VLDB 2026 Research / reviewers in the wild / expert
Chi-Jung Lee
dblp:216/5791
· DBLP profile ↗
10ranked-venue papers
4as first author
9since 2021 · last 2026
0000-0002-1887-4000ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 3 first-author · 9 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | WatchHand: Enabling Continuous Hand Pose Tracking On Off-the-Shelf SmartwatchesabstractTracking hand poses on wrist-wearables enables rich, expressive interactions, yet remains unavailable on commercial smartwatches, as prior implementations rely on external sensors or custom hardware, limiting their real-world applicability. To address this, we present WatchHand, the first continuous 3D hand pose tracking system implemented on off-the-shelf smartwatches using only their built-in speaker and microphone. WatchHand emits inaudible frequency-modulated continuous waves and captures their reflections from the hand. These acoustic signals are processed by a deep-learning model that estimates 3D hand poses for 20 finger joints. We evaluate WatchHand across diverse real-world conditions—multiple smartwatch models, wearing-hands, body postures, noise conditions, pose-variation protocols—and achieve a mean per-joint position error of 7.87 mm in cross-session tests with device remounting. Although performance drops for unseen users or gestures, the model adapts effectively with lightweight fine-tuning on small amounts of data. Overall, WatchHand lowers the barrier to smartwatch-based hand tracking by eliminating additional hardware while enabling robust, always-available interactions on millions of existing devices. Chi-Jung Lee, Hohurn Jung, Tianhong Catherine Yu, Ian Oakley, Cheng Zhang 0022 |
CHI | 2 |
| 2026 | Designing Authoritative Presence in Social RobotsabstractWe define authoritative presence as letting people experience authority through human-made technology in sensory or non-sensory ways. Our goal is to design a robot that creates the impression of possessing capabilities worthy of respect as a source of authority, thereby enhancing compliance without attributing that authority to external sources, such as a specific person or organization. We hypothesized that strategies commonly used in the Wizard-of-Oz method could help manipulate authoritative presence as it strives to ensure that the robot is not perceived as having additional abilities beyond those introduced by the manipulations. Wizards typically need to maintain the robot’s functionality and abilities at an appropriate level to minimize unwanted influence on participants’ perceptions and interactions. By interviewing HRI researchers who have wizarded, we summarized their usual strategies and implemented the opposite behaviors in a robot to investigate if this would contribute to authoritative presence. Based on the findings, we designed four behaviors that include (1) let the robot have an open-ended conversation with people, (2) randomize the robot’s reaction delay timing, (3) let the robot move with inconsistent velocity, and (4) let the robot perceive people’s status without looking at them. To evaluate the impact of these behaviors, we conducted a video-based online experiment with 942 participants, using a between-subjects design. The experiment aimed to determine whether the behaviors conveying authoritative presence would make people perceive the robot as having more authority and increase their likelihood of complying with its requests. A mediation analysis indicated that despite a decrease in perceived authority, the imply authoritative presence condition had a positive effect on participant compliance. Our study formally introduces the concept of authoritative presence, providing a proof-of-concept for how robots can create authoritative presence through specific behaviors. This work lays the groundwork for future research on authority and robotics. Yuan-Chia Chang, Daniel J. Rea, Chi-Jung Lee, Takayuki Kanda 0001, Bing-Yu Chen 0004 |
ACM Trans. Hum. Robot Interact. | 3 |
| 2025 | Million Eyes on the "Robot Umps": The Case for Studying Sports in HRI Through BaseballabstractIn this position paper, we argue that baseball-and sports more broadly-provide a unique and under-explored opportunity for researchers to study human-robot interaction (HRI) in real-world settings. Using the rise of robot umpires in baseball as a primary example, we examine emerging themes such as power dynamics among players and umpires, labor implications, and technical challenges. We emphasize the affordances and benefits of studying sports within HRI, including the integration of interdisciplinary perspectives, the large-scale deployment of robots, and the examination of their role in deeply rooted cultural practices. Waki Kamino, Andrea W. Wen-Yi, Dhruv Agarwal 0001, Sil Hamilton, Eun Jeong Kang, Keigo Kusumegi, Pegah Moradi, Daniel Mwesigwa, Yan Tao, I-Ting Tsai, Ethan Yang, Shengqi Zhu 0002, Shu-Jung Han, Chi-Jung Lee, Michael J. Sack, Tianhong Catherine Yu, Weslie Khoo, Andy Elliot Ricci, Yoyo Tsung-Yu Hou, Selma Sabanovic, David Crandall, Karen Levy, Malte F. Jung |
