VLDB 2026 Research / reviewers in the wild / expert
David Kim 0002
dblp:02/2170-2
· DBLP profile ↗
33ranked-venue papers
3as first author
10since 2021 · last 2026
0000-0002-0508-3509ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 27 · 3 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 since 2021Artificial intelligence and machine learning · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AgentHands: Generating Interactive Hand Gestures for Spatially Grounded Agent Conversations in XRabstractCommunicating spatial tasks via text or speech creates “a mental mapping gap” that limits an agent’s expressiveness. Inspired by co-speech gestures in face-to-face conversation, we propose AgentHands, an LLM-powered XR system that equips agents with hands to render responses clearer and more engaging. Guided by a design taxonomy distilled from a formative study (N=10), we implement a novel pipeline to generate and render a hand agent that augments conversational responses with synchronized, space-aware, and interactive hand gestures: using a meta-instruction, AgentHands generates verbal responses embedded with GestureEvents aligned to specific words; each event specifies gesture type and parameters. At runtime, a parser converts events into time-stamped poses and motions, driving an animation system that renders expressive hands synchronized with speech. In a within-subjects study (N=12), AgentHands increased engagement and made spatially grounded conversations easier to follow compared to a speech-only baseline. Ziyi Liu 0004, David Li 0001, Zhongyi Zhou, David Kim 0002, Ruofei Du, Xun Qian |
CHI | 4 |
| 2025 | InstructPipe: Generating Visual Blocks Pipelines with Human Instructions and LLMsabstractVisual programming has the potential of providing novice programmers with a low-code experience to build customized processing pipelines.Existing systems typically require users to build pipelines from scratch, implying that novice users are expected to set up and link appropriate nodes from a blank workspace.In this paper, we introduce InstructPipe, an AI assistant for prototyping machine learning (ML) pipelines with text instructions.We contribute two large language model (LLM) modules and a code interpreter as part of our framework.The LLM modules generate pseudocode for a target pipeline, and the interpreter renders the pipeline in the node-graph editor for further human-AI collaboration.Both technical and user evaluation (N=16) shows that InstructPipe empowers users to streamline their ML pipeline workfow, reduce their learning curve, and leverage open-ended commands to spark innovative ideas. Zhongyi Zhou, Vrushank Phadnis, Xiuxiu Yuan, Xun Qian, Kristen Wright, Mark Sherwood, Jason Mayes, Yiyi Huang, Zheng Xu 0002, Yinda Zhang 0001, Johnny Lee, Alex Olwal, David Kim 0002, Ram Iyengar, Na Li 0034, Ruofei Du |
CHI | 16 |
| 2025 | DialogLab: Authoring, Simulating, and Testing Dynamic Human-AI Group Conversations
Erzhen Hu, Yanhe Chen, Vrushank Phadnis, Pingmei Xu, Xun Qian, Alex Olwal, David Kim 0002, Seongkook Heo, Ruofei Du |
UIST | 8 |
| 2025 | Thing2Reality: Enabling Spontaneous Creation of 3D Objects from 2D Content using Generative AI in XR Meetings
Erzhen Hu, Jungtaek Hong, Xun Qian, Alex Olwal, David Kim 0002, Seongkook Heo, Ruofei Du |
UIST | 6 |
| 2025 | Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents
Geonsun Lee, Nels Numan, Xun Qian, David Li 0001, Yanhe Chen, Achin Kulshrestha, Ishan Chatterjee, Yinda Zhang 0001, Dinesh Manocha, David Kim 0002, Ruofei Du |
UIST | 11 |
| 2025 | Beyond the Phone: Exploring Phone-XR Integration through Multi-View Transitions for Real-World ApplicationsabstractDespite the growing prevalence of Extended Reality (XR) headsets, their integration with mobile phones remains limited. Existing approaches primarily replicate the phone’s interface in XR or use the phone solely as a 6DOF controller. This paper introduces a novel framework for seamless transitions among mirrored, magnified, and augmented views, dynamically adapts the interface with the content and state of mobile applications. To achieve this, we establish a design space through literature reviews and expert workshops, outline user journeys with common real-world applications, and develop a prototype system that automatically analyzes UI layouts to provide enhanced controls and spatial augmentation. We validate our prototype system with a user study to assess its adaptability to a broad spectrum of applications at runtime, reported its strengths and weaknesses, and suggest directions to advance the future adaption in Phone-XR integration. Xun Qian, Daniel Kalmar, Mahdi Tayarani, Eric J. Gonzalez, Mar González-Franco, David Kim 0002, Ruofei Du |
VR | 7 |
