Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Huy Viet Le

dblp:136/6240 · DBLP profile ↗
← Back
22ranked-venue papers
11as first author
2since 2021 · last 2025
0000-0001-5579-2875ORCID · verified

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

Human-computer interaction and ubiquitous computing · 22 · 11 first-author · 2 since 2021

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 · 48% Health and well-being technologies · 16% Wearable and physiological sensing · 14%
Network and information security
1 paper
Privacy and data protection · 100%

Topics — the 13 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › cognitive support
memory augmentation
1.122025
Pixel Memories: Do Lifelog Summaries Fail to Enhance Memory but Offer Privacy-Aware Memory Assessments? · CHI 2025
Impact of Video Summary Viewing on Episodic Memory Recall: Design Guidelines for Video Summarizations · CHI 2016
Wearable and physiological sensing
lifelogging
0.912025
Pixel Memories: Do Lifelog Summaries Fail to Enhance Memory but Offer Privacy-Aware Memory Assessments? · CHI 2025
Interaction techniques and input
mobile interaction
0.722018
Fingers' Range and Comfortable Area for One-Handed Smartphone Interaction Beyond the Touchscreen · CHI 2018
PalmTouch: Using the Palm as an Additional Input Modality on Commodity Smartphones · CHI 2018
Interaction techniques and input › touch interaction
touch input
0.722018
InfiniTouch: Finger-Aware Interaction on Fully Touch Sensitive Smartphones · UIST 2018
PalmTouch: Using the Palm as an Additional Input Modality on Commodity Smartphones · CHI 2018
Personal fabrication and tangible interfaces › 3d-printed interactive objects
3d-printed tangibles
0.512021
Itsy-Bits: Fabrication and Recognition of 3D-Printed Tangibles with Small Footprints on Capacitive Touchscreens · CHI 2021
Interaction techniques and input
gesture input
0.412020
Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones · ACM Trans. Comput. Hum. Interact. 2020
Interaction techniques and input › gesture input
gesture shortcuts
0.412020
Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones · ACM Trans. Comput. Hum. Interact. 2020
Interaction techniques and input › touch interaction
touch gesture
0.412019
Effect of Orientation on Unistroke Touch Gestures · CHI 2019
Interaction techniques and input › touch interaction
back-of-device interaction
0.312018
Fingers' Range and Comfortable Area for One-Handed Smartphone Interaction Beyond the Touchscreen · CHI 2018
Interaction techniques and input
text entry
0.112020
Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones · ACM Trans. Comput. Hum. Interact. 2020
Interaction techniques and input › input sensing
gesture recognition
0.112019
Effect of Orientation on Unistroke Touch Gestures · CHI 2019
Interaction techniques and input › input modality
input modality design
0.112018
PalmTouch: Using the Palm as an Additional Input Modality on Commodity Smartphones · CHI 2018
Multimedia analysis and retrieval
video summarization
0.112016
Impact of Video Summary Viewing on Episodic Memory Recall: Design Guidelines for Video Summarizations · CHI 2016

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

automated memory validation · 1.7user study · 1.2real-world experiments · 0.9real-world experiment · 0.9user evaluation · 0.8fabrication · 0.5capacitive sensing · 0.5gesture elicitation · 0.4deep learning · 0.4design space exploration · 0.4clausen function modeling · 0.4cognitive load measurement · 0.2
YearPublicationVenuePosition
2025 Pixel Memories: Do Lifelog Summaries Fail to Enhance Memory but Offer Privacy-Aware Memory Assessments?
abstract
We explore the metaphorical "daily memory pill"concept - a brief pictorial lifelog recap aimed at reviving and preserving memories. Leveraging psychological strategies, we explore the potential of such summaries to boost autobiographical memory. We developed an automated lifelogging memory prosthesis and a research protocol (Automated Memory Validation "AMV") for conducting privacy-aware, in-situ evaluations. We conducted a real-world lifelogging experiment for a month (n=11). We also designed a browser "Pixel Memories"for browsing one-week worth of lifelogs. The results suggest that daily timelapse summaries, while not yielding significant memory augmentation effects, also do not lead to memory degradation. Participants' confidence in recalled content remains unaltered, but the study highlights the challenge of users' overestimation of memory accuracy. Our core contributions, the AMV protocol and "Pixel Memories"browser, advance our understanding of memory augmentations and offer a privacy-preserving method for evaluating future ubicomp systems.
