971485.2971518 SN - 978-1-4503-4763-1 VL - 2016 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo T1 - CapMaps: Capacitive Sensing 3D Printed Audio-Tactile Maps T2 - Proc. 15th International Conference on Computers Helping People with Special Needs N2 - Tactile maps can be useful tools for blind people for navigation and orientation tasks. Apart from static maps, there are techniques to augment tactile maps with audio content. They can be used to interact with the map content, to offer extra information and to reduce the tactile complexity of a map. Studies show that audio-tactile maps can be more efficient and satisfying for the user than pure tactile maps without audio feedback. A major challenge of audio-tactile maps is the linkage of tactile elements with audio content and interactivity. This paper introduces a novel approach to link 3D printed tactile maps with mobile devices, such as smartphones and tablets, in a flexible way to enable interactivity and audio-support. By integrating conductive filaments into the printed maps it seamlessly integrates into the 3D printing process. This allows to automatically recognize the tactile map by a single press at its corner. Additionally, the arrangement of the tactile map on the mobile device is flexible and detected automatically which eases the use of these maps. The practicability of this approach is shown by a dedicated feasibility study. Y1 - 2015 UR - https://doi.org/10.1007/978-3-319-41267-2_20 SN - 978-3-319-41266-5 VL - 2015 SP - 146 EP - 152 PB - Springer CY - Cham ER - TY - CHAP A1 - Götzelmann, Timo T1 - Concept of the Joint Use of Smartphone Camera and Projector for Keyboard Inputs N2 - The efficiency of text input by today’s smartphones is significantly limited by the small extents of the virtual keyboard displayed for allowing alphanumeric inputs. Future smartphones will integrate projectors which allow to project multimedia content as well as the smartphones’ dialogs. This paper introduces a concept to project the whole smartphone’s display onto a surface allowing the user to realize text inputs by interacting with the virtual keyboard projection. This projection is analyzed by standard image processing algorithms. Finally, an experimental implementation shows the feasibility of this concept. KW - Human Computer Interaction KW - Smartphone KW - Projector KW - Virtual keyboard KW - Limited input space KW - Mensch-Maschine-Kommunikation KW - Smartphone KW - Projektionsapparat KW - Tastatur Y1 - 2013 UR - http://iscse2013.gediz.edu.tr/ SN - 2147-9097 N1 - Link zum Volltext: http://iscse2013.gediz.edu.tr/docs/ISCSE2013_PROCEEDINGS.pdf PB - Gediz University Press CY - Gediz ER - TY - JOUR A1 - Kreimeier, Julian A1 - Bielmeier, Tobias A1 - Götzelmann, Timo T1 - Evaluation of Capacitive Markers Fabricated by 3D Printing, Laser Cutting and Prototyping JF - Journal of Inventions: Special Issue Innovations in 3-D Printing N2 - With Tangible User Interfaces, the computer user is able to interact in a fundamentally different and more intuitive way than with usual 2D displays. By grasping real physical objects, information can also be conveyed haptically, i.e., the user not only sees information on a 2D display, but can also grasp physical representations. To recognize such objects (“tangibles”) it is skillful to use capacitive sensing, as it happens in most touch screens. Thus, real objects can be located and identified by the touch screen display automatically. Recent work already addressed such capacitive markers, but focused on their coding scheme and automated fabrication by 3D printing. This paper goes beyond the fabrication by 3D printers and, for the first time, applies the concept of capacitive codes to laser cutting and another immediate prototyping approach using modeling clay. Beside the evaluation of additional properties, we adapt recent research results regarding the optimized detection of tangible objects on capacitive screens. As a result of our comprehensive study, the detection performance is affected by the type of capacitive signal processing (respectively the device) and the geometry of the marker. 3D printing revealed to be the most reliable technique, though laser cutting and immediate prototyping of markers showed promising results. Based on our findings, we discuss individual strengths of each capacitive marker type. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5603 VL - 2018 IS - Volume 3, Issue 1, Article 9 PB - MDPI ER -