| 2024 | Human I/O: Towards a Unified Approach to Detecting Situational ImpairmentsabstractSituationally Induced Impairments and Disabilities (SIIDs) can significantly hinder user experience in contexts such as poor lighting, noise, and multi-tasking. While prior research has introduced algorithms and systems to address these impairments, they predominantly cater to specific tasks or environments and fail to accommodate the diverse and dynamic nature of SIIDs. We introduce Human I/O, a unified approach to detecting a wide range of SIIDs by gauging the availability of human input/output channels. Leveraging egocentric vision, multimodal sensing and reasoning with large language models, Human I/O achieves a 0.22 mean absolute error and a 82% accuracy in availability prediction across 60 in-the-wild egocentric video recordings in 32 different scenarios. Furthermore, while the core focus of our work is on the detection of SIIDs rather than the creation of adaptive user interfaces, we showcase the efficacy of our prototype via a user study with 10 participants. Findings suggest that Human I/O significantly reduces effort and improves user experience in the presence of SIIDs, paving the way for more adaptive and accessible interactive systems in the future. Xingyu Liu 0002, Jiahao Nick Li, David Kim 0002, Xiang 'Anthony' Chen, Ruofei Du |
CHI | 3 |
| 2024 | UI Mobility Control in XR: Switching UI Positionings between Static, Dynamic, and Self EntitiesabstractExtended reality (XR) has the potential for seamless user interface (UI) transitions across people, objects, and environments. However, the design space, applications, and common practices of 3D UI transitions remain underexplored. To address this gap, we conducted a need-finding study with 11 participants, identifying and distilling a taxonomy based on three types of UI placements — affixed to static, dynamic, or self entities. We further surveyed 113 commercial applications to understand the common practices of 3D UI mobility control, where only 6.2% of these applications allowed users to transition UI between entities. In response, we built interaction prototypes to facilitate UI transitions between entities. We report on results from a qualitative user study (N=14) on 3D UI mobility control using our FingerSwitches technique, which suggests that perceived usefulness is affected by types of entities and environments. We aspire to tackle a vital need in UI mobility within XR. Siyou Pei, David Kim 0002, Alex Olwal, Yang Zhang 0041, Ruofei Du |
CHI | 2 |
| 2024 | ChatDirector: Enhancing Video Conferencing with Space-Aware Scene Rendering and Speech-Driven Layout TransitionabstractRemote video conferencing systems (RVCS) are widely adopted in personal and professional communication. However, they often lack the co-presence experience of in-person meetings. This is largely due to the absence of intuitive visual cues and clear spatial relationships among remote participants, which can lead to speech interruptions and loss of attention. This paper presents ChatDirector, a novel RVCS that overcomes these limitations by incorporating space-aware visual presence and speech-aware attention transition assistance. ChatDirector employs a real-time pipeline that converts participants’ RGB video streams into 3D portrait avatars and renders them in a virtual 3D scene. We also contribute a decision tree algorithm that directs the avatar layouts and behaviors based on participants’ speech states. We report on results from a user study (N=16) where we evaluated ChatDirector. The satisfactory algorithm performance and complimentary subject user feedback imply that ChatDirector significantly enhances communication efficacy and user engagement. Xun Qian, Feitong Tan, Yinda Zhang 0001, Brian Moreno Collins, David Kim 0002, Alex Olwal, Karthik Ramani, Ruofei Du |
CHI | 5 |
| 2024 | Augmented Object Intelligence with XR-ObjectsabstractSeamless integration of physical objects as interactive digital entities remains a challenge for spatial computing. This paper explores Augmented Object Intelligence (AOI) in the context of XR, an interaction paradigm that aims to blur the lines between digital and physical by equipping real-world objects with the ability to interact as if they were digital, where every object has the potential to serve as a portal to digital functionalities. Our approach utilizes real-time object segmentation and classification, combined with the power of Multimodal Large Language Models (MLLMs), to facilitate these interactions without the need for object pre-registration. We implement the AOI concept in the form of XR-Objects, an open-source prototype system that provides a platform for users to engage with their physical environment in contextually relevant ways using object-based context menus. This system enables analog objects to not only convey information but also to initiate digital actions, such as querying for details or executing tasks. Our contributions are threefold: (1) we define the AOI concept and detail its advantages over traditional AI assistants, (2) detail the XR-Objects system’s open-source design and implementation, and (3) show its versatility through various use cases and a user study. Mustafa Doga Dogan, Eric J. Gonzalez, Karan Ahuja, Ruofei Du, Andrea Colaco, Johnny Lee, Mar González-Franco, David Kim 0002 |
UIST | 8 |
