I am post-doctoral researcher at the Cognitive Assistants department led by Prof. Dr. Antonio Krüger at the German Research Center for Artificial Intelligence (DFKI) in Saarbrücken, Germany. My main research is in the field of human-computer interaction, 3D user interfaces and ubiquitous sports technologies.
At DFKI, I am currently working in the TRACTAT project. The TRACTAT project investigates the challenges of Transfer of Control (ToC) between humans and autonomous systems (e.g. self-driving cars and collaborative robots) using Artificial Intelligence (AI).
I was Marie Curie Early Stage Researcher at the School of Computing and Communications in Lancaster, UK. At the School of Computing and Communications I was working on in the group of Prof. Hans Gellersen. Besides developing a post-doc research profile I explored gaze-based interaction.
In 2015, I defended my doctoral thesis on "Interaction with Stereoscopic Data on and above Interactive Surfaces" at the Saarbrücken Graduate School of Computer Science. In 2008, I received a diploma in geoinformatics at the Institute for Geoinformatics, University of Münster, Germany.
I have working experience in organizing different workshops and conferences, e.g. the "CHI SIG Touching the 3rd Dimension" and was also involved in the follow-up CHI workshop "The 3rd dimension of CHI (3DCHI)" and the Dagstuhl Seminar "Touching the 3rd dimension". I organized the Tutorial and Workshop on Interactive Surfaces for Interaction with Stereoscopic 3D (ISIS3D) at ITS 2013 and moderated the Spatial User Interaction Panel at SUI 2017. Currently I co-organized the CHI 2020 Workshop on Everyday Proxy Objects for Virtual Reality (EPO4VR). In the context of my Ubiquitous Sports Technology research I organized the Tutorial on Wearbale Computing in Sports at Mobile HCI 2017, UbiMount Workshops at UbiComp 2016 and UbiComp 2017. I am co-organizer of the CHI 2017 SIG on Interactive Computing in Outdoor Recreation and the CHI 2018 Workshop on HCI in the outdoors.
I was Student Volunteer Chair at ITS 2010 Web and Social Media Chair at the ACM Symposium on Spatial User Interaction (SUI) 2014, ACM Symposium on User Interface Software and Technology (UIST) and SUI 2018, Publication Chair at UbiComp 2016, Poster Chair at the SUI 2017 and PC Member at the CHI PLAY 2017, CHI PLAY 2018, CHI PLAY 2019, ITS 2015, IUI 2015, IUI 2016, IUI 2017, MuC 2019, MUM 2017, MUM 2018, MUM 2019, SUI 2019, VR 2018, VR 2019 and VR 2020. Currently, I serve as a PC Member at CHI PLAY 2020, MuC 2020 and as Review Editor at frontiers in Virtual Reality.
This doctoral thesis project evaluated multi-touch and gestural 3D interaction on and above interactive surfaces and explores the design space of interaction with stereoscopic data.
Saarbrücken Graduate School of Computer Science
Diploma in Geoinformatics
University of Münster
Entwicklung einer Endbenutzer-Plattform für Assistenzdienste mit interoperablen IoT-Geräten und tragbarer Sensorik
Transfer of Control between Autonomous Agents
Affective lighting for novel grocery retail experiences
This ALIGRE project will test and validate the effect of the new lighting solutions on the shopping experience using highly advanced sensor and data analytics tools, thereby creating the necessary quantitative proof points to commercialize the propositions. The benefits are supported by real-life test installations and accompanying user study in an operational grocery store.
Touching the 3rd Dimension
Although stereoscopic multi-touch enabled surfaces induce several perceptual conflicts, e.g. visual-haptic or accommodation-vergence conflicts, it is reasonable that they will further dominate future user interfaces in various settings due to their potential as well as attractiveness for human users. So far most approaches have not taken into account the mentioned perceptual conflicts and are in most cases limited in their focus on the actual moment of touch (i.e. when the finger touches the surface), whereas the essential time period before the touch is rarely considered. Obviously - in the case of stereoscopic display - these moments are particularly important since most virtual objects are rendered not on the surface, but before or behind it. Hence, usually touching virtual objects and touching the physical surface occur at different moments during the interaction. The benefits, challenges and limitations of using this combination have not been examined in-depth and are so far not well understood.
The project Touching the 3rd Dimension (T3D) therefore aims to address these questions by analyzing the perceptual aspects during the lifetime of a touch, i.e. the pre-touch, as well as the actual touch phase. On the one hand we intend to design and evaluate different interaction concepts for stereoscopic multi-touch enabled surfaces based on perceptual limitations of the user, and on the other hand we will exploit our setup to gain novel insights into the nature of touch and perception in the real world. In addition we will explore potential application areas, in particular 3D modeling in the domains of city modeling and computer-aided design (CAD).
