Eric Whitmire

dblp:167/8350 · DBLP profile ↗
← Back
13ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0001-7715-7557ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 11 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 1 since 2021Computer networks · 1 · 1 first-author
YearPublicationVenuePosition
2025 Contextra: Detecting Object Grasps With Low-Power Cameras and Sensor Fusion On the Wrist MHCI006
abstract
Knowing when a user picks up an object plays a vital role in many context-aware applications. For example, tracking water consumption, counting calories consumed, or reminding you to bring your keys are all context-centered scenarios involving picking up objects. In this project, we propose Contextra, a wrist-worn system that uses sensor fusion to recognize when a user grasps objects. Sensor fusion allows all parts of the grasp to be sensed in ways single channels cannot alone. In our wristband, we fuse EMG and IMU data with video captured from three low-power IR cameras. These cameras maintain privacy by using an active-illumination technique to only capture features close to the sensors. Beyond grasps alone, we see Contextra as playing a foundational role in providing continuous awareness of context triggers to extend the functionality of existing AI devices that cannot run continuously due to power and privacy concerns.
Nathan Devrio, Roger Boldu, Eric Whitmire, Wolf Kienzle
Proc. ACM Hum. Comput. Interact.3
2024 picoRing: battery-free rings for subtle thumb-to-index input
abstract
Smart rings for subtle, reliable finger input offer an attractive path for ubiquitous interaction with wearable computing platforms. However, compared to ordinary rings worn for cultural or fashion reasons, smart rings are much bulkier and less comfortable, largely due to the space required for a battery, which also limits the space available for sensors. This paper presents picoRing, a flexible sensing architecture that enables a variety of battery-free smart rings paired with a wristband. By inductively connecting a wristband-based sensitive reader coil with a ring-based fully-passive sensor coil, picoRing enables the wristband to stably detect the passive response from the ring via a weak inductive coupling. We demonstrate four different rings that support thumb-to-finger interactions like pressing, sliding, or scrolling. When users perform these interactions, the corresponding ring converts each input into a unique passive response through a network of passive switches. Combining the coil-based sensitive readout with the fully-passive ring design enables a tiny ring that weighs as little as 1.5 g and achieves a 13 cm stable readout despite finger bending, and proximity to metal.
Ryo Takahashi 0001, Eric Whitmire, Roger Boldu, Shiu S. Ng, Wolf Kienzle, Hrvoje Benko
UIST2
2021 ElectroRing: Subtle Pinch and Touch Detection with a Ring
abstract
We present ElectroRing, a wearable ring-based input device that reliably detects both onset and release of a subtle finger pinch, and more generally, contact of the fingertip with the user’s skin. ElectroRing addresses a common problem in ubiquitous touch interfaces, where subtle touch gestures with little movement or force are not detected by a wearable camera or IMU. ElectroRing’s active electrical sensing approach provides a step-function-like change in the raw signal, for both touch and release events, which can be easily detected using only basic signal processing techniques. Notably, ElectroRing requires no second point of instrumentation, but only the ring itself, which sets it apart from existing electrical touch detection methods. We built three demo applications to highlight the effectiveness of our approach when combined with a simple IMU-based 2D tracking system.
Wolf Kienzle, Eric Whitmire, Chris Rittaler, Hrvoje Benko
CHI2
2021 RotoWrist: Continuous Infrared Wrist Angle Tracking using a Wristband
abstract
We introduce RotoWrist, an infrared (IR) light based solution for continuously and reliably tracking 2-degree-of-freedom (DoF) relative angle of the wrist with respect to the forearm using a wristband. The tracking system consists of eight time-of-flight (ToF) IR light modules distributed around a wristband. We developed a computationally simple tracking approach to reconstruct the orientation of the wrist without any runtime training, ensuring user independence. An evaluation study demonstrated that RotoWrist achieves a cross-user median tracking error of 5.9° in flexion/extension and 6.8° in radial and ulnar deviation with no calibration required as measured with optical ground truth. We further demonstrate the performance of RotoWrist for a pointing task and compare it against ground truth tracking.