| 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented RealityabstractMobile devices with passive depth sensing capabilities are ubiquitous, and recently active depth sensors have become available on some tablets and AR/VR devices. Although real-time depth data is accessible, its rich value to mainstream AR applications has been sorely under-explored. Adoption of depth-based UX has been impeded by the complexity of performing even simple operations with raw depth data, such as detecting intersections or constructing meshes. In this paper, we introduce DepthLab, a software library that encapsulates a variety of depth-based UI/UX paradigms, including geometry-aware rendering (occlusion, shadows), surface interaction behaviors (physics-based collisions, avatar path planning), and visual effects (relighting, 3D-anchored focus and aperture effects). We break down the usage of depth into localized depth, surface depth, and dense depth, and describe our real-time algorithms for interaction and rendering tasks. We present the design process, system, and components of DepthLab to streamline and centralize the development of interactive depth features. We have open-sourced our software at https://github.com/googlesamples/arcore-depth-lab to external developers, conducted performance evaluation, and discussed how DepthLab can accelerate the workflow of mobile AR designers and developers. With DepthLab we aim to help mobile developers to effortlessly integrate depth into their AR experiences and amplify the expression of their creative vision. Ruofei Du, Eric Turner 0001, Maksym Dzitsiuk, Luca Prasso, Ivo Duarte, Jason Dourgarian, João Afonso, Jose Pascoal, Josh Gladstone, Nuno Cruces, Shahram Izadi, Adarsh Kowdle, Konstantine Tsotsos, David Kim 0002 |
UIST | 14 |
| 2018 | The need 4 speed in real-time dense visual trackingabstractThe advent of consumer depth cameras has incited the development of a new cohort of algorithms tackling challenging computer vision problems. The primary reason is that depth provides direct geometric information that is largely invariant to texture and illumination. As such, substantial progress has been made in human and object pose estimation, 3D reconstruction and simultaneous localization and mapping. Most of these algorithms naturally benefit from the ability to accurately track the pose of an object or scene of interest from one frame to the next. However, commercially available depth sensors (typically running at 30fps) can allow for large inter-frame motions to occur that make such tracking problematic. A high frame rate depth camera would thus greatly ameliorate these issues, and further increase the tractability of these computer vision problems. Nonetheless, the depth accuracy of recent systems for high-speed depth estimation [Fanello et al. 2017b] can degrade at high frame rates. This is because the active illumination employed produces a low SNR and thus a high exposure time is required to obtain a dense accurate depth image. Furthermore in the presence of rapid motion, longer exposure times produce artifacts due to motion blur, and necessitates a lower frame rate that introduces large inter-frame motion that often yield tracking failures. In contrast, this paper proposes a novel combination of hardware and software components that avoids the need to compromise between a dense accurate depth map and a high frame rate. We document the creation of a full 3D capture system for high speed and quality depth estimation, and demonstrate its advantages in a variety of tracking and reconstruction tasks. We extend the state of the art active stereo algorithm presented in Fanello et al. [2017b] by adding a space-time feature in the matching phase. We also propose a machine learning based depth refinement step that is an order of magnitude faster than traditional postprocessing methods. We quantitatively and qualitatively demonstrate the benefits of the proposed algorithms in the acquisition of geometry in motion. Our pipeline executes in 1.1ms leveraging modern GPUs and off-the-shelf cameras and illumination components. We show how the sensor can be employed in many different applications, from [non-]rigid reconstructions to hand/face tracking. Further, we show many advantages over existing state of the art depth camera technologies beyond framerate, including latency, motion artifacts, multi-path errors, and multi-sensor interference. Adarsh Kowdle, Christoph Rhemann, Sean Ryan Fanello, Andrea Tagliasacchi, Jonathan Taylor 0001, Philip Davidson, Mingsong Dou, Cem Keskin, Sameh Khamis, David Kim 0002, Danhang Tang, Vladimir Tankovich, Julien P. C. Valentin, Shahram Izadi |
ACM Trans. Graph. | 11 |
| 2017 | Articulated distance fields for ultra-fast tracking of hands interactingabstractThe state of the art in articulated hand tracking has been greatly advanced by hybrid methods that fit a generative hand model to depth data, leveraging both temporally and discriminatively predicted starting poses. In this paradigm, the generative model is used to define an energy function and a local iterative optimization is performed from these starting poses in order to find a "good local minimum" (i.e. a local minimum close to the true pose). Performing this optimization quickly is key to exploring more starting poses, performing more iterations and, crucially, exploiting high frame rates that ensure that temporally predicted starting poses are in the basin of convergence of a good local minimum. At the same time, a detailed and accurate generative model tends to deepen the good local minima and widen their basins of convergence. Recent work, however, has largely had to trade-off such a detailed hand