Passant El Agroudy, Rufat Rzayev, Tonja Machulla, Huy Viet Le, Tilman Dingler, Lars Lischke, Sarah Clinch, Geoff Ward, Albrecht Schmidt 0001
CHI4
2021 Itsy-Bits: Fabrication and Recognition of 3D-Printed Tangibles with Small Footprints on Capacitive Touchscreens
abstract
Tangibles on capacitive touchscreens are a promising approach to overcome the limited expressiveness of touch input. While research has suggested many approaches to detect tangibles, the corresponding tangibles are either costly or have a considerable minimal size. This makes them bulky and unattractive for many applications. At the same time, they obscure valuable display space for interaction.
Martin Schmitz 0001, Florian Müller 0003, Max Mühlhäuser, Jan Riemann, Huy Viet Le
CHI5
2020 Imprint-Based Input Techniques for Touch-Based Mobile Devices
abstract
Touchscreens translate touches of all kinds into 2D coordinates. This limits the input vocabulary and constrains effective interaction to touches by the fingertip. Previous tabletop research extended the input vocabulary with a myriad of promising input techniques using the shape of fingers and hands. However, these techniques are not applicable to mobile devices due to differences in size, ergonomics, and technology. We conducted ideation sessions (N=17) to explore novel input techniques and use cases for imprint-based touch sensing on mobile devices. As a case study, we present FlexionTouch, a novel input technique that recognizes the finger flexion on a touchscreen. Using the finger flexion as an additional input dimension, FlexionTouch provides an always-available shortcut and can be used for value inputs, document previews, and gestures. We propose five example use cases for FlexionTouch input which we evaluated in a second user study (N=20). While the low resolution of the capacitive images leads to a less accurate input compared to tabletops, participants still find the presented use cases helpful. As our input technique is purely software-based, it can be readily deployed to every mobile device with a capacitive touchscreen.
Huy Viet Le, Sven Mayer, Niels Henze
MUM1
2020 Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones
abstract
While advances in mobile text entry enable smartphone users to type almost as fast as on hardware keyboards, text-heavy activities are still not widely adopted. One reason is the lack of shortcut mechanisms. In this article, we determine shortcuts for text-heavy activities, elicit shortcut gestures, implement them for a fully touch-sensitive smartphone, and conduct an evaluation with potential users. We found that experts perform around 800 keyboard shortcuts per day, which are not available on smartphones. Interviews revealed the lack of shortcuts as a major limitation that prevents mobile text editing. Therefore, we elicited gestures for the 22 most important shortcuts for smartphones that are touch-sensitive on the whole device surface. We implemented the gestures for a fully touch-sensitive smartphone using deep learning and evaluated them in realistic scenarios to gather feedback. We show that the developed prototype is perceived as intuitive and faster than recent commercial approaches.
Huy Viet Le, Sven Mayer, Maximilian Weiß, Jonas Vogelsang, Henrike Weingärtner, Niels Henze
ACM Trans. Comput. Hum. Interact.1
2019 Effect of Orientation on Unistroke Touch Gestures
abstract
As touchscreens are the most successful input method of current mobile devices, touch gestures became a widely used input technique. While gestures provide users with advantages to express themselves, they also introduce challenges regarding accuracy and memorability. In this paper, we investigate the effect of a gesture's orientation on how well the gesture can be performed. We conducted a study in which participants performed systematically rotated unistroke gestures. For straight lines as well as for compound lines, we found that users tend to align gestures with the primary axes. We show that the error can be described by a Clausen function with R² = .93. Based on our findings, we suggest design implications and highlight the potential for recognizing flick gestures, visualizing gestures and improving recognition of compound gestures.