Multi-modal interaction with distant objects using eye gaze and multi-touch input
Interscopic Multi-touch Surfaces
Multi-touch interaction has received considerable attention in the last few years, in particular for non-immersive, natural 2D interaction. Some multi-touch devices even support three degrees of freedom (DoF) in terms of 2D position on the surface and varying levels of pressure. Since multi-touch interfaces represent a good trade- off between intuitive, constrained interaction on a touch surface providing tangible feedback, and unrestricted natural interaction without any instrumentation, they have the potential to form the fundaments of the next generation 2D and 3D user interfaces. Stereoscopic display of 3D data provides an additional depth cue, but until now challenges and limitations for multi-touch interaction in this context have not been considered. In this project we aim to develop interscopic multi-touch user interfaces. An interscopic multi-touch surface (iMUTS) will allow users to interact intuitively with stereoscopically displayed 3D objects and with usually monoscopically displayed 2D content.
Service-orientierte ArchiteKturen zur Unterstützung von Netzwerken im Rahmen Oeffentlicher Sicherheit (Service-Oriented ArchiteCtures Supporting Networks of Public Security)
SoKNOS developed data-based solutions that particularly shorten the structuring phase, i.e., the phase after the occurrence of the disaster. SoKNOS aimed to support a cross-organizational collaboration – in real-time and on all levels between local, regional, national, and international organizations.
Human-Centered Design for Virtual Reality
Human-Centered Design for Virtual Reality
Introduction to 3D User Interfaces - User-Centered Design for Virtual Reality
Ubiquitous Sports Technologies
Introduction to 3D User Interfaces
Software Development in HCI
Introduction to Media Informatics
Game Development for Tabletops
Adalberto Simeone, Niels Christian Nilsson, André Zenner, Marco Speicher, and Florian Daiber
In IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE Conference on Virtual Reality and 3D User Interfaces (VR-2020), IEEE, 2020.
Adalberto L. Simeone, Marco Speicher, Andreea Molnar, Adriana Wilde, and Florian Daiber
In Proceedings of the Symposium on Spatial User Interaction (SUI '19). ACM, 2019.
Felix Kosmalla, Christian Murlowski, Florian Daiber, and Antonio Krüger
In Proceedings of the 26th ACM international conference on Multimedia (MM '18). ACM, 2018.
A post analysis gives the user feedback about her performance. We conducted a user study to compare the interactive slackline training system with a classic approach using a personal trainer. No significant difference was found between groups regarding balancing time, number of steps and the walking distance on the line for the left and right foot. Significant main effects for the balancing time on line, without considering the group, have been found. User feedback acquired by questionnaires and semi-structured interviews was very positive. Overall, the results indicate that the interactive slackline training system can be used as an enjoyable and effective alternative to classic training methods.
Best Paper Award
Michael Barz, Florian Daiber, Daniel Sonntag, and Andreas Bulling
In Proceedings of the 2018 ACM Symposium on Eye Tracking Research & Applications (ETRA '18). ACM, 2018.
Mahmoud Hassan, Florian Daiber, Frederik Wiehr, Felix Kosmalla, and Antonio Krüger
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 1, 1, Article 2 (March 2017), 18 pages.
Felix Kosmalla, Florian Daiber, Antonio Krüger
In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM International Conference on Human Factors in Computing Systems, ACM, 2015.
Paul Lubos, Oscar Ariza, Gerd Bruder, Florian Daiber, Frank Steinicke, Antonio Krüger
In: Julio Abascal; Simone Barbosa; Mirko Fetter; Tom Gross; Philippe Palanque; Marco Winckler (Hrsg.). Human-Computer Interaction – INTERACT 2015. Pages 259-277, Lecture Notes in Computer Science (LNCS), Vol. 9298, ISBN 978-3-319-22697-2, Springer International Publishing, 2015.
Florian Daiber, Marco Speicher, Sven Gehring, Markus Löchtefeld, Antonio Krüger
In: Proceedings of the International Symposium on Pervasive Displays. International Symposium on Pervasive Displays. Pages 32:32--32:37, ACM, 2014.
Best Paper Nominee
Frederic Kerber; Pascal Lessel; Michael Mauderer; Florian Daiber; Antti Oulasvirta; Antonio Krüger
In: Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia. ACM, 2013.
Florian Daiber; Bruno Rodrigues De Araujo; Frank Steinicke; Wolfgang Stuerzlinger
In: Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces. Pages 483-486, ACM, 2013.
Florian Daiber; Lianchao Li; Antonio Krüger
In: Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia. ACM, 2012.
Florian Daiber; Eric Falk; Antonio Krüger
In: Proceedings of the International Conference on Advanced Visual Interfaces. Pages 441-444, ACM, 2012.