model with one that facilitates such rapid optimization. We present a new implicit model of hand geometry that mostly avoids this compromise and leverage it to build an ultra-fast hybrid hand tracking system. Specifically, we construct an articulated signed distance function that, for any pose, yields a closed form calculation of both the distance to the detailed surface geometry and the necessary derivatives to perform gradient based optimization. There is no need to introduce or update any explicit "correspondences" yielding a simple algorithm that maps well to parallel hardware such as GPUs. As a result, our system can run at extremely high frame rates (e.g. up to 1000fps). Furthermore, we demonstrate how to detect, segment and optimize for two strongly interacting hands, recovering complex interactions at extremely high framerates. In the absence of publicly available datasets of sufficiently high frame rate, we leverage a multiview capture system to create a new 180fps dataset of one and two hands interacting together or with objects. Jonathan Taylor 0001, Vladimir Tankovich, Danhang Tang, Cem Keskin, David Kim 0002, Philip Davidson, Adarsh Kowdle, Shahram Izadi |
ACM Trans. Graph. | 5 |
| 2016 | Integrating the Smart Home into the Digital CalendarabstractWith the growing adoption of smart home technologies, inhabitants are faced with the challenge of making sense of the data that their homes can collect to configure automated behaviors that benefit their routines. Current commercial smart home interfaces usually provide information on individual devices instead of a more comprehensive overview of a home's behavior. To reduce the complexity of smart home data and integrate it better into inhabitants' lives, we turned to the familiar metaphor of a calendar and developed our smart home interface Casalendar. In order to investigate the concept and evaluate our goals to facilitate the understanding of smart home data, we created a prototype that we installed in two commercial smart homes for a month. The results we present in this paper are based on our analysis of user data from questionnaires, semi-structured interviews, participant-driven audio and screenshot feedback as well as logged interactions with our system. Our findings exposed advantages and disadvantages of this metaphor, emerging usage patterns, privacy concerns and challenges for information visualization. We further report on implications for design and open challenges we revealed through this work. Sarah Mennicken, David Kim 0002, Elaine M. Huang |
CHI | 2 |
| 2016 | FlexCase: Enhancing Mobile Interaction with a Flexible Sensing and Display CoverabstractFlexCase is a novel flip cover for smartphones, which brings flexible input and output capabilities to existing mobile phones. It combines an e-paper display with a pressure- and bend-sensitive input sensor to augment the capabilities of a phone. Due to the form factor, FlexCase can be easily transformed into several different configurations, each with different interaction possibilities. Users can use FlexCase to perform a variety of touch, pressure, grip and bend gestures in a natural manner, much like interacting with a sheet of paper. The secondary e-paper display can act as a mechanism for providing user feedback and persisting content from the main display. In this paper, we explore the rich design space of FlexCase and present a number of different interaction techniques. Beyond, we highlight how touch and flex sensing can be combined to support a novel type of gestures, which we call Grip & Bend gestures. We also describe the underlying technology and gesture sensing algorithms. Numerous applications apply the interaction techniques in convincing real-world examples, including enhanced e-paper reading and interaction, a new copy and paste metaphor, high degree of freedom 3D and 2D manipulation, and the ability to transfer content and support input between displays in a natural and flexible manner. Christian Rendl, David Kim 0002, Patrick Parzer, Sean Ryan Fanello, Martin Zirkl, Gregor Scheipl, Michael Haller, Shahram Izadi |
CHI | 2 |
| 2016 | HyperDepth: Learning Depth from Structured Light without MatchingabstractStructured light sensors are popular due to their robustness to untextured scenes and multipath. These systems triangulate depth by solving a correspondence problem between each camera and projector pixel. This is often framed as a local stereo matching task, correlating patches of pixels in the observed and reference image. However, this is computationally intensive, leading to reduced depth accuracy and framerate. We contribute an algorithm for solving this correspondence problem efficiently, without compromising depth accuracy. For the first time, this problem is cast as a classification-regression task, which we solve extremely efficiently using an ensemble of cascaded random forests. Our algorithm scales in number of disparities, and each pixel can be processed independently, and in parallel. No matching or even access to the corresponding reference pattern is required at runtime, and regressed labels are directly mapped to depth. Our GPU-based algorithm runs at a 1KHz for 1.3MP input/output images, with disparity error of 0.1 subpixels. We show a prototype high framerate depth camera running at 375Hz, useful for solving tracking-related problems. We demonstrate our algorithmic performance, creating high resolution real-time depth maps that surpass the quality of current state of the art depth technologies, highlighting quantization-free results with reduced holes, edge fattening and other stereo-based depth artifacts. Sean Ryan Fanello, Christoph Rhemann, Vladimir Tankovich, Adarsh Kowdle, Sergio Orts, David Kim 0002, Shahram Izadi |
