Good sleep can positively affect our performance, while a lack of sleep can affect our memory, im... more Good sleep can positively affect our performance, while a lack of sleep can affect our memory, immune system, cognitive functioning, learning abilities, and alertness. Researchers have thus investigated numerous technologies and approaches to monitor individuals' sleep behavior at home. One goal of such technologies is to collect information that can increase users' awareness of their sleep habits to persuade them to adopt healthier routines. This department looks at new products in this space, ranging from smart alarm clocks to advanced monitoring devices.
We monitor sleep duration by measuring users’ explicit interaction with a mobile app.Using the ap... more We monitor sleep duration by measuring users’ explicit interaction with a mobile app.Using the app, we successfully monitor users' sleep duration without on-body sensing.Tracking sleep behavior empowers users to engage in healthier sleep habits.Sharing sleep information with social networks impacts awareness and connectedness.Users intend to share their sleep data with individuals who value that informationUsers share a lot of personal information with friends, family members, and colleagues via social networks. Surprisingly, some users choose to share their sleeping patterns, perhaps both for awareness as well as a sense of connection to others. Indeed, sharing basic sleep data, whether a person has gone to bed or waking up, informs others about not just one's sleeping routines but also indicates physical state, and reflects a sense of wellness. We present Somnometer, a social alarm clock for mobile phones that helps users to capture and share their sleep patterns. While the sleep rating is obtained from explicit user input, the sleep duration is estimated based on monitoring a user's interactions with the app. Observing that many individuals currently utilize their mobile phone as an alarm clock revealed behavioral patterns that we were able to leverage when designing the app. We assess whether it is possible to reliably monitor one's sleep duration using such apps. We further investigate whether providing users with the ability to track their sleep behavior over a long time period can empower them to engage in healthier sleep habits. We hypothesize that sharing sleep information with social networks impacts awareness and connectedness among friends. The result from a controlled study reveals that it is feasible to monitor a user's sleep duration based just on her interactions with an alarm clock app on the mobile phone. The results from both an in-the-wild study and a controlled experiment suggest that providing a way for users to track their sleep behaviors increased user awareness of sleep patterns and induced healthier habits. However, we also found that, given the current broadcast nature of existing social networks, users were concerned with sharing their sleep patterns indiscriminately.
Falling hardware prices and ever more displays being connected to the Internet will lead to large... more Falling hardware prices and ever more displays being connected to the Internet will lead to large public display networks, potentially forming a novel communication medium. We envision that such networks are not restricted to display owners and advertisers anymore, but allow also passersby (e.g., customers) to exchange content, similar to traditional public notice areas, such as bulletin boards. In this context it is crucial to understand emerging practices and provide easy and straight forward interaction techniques to be used for creating and exchanging content. In this paper, we present Digifieds, a digital public notice area we built to investigate and compare possible interaction techniques. Based on a lab study we show that using direct touch at the display as well as using the mobile phone as a complementing interaction technology are most suitable. Direct touch at the display closely resembles the interaction known from classic bulletin boards and provides the highest usability. Mobile phones preserve the users' privacy as they exchange (sensitive) data with the display and at the same time allow content to be created on-the-go or to be retrieved.
Mobile phones enable us to be reachable by phone calls anywhere and anytime. However, it is not a... more Mobile phones enable us to be reachable by phone calls anywhere and anytime. However, it is not always appropriate to answer a phone call. Even a ringing or vibrating phone can be inappropriate in some situations. The information required to assess if a call is appropriate is split between the caller and the callee. Only the caller knows the importance of the call and only the callee knows her context. Sharing parts of this context with the potential caller would enable the caller to make a better decision. Based on previous work we conducted a survey to learn about the contextual information that users believe to be important for this decision. We derive context information that users will to share and consider relevant and helpful. Further, we present a mobile application that augments users' address book with contextual information that we aim to study in the large.
Mobile phone games are played in context. Although such information has been used in several prot... more Mobile phone games are played in context. Although such information has been used in several prototypes, very few context-aware games have made it beyond the research lab. In our research, we investigate how the development of context-aware games needs to be changed such that their commercialization is more feasible and they can be deployed more easily. Based on the findings of the creation and evaluation of a context-based game called ContextSnake, we developed a platform named Gatherer which frees the developer from the burden of collecting, preprocessing, storing, and interpreting raw sensor data. We introduce the novel concept of generic context which enables the use of context in mobile applications without having detailed information about the actual environment in which the system will be deployed. In order to preliminarily validate the platform, a second game called ContextInvaders developed on top of this platform is described.
Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium... more Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium and is nowadays often used together with other media, which allow for active participation. The idea of connecting non-collocated TV viewers via telecommunication technologies, referred to as Social TV, has recently received considerable attention. Such systems typically include set-top boxes for supporting collaboration. In this research we investigate if real-time opinion sharing about TV shows through a nonverbal (non-textual) iconic UI on mobile phones is reasonable. For this purpose we developed a mobile app, made it available to a large number of users through the Android Market, and conducted an uncontrolled user study in the wild during the soccer world cup 2010. The results of the study indicate that TV viewers who used the app had more fun and felt more connected to other viewers. We also show that by monitoring this channel it is possible to collect sentiments relevant to the broadcasted content in real-time. The collected data exemplify that the aggregated sentiments correspond to important moments, and hence can be used to generate a summary of the event.
Mobile devices are increasingly used in social networking applications and research. So far, ther... more Mobile devices are increasingly used in social networking applications and research. So far, there is little work on realtime emotion or opinion sharing in large loosely coupled user communities. One potential area of application is the assessment of widely broadcasted television (TV) shows. The idea of connecting non-collocated TV viewers via telecommunication technologies is referred to as Social TV. Such systems typically include set-top boxes for supporting the collaboration. In our work we investigated if mobile phones can be used as an additional channel for sharing opinions, emotional responses, and TV-related experiences in realtime. To gain insight into this area, we developed an Android app for giving real-time feedback during soccer games and to create ad hoc fan groups. We present results on rating activity during games and discuss our experiences with deploying this app over four weeks during soccer World Cup. In doing so, we highlight challenges and opportunities we faced and give an outlook on future work in this area.
In this paper we assess the potential of rich tactile notifications on mobile phones. Many mobile... more In this paper we assess the potential of rich tactile notifications on mobile phones. Many mobile phone users use vibration output for various types of notification on their phone. Currently, tactile output in phones is limited to one single actuator that can potentially present patterns based on different vibration intensity over time. To explore the possible design space, we conducted experiments with up to 6 actuators included in a phone prototype to find out about the user experience that can be created with multi-vibration output in a handheld device. The dimensions of the resulting design space are comprised of the location of the active actuators, the intensity of the vibration, and the variation of these parameters over time. Based on several user studies and interviews, we suggest design guidelines for rich tactile output facilitated by several distinct actuators. We show where vibration motors should optimally be placed and that different information can be reliably communicated by producing different patterns of vibration output using a small number of actuators.
When it comes to transportation, especially in densely populated areas, people usually face a tra... more When it comes to transportation, especially in densely populated areas, people usually face a trade-off between convenience and costs. Whereas on one hand convenience as a driving factor leads to that people are preferring to use cars, air pollution, traffic jams, and high cost due to fuel price on the other hand encourage many people (e.g., commuters) to use collective transportation (CT), such as public transport systems. However it does not support door-todoor transportation and might be inconvenient due to limited services in offpeak hours or high costs when travelling long distances. A solution growing in popularity is ride sharing, a form of CT making alternative transportation more affordable. In this paper we present a modular platform supporting different forms of ride sharing based on context information. WEtaxi is a system, which allows sharing taxis among multiple persons. WEticket supports sharing train tickets through finding additional people going onto the same journey.
Opportunities of pervasive display environments o Displays with sensing capabilities (e.g., Samsu... more Opportunities of pervasive display environments o Displays with sensing capabilities (e.g., Samsung PROM) o Image recognition software (e.g., Fraunhofer SHORE) o Displays become ubiquitous Focus of our research Enhance advertising process by means of pervasive computing technologies (sensors, networking, etc.) o Sensing people o Profiling 4
The World Wide Web has evolved into a widely used interactive application platform, providing inf... more The World Wide Web has evolved into a widely used interactive application platform, providing information, products, and services. With eye trackers we envision that gaze information as an additional input channel can be used in the future to adapt and tailor web content (e.g., news, information, ads) towards the users' attention as they implicitly interact with web pages. We present a novel approach, which allows web content to be customized on-the-fly based on the the user's gaze behavior (dwell time, duration of fixations, and number of fixations). Our system analyzes the gaze path on a page and uses this information to create adaptive content on subsequent pages. As a proof-of-concept we report on a case study with 12 participants. We presented them both randomly chosen content (baseline) as well as content chosen based on their gaze-behavior. We found a significant increase of attention towards the adapted content and evidence for changes in the user attitude based on the Elaboration Likelihood Model.