Sven Mayer, Valentin Schwind, Huy Viet Le, Dominik Weber, Jonas Vogelsang, Johannes Wolf, Niels Henze
CHI3
2019 Investigating the feasibility of finger identification on capacitive touchscreens using deep learning
abstract
Touchscreens enable intuitive mobile interaction. However, touch input is limited to 2D touch locations which makes it challenging to provide shortcuts and secondary actions similar to hardware keyboards and mice. Previous work presented a wide range of approaches to provide secondary actions by identifying which finger touched the display. While these approaches are based on external sensors which are inconvenient, we use capacitive images from mobile touchscreens to investigate the feasibility of finger identification. We collected a dataset of low-resolution fingerprints and trained convolutional neural networks that classify touches from eight combinations of fingers. We focused on combinations that involve the thumb and index finger as these are mainly used for interaction. As a result, we achieved an accuracy of over 92% for a position-invariant differentiation between left and right thumbs. We evaluated the model and two use cases that users find useful and intuitive. We publicly share our data set (CapFingerld) comprising 455,709 capacitive images of touches from each finger on a representative mutual capacitive touchscreen and our models to enable future work using and improving them.
Huy Viet Le, Sven Mayer, Niels Henze
IUI1
2019 Force Touch Detection on Capacitive Sensors using Deep Neural Networks
abstract
As the touchscreen is the most successful input method of current mobile devices, the importance to transmit more information per touch is raising. A wide range of approaches has been presented to enhance the richness of a single touch. With Apple's 3D Touch, they successfully introduce pressure as a new input dimension into consumer devices. However, they are using a new sensing layer, which increases production cost and hardware complexity. Moreover, users have to upgrade their phones to use the new feature. In contrast, with this work, we introduce a strategy to acquire the pressure measurements from the mutual capacitive sensor, which is used in the majority of today's touch devices. We present a data collection study in which we collect capacitive images where participants apply different pressure levels. We then train a Deep Neural Network (DNN) to estimate the pressure allowing for force touch detection. As a result, we present a model which enables estimating the pressure with a mean error of 369.0g.
Tobias Boceck, Sascha Sprott, Huy Viet Le, Sven Mayer
MobileHCI3
2019 Investigating Unintended Inputs for One-Handed Touch Interaction Beyond the Touchscreen
abstract
Additional input controls such as fingerprint scanners, physical buttons, and Back-of-Device (BoD) touch panels improve the input capabilities on smartphones. While previous work showed the benefits of input beyond the touchscreen, unfavorably designed input controls force detrimental grip changes and increase the likelihood of unintended inputs. Researchers investigated all fingers' comfortable areas to avoid grip changes. However, there is no understanding of unintended BoD inputs which frustrate users and lead to embarrassing mistakes. In this paper, we study the BoD areas in which unintended inputs occur during interaction with the touchscreen. Participants performed common tasks on four smartphones which they held in the prevalent single-handed grip while sitting and walking. We recorded finger movements with a motion capture system and analyzed the unintended inputs. We identified comfortable areas on the back in which no unintended inputs occur and found that the least unintended inputs occurred on 5" devices. We derive three design implications for BoD input to help designers considering reachability and unintended input.