CVPR | 6 |
| 2016 | Holoportation: Virtual 3D Teleportation in Real-timeabstractWe present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium. Sergio Orts, Christoph Rhemann, Sean Ryan Fanello, Wayne Chang, Adarsh Kowdle, Yury Degtyarev, David Kim 0002, Philip Davidson, Sameh Khamis, Mingsong Dou, Vladimir Tankovich, Charles T. Loop, Qin Cai, Philip A. Chou, Sarah Mennicken, Julien P. C. Valentin, Vivek Pradeep, Shenlong Wang, Sing Bing Kang, Pushmeet Kohli, Yuliya Lutchyn, Cem Keskin, Shahram Izadi |
UIST | 7 |
| 2016 | Fusion4D: real-time performance capture of challenging scenesabstractWe contribute a new pipeline for live multi-view performance capture, generating temporally coherent high-quality reconstructions in real-time. Our algorithm supports both incremental reconstruction, improving the surface estimation over time, as well as parameterizing the nonrigid scene motion. Our approach is highly robust to both large frame-to-frame motion and topology changes, allowing us to reconstruct extremely challenging scenes. We demonstrate advantages over related real-time techniques that either deform an online generated template or continually fuse depth data nonrigidly into a single reference model. Finally, we show geometric reconstruction results on par with offline methods which require orders of magnitude more processing time and many more RGBD cameras. Mingsong Dou, Sameh Khamis, Yury Degtyarev, Philip Davidson, Sean Ryan Fanello, Adarsh Kowdle, Sergio Orts, Christoph Rhemann, David Kim 0002, Jonathan Taylor 0001, Pushmeet Kohli, Vladimir Tankovich, Shahram Izadi |
ACM Trans. Graph. | 9 |
| 2015 | Accurate, Robust, and Flexible Real-time Hand TrackingabstractWe present a new real-time hand tracking system based on a single depth camera. The system can accurately reconstruct complex hand poses across a variety of subjects. It also allows for robust tracking, rapidly recovering from any temporary failures. Most uniquely, our tracker is highly flexible, dramatically improving upon previous approaches which have focused on front-facing close-range scenarios. This flexibility opens up new possibilities for human-computer interaction with examples including tracking at distances from tens of centimeters through to several meters (for controlling the TV at a distance), supporting tracking using a moving depth camera (for mobile scenarios), and arbitrary camera placements (for VR headsets). These features are achieved through a new pipeline that combines a multi-layered discriminative reinitialization strategy for per-frame pose estimation, followed by a generative model-fitting stage. We provide extensive technical details and a detailed qualitative and quantitative analysis. Toby Sharp, Cem Keskin, Duncan P. Robertson, Jonathan Taylor 0001, Jamie Shotton, David Kim 0002, Christoph Rhemann, Ido Leichter, Alon Vinnikov, Daniel Freedman, Pushmeet Kohli, Eyal Krupka, Andrew W. Fitzgibbon, Shahram Izadi |
CHI | 6 |
| 2015 | SemanticPaint: Interactive 3D Labeling and Learning at your FingertipsabstractWe present a new interactive and online approach to 3D scene understanding. Our system, SemanticPaint , allows users to simultaneously scan their environment whilst interactively segmenting the scene simply by reaching out and touching any desired object or surface. Our system continuously learns from these segmentations, and labels new unseen parts of the environment. Unlike offline systems where capture, labeling, and batch learning often take hours or even days to perform, our approach is fully online. This provides users with continuous live feedback of the recognition during capture, allowing to immediately correct errors in the segmentation and/or learning—a feature that has so far been unavailable to batch and offline methods. This leads to models that are tailored or personalized specifically to the user's environments and object classes of interest, opening up the potential for new applications in augmented reality, interior design, and human/robot navigation. It also provides the ability to capture substantial labeled 3D datasets for training large-scale visual recognition systems. Julien P. C. Valentin, Vibhav Vineet, Ming-Ming Cheng, David Kim 0002, Jamie Shotton, Pushmeet Kohli, Matthias Nießner, Antonio Criminisi, Shahram Izadi, Philip Torr 0001 |
ACM Trans. Graph. | 4 |
| 2014 | The PumpSpark fountain development kitabstractThe PumpSpark Fountain Development Kit includes a controller, eight miniature water pumps, and various accessories to allow rapid prototyping of fluidic user interfaces. The controller provides both USB and logic-level serial interfaces, yielding fast (~100ms), high-resolution (8-bit) control of water streams up to about 1 meter high. Numerous example applications built using the PumpSpark kit are presented. The kit has been the subject of a student contest with over 100 students, demonstrating its utility in rapid prototyping of fluidic systems. Paul H. Dietz, Gabriel Reyes, David Kim 0002 |