Abstract. Though pervasive computing technologies are omnipresent in our daily lives, emergency c... more Abstract. Though pervasive computing technologies are omnipresent in our daily lives, emergency cases, such as earthquakes, or fires often cause serious damages to the underlying infrastructure. In such cases rescue units rely on paper maps of the operation areas and ...
High-speed Internet connectivity makes browsing a convenient task. However, there are many situat... more High-speed Internet connectivity makes browsing a convenient task. However, there are many situations in which surfing the web is still slow due to limited bandwidth, slow servers, or complex queries. As a result, loading web pages can take several seconds, making (mobile) browsing cumbersome. We present an approach which makes use of the time spent on waiting for the next page, by bridging the wait with extra cached or preloaded content. We show how the content (e.g., news, Twitter) can be adapted to the user's interests and to the context of use, hence making mobile surfing more comfortable. We compare two approaches: in time-multiplex mode, the entire screen displays bridging content until the loading is finished. In space-multiplex mode, content is displayed alongside the requested content while it loads. We use an HTTP proxy to intercept requests and add JavaScript code, which allows the bridging content from websites of our choice to be inserted. The approach was evaluated with 15 participants, assessing suitable content and usability.
Public notice areas are nowadays being widely used in stores, restaurants, cafes and public insti... more Public notice areas are nowadays being widely used in stores, restaurants, cafes and public institutions by customers and visitors to sell or advertise products and upcoming events. Although web platforms such as Craigslist or eBay offer similar services, traditional notice areas are highly popular as using pen and paper poses only a minimal barrier to share content. With public displays proliferating the public space and with means to network these displays, novel opportunities arise as to how information can be managed and shared. In an initial step we systematically assessed factors inhibiting or promoting the shared use of public display space and derived design implications for providing a digital version of such public notice areas . In this poster we report on the implementation of such a digital shared notice area, called Digifieds. With an initial lab study we aimed at understanding suitable means of interaction when it comes to creating, posting, and taking away content.
ABSTRACT Good sleep can positively affect our performance, while a lack of sleep can affect our m... more ABSTRACT Good sleep can positively affect our performance, while a lack of sleep can affect our memory, immune system, cognitive functioning, learning abilities, and alertness. Researchers have thus investigated numerous technologies and approaches to monitor individuals' sleep behavior at home. One goal of such technologies is to collect information that can increase users' awareness of their sleep habits to persuade them to adopt healthier routines. This department looks at new products in this space, ranging from smart alarm clocks to advanced monitoring devices.
The present study attempts to evaluate the stress-strain hysteresis responses of SAC solder joint... more The present study attempts to evaluate the stress-strain hysteresis responses of SAC solder joints in Resistor and FleXBGA144 packages subjected to thermal cyclic loading using several constitutive models. The total deformation of the solder material consists of elastic, rate-independent plastic and rate-dependent creep components. The constitutive models discussed in this study each weighted elastic, plastic and creep deformations differently. At low stresses SAC solder alloys were found to be creep resistant, where at higher stresses, the influence of different microstructures disappears as matrix-creep dominates in this region. Thus, the proper constitutive model requires all the three ingredients of the elastic, the creep, and the time-independent plastic data for different stress levels to effectively predict the hysteresis behavior of the SAC solder alloys. The hysteresis loops predicted by constitutive models were also found in close agreement with the loops generated by FEM for the SAC solder joint subjected to thermal cycling.
... Sahami Shirazi, Paul Holleis, Albrecht Schmidt University of Duisburg-Essen Pervasive Computi... more ... Sahami Shirazi, Paul Holleis, Albrecht Schmidt University of Duisburg-Essen Pervasive Computing Group 45117 Essen, Germany {alireza.sahami, paul.holleis ... 2006 5. Chang, A., O'Modhrain, S.,Jacob, R., Gunther, E., Ishii, H. ComTouch: Design of a Vibrotactile Communication ...