Farshid Salemi Parizi, Wolf Kienzle, Eric Whitmire, Aakar Gupta, Hrvoje Benko
VRST3
2020 Optical Gaze Tracking with Spatially-Sparse Single-Pixel Detectors
abstract
Gaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and form-factor. We propose the use of discrete photodiodes and light-emitting diodes (LEDs) as an alternative to traditional camera-based gaze tracking approaches while taking all of these metrics into consideration. We begin by developing a rendering-based simulation framework for understanding the relationship between light sources and a virtual model eyeball. Findings from this framework are used for the placement of LEDs and photodiodes. Our first prototype uses a neural network to obtain an average error rate of 2.67° at 400 Hz while demanding only 16 mW. By simplifying the implementation to using only LEDs, duplexed as light transceivers, and more minimal machine learning model, namely a light-weight supervised Gaussian process regression algorithm, we show that our second prototype is capable of an average error rate of 1.57° at 250 Hz using 800 mW.
Richard Li 0002, Eric Whitmire, Michael Stengel, Ben Boudaoud, Jan Kautz, David P. Luebke, Shwetak N. Patel, Kaan Aksit
ISMAR2
2019 Aura: Inside-out Electromagnetic Controller Tracking
abstract
The ability to track handheld controllers in 3D space is critical for interaction with head-mounted displays, such as those used in virtual and augmented reality systems. Today's systems commonly rely on dedicated infrastructure to track the controller or only provide inertial-based rotational tracking, which severely limits the user experience. Optical inside-out systems offer mobility but require line-of-sight and bulky tracking rings, which limit the ubiquity of these devices. In this work, we present Aura, an inside-out electromagnetic 6-DoF tracking system for handheld controllers. The tracking system consists of three coils embedded in a head-mounted display and a set of orthogonal receiver coils embedded in a handheld controller. We propose a novel closed-form and computationally simple tracking approach to reconstruct position and orientation in real time. Our handheld controller is small enough to fit in a pocket and consumes 45 mW of power, allowing it to operate for multiple days on a typical battery. An evaluation study demonstrates that Aura achieves a median tracking error of 5.5 mm and 0.8 degrees in 3D space within arm's reach.
Eric Whitmire, Farshid Salemi Parizi, Shwetak N. Patel
MobiSys1
2019 RetroTracker: Upgrading Existing Virtual Reality Tracking Systems
abstract
Virtual reality systems often make use of spatially tracked handheld props in the form of controllers or specialized objects to add realism and interaction. Tracking these objects today relies on the use of expensive, bulky, and power-consuming trackers that must be attached to an object. We propose a passive tracking technique that works with existing low-cost, off-the-shelf optical tracking components and is capable of turning any object into a tracked virtual reality prop. Our method utilizes paper-thin retro-reflective markers that can be placed in any free-form on everyday objects. The proof-of-concept prototype acts as a simple add-on for an existing tracking system and requires only a minimal amount of compute overhead. We demonstrate that our method allows bringing physical real-world objects to virtual worlds with ease, and provides an object identification technique using patterned retro-reflective markers.
Kylee M. Krzanich, Eric Whitmire, Michael Stengel, Michael Kass, Kaan Aksit, David P. Luebke
VR2
2018 Haptic Revolver: Touch, Shear, Texture, and Shape Rendering on a Reconfigurable Virtual Reality Controller
abstract
We present Haptic Revolver, a handheld virtual reality controller that renders fingertip haptics when interacting with virtual surfaces. Haptic Revolver's core haptic element is an actuated wheel that raises and lowers underneath the finger to render contact with a virtual surface. As the user's finger moves along the surface of an object, the controller spins the wheel to render shear forces and motion under the fingertip. The wheel is interchangeable and can contain physical textures, shapes, edges, or active elements to provide different sensations to the user. Because the controller is spatially tracked, these physical features can be spatially registered with the geometry of the virtual environment and rendered on-demand. We evaluated Haptic Revolver in two studies to understand how wheel speed and direction impact perceived realism. We also report qualitative feedback from users who explored three application scenarios with our controller.
Eric Whitmire, Hrvoje Benko, Christian Holz 0001, Eyal Ofek, Mike Sinclair
CHI1
2018 Three Haptic Shape-Feedback Controllers for Virtual Reality
abstract
We present three new novel haptic controllers that render shape force feedback during interaction. 1) CLAW is a multi-purpose controller that renders tactile forces for common hand interactions, such as grasping, touching, and triggering grasped objects. 2) Haptic Revolver is a general-purpose handheld VR controller that renders touch contact with virtual surfaces, motion shear along a surface, textures, and shapes using interchangeable wheels. 3) Haptic Links haptic render shape feedback between two controllers using variable-stiffness locking mechanisms to provide force feedback for grasping and interacting with two-handed objects such as wind instruments, steering wheels, handle bars, or bow and arrow.