Conference on Designing Interactive Systems | 3 |
| 2014 | RetroDepth: 3D silhouette sensing for high-precision input on and above physical surfacesabstractWe present RetroDepth, a new vision-based system for accurately sensing the 3D silhouettes of hands, styluses, and other objects, as they interact on and above physical surfaces. Our setup is simple, cheap, and easily reproducible, comprising of two infrared cameras, diffuse infrared LEDs, and any off-the-shelf retro-reflective material. The retro-reflector aids image segmentation, creating a strong contrast between the surface and any object in proximity. A new highly efficient stereo matching algorithm precisely estimates the 3D contours of interacting objects and the retro-reflective surfaces. A novel pipeline enables 3D finger, hand and object tracking, as well as gesture recognition, purely using these 3D contours. We demonstrate high-precision sensing, allowing robust disambiguation between a finger or stylus touching, pressing or interacting above the surface. This allows many interactive scenarios that seamlessly mix together freehand 3D interactions with touch, pressure and stylus input. As shown, these rich modalities of input are enabled on and above any retro-reflective surface, including custom "physical widgets" fabricated by users. We compare our system with Kinect and Leap Motion, and conclude with limitations and future work. David Kim 0002, Shahram Izadi, Jakub Dostal, Christoph Rhemann, Cem Keskin, Christopher Zach, Jamie Shotton, Timothy A. Large, Steven Bathiche, Matthias Nießner, Alex Butler, Sean Ryan Fanello, Vivek Pradeep |
CHI | 1 |
| 2014 | MixFab: a mixed-reality environment for personal fabricationabstractPersonal fabrication machines, such as 3D printers and laser cutters, are becoming increasingly ubiquitous. However, designing objects for fabrication still requires 3D modeling skills, thereby rendering such technologies inaccessible to a wide user-group. In this paper, we introduce MixFab, a mixed-reality environment for personal fabrication that lowers the barrier for users to engage in personal fabrication. Users design objects in an immersive augmented reality environment, interact with virtual objects in a direct gestural manner and can introduce existing physical objects effortlessly into their designs. We describe the design and implementation of MixFab, a user-defined gesture study that informed this design, show artifacts designed with the system and describe a user study evaluating the system's prototype. Christian Weichel, Manfred Lau, David Kim 0002, Nicolas Villar, Hans-Werner Gellersen |
CHI | 3 |
| 2014 | FlexSense: a transparent self-sensing deformable surfaceabstractWe present FlexSense, a new thin-film, transparent sensing surface based on printed piezoelectric sensors, which can reconstruct complex deformations without the need for any external sensing, such as cameras. FlexSense provides a fully self-contained setup which improves mobility and is not affected from occlusions. Using only a sparse set of sensors, printed on the periphery of the surface substrate, we devise two new algorithms to fully reconstruct the complex deformations of the sheet, using only these sparse sensor measurements. An evaluation shows that both proposed algorithms are capable of reconstructing complex deformations accurately. We demonstrate how FlexSense can be used for a variety of 2.5D interactions, including as a transparent cover for tablets where bending can be performed alongside touch to enable magic lens style effects, layered input, and mode switching, as well as the ability to use our device as a high degree-of-freedom input controller for gaming and beyond. Christian Rendl, David Kim 0002, Sean Ryan Fanello, Patrick Parzer, Christoph Rhemann, Jonathan Taylor 0001, Martin Zirkl, Gregor Scheipl, Thomas Rothländer, Michael Haller, Shahram Izadi |
UIST | 2 |
| 2014 | Learning to be a depth camera for close-range human capture and interactionabstractWe present a machine learning technique for estimating absolute, per-pixel depth using any conventional monocular 2D camera, with minor hardware modifications. Our approach targets close-range human capture and interaction where dense 3D estimation of hands and faces is desired. We use hybrid classification-regression forests to learn how to map from near infrared intensity images to absolute , metric depth in real-time. We demonstrate a variety of human-computer interaction and capture scenarios. Experiments show an accuracy that outperforms a conventional light fall-off baseline, and is comparable to high-quality consumer depth cameras, but with a dramatically reduced cost, power consumption, and form-factor. Sean Ryan Fanello, Cem Keskin, Shahram Izadi, Pushmeet Kohli, David Kim 0002, David Sweeney, Antonio Criminisi, Jamie Shotton, Sing Bing Kang, Tim Paek |
ACM Trans. Graph. | 5 |