Good sleep can positively affect our performance, while a lack of sleep can affect our memory, im... more Good sleep can positively affect our performance, while a lack of sleep can affect our memory, immune system, cognitive functioning, learning abilities, and alertness. Researchers have thus investigated numerous technologies and approaches to monitor individuals' sleep behavior at home. One goal of such technologies is to collect information that can increase users' awareness of their sleep habits to persuade them to adopt healthier routines. This department looks at new products in this space, ranging from smart alarm clocks to advanced monitoring devices.
We monitor sleep duration by measuring users’ explicit interaction with a mobile app.Using the ap... more We monitor sleep duration by measuring users’ explicit interaction with a mobile app.Using the app, we successfully monitor users' sleep duration without on-body sensing.Tracking sleep behavior empowers users to engage in healthier sleep habits.Sharing sleep information with social networks impacts awareness and connectedness.Users intend to share their sleep data with individuals who value that informationUsers share a lot of personal information with friends, family members, and colleagues via social networks. Surprisingly, some users choose to share their sleeping patterns, perhaps both for awareness as well as a sense of connection to others. Indeed, sharing basic sleep data, whether a person has gone to bed or waking up, informs others about not just one's sleeping routines but also indicates physical state, and reflects a sense of wellness. We present Somnometer, a social alarm clock for mobile phones that helps users to capture and share their sleep patterns. While the sleep rating is obtained from explicit user input, the sleep duration is estimated based on monitoring a user's interactions with the app. Observing that many individuals currently utilize their mobile phone as an alarm clock revealed behavioral patterns that we were able to leverage when designing the app. We assess whether it is possible to reliably monitor one's sleep duration using such apps. We further investigate whether providing users with the ability to track their sleep behavior over a long time period can empower them to engage in healthier sleep habits. We hypothesize that sharing sleep information with social networks impacts awareness and connectedness among friends. The result from a controlled study reveals that it is feasible to monitor a user's sleep duration based just on her interactions with an alarm clock app on the mobile phone. The results from both an in-the-wild study and a controlled experiment suggest that providing a way for users to track their sleep behaviors increased user awareness of sleep patterns and induced healthier habits. However, we also found that, given the current broadcast nature of existing social networks, users were concerned with sharing their sleep patterns indiscriminately.
Falling hardware prices and ever more displays being connected to the Internet will lead to large... more Falling hardware prices and ever more displays being connected to the Internet will lead to large public display networks, potentially forming a novel communication medium. We envision that such networks are not restricted to display owners and advertisers anymore, but allow also passersby (e.g., customers) to exchange content, similar to traditional public notice areas, such as bulletin boards. In this context it is crucial to understand emerging practices and provide easy and straight forward interaction techniques to be used for creating and exchanging content. In this paper, we present Digifieds, a digital public notice area we built to investigate and compare possible interaction techniques. Based on a lab study we show that using direct touch at the display as well as using the mobile phone as a complementing interaction technology are most suitable. Direct touch at the display closely resembles the interaction known from classic bulletin boards and provides the highest usability. Mobile phones preserve the users' privacy as they exchange (sensitive) data with the display and at the same time allow content to be created on-the-go or to be retrieved.
Mobile phones enable us to be reachable by phone calls anywhere and anytime. However, it is not a... more Mobile phones enable us to be reachable by phone calls anywhere and anytime. However, it is not always appropriate to answer a phone call. Even a ringing or vibrating phone can be inappropriate in some situations. The information required to assess if a call is appropriate is split between the caller and the callee. Only the caller knows the importance of the call and only the callee knows her context. Sharing parts of this context with the potential caller would enable the caller to make a better decision. Based on previous work we conducted a survey to learn about the contextual information that users believe to be important for this decision. We derive context information that users will to share and consider relevant and helpful. Further, we present a mobile application that augments users' address book with contextual information that we aim to study in the large.
Mobile phone games are played in context. Although such information has been used in several prot... more Mobile phone games are played in context. Although such information has been used in several prototypes, very few context-aware games have made it beyond the research lab. In our research, we investigate how the development of context-aware games needs to be changed such that their commercialization is more feasible and they can be deployed more easily. Based on the findings of the creation and evaluation of a context-based game called ContextSnake, we developed a platform named Gatherer which frees the developer from the burden of collecting, preprocessing, storing, and interpreting raw sensor data. We introduce the novel concept of generic context which enables the use of context in mobile applications without having detailed information about the actual environment in which the system will be deployed. In order to preliminarily validate the platform, a second game called ContextInvaders developed on top of this platform is described.
Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium... more Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium and is nowadays often used together with other media, which allow for active participation. The idea of connecting non-collocated TV viewers via telecommunication technologies, referred to as Social TV, has recently received considerable attention. Such systems typically include set-top boxes for supporting collaboration. In this research we investigate if real-time opinion sharing about TV shows through a nonverbal (non-textual) iconic UI on mobile phones is reasonable. For this purpose we developed a mobile app, made it available to a large number of users through the Android Market, and conducted an uncontrolled user study in the wild during the soccer world cup 2010. The results of the study indicate that TV viewers who used the app had more fun and felt more connected to other viewers. We also show that by monitoring this channel it is possible to collect sentiments relevant to the broadcasted content in real-time. The collected data exemplify that the aggregated sentiments correspond to important moments, and hence can be used to generate a summary of the event.
Mobile devices are increasingly used in social networking applications and research. So far, ther... more Mobile devices are increasingly used in social networking applications and research. So far, there is little work on realtime emotion or opinion sharing in large loosely coupled user communities. One potential area of application is the assessment of widely broadcasted television (TV) shows. The idea of connecting non-collocated TV viewers via telecommunication technologies is referred to as Social TV. Such systems typically include set-top boxes for supporting the collaboration. In our work we investigated if mobile phones can be used as an additional channel for sharing opinions, emotional responses, and TV-related experiences in realtime. To gain insight into this area, we developed an Android app for giving real-time feedback during soccer games and to create ad hoc fan groups. We present results on rating activity during games and discuss our experiences with deploying this app over four weeks during soccer World Cup. In doing so, we highlight challenges and opportunities we faced and give an outlook on future work in this area.
In this paper we assess the potential of rich tactile notifications on mobile phones. Many mobile... more In this paper we assess the potential of rich tactile notifications on mobile phones. Many mobile phone users use vibration output for various types of notification on their phone. Currently, tactile output in phones is limited to one single actuator that can potentially present patterns based on different vibration intensity over time. To explore the possible design space, we conducted experiments with up to 6 actuators included in a phone prototype to find out about the user experience that can be created with multi-vibration output in a handheld device. The dimensions of the resulting design space are comprised of the location of the active actuators, the intensity of the vibration, and the variation of these parameters over time. Based on several user studies and interviews, we suggest design guidelines for rich tactile output facilitated by several distinct actuators. We show where vibration motors should optimally be placed and that different information can be reliably communicated by producing different patterns of vibration output using a small number of actuators.
When it comes to transportation, especially in densely populated areas, people usually face a tra... more When it comes to transportation, especially in densely populated areas, people usually face a trade-off between convenience and costs. Whereas on one hand convenience as a driving factor leads to that people are preferring to use cars, air pollution, traffic jams, and high cost due to fuel price on the other hand encourage many people (e.g., commuters) to use collective transportation (CT), such as public transport systems. However it does not support door-todoor transportation and might be inconvenient due to limited services in offpeak hours or high costs when travelling long distances. A solution growing in popularity is ride sharing, a form of CT making alternative transportation more affordable. In this paper we present a modular platform supporting different forms of ride sharing based on context information. WEtaxi is a system, which allows sharing taxis among multiple persons. WEticket supports sharing train tickets through finding additional people going onto the same journey.
Opportunities of pervasive display environments o Displays with sensing capabilities (e.g., Samsu... more Opportunities of pervasive display environments o Displays with sensing capabilities (e.g., Samsung PROM) o Image recognition software (e.g., Fraunhofer SHORE) o Displays become ubiquitous Focus of our research Enhance advertising process by means of pervasive computing technologies (sensors, networking, etc.) o Sensing people o Profiling 4
The World Wide Web has evolved into a widely used interactive application platform, providing inf... more The World Wide Web has evolved into a widely used interactive application platform, providing information, products, and services. With eye trackers we envision that gaze information as an additional input channel can be used in the future to adapt and tailor web content (e.g., news, information, ads) towards the users' attention as they implicitly interact with web pages. We present a novel approach, which allows web content to be customized on-the-fly based on the the user's gaze behavior (dwell time, duration of fixations, and number of fixations). Our system analyzes the gaze path on a page and uses this information to create adaptive content on subsequent pages. As a proof-of-concept we report on a case study with 12 participants. We presented them both randomly chosen content (baseline) as well as content chosen based on their gaze-behavior. We found a significant increase of attention towards the adapted content and evidence for changes in the user attitude based on the Elaboration Likelihood Model.