Huy Viet Le, Sven Mayer, Benedict Steuerlein, Niels Henze
MobileHCI1
2019 Finding the Sweet Spot: Analyzing Unrestricted Touchscreen Interaction In-the-Wild
abstract
With smartphones being a prime example, touchscreens became one of the most widely used interface to interact with computing systems. Compared to other touchscreen devices, smartphones pose additional challenges as the hand that interacts with the device is commonly used to also hold the device. Consequently, determining how fingers of the hand holding the device can interact with the screen is a non-trivial challenge. A body of recent work investigated the comfortable area in controlled lab studies. This poses limitations as it is based on the assumption that the grips used in the studies are representative for normal smartphone use. In this paper, we extend previous work by providing insights from in-the-wild studies using two different apps that were deployed in the Android App Store. Comparing our results with previous work we confirm that our data fits previously proposed models. Further analyzing the data, we highlight the sweet spot, the position that is touched if the input can be performed on the whole screen.
Sven Mayer, Huy Viet Le, Markus Funk, Niels Henze
ISS2
2019 WindowWall: Towards Adaptive Buildings with Interactive Windows as Ubiquitous Displays
abstract
As architects usually decide on the shape and look of windows during the design of buildings, opportunities for interactive windows have not been systematically explored yet. In this work, we extend the vision of sustainable and comfortable adaptive buildings using interactive smart windows. We systematically explore the design space of interactive windows to chart requirements, constraints, and challenges. To that end, we built proof-of-concept prototypes of smart windows with fine-grained control of transparency. In two studies, we explored user attitudes towards interactive windows and elicited control methods. We found that users understand and see potential for interactive windows at home. We provide specific usage contexts and specify interactions that may facilitate domestic applications. Our work illustrates the concept of interactive smart windows and provides insights regarding their design, development, and user controls for adaptive walls. We identify design dimensions and challenges to stimulate further development in the domain of adaptive buildings.
Patrick Bader, Alexandra Voit, Huy Viet Le, Pawel W. Wozniak, Niels Henze, Albrecht Schmidt 0001
ACM Trans. Comput. Hum. Interact.3
2018 The Effect of Road Bumps on Touch Interaction in Cars
abstract
Touchscreens are a common fixture in current vehicles. With autonomous driving, we can expect touch interaction with such in-vehicle media systems to exponentially increase. In spite of vehicle suspension systems, road perturbations will continue to exert forces that can render in-vehicle touch interaction challenging. Using a motion simulator, we investigate how different vehicle speeds interact with road features (i.e., speed bumps) to influence touch interaction. We determine their effect on pointing accuracy and task completion time. We show that road bumps have a significant effect on touch input and can decrease accuracy by 19%. In light of this, we developed a Random Forest (RF) model that improves touch accuracy by 32.0% on our test set and by 22.5% on our validation set. As the lightweight model uses only features that can easily be determined through inertial measurement units, this model could be easily deployed in current automobiles.
Sven Mayer, Huy Viet Le, Alessandro Nesti, Niels Henze, Heinrich H. Bülthoff, Lewis L. Chuang
AutomotiveUI2
2018 PalmTouch: Using the Palm as an Additional Input Modality on Commodity Smartphones
abstract
Touchscreens are the most successful input method for smartphones. Despite their flexibility, touch input is limited to the location of taps and gestures. We present PalmTouch, an additional input modality that differentiates between touches of fingers and the palm. Touching the display with the palm can be a natural gesture since moving the thumb towards the device's top edge implicitly places the palm on the touchscreen. We present different use cases for PalmTouch, including the use as a shortcut and for improving reachability. To evaluate these use cases, we have developed a model that differentiates between finger and palm touch with an accuracy of 99.53% in realistic scenarios. Results of the evaluation show that participants perceive the input modality as intuitive and natural to perform. Moreover, they appreciate PalmTouch as an easy and fast solution to address the reachability issue during one-handed smartphone interaction compared to thumb stretching or grip changes.
