VLDB 2026 Research / reviewers in the wild / expert
Vimal Mollyn
dblp:264/8811 · also Vimal Suresh Mollyn
· DBLP profile ↗
10ranked-venue papers
3as first author
9since 2021 · last 2026
0000-0002-9085-8830ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | HiFiGaze: Improving Eye Tracking Accuracy Using Screen Content KnowledgeabstractWe present a new and accurate approach for gaze estimation on consumer computing devices. We take advantage of continued strides in the quality of user-facing cameras found in e.g., smartphones, laptops, and desktops — 4K or greater in high-end devices — such that it is now possible to capture the 2D reflection of a device’s screen in the user’s eyes. This alone is insufficient for accurate gaze tracking due to the near-infinite variety of screen content. Crucially, however, the device knows what is being displayed on its own screen — in this work, we show this information allows for robust segmentation of the reflection, the location and size of which encodes the user’s screen-relative gaze target. We explore several strategies to leverage this useful signal, quantifying performance in a user study. Our best performing model reduces mean tracking error by ~18% compared to a baseline appearance-based model. A supplemental study reveals an additional 10-20% improvement if the gaze-tracking camera is located at the bottom of the device. Taejun Kim, Vimal Mollyn, Riku Arakawa, Chris Harrison 0001 |
CHI | 2 |
| 2025 | EclipseTouch: Touch Segmentation on Ad Hoc Surfaces using Worn Infrared Shadow Casting
Vimal Mollyn, Nathan Devrio, Chris Harrison 0001 |
UIST | 1 |
| 2024 | WheelPoser: Sparse-IMU Based Body Pose Estimation for Wheelchair UsersabstractDespite researchers having extensively studied various ways to track body pose on-the-go, most prior work does not take into account wheelchair users, leading to poor tracking performance. Wheelchair users could greatly benefit from this pose information to prevent injuries, monitor their health, identify environmental accessibility barriers, and interact with gaming and VR experiences. In this work, we present WheelPoser, a real-time pose estimation system specifically designed for wheelchair users. Our system uses only four strategically placed IMUs on the user’s body and wheelchair, making it far more practical than prior systems using cameras and dense IMU arrays. WheelPoser is able to track a wheelchair user’s pose with a mean joint angle error of 14.30° and a mean joint position error of 6.74 cm, more than three times better than similar systems using sparse IMUs. To train our system, we collect a novel WheelPoser-IMU dataset, consisting of 167 minutes of paired IMU sensor and motion capture data of people in wheelchairs, including wheelchair-specific motions such as propulsion and pressure relief. Finally, we explore the potential application space enabled by our system and discuss future opportunities. Open-source code, models, and dataset can be found here: https://github.com/axle-lab/WheelPoser. Vimal Mollyn, Kuang Yuan, Patrick Carrington |
ASSETS | 2 |
| 2024 | EgoTouch: On-Body Touch Input Using AR/VR Headset CamerasabstractIn augmented and virtual reality (AR/VR) experiences, a user’s arms and hands can provide a convenient and tactile surface for touch input. Prior work has shown on-body input to have significant speed, accuracy, and ergonomic benefits over in-air interfaces, which are common today. In this work, we demonstrate high accuracy, bare hands (i.e., no special instrumentation of the user) skin input using just an RGB camera, like those already integrated into all modern XR headsets. Our results show this approach can be accurate, and robust across diverse lighting conditions, skin tones, and body motion (e.g., input while walking). Finally, our pipeline also provides rich input metadata including touch force, finger identification, angle of attack, and rotation. We believe these are the requisite technical ingredients to more fully unlock on-skin interfaces that have been well motivated in the HCI literature but have lacked robust and practical methods. Vimal Mollyn, Chris Harrison 0001 |
UIST | 1 |
| 2024 | Vision-Based Hand Gesture Customization from a Single DemonstrationabstractHand gesture recognition is becoming a more prevalent mode of human-computer interaction, especially as cameras proliferate across everyday devices. Despite continued progress in this field, gesture customization is often underexplored. Customization is crucial since it enables users to define and demonstrate gestures that are more natural, memorable, and accessible. However, customization requires efficient usage of user-provided data. We introduce a method that enables users to easily design bespoke gestures with a monocular camera from one demonstration. We employ transformers and meta-learning techniques to address few-shot learning challenges. Unlike prior work, our method supports any combination of one-handed, two-handed, static, and dynamic gestures, including different viewpoints, and the ability to handle irrelevant hand movements. We implement three real-world applications using our customization method, conduct a user study, and achieve up to 94% average recognition accuracy from one demonstration. Our work provides a viable path for vision-based gesture customization, laying the foundation for future advancements in this domain. Soroush Shahi, Vimal Mollyn, Cori Tymoszek Park, Runchang Kang, Asaf Liberman, Oron Levy, Jun Gong 0002, Abdelkareem Bedri, Gierad Laput |
UIST | 2 |