Abstract. Though pervasive computing technologies are omnipresent in our daily lives, emergency c... more Abstract. Though pervasive computing technologies are omnipresent in our daily lives, emergency cases, such as earthquakes, or fires often cause serious damages to the underlying infrastructure. In such cases rescue units rely on paper maps of the operation areas and ...
High-speed Internet connectivity makes browsing a convenient task. However, there are many situat... more High-speed Internet connectivity makes browsing a convenient task. However, there are many situations in which surfing the web is still slow due to limited bandwidth, slow servers, or complex queries. As a result, loading web pages can take several seconds, making (mobile) browsing cumbersome. We present an approach which makes use of the time spent on waiting for the next page, by bridging the wait with extra cached or preloaded content. We show how the content (e.g., news, Twitter) can be adapted to the user's interests and to the context of use, hence making mobile surfing more comfortable. We compare two approaches: in time-multiplex mode, the entire screen displays bridging content until the loading is finished. In space-multiplex mode, content is displayed alongside the requested content while it loads. We use an HTTP proxy to intercept requests and add JavaScript code, which allows the bridging content from websites of our choice to be inserted. The approach was evaluated with 15 participants, assessing suitable content and usability.
Public notice areas are nowadays being widely used in stores, restaurants, cafes and public insti... more Public notice areas are nowadays being widely used in stores, restaurants, cafes and public institutions by customers and visitors to sell or advertise products and upcoming events. Although web platforms such as Craigslist or eBay offer similar services, traditional notice areas are highly popular as using pen and paper poses only a minimal barrier to share content. With public displays proliferating the public space and with means to network these displays, novel opportunities arise as to how information can be managed and shared. In an initial step we systematically assessed factors inhibiting or promoting the shared use of public display space and derived design implications for providing a digital version of such public notice areas . In this poster we report on the implementation of such a digital shared notice area, called Digifieds. With an initial lab study we aimed at understanding suitable means of interaction when it comes to creating, posting, and taking away content.
ABSTRACT Good sleep can positively affect our performance, while a lack of sleep can affect our m... more ABSTRACT Good sleep can positively affect our performance, while a lack of sleep can affect our memory, immune system, cognitive functioning, learning abilities, and alertness. Researchers have thus investigated numerous technologies and approaches to monitor individuals' sleep behavior at home. One goal of such technologies is to collect information that can increase users' awareness of their sleep habits to persuade them to adopt healthier routines. This department looks at new products in this space, ranging from smart alarm clocks to advanced monitoring devices.
The present study attempts to evaluate the stress-strain hysteresis responses of SAC solder joint... more The present study attempts to evaluate the stress-strain hysteresis responses of SAC solder joints in Resistor and FleXBGA144 packages subjected to thermal cyclic loading using several constitutive models. The total deformation of the solder material consists of elastic, rate-independent plastic and rate-dependent creep components. The constitutive models discussed in this study each weighted elastic, plastic and creep deformations differently. At low stresses SAC solder alloys were found to be creep resistant, where at higher stresses, the influence of different microstructures disappears as matrix-creep dominates in this region. Thus, the proper constitutive model requires all the three ingredients of the elastic, the creep, and the time-independent plastic data for different stress levels to effectively predict the hysteresis behavior of the SAC solder alloys. The hysteresis loops predicted by constitutive models were also found in close agreement with the loops generated by FEM for the SAC solder joint subjected to thermal cycling.
... Sahami Shirazi, Paul Holleis, Albrecht Schmidt University of Duisburg-Essen Pervasive Computi... more ... Sahami Shirazi, Paul Holleis, Albrecht Schmidt University of Duisburg-Essen Pervasive Computing Group 45117 Essen, Germany {alireza.sahami, paul.holleis ... 2006 5. Chang, A., O'Modhrain, S.,Jacob, R., Gunther, E., Ishii, H. ComTouch: Design of a Vibrotactile Communication ...
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