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Ricardo Jota

dblp:06/3906 · DBLP profile ↗
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14ranked-venue papers
4as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 14 · 4 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
9 papers
Interaction techniques and input · 70% Usability and user experience research · 17% Immersive interaction · 8%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 11 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
touch interaction
1.362017
GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors · CHI 2017
Hammer Time!: A Low-Cost, High Precision, High Accuracy Tool to Measure the Latency of Touchscreen Devices · CHI 2016
How Much Faster is Fast Enough?: User Perception of Latency & Latency Improvements in Direct and Indirect Touch · CHI 2015
Interaction techniques and input › input sensing
capacitive sensing
0.312017
GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors · CHI 2017
Usability and user experience research › user perception
latency perception
0.322015
How Much Faster is Fast Enough?: User Perception of Latency & Latency Improvements in Direct and Indirect Touch · CHI 2015
Zero-latency tapping: using hover information to predict touch locations and eliminate touchdown latency · UIST 2014
Interaction techniques and input › touch interaction
touch input
0.212016
Next-Point Prediction Metrics for Perceived Spatial Errors · UIST 2016
Interaction techniques and input › input sensing › touch sensing
multi-touch sensing
0.212014
High rate, low-latency multi-touch sensing with simultaneous orthogonal multiplexing · UIST 2014
Immersive interaction
augmented reality
0.112012
MirageTable: freehand interaction on a projected augmented reality tabletop · CHI 2012
Interaction techniques and input › gesture input
bare-hand interaction
0.112012
MirageTable: freehand interaction on a projected augmented reality tabletop · CHI 2012
Immersive interaction
spatial registration
0.112012
MirageTable: freehand interaction on a projected augmented reality tabletop · CHI 2012
Interaction techniques and input
gesture input
0.112014
Let's kick it: how to stop wasting the bottom third of your large screen display · CHI 2014
Usability and user experience research
user performance
0.012013
How fast is fast enough?: a study of the effects of latency in direct-touch pointing tasks · CHI 2013
Virtual and augmented reality › augmented reality
projection-based augmented reality
0.012012
MirageTable: freehand interaction on a projected augmented reality tabletop · CHI 2012

Methods — techniques the papers use, named apart from their topics

signal ghosting analysis · 0.3frequency-division capacitive sensing · 0.3thematic analysis · 0.2quantitative metrics · 0.2capacitive touch simulation · 0.2automated measurement tool · 0.2controlled experiment · 0.2simultaneous orthogonal multiplexing · 0.2prototype · 0.2design exploration · 0.2stereoscopic projection · 0.1depth camera · 0.1
YearPublicationVenuePosition
2022 Sensing Hand Interactions with Everyday Objects by Profiling Wrist Topography
abstract
We demonstrate rich inferences about unaugmented everyday objects and hand object interactions by measuring minute skin surface deformations at the wrist using a sensing technique based on capacitance. The wristband prototype infers muscle and tendon tension, pose, and motion, which we then map to force (9 users, 13.66 +/- 9.84 N regression error on classes 0–49.1 N), grasp (9 users, 81 +/- 7 % classification accuracy on 6 grasps), and continuous interaction (10 users, 99 +/- 1 % discrimination accuracy between 6 interactions, 89–97 % accuracy on 3 states within each interaction) using basic machine learning models.
Julius Cosmo Romeo Rudolph, David Holman, Bruno Rodrigues De Araújo, Ricardo Jota, Daniel J. Wigdor, Valkyrie Savage
TEI4
2017 GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors
abstract
Current touch devices are adept at tracking finger touches, but cannot distinguish if multiple touches are caused by different fingers on a single hand, by fingers from both hands of a single user, or by different users. This limitation significantly reduces the possibilities for interaction techniques in touch interfaces. We present GhostID, a capacitive sensor that can differentiate the origins of multiple simultaneous touches. Our approach analyzes the signal ghosting, already present as an artifact in a frequency-division touch controller, to differentiate touches from the same hand or different hands of a single user (77% reliability at 60 fps) or from two different users (95% reliability at 60 fps). In addition to GhostID, we also develop a framework of user-differentiation capabilities for touch input devices, and illustrate a set of interaction techniques enabled by GhostID.