| 2023 | IMUPoser: Full-Body Pose Estimation using IMUs in Phones, Watches, and EarbudsabstractTracking body pose on-the-go could have powerful uses in fitness, mobile gaming, context-aware virtual assistants, and rehabilitation. However, users are unlikely to buy and wear special suits or sensor arrays to achieve this end. Instead, in this work, we explore the feasibility of estimating body pose using IMUs already in devices that many users own — namely smartphones, smartwatches, and earbuds. This approach has several challenges, including noisy data from low-cost commodity IMUs, and the fact that the number of instrumentation points on a user’s body is both sparse and in flux. Our pipeline receives whatever subset of IMU data is available, potentially from just a single device, and produces a best-guess pose. To evaluate our model, we created the IMUPoser Dataset, collected from 10 participants wearing or holding off-the-shelf consumer devices and across a variety of activity contexts. We provide a comprehensive evaluation of our system, benchmarking it on both our own and existing IMU datasets. Vimal Mollyn, Riku Arakawa, Mayank Goel, Chris Harrison 0001, Karan Ahuja |
CHI | 1 |
| 2023 | SmartPoser: Arm Pose Estimation with a Smartphone and Smartwatch Using UWB and IMU DataabstractThe ability to track a user’s arm pose could be valuable in a wide range of applications, including fitness, rehabilitation, augmented reality input, life logging, and context-aware assistants. Unfortunately, this capability is not readily available to consumers. Systems either require cameras, which carry privacy issues, or utilize multiple worn IMUs or markers. In this work, we describe how an off-the-shelf smartphone and smartwatch can work together to accurately estimate arm pose. Moving beyond prior work, we take advantage of more recent ultra-wideband (UWB) functionality on these devices to capture absolute distance between the two devices. This measurement is the perfect complement to inertial data, which is relative and suffers from drift. We quantify the performance of our software-only approach using off-the-shelf devices, showing it can estimate the wrist and elbow joints with a median positional error of 11.0 cm, without the user having to provide training data. Nathan Devrio, Vimal Mollyn, Chris Harrison 0001 |
UIST | 2 |
| 2023 | WorldPoint: Finger Pointing as a Rapid and Natural Trigger for In-the-Wild Mobile InteractionsabstractPointing with one's finger is a natural and rapid way to denote an area or object of interest. It is routinely used in human-human interaction to increase both the speed and accuracy of communication, but it is rarely utilized in human-computer interactions. In this work, we use the recent inclusion of wide-angle, rear-facing smartphone cameras, along with hardware-accelerated machine learning, to enable real-time, infrastructure-free, finger-pointing interactions on today's mobile phones. We envision users raising their hands to point in front of their phones as a "wake gesture". This can then be coupled with a voice command to trigger advanced functionality. For example, while composing an email, a user can point at a document on a table and say "attach". Our interaction technique requires no navigation away from the current app and is both faster and more privacy-preserving than the current method of taking a photo. Daehwa Kim, Vimal Mollyn, Chris Harrison 0001 |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2023 | SparseIMU: Computational Design of Sparse IMU Layouts for Sensing Fine-grained Finger MicrogesturesabstractGestural interaction with freehands and while grasping an everyday object enables always-available input . To sense such gestures, minimal instrumentation of the user’s hand is desirable. However, the choice of an effective but minimal IMU layout remains challenging, due to the complexity of the multi-factorial space that comprises diverse finger gestures, objects, and grasps. We present SparseIMU , a rapid method for selecting minimal inertial sensor-based layouts for effective gesture recognition. Furthermore, we contribute a computational tool to guide designers with optimal sensor placement. Our approach builds on an extensive microgestures dataset that we collected with a dense network of 17 inertial measurement units (IMUs). We performed a series of analyses, including an evaluation of the entire combinatorial space for freehand and grasping microgestures (393 K layouts), and quantified the performance across different layout choices, revealing new gesture detection opportunities with IMUs. Finally, we demonstrate the versatility of our method with four scenarios. Adwait Sharma, Christina Salchow-Hömmen, Vimal Mollyn, Aditya Shekhar Nittala, Michael A. Hedderich, Marion Koelle, Thomas Seel, Jürgen Steimle |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2020 | Eye Gaze Controlled Robotic Arm for Persons with Severe Speech and Motor ImpairmentabstractRecent advancements in the field of robotics offers new promises for people with different range of abilities although making a human robot interface for people with severe disabilities is challenging. This paper describes the design and development of an eye gaze controlled interface for users with severe speech and motor impairment to manipulate a robotic arm. Two user studies were reported on pick and drop and reachability studies involving users with severe speech and motor impairment. Using the eye gaze controlled interface users could undertake representative pick and drop task at an average duration less than 15 secs and reach a randomly designated target within 60 secs. Vinay Krishna Sharma, Kamalpreet Singh Saluja, Vimal Mollyn, Pradipta Biswas |
ETRA | 3 |