Huy Viet Le, Thomas Kosch, Patrick Bader, Sven Mayer, Niels Henze
CHI1
2018 Fingers' Range and Comfortable Area for One-Handed Smartphone Interaction Beyond the Touchscreen
abstract
Previous research and recent smartphone development presented a wide range of input controls beyond the touchscreen. Fingerprint scanners, silent switches, and Back-of-Device (BoD) touch panels offer additional ways to perform input. However, with the increasing amount of input controls on the device, unintentional input or limited reachability can hinder interaction. In a one-handed scenario, we conducted a study to investigate the areas that can be reached without losing grip stability (comfortable area), and with stretched fingers (maximum range) using four different phone sizes. We describe the characteristics of the comfortable area and maximum range for different phone sizes and derive four design implications for the placement of input controls to support one-handed BoD and edge interaction. Amongst others, we show that the index and middle finger are the most suited fingers for BoD interaction and that the grip shifts towards the top edge with increasing phone sizes.
Huy Viet Le, Sven Mayer, Patrick Bader, Niels Henze
CHI1
2018 Designing finger orientation input for mobile touchscreens
abstract
A large number of today's systems use interactive touch surfaces as the main input channel. Current devices reduce the richness of touch input to two-dimensional positions on the screen. A growing body of work develops methods that enrich touch input to provide additional degrees of freedom for touch interaction. In particular, previous work proposed to use the finger's orientation as additional input. To efficiently implement new input techniques which make use of the new input dimensions, we need to understand the limitations of the input. Therefore, we conducted a study to derive the ergonomic constraints for using finger orientation as additional input in a two-handed smartphone scenario. We show that for both hands, the comfort and the non-comfort zone depend on how the user interacts with a touch surface. For two-handed smart-phone scenarios, the range is 33.3% larger than for tabletop scenarios. We further show that the phone orientation correlates with the finger orientation. Finger orientations which are harder to perform result in phone orientations where the screen does not directly face the user.
Sven Mayer, Huy Viet Le, Niels Henze
MobileHCI2
2018 InfiniTouch: Finger-Aware Interaction on Fully Touch Sensitive Smartphones
abstract
Smartphones are the most successful mobile devices and offer intuitive interaction through touchscreens. Current devices treat all fingers equally and only sense touch contacts on the front of the device. In this paper, we present InfiniTouch, the first system that enables touch input on the whole device surface and identifies the fingers touching the device without external sensors while keeping the form factor of a standard smartphone. We first developed a prototype with capacitive sensors on the front, the back and on three sides. We then conducted a study to train a convolutional neural network that identifies fingers with an accuracy of 95.78% while estimating their position with a mean absolute error of 0.74cm. We demonstrate the usefulness of multiple use cases made possible with InfiniTouch, including finger-aware gestures and finger flexion state as an action modifier.
Huy Viet Le, Sven Mayer, Niels Henze
UIST1
2017 Improving software-reduced touchscreen latency
abstract
The latency of current mobile devices' touchscreens is around 100ms and has widely been explored. Latency down to 2ms is noticeable, and latency as low as 25ms reduces users' performance. Previous work reduced touch latency by extrapolating a finger's movement using an ensemble of shallow neural networks and showed that predicting 33ms into the future increases users' performance. Unfortunately, this prediction has a high error. Predicting beyond 33ms did not increase participants' performance, and the error affected the subjective assessment. We use more recent machine learning techniques to reduce the prediction error. We train LSTM networks and multilayer perceptrons using a large data set and regularization. We show that linear extrapolation causes an 116.7% higher error and the previously proposed ensembles of shallow networks cause a 26.7% higher error compared to the LSTM networks. The trained models, the data used for testing, and the source code is available on GitHub.
Niels Henze, Sven Mayer, Huy Viet Le, Valentin Schwind
MobileHCI3
2017 A smartphone prototype for touch interaction on the whole device surface
abstract
Previous research proposed a wide range of interaction methods and use cases based on the previously unused back side and edge of a smartphone. Common approaches to implementing Back-of-Device (BoD) interaction include attaching two smartphones back to back and building a prototype completely from scratch. Changes in the device's form factor can influence hand grip and input performance as shown in previous work. Further, the lack of an established operating system and SDK requires more effort to implement novel interaction methods. In this work, we present a smartphone prototype that runs Android and has a form factor nearly identical to an off-the-shelf smartphone. It further provides capacitive images of the hand holding the device for use cases such as grip-pattern recognition. We describe technical details and share source files so that others can re-build our prototype. We evaluated the prototype with 8 participants to demonstrate the data that can be retrieved for an exemplary grip classification.