Sidharth Sahdev, Clifton Forlines, Ricardo Jota, Bruno Rodrigues De Araújo, Braon Moseley, Jonathan Deber, Steven Sanders, Darren Leigh, Daniel J. Wigdor
CHI3
2016 Hammer Time!: A Low-Cost, High Precision, High Accuracy Tool to Measure the Latency of Touchscreen Devices
abstract
We report on the Latency Hammer, a low-cost yet highaccuracy and high-precision automated tool that measures the interface latency of touchscreen devices. The Hammer directly measures latency by triggering a capacitive touch event on a device using an electrically actuated touch simulator, and a photo sensor to monitor the screen for a visual response. This allows us to measure the full end-toend latency of a touchscreen system exactly as it would be experienced by a user. The Hammer does not require human interaction to perform a measurement, enabling the acquisition of large datasets. We present the operating principles of the Hammer, and discuss its design and construction; full design documents are available online. We also present a series of tools and equipment that were built to assess and validate the performance of the Hammer, and demonstrate that it provides reliable latency measurements.
Jonathan Deber, Bruno Rodrigues De Araújo, Ricardo Jota, Clifton Forlines, Darren Leigh, Steven Sanders, Daniel J. Wigdor
CHI3
2016 Snake Charmer: Physically Enabling Virtual Objects
abstract
Augmented and virtual reality have the potential of being indistinguishable from the real world. Holographic displays, including head mounted units, support this vision by creating rich stereoscopic scenes, with objects that appear to float in thin air - often within arm's reach. However, one has but to reach out and grasp nothing but air to destroy the suspension of disbelief. Snake-charmer is an attempt to provide physical form to virtual objects by revisiting the concept of Robotic Graphics or Encountered-type Haptic interfaces with current commodity hardware. By means of a robotic arm, Snake-charmer brings physicality to a virtual scene and explores what it means to truly interact with an object. We go beyond texture and position simulation and explore what it means to have a physical presence inside a virtual scene. We demonstrate how to render surface characteristics beyond texture and position, including temperature; how to physically move objects; and how objects can physically interact with the user's hand. We analyze our implementation, present the performance characteristics, and provide guidance for the construction of future physical renderers.
Bruno Rodrigues De Araújo, Ricardo Jota, Varun Perumal, JiaXian Yao, Karan Singh 0004, Daniel J. Wigdor
TEI2
2016 Next-Point Prediction Metrics for Perceived Spatial Errors
abstract
Touch screens have a delay between user input and corresponding visual interface feedback, called input 'latency' (or 'lag'). Visual latency is more noticeable during continuous input actions like dragging, so methods to display feedback based on the most likely path for the next few input points have been described in research papers and patents. Designing these 'next-point prediction' methods is challenging, and there have been no standard metrics to compare different approaches. We introduce metrics to quantify the probability of 7 spatial error 'side-effects' caused by next-point prediction methods. Types of side-effects are derived using a thematic analysis of comments gathered in a 12 participants study covering drawing, dragging, and panning tasks using 5 state-of-the-art next-point predictors. Using experiment logs of actual and predicted input points, we develop quantitative metrics that correlate positively with the frequency of perceived side-effects. These metrics enable practitioners to compare next-point predictors using only input logs.
Mathieu Nancel, Daniel Vogel 0001, Bruno Rodrigues De Araújo, Ricardo Jota, Géry Casiez
UIST4
2015 How Much Faster is Fast Enough?: User Perception of Latency & Latency Improvements in Direct and Indirect Touch
abstract
This paper reports on two experiments designed to further our understanding of users' perception of latency in touch- based systems. The first experiment extends previous efforts to measure latency perception by reporting on a unified study in which direct and indirect form-factors are compared for both tapping and dragging tasks. Our results show significant effects from both form-factor and task, and inform system designers as to what input latencies they should aim to achieve in a variety of system types. A follow-up experiment investigates peoples' ability to perceive small improvements to latency in direct and indirect form-factors for tapping and dragging tasks. Our results provide guidance to system designers of the relative value of making improvements in latency that reduce but do not fully eliminate lag from their systems.
Jonathan Deber, Ricardo Jota, Clifton Forlines, Daniel J. Wigdor
CHI2
2015 Palpebrae superioris: exploring the design space of eyelid gestures
Ricardo Jota, Daniel J. Wigdor
Graphics Interface1
2014 Let's kick it: how to stop wasting the bottom third of your large screen display
abstract
Large-scale touch surfaces have been widely studied in literature and adopted for public installations such as interactive billboards. However, current designs do not take into consideration that touching the interactive surface at different heights is not the same; for body-height displays, the bottom portion of the screen is within easier reach of the foot than the hand. We explore the design space of foot input on vertical surfaces, and propose three distinct interaction modalities: hand, foot tapping, and foot gesturing. Our design exploration pays particular attention to areas of the touch surface that were previously overlooked: out of hand's reach and close to the floor. We instantiate our design space with a working prototype of an interactive surface, in which we are able to distinguish between finger and foot tapping and extend the input area beyond the bottom of the display to support foot gestures.