| 2012 | Shake'n'sense: reducing interference for overlapping structured light depth camerasabstractWe present a novel yet simple technique that mitigates the interference caused when multiple structured light depth cameras point at the same part of a scene. The technique is particularly useful for Kinect, where the structured light source is not modulated. Our technique requires only mechanical augmentation of the Kinect, without any need to modify the internal electronics, firmware or associated host software. It is therefore simple to replicate. We show qualitative and quantitative results highlighting the improvements made to interfering Kinect depth signals. The camera frame rate is not compromised, which is a problem in approaches that modulate the structured light source. Our technique is non-destructive and does not impact depth values or geometry. We discuss uses for our technique, in particular within instrumented rooms that require simultaneous use of multiple overlapping fixed Kinect cameras to support whole room interactions. Alex Butler, Shahram Izadi, Otmar Hilliges, David Molyneaux, Steve Hodges 0001, David Kim 0002 |
CHI | 6 |
| 2012 | HoloDesk: direct 3d interactions with a situated see-through displayabstractHoloDesk is an interactive system combining an optical see through display and Kinect camera to create the illusion that users are directly interacting with 3D graphics. A virtual image of a 3D scene is rendered through a half silvered mirror and spatially aligned with the real-world for the viewer. Users easily reach into an interaction volume displaying the virtual image. This allows the user to literally get their hands into the virtual display and to directly interact with an spatially aligned 3D virtual world, without the need for any specialized head-worn hardware or input device. We introduce a new technique for interpreting raw Kinect data to approximate and track rigid (e.g., books, cups) and non-rigid (e.g., hands, paper) physical objects and support a variety of physics-inspired interactions between virtual and real. In particular the algorithm models natural human grasping of virtual objects with more fidelity than previously demonstrated. A qualitative study highlights rich emergent 3D interactions, using hands and real-world objects. The implementation of HoloDesk is described in full, and example application scenarios explored. Finally, HoloDesk is quantitatively evaluated in a 3D target acquisition task, comparing the system with indirect and glasses-based variants. Otmar Hilliges, David Kim 0002, Shahram Izadi, Malte Weiss, Andrew D. Wilson |
CHI | 2 |
| 2012 | Digits: freehand 3D interactions anywhere using a wrist-worn gloveless sensorabstractDigits is a wrist-worn sensor that recovers the full 3D pose of the user's hand. This enables a variety of freehand interactions on the move. The system targets mobile settings, and is specifically designed to be low-power and easily reproducible using only off-the-shelf hardware. The electronics are self-contained on the user's wrist, but optically image the entirety of the user's hand. This data is processed using a new pipeline that robustly samples key parts of the hand, such as the tips and lower regions of each finger. These sparse samples are fed into new kinematic models that leverage the biomechanical constraints of the hand to recover the 3D pose of the user's hand. The proposed system works without the need for full instrumentation of the hand (for example using data gloves), additional sensors in the environment, or depth cameras which are currently prohibitive for mobile scenarios due to power and form-factor considerations. We demonstrate the utility of Digits for a variety of application scenarios, including 3D spatial interaction with mobile devices, eyes-free interaction on-the-move, and gaming. We conclude with a quantitative and qualitative evaluation of our system, and discussion of strengths, limitations and future work. David Kim 0002, Otmar Hilliges, Shahram Izadi, Alex Butler, Jiawen Chen 0001, Iasonas Oikonomidis, Patrick Olivier |
UIST | 1 |
| 2011 | KinectFusion: Real-time dense surface mapping and trackingabstractWe present a system for accurate real-time mapping of complex and arbitrary indoor scenes in variable lighting conditions, using only a moving low-cost depth camera and commodity graphics hardware. We fuse all of the depth data streamed from a Kinect sensor into a single global implicit surface model of the observed scene in real-time. The current sensor pose is simultaneously obtained by tracking the live depth frame relative to the global model using a coarse-to-fine iterative closest point (ICP) algorithm, which uses all of the observed depth data available. We demonstrate the advantages of tracking against the growing full surface model compared with frame-to-frame tracking, obtaining tracking and mapping results in constant time within room sized scenes with limited drift and high accuracy. We also show both qualitative and quantitative results relating to various aspects of our tracking and mapping system. Modelling of natural scenes, in real-time with only commodity sensor and GPU hardware, promises an exciting step forward in augmented reality (AR), in particular, it allows dense surfaces to be reconstructed in real-time, with a level of detail and robustness beyond any solution yet presented using passive computer vision. Richard A. Newcombe, Shahram Izadi, Otmar Hilliges, David Molyneaux, David Kim 0002, Andrew J. Davison, Pushmeet Kohli, Jamie Shotton, Steve Hodges 0001, Andrew W. Fitzgibbon |