Mike Sinclair, Eyal Ofek, Christian Holz 0001, Inrak Choi, Eric Whitmire, Evan Strasnick, Hrvoje Benko
VR5
2018 High-Fidelity Interaction for Virtual and Augmented Reality
abstract
Expressive interaction with wearable head-mounted displays for virtual (VR) and augmented reality (AR) systems is essential for practical adoption. These systems pose new challenges and have higher performance standards compared to other computing paradigms. In this position paper, I argue that interactive devices for VR and AR systems can leverage high-precision tracking and haptics to achieve a robust set of interaction techniques and a rich sense of presence. I describe my past and proposed future research in designing interactive devices that innovate in the domains of eye tracking, wearable finger input, and handheld controllers.
Eric Whitmire
VR1
2017 Carpacio: Repurposing Capacitive Sensors to Distinguish Driver and Passenger Touches on In-Vehicle Screens
abstract
Standard vehicle infotainment systems often include touch screens that allow the driver to control their mobile phone, navigation, audio, and vehicle configurations. For the driver's safety, these interfaces are often disabled or simplified while the car is in motion. Although this reduced functionality aids in reducing distraction for the driver, it also disrupts the usability of infotainment systems for passengers. Current infotainment systems are unaware of the seating position of their user and hence, cannot adapt. We present Carpacio, a system that takes advantage of the capacitive coupling created between the touchscreen and the electrode present in the seat when the user touches the capacitive screen. Using this capacitive coupling phenomenon, a car infotainment system can intelligently distinguish who is interacting with the screen seamlessly, and adjust its user interface accordingly. Manufacturers can easily incorporate Carpacio into vehicles since the included seat occupancy detection sensor or seat heating coils can be used as the seat electrode. We evaluated Carpacio in eight different cars and five mobile devices and found that it correctly detected over 2600 touches with an accuracy of 99.4%.
Edward Jay Wang, Jake Garrison, Eric Whitmire, Mayank Goel, Shwetak N. Patel
UIST3
2016 SpiroCall: Measuring Lung Function over a Phone Call
abstract
Cost and accessibility have impeded the adoption of spirometers (devices that measure lung function) outside clinical settings, especially in low-resource environments. Prior work, called SpiroSmart, used a smartphone's built-in microphone as a spirometer. However, individuals in low- or middle-income countries do not typically have access to the latest smartphones. In this paper, we investigate how spirometry can be performed from any phone-using the standard telephony voice channel to transmit the sound of the spirometry effort. We also investigate how using a 3D printed vortex whistle can affect the accuracy of common spirometry measures and mitigate usability challenges. Our system, coined SpiroCall, was evaluated with 50 participants against two gold standard medical spirometers. We conclude that SpiroCall has an acceptable mean error with or without a whistle for performing spirometry, and advantages of each are discussed.
Mayank Goel, Elliot Saba, Maia Stiber, Eric Whitmire, Josh Fromm, Eric C. Larson, Gaetano Borriello, Shwetak N. Patel
CHI4
2015 HyperCam: hyperspectral imaging for ubiquitous computing applications
abstract
Emerging uses of imaging technology for consumers cover a wide range of application areas from health to interaction techniques; however, typical cameras primarily transduce light from the visible spectrum into only three overlapping components of the spectrum: red, blue, and green. In contrast, hyperspectral imaging breaks down the electromagnetic spectrum into more narrow components and expands coverage beyond the visible spectrum. While hyperspectral imaging has proven useful as an industrial technology, its use as a sensing approach has been fragmented and largely neglected by the UbiComp community. We explore an approach to make hyperspectral imaging easier and bring it closer to the end-users. HyperCam provides a low-cost implementation of a multispectral camera and a software approach that automatically analyzes the scene and provides a user with an optimal set of images that try to capture the salient information of the scene. We present a number of use-cases that demonstrate HyperCam's usefulness and effectiveness.
Mayank Goel, Eric Whitmire, Alexander Mariakakis, T. Scott Saponas, Neel Joshi, Dan Morris 0001, Brian Guenter, Marcel Gavriliu, Gaetano Borriello, Shwetak N. Patel
UbiComp2