Ricardo Jota, Pedro Lopes 0001, Daniel J. Wigdor, Joaquim Jorge 0001
CHI1
2014 High rate, low-latency multi-touch sensing with simultaneous orthogonal multiplexing
abstract
We present "Fast Multi-Touch" (FMT), an extremely high frame rate and low-latency multi-touch sensor based on a novel projected capacitive architecture that employs simultaneous orthogonal signals. The sensor has a frame rate of 4000 Hz and a touch-to-data output latency of only 40 microseconds, providing unprecedented responsiveness. FMT is demonstrated with a high-speed DLP projector yielding a touch-to-light latency of 110 microseconds.
Darren Leigh, Clifton Forlines, Ricardo Jota, Steven Sanders, Daniel J. Wigdor
UIST3
2014 Zero-latency tapping: using hover information to predict touch locations and eliminate touchdown latency
abstract
A method of reducing the perceived latency of touch input by employing a model to predict touch events before the finger reaches the touch surface is proposed. A corpus of 3D finger movement data was collected, and used to develop a model capable of three granularities at different phases of movement: initial direction, final touch location, time of touchdown. The model is validated for target distances >= 25.5cm, and demonstrated to have a mean accuracy of 1.05cm 128ms before the user touches the screen. Preference study of different levels of latency reveals a strong preference for unperceived latency touchdown feedback. A form of 'soft' feedback, as well as other uses for this prediction to improve performance, is proposed.
Haijun Xia, Ricardo Jota, Benjamin McCanny, Clifton Forlines, Karan Singh 0004, Daniel J. Wigdor
UIST2
2013 How fast is fast enough?: a study of the effects of latency in direct-touch pointing tasks
abstract
Although advances in touchscreen technology have provided us with more precise devices, touchscreens are still laden with latency issues. Common commercial devices present with latency up to 125ms. Although these levels have been shown to impact users' perception of the responsiveness of the system [16], relatively little is known about the impact of latency on the performance of tasks common to direct-touch interfaces, such as direct physical manipulation.
Ricardo Jota, Albert Ng, Paul H. Dietz, Daniel J. Wigdor
CHI1
2012 MirageTable: freehand interaction on a projected augmented reality tabletop
abstract
Instrumented with a single depth camera, a stereoscopic projector, and a curved screen, MirageTable is an interactive system designed to merge real and virtual worlds into a single spatially registered experience on top of a table. Our depth camera tracks the user's eyes and performs a real-time capture of both the shape and the appearance of any object placed in front of the camera (including user's body and hands). This real-time capture enables perspective stereoscopic 3D visualizations to a single user that account for deformations caused by physical objects on the table. In addition, the user can interact with virtual objects through physically-realistic freehand actions without any gloves, trackers, or instruments. We illustrate these unique capabilities through three application examples: virtual 3D model creation, interactive gaming with real and virtual objects, and a 3D teleconferencing experience that not only presents a 3D view of a remote person, but also a seamless 3D shared task space. We also evaluated the user's perception of projected 3D objects in our system, which confirmed that the users can correctly perceive such objects even when they are projected over different background colors and geometries (e.g., gaps, drops).
Hrvoje Benko, Ricardo Jota, Andrew D. Wilson
CHI2
2011 The Continuous Interaction Space: Interaction Techniques Unifying Touch and Gesture on and above a Digital Surface
abstract
The rising popularity of digital table surfaces has spawned considerable interest in new interaction techniques. Most interactions fall into one of two modalities: 1) direct touch and multi-touch (by hand and by tangibles) directly on the surface, and 2) hand gestures above the surface. The limitation is that these two modalities ignore the rich interaction space between them. To move beyond this limitation, we first contribute a unification of these discrete interaction modalities called the continuous interaction space . The idea is that many interaction techniques can be developed that go beyond these two modalities, where they can leverage the space between them. That is, we believe that the underlying system should treat the space on and above the surface as a continuum , where a person can use touch, gestures, and tangibles anywhere in the space and naturally move between them. Our second contribution illustrates this, where we introduce a variety of interaction categories that exploit the space between these modalities. For example, with our Extended Continuous Gestures category, a person can start an interaction with a direct touch and drag, then naturally lift off the surface and continue their drag with a hand gesture over the surface. For each interaction category, we implement an example (or use prior work) that illustrates how that technique can be applied. In summary, our primary contribution is to broaden the design space of interaction techniques for digital surfaces, where we populate the continuous interaction space both with concepts and examples that emerge from considering this space as a continuum.
Nicolai Marquardt, Ricardo Jota, Saul Greenberg, Joaquim Jorge 0001
INTERACT (3)2
2010 A comparison of ray pointing techniques for very large displays
Ricardo Jota, Miguel A. Nacenta, Joaquim Jorge 0001, Sheelagh Carpendale, Saul Greenberg
Graphics Interface1