ISMAR | 5 |
| 2011 | Vermeer: direct interaction with a 360° viewable 3D displayabstractWe present Vermeer, a novel interactive 360° viewable 3D display. Like prior systems in this area, Vermeer provides viewpoint-corrected, stereoscopic 3D graphics to simultaneous users, 360° around the display, without the need for eyewear or other user instrumentation. Our goal is to over-come an issue inherent in these prior systems which - typically due to moving parts - restrict interactions to outside the display volume. Our system leverages a known optical illusion to demonstrate, for the first time, how users can reach into and directly touch 3D objects inside the display volume. Vermeer is intended to be a new enabling technology for interaction, and we therefore describe our hardware implementation in full, focusing on the challenges of combining this optical configuration with an existing approach for creating a 360° viewable 3D display. Initially we demonstrate direct involume interaction by sensing user input with a Kinect camera placed above the display. However, by exploiting the properties of the optical configuration, we also demonstrate novel prototypes for fully integrated input sensing alongside simultaneous display. We conclude by discussing limitations, implications for interaction, and ideas for future work. Alex Butler, Otmar Hilliges, Shahram Izadi, Steve Hodges 0001, David Molyneaux, David Kim 0002, Danny Kong |
UIST | 6 |
| 2011 | KinectFusion: real-time 3D reconstruction and interaction using a moving depth cameraabstractKinectFusion enables a user holding and moving a standard Kinect camera to rapidly create detailed 3D reconstructions of an indoor scene. Only the depth data from Kinect is used to track the 3D pose of the sensor and reconstruct, geometrically precise, 3D models of the physical scene in real-time. The capabilities of KinectFusion, as well as the novel GPU-based pipeline are described in full. Uses of the core system for low-cost handheld scanning, and geometry-aware augmented reality and physics-based interactions are shown. Novel extensions to the core GPU pipeline demonstrate object segmentation and user interaction directly in front of the sensor, without degrading camera tracking or reconstruction. These extensions are used to enable real-time multi-touch interactions anywhere, allowing any planar or non-planar reconstructed physical surface to be appropriated for touch. Shahram Izadi, David Kim 0002, Otmar Hilliges, David Molyneaux, Richard A. Newcombe, Pushmeet Kohli, Jamie Shotton, Steve Hodges 0001, Dustin Freeman, Andrew J. Davison, Andrew W. Fitzgibbon |
UIST | 2 |
| 2010 | Multi-touch authentication on tabletopsabstractThe introduction of tabletop interfaces has given rise to the need for the development of secure and usable authentication techniques that are appropriate for the co-located collaborative settings for which they have been designed. Most commonly, user authentication is based on something you know, but this is a particular problem for tabletop interfaces, as they are particularly vulnerable to shoulder surfing given their remit to foster co-located collaboration. In other words, tabletop users would typically authenticate in full view of a number of observers. In this paper, we introduce and evaluate a number of novel tabletop authentication schemes that exploit the features of multi-touch interaction in order to inhibit shoulder surfing. In our pilot work with users, and in our formal user-evaluation, one authentication scheme - Pressure-Grid - stood out, significantly enhancing shoulder surfing resistance when participants used it to enter both PINs and graphical passwords. David Kim 0002, Paul Dunphy, Pamela Briggs, Jonathan Hook, James Nicholson, Patrick Olivier |
CHI | 1 |
| 2007 | Designing for collaborative creative problem solvingabstractCollaborative creativity is traditionally supported by formal techniques, such as brainstorming. These techniques improve the idea-generation process by creating group synergies, but also suffer from a number of negative effects. Current electronic tools to support collaborative creativity overcome some of these problems, but introduce new ones, by either losing the benefits of face-to-face communication or the immediacy of simultaneous contribution. Using an interactive environment as a test bed, we are investigating how collaborative creativity can be supported electronically while maintaining face-to-face communication. What are the design-factors influencing such a system? We have designed a brainstorming application that uses an interactive table and a large wall display, and compared the results of using it to traditional paper-based brainstorming in a user study with 30 participants. From the considerations that went into the design and the observations during the study we derive a number of design guidelines for collaborative systems in interactive environments. Otmar Hilliges, Lucia Terrenghi, Sebastian Boring, David Kim 0002, Hendrik Richter 0002, Andreas Butz |
Creativity & Cognition | 4 |