HRI | 15 |
| 2024 | EchoWrist: Continuous Hand Pose Tracking and Hand-Object Interaction Recognition Using Low-Power Active Acoustic Sensing On a WristbandabstractOur hands serve as a fundamental means of interaction with the world around us. Therefore, understanding hand poses and interaction contexts is critical for human-computer interaction (HCI). We present EchoWrist, a low-power wristband that continuously estimates 3D hand poses and recognizes hand-object interactions using active acoustic sensing. EchoWrist is equipped with two speakers emitting inaudible sound waves toward the hand. These sound waves interact with the hand and its surroundings through reflections and diffractions, carrying rich information about the hand’s shape and the objects it interacts with. The information captured by the two microphones goes through a deep learning inference system that recovers hand poses and identifies various everyday hand activities. Results from the two 12-participant user studies show that EchoWrist is effective and efficient at tracking 3D hand poses and recognizing hand-object interactions. Operating at 57.9 mW, EchoWrist can continuously reconstruct 20 3D hand joints with MJEDE of 4.81 mm and recognize 12 naturalistic hand-object interactions with 97.6% accuracy. Chi-Jung Lee, Devansh Agarwal, Tianhong Catherine Yu, Vipin Gunda, Oliver Lopez, James Kim, Sicheng Yin, Boao Dong, Ke Li 0013, Mose Sakashita, François Guimbretière, Cheng Zhang 0022 |
CHI | 1 |
| 2024 | SeamPose: Repurposing Seams as Capacitive Sensors in a Shirt for Upper-Body Pose TrackingabstractSeams are areas of overlapping fabric formed by stitching two or more pieces of fabric together in the cut-and-sew apparel manufacturing process. In SeamPose, we repurposed seams as capacitive sensors in a shirt for continuous upper-body pose estimation. Compared to previous all-textile motion-capturing garments that place the electrodes on the clothing surface, our solution leverages existing seams inside of a shirt by machine-sewing insulated conductive threads over the seams. The unique invisibilities and placements of the seams afford the sensing shirt to look and wear similarly as a conventional shirt while providing exciting pose-tracking capabilities. To validate this approach, we implemented a proof-of-concept untethered shirt with 8 capacitive sensing seams. With a 12-participant user study, our customized deep-learning pipeline accurately estimates the relative (to the pelvis) upper-body 3D joint positions with a mean per joint position error (MPJPE) of 6.0 cm. SeamPose represents a step towards unobtrusive integration of smart clothing for everyday pose estimation. Tianhong Catherine Yu, Manru Mary Zhang, Peter He 0002, Chi-Jung Lee, Cassidy Cheesman, Saif Mahmud, François Guimbretière, Cheng Zhang 0022 |
UIST | 4 |
| 2022 | Body-Centric NFC: Body-Centric Interaction with NFC Devices Through Near-Field Enabled ClothingabstractNFC (Near-Field Communication) has been widely applied for human-computer interaction (HCI). However, the short sensing distance of NFC requires the users to initiate the tasks with extra effort mostly using their hands, so it is inconvenient to use NFC in hands-busy scenarios. This paper presents an investigation of body-centric interactions between the NFC device users and their surroundings. The exploration is based on the recent development of near-field enabled clothing, which can passively extend an NFC-enabled device’s reading distance to users’ body landmarks. We present an accessible method for fabricating flexible, extensible, and scalable NFC extenders on clothing pieces, and an easy-to-use toolkit for facilitating designers to realize the interactive experiences. The method and toolkit were tested in technical experiments and in a co-creation workshop. The elicited design outcomes and the further exploratory makings generated knowledge for future research and embodied interaction design opportunities. Huizhong Ye, Chi-Jung Lee, Te-Yen Wu, Xing-Dong Yang, Bing-Yu Chen 0004, Rong-Hao Liang |
Conference on Designing Interactive Systems | 2 |
