Chenfeng Gao

dblp:332/1320 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0002-0601-2921ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 4 since 2021
YearPublicationVenuePosition
2025 Shape-Kit: A Design Toolkit for Crafting On-Body Expressive Haptics
abstract
Driven by the vision of everyday haptics, the HCI community is advocating for "design touch first" and investigating "how to touch well." However, a gap remains between the exploratory nature of haptic design and technical reproducibility. We present Shape-Kit, a hybrid design toolkit embodying our "crafting haptics" metaphor, where hand touch is transduced into dynamic pin-based sensations that can be freely explored across the body. An ad-hoc tracking module captures and digitizes these patterns. Our study with 14 designers and artists demonstrates how Shape-Kit facilitates sensorial exploration for expressive haptic design. We analyze how designers collaboratively ideate, prototype, iterate, and compose touch experiences and show the subtlety and richness of touch that can be achieved through diverse crafting methods with Shape-Kit. Reflecting on the findings, our work contributes key insights into haptic toolkit design and touch design practices centered on the "crafting haptics" metaphor. We discuss in-depth how Shape-Kit's simplicity, though remaining constrained, enables focused crafting for deeper exploration, while its collaborative nature fosters shared sense-making of touch experiences.
Ran Zhou 0003, Jianru Ding, Chenfeng Gao, Wanli Qian, Benjamin Erickson, Madeline Balaam, Daniel Leithinger, Ken Nakagaki
CHI3
2024 SHAPE-IT: Exploring Text-to-Shape-Display for Generative Shape-Changing Behaviors with LLMs
abstract
This paper introduces text-to-shape-display, a novel approach to generating dynamic shape changes in pin-based shape displays through natural language commands. By leveraging large language models (LLMs) and AI-chaining, our approach allows users to author shape-changing behaviors on demand through text prompts without programming. We describe the foundational aspects necessary for such a system, including the identification of key generative elements (primitive, animation, and interaction) and design requirements to enhance user interaction, based on formative exploration and iterative design processes. Based on these insights, we develop SHAPE-IT, an LLM-based authoring tool for a 24 x 24 shape display, which translates the user’s textual command into executable code and allows for quick exploration through a web-based control interface. We evaluate the effectiveness of SHAPE-IT in two ways: 1) performance evaluation and 2) user evaluation (N= 10). The study conclusions highlight the ability to facilitate rapid ideation of a wide range of shape-changing behaviors with AI. However, the findings also expose accuracy-related challenges and limitations, prompting further exploration into refining the framework for leveraging AI to better suit the unique requirements of shape-changing systems.
Wanli Qian, Chenfeng Gao, Anup Sathya, Ryo Suzuki 0001, Ken Nakagaki
UIST2
2024 MobilePoser: Real-Time Full-Body Pose Estimation and 3D Human Translation from IMUs in Mobile Consumer Devices
abstract
There has been a continued trend towards minimizing instrumentation for full-body motion capture, going from specialized rooms and equipment, to arrays of worn sensors and recently sparse inertial pose capture methods. However, as these techniques migrate towards lower-fidelity IMUs on ubiquitous commodity devices, like phones, watches, and earbuds, challenges arise including compromised online performance, temporal consistency, and loss of global translation due to sensor noise and drift. Addressing these challenges, we introduce MobilePoser, a real-time system for full-body pose and global translation estimation using any available subset of IMUs already present in these consumer devices. MobilePoser employs a multi-stage deep neural network for kinematic pose estimation followed by a physics-based motion optimizer, achieving state-of-the-art accuracy while remaining lightweight. We conclude with a series of demonstrative applications to illustrate the unique potential of MobilePoser across a variety of fields, such as health and wellness, gaming, and indoor navigation to name a few.
Vasco Xu, Chenfeng Gao, Henry Hoffmann, Karan Ahuja
UIST2
2023 AeroRigUI: Actuated TUIs for Spatial Interaction using Rigging Swarm Robots on Ceilings in Everyday Space
abstract
We present AeroRigUI, an actuated tangible UI for 3D spatial embodied interaction. Using strings controlled by self-propelled swarm robots with a reeling mechanism on ceiling surfaces, our approach enables rigging (control through strings) physical objects’ position and orientation in the air. This can be applied to novel interactions in 3D space, including dynamic physical affordances, 3D information displays, and haptics. Utilizing the ceiling, an often underused room area, AeroRigUI can be applied for a range of applications such as room organization, data physicalization, and animated expressions. We demonstrate the applications based on our proof-of-concept prototype, which includes the hardware design of the rigging robots, named RigBots, and the software design for mid-air object control via interactive string manipulation. We also introduce technical evaluation and analysis of our approach prototype to address the hardware feasibility and safety. Overall, AeroRigUI enables a novel spatial and tangible UI system with great controllability and deployability.
Lilith Yu, Chenfeng Gao, Ken Nakagaki
CHI2