Huy Viet Le, Sven Mayer, Patrick Bader, Niels Henze
MobileHCI1
2017 Machine learning for intelligent mobile user interfaces using TensorFlow
abstract
One key feature of TensorFlow includes the possibility to compile the trained model to run efficiently on mobile phones. This enables a wide range of opportunities for researchers and developers. In this tutorial, we teach attendees two basic steps to run neural networks on a mobile phone: Firstly, we will teach how to develop neural network architectures and train them in TensorFlow. Secondly, we show the process to run the trained models on a mobile phone.
Sven Mayer, Huy Viet Le, Niels Henze
MobileHCI2
2017 Machine learning with tensorflow for mobile and ubiquitous interaction
Huy Viet Le, Sven Mayer, Niels Henze
MUM1
2017 PredicTouch: A System to Reduce Touchscreen Latency using Neural Networks and Inertial Measurement Units
abstract
Touchscreens are the dominant input mechanism for a variety of devices. One of the main limitations of touchscreens is the latency to receive input, refresh, and respond. This latency is easily perceivable and reduces users' performance. Previous work proposed to reduce latency by extrapolating finger movements to identify future movements - albeit with limited success. In this paper, we propose PredicTouch, a system that improves this extrapolation using inertial measurement units (IMUs). We combine IMU data with users' touch trajectories to train a multi-layer feedforward neural network that predicts future trajectories. We found that this hybrid approach (software: prediction, and hardware: IMU) can significantly reduce the prediction error, reducing latency effects. We show that using a wrist-worn IMU increases the throughput by 15% for finger input and 17% for a stylus.
Huy Viet Le, Valentin Schwind, Philipp Göttlich, Niels Henze
ISS1
2017 Estimating the Finger Orientation on Capacitive Touchscreens Using Convolutional Neural Networks
abstract
In the last years, touchscreens became the most common input device for a wide range of computers. While touchscreens are truly pervasive, commercial devices reduce the richness of touch input to two-dimensional positions on the screen. Recent work proposed interaction techniques to extend the richness of the input vocabulary using the finger orientation. Approaches for determining a finger's orientation using off-the-shelf capacitive touchscreens proposed in previous work already enable compelling use cases. However, the low estimation accuracy limits the usability and restricts the usage of finger orientation to non-precise input. With this paper, we provide a ground truth data set for capacitive touch screens recorded with a high-precision motion capture system. Using this data set, we show that a Convolutional Neural Network can outperform approaches proposed in previous work. Instead of relying on hand-crafted features, we trained the model based on the raw capacitive images. Thereby we reduce the pitch error by 9.8% and the yaw error by 45.7%.
Sven Mayer, Huy Viet Le, Niels Henze
ISS2
2016 Impact of Video Summary Viewing on Episodic Memory Recall: Design Guidelines for Video Summarizations
abstract
Reviewing lifelogging data has been proposed as a useful tool to support human memory. However, the sheer volume of data (particularly images) that can be captured by modern lifelogging systems makes the selection and presentation of material for review a challenging task. We present the results of a five-week user study involving 16 participants and over 69,000 images that explores both individual requirements for video summaries and the differences in cognitive load, user experience, memory experience, and recall experience between review using video summarisations and non-summary review techniques. Our results can be used to inform the design of future lifelogging data summarisation systems for memory augmentation.
Huy Viet Le, Sarah Clinch, Corina Sas, Tilman Dingler, Niels Henze, Nigel Davies 0001
CHI1