| 2022 | NFCStack: Identifiable Physical Building Blocks that Support Concurrent Construction and Frictionless InteractionabstractIn this paper, we propose NFCStack, which is a physical building block system that supports stacking and frictionless interaction and is based on near-field communication (NFC). This system consists of a portable station that can support and resolve the order of three types of passive identifiable stackable: bricks, boxes, and adapters. The bricks support stable and sturdy physical construction, whereas the boxes support frictionless tangible interactions. The adapters provide an interface between the aforementioned two types of stackable and convert the top of a stack into a terminal for detecting interactions between NFC-tagged objects. In contrast to existing systems based on NFC or radio-frequency identification technologies, NFCStack is portable, supports simultaneous interactions, and resolves stacking and interaction events responsively, even when objects are not strictly aligned. Evaluation results indicate that the proposed system effectively supports 12 layers of rich-ID stacking with the three types of building block, even if every box is stacked with a 6-mm offset. The results also indicate possible generalized applications of the proposed system, including 2.5-dimensional construction. The interaction styles are described using several educational application examples, and the design implications of this research are explained. Chi-Jung Lee, Rong-Hao Liang, Ling-Chien Yang, Chi-Huan Chiang, Te-Yen Wu, Bing-Yu Chen 0004 |
UIST | 1 |
| 2021 | HairTouch: Providing Stiffness, Roughness and Surface Height Differences Using Reconfigurable Brush Hairs on a VR ControllerabstractTactile feedback is widely used to enhance realism in virtual reality (VR). When touching virtual objects, stiffness and roughness are common and obvious factors perceived by the users. Furthermore, when touching a surface with complicated surface structure, differences from not only stiffness and roughness but also surface height are crucial. To integrate these factors, we propose a pin-based handheld device, HairTouch, to provide stiffness differences, roughness differences, surface height differences and their combinations. HairTouch consists of two pins for the two finger segments close to the index fingertip, respectively. By controlling brush hairs’ length and bending direction to change the hairs’ elasticity and hair tip direction, each pin renders various stiffness and roughness, respectively. By further independently controlling the hairs’ configuration and pins’ height, versatile stiffness, roughness and surface height differences are achieved. We conducted a perception study to realize users’ distinguishability of stiffness and roughness on each of the segments. Based on the results, we performed a VR experience study to verify that the tactile feedback from HairTouch enhances VR realism. Chi-Jung Lee, Hsin-Ruey Tsai, Bing-Yu Chen 0004 |
CHI | 1 |
| 2021 | Combining Touchscreens with Passive Rich-ID Building Blocks to Support Context Construction in Touchscreen InteractionsabstractThis research investigates the design space of combining touchscreens with passive rich-ID building block systems to support the physical construction of contexts in touchscreen interactions. With two proof-of-concept systems, RFIPillars and RFITiles, we explore various schemes for using tangible inputs for context enrichment in touchscreen interactions. Instead of incorporating an electronic touchscreen module that requires per-module maintenance, this work intentionally makes each tangible object passive. We explore rear-projection solutions to integrate touchscreen interactions into these passive building blocks with capacitive touch sensing techniques and deliberate physical forgiving to retain the merits of being both batteryless and wireless. The presented research artifacts embody the interaction designs and elucidate scalability challenges in integrating touchscreen interactions into this emerging tangible user interface. Chin-Yuan Lu, Han-Wei Hsieh, Rong-Hao Liang, Chi-Jung Lee, Ling-Chien Yang, Mengru Xue, Jr-Ling Guo, Meng-Ju Hsieh, Bing-Yu Chen 0004 |
CHI | 4 |
| 2018 | Dual-MR: interaction with mixed reality using smartphonesabstractMixed reality (MR) has changed the perspective we see and interact with our world. While the current-generation of MR head-mounted devices (HMDs) are capable of generating high quality visual contents, interation in most MR applications typically relies on in-air hand gestures, gaze, or voice. These interfaces although are intuitive to learn, may easily lead to inaccurate operations due to fatigue or constrained by the environment. In this work, we present Dual-MR, a novel MR interation system that i) synchronizes the MR viewpoints of HMD and handheld smartphone, and ii) enables precise, tactile, immersive and user-friendly object-level manipulations throught the multi-touch input of smartphone. In addition, Dual-MR allows multiple users to join the same MR coordinate system to facilite the collaborate in the same physical space, which further broadens its usability. A preliminary user study shows that our system easily overwhelms the conventional interface, which combines in-air hand gesture and gaze, in the completion time for a series of 3D object manipulation tasks in MR. Chi-Jung Lee, Hung-Kuo Chu |
VRST | 1 |