VLDB 2026 Research / reviewers in the wild / expert
Andy Kong
dblp:276/4028
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5ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0002-4529-0000ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Power-over-Skin: Full-Body Wearables Powered By Intra-Body RF EnergyabstractPowerful computing devices are now small enough to be easily worn on the body. However, batteries pose a major design and user experience obstacle, adding weight and volume, and generally requiring periodic device removal and recharging. In response, we developed Power-over-Skin, an approach using the human body itself to deliver power to many distributed, battery-free, worn devices. We demonstrate power delivery from on-body distances as far as from head-to-toe, with sufficient energy to power microcontrollers capable of sensing and wireless communication. We share results from a study campaign that informed our implementation, as well as experiments that validate our final system. We conclude with several demonstration devices, ranging from input controllers to longitudinal bio-sensors, which highlight the efficacy and potential of our approach. Andy Kong, Daehwa Kim, Chris Harrison 0001 |
UIST | 1 |
| 2023 | Full-hand Electro-Tactile Feedback without Obstructing Palmar Side of HandabstractWe present a technique to render tactile feedback to the palmar side of the hand while keeping it unobstructed and, thus, preserving manual dexterity during interactions with physical objects. We implement this by applying electro-tactile stimulation only to the back of the hand and to the wrist. In our approach, there are no electrodes on the palmar side, yet that is where tactile sensations are felt. While we place electrodes outside the user's palm, we do so in strategic locations that conduct the electrical currents to the median/ulnar nerves, causing tactile sensations on the palmar side of the hand. In our user studies, we demonstrated that our approach renders tactile sensations to 11 different locations on the palmar side while keeping users’ palms free for dexterous manipulations. Our approach enables new applications such as tactile notifications during dexterous activities or VR experiences that rely heavily on physical props. Yudai Tanaka, Alan Shen, Andy Kong, Pedro Lopes 0001 |
CHI | 3 |
| 2022 | ControllerPose: Inside-Out Body Capture with VR Controller CamerasabstractWe present a new and practical method for capturing user body pose in virtual reality experiences: integrating cameras into handheld controllers, where batteries, computation and wireless communication already exist. By virtue of the hands operating in front of the user during many VR interactions, our controller-borne cameras can capture a superior view of the body for digitization. Our pipeline composites multiple camera views together, performs 3D body pose estimation, uses this data to control a rigged human model with inverse kinematics, and exposes the resulting user avatar to end user applications. We developed a series of demo applications illustrating the potential of our approach and more leg-centric interactions, such as balancing games and kicking soccer balls. We describe our proof-of-concept hardware and software, as well as results from our user study, which point to imminent feasibility. Karan Ahuja, Vivian Shen, Cathy Mengying Fang, Nathan Riopelle, Andy Kong, Chris Harrison 0001 |
CHI | 5 |
| 2021 | EyeMU Interactions: Gaze + IMU Gestures on Mobile DevicesabstractAs smartphone screens have grown in size, single-handed use has become more cumbersome. Interactive targets that are easily seen can be hard to reach, particularly notifications and upper menu bar items. Users must either adjust their grip to reach distant targets, or use their other hand. In this research, we show how gaze estimation using a phone’s user-facing camera can be paired with IMU-tracked motion gestures to enable a new, intuitive, and rapid interaction technique on handheld phones. We describe our proof-of-concept implementation and gesture set, built on state-of-the-art techniques and capable of self-contained execution on a smartphone. In our user study, we found a mean euclidean gaze error of 1.7 cm and a seven-class motion gesture classification accuracy of 97.3%. Andy Kong, Karan Ahuja, Mayank Goel, Chris Harrison 0001 |
ICMI | 1 |
| 2020 | Direction-of-Voice (DoV) Estimation for Intuitive Speech Interaction with Smart Devices EcosystemsabstractFuture homes and offices will feature increasingly dense ecosystems of IoT devices, such as smart lighting, speakers, and domestic appliances. Voice input is a natural candidate for interacting with out-of-reach and often small devices that lack full-sized physical interfaces. However, at present, voice agents generally require wake-words and device names in order to specify the target of a spoken command (e.g., 'Hey Alexa, kitchen lights to full bright-ness'). In this research, we explore whether speech alone can be used as a directional communication channel, in much the same way visual gaze specifies a focus. Instead of a device's microphones simply receiving and processing spoken commands, we suggest they also infer the Direction of Voice (DoV). Our approach innately enables voice commands with addressability (i.e., devices know if a command was directed at them) in a natural and rapid manner. We quantify the accuracy of our implementation across users, rooms, spoken phrases, and other key factors that affect performance and usability. Taken together, we believe our DoV approach demonstrates feasibility and the promise of making distributed voice interactions much more intuitive and fluid. Karan Ahuja, Andy Kong, Mayank Goel, Chris Harrison 0001 |
UIST | 2 |