VLDB 2026 Research / reviewers in the wild / expert
Chun Yu
dblp:72/6319
· DBLP profile ↗
105ranked-venue papers
7as first author
61since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 91 · 7 first-author · 50 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 8 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Multivariate Diffusion Transformer with Decoupled Attention for High-Fidelity Mask-Text Collaborative Facial GenerationabstractWhile significant progress has been achieved in multimodal facial generation using semantic masks and textual descriptions, conventional feature fusion approaches often fail to enable effective cross-modal interactions, thereby leading to suboptimal generation outcomes. To address this challenge, we introduce MDiTFace—a customized diffusion transformer framework that employs a unified tokenization strategy to process semantic mask and text inputs, eliminating discrepancies between heterogeneous modality representations. The framework facilitates comprehensive multimodal feature interaction through stacked, newly designed multivariate transformer blocks that process all conditions synchronously. Additionally, we design a novel decoupled attention mechanism by dissociating implicit dependencies between mask tokens and temporal embeddings. This mechanism segregates internal computations into dynamic and static pathways, enabling caching and reuse of features computed in static pathways after initial calculation, thereby reducing additional computational overhead introduced by mask condition by over 94% while maintaining performance. Extensive experiments demonstrate that MDiTFace significantly outperforms other competing methods in terms of both facial fidelity and conditional consistency. Yushe Cao, Dian-xi Shi, Xuechao Zou, Haikuo Peng, Chun Yu, Junliang Xing |
AAAI | 7 |
| 2026 | SituFont: A Just-in-Time Adaptive Intervention Interface for Enhancing Mobile Readability in Situational Visual ImpairmentsabstractSituational visual impairments (SVIs) hinder mobile readability, causing discomfort and limiting information access. Building on prior work in adaptive typography and accessibility, this paper presents SituFont, a context-aware and human-in-the-loop adaptive typography adjustment approach that enhances smartphone mobile readability by dynamically adjusting font parameters based on real-time contextual changes. Using smartphone sensors and a human-in-the-loop approach, SituFont personalizes text presentation to accommodate personal factors (e.g., fatigue, distraction) and environmental conditions (e.g., lighting, motion, location). To inform its design, we conducted formative interviews (N=15) to identify key SVI factors and controlled experiments (N=18) to quantify their impact on optimal text parameters. A comparative user study (N=12) across eight simulated SVI scenarios demonstrated SituFont’s effectiveness in improving smartphone mobile readability in terms of improved efficiency and reduced workload compared with a non-trivial manual adjustment baseline. Jingruo Chen, Kexin Nie, Mingshan Zhang, Chun Yu, Zhiqi Gao, Kun Yue, Yuanchun Shi |
CHI | 4 |
| 2026 | TraceRing: Touchpad-like Pointing with a Single IMU Ring through Personalized LearningabstractAchieving touchpad-like pointing with a single IMU ring is highly desirable for portable and wearable interaction, yet challenging due to incomplete motion data and significant user variability. We present TraceRing, a finger-worn IMU system that enables precise two-dimensional cursor control. To address the limitations of generic end-to-end models, we propose a personalized training framework that learns user-specific representations through joint multi-task and contrastive learning, while dynamically selecting the most suitable expert model. This approach enables personalization without requiring per-user fine-tuning, and reduces velocity prediction error by 33.9% over state-of-the-art baselines. Furthermore, a real-time study shows it delivers speed and accuracy far exceeding those of AirMouse (2.26s v.s. 3.01s in average task completion time). These results demonstrate TraceRing as a portable and comfortable alternative for mobile computing and AR interaction applications. Weinan Shi, Zixuan Wang 0018, Suya Wu, Xiyuan Shen, Chengchi Zhou, Chun Yu, Yuanchun Shi |
CHI | 7 |
| 2026 | Plotania: Exploring Transparency Trade-offs in AI Co-Writing Through Virtual Readers and Transparent AttributionabstractCurrent AI writing tools aim to enhance authorial capacity yet often diminish authorial control and lack timely audience feedback. Through a formative study with fiction authors (N=10), we uncovered two critical tensions in human–AI co-writing: balancing AI scaffolding with authorial ownership, and the absence of contextual audience perspectives that shape storytelling during drafting. Guided by these insights, we designed Plotania, a co-writing system that combines proactive virtual readers offering real-time audience reactions with transparent attribution layers. A controlled study (N=20) revealed complex and counterintuitive effects: virtual reader feedback increased audience awareness but decreased perceived creative agency, transforming individual authorship into collaborative performance. Transparent attribution raised awareness of AI contributions but triggered identity anxiety and reduced AI usage. These findings reveal fundamental trade-offs in transparency design. We contribute design principles for “agency-preserving transparency” that balance information provision with creative empowerment, informing future transparency design in human-AI creative collaboration. Zehuan Wang 0003, Chun Yu |
CHI | 4 |
| 2026 | KeySense: LLM-Powered Hands-Down, Ten-Finger Typing on Commodity TouchscreensabstractExisting touchscreen software keyboards prevent users from resting their hands, forcing slow and fatiguing index-finger tapping (“chicken typing”) instead of familiar hands-down ten-finger typing. We present KeySense, a purely software solution that preserves physical keyboard motor skills. KeySense isolates intentional taps from resting-finger noise with cognitive–motor timing patterns, and then uses a fine-tuned LLM decoder to turn the resulting noisy letter sequence into the intended word. In controlled component tests, this decoder substantially outperforms 2 statistical baselines (top-1 accuracy 84.8% vs 75.7% and 79.3%). A 12-participant study shows clear ergonomic and performance benefits: compared with the conventional hover-style keyboard, users rated KeySense as markedly less physically demanding (NASA-TLX median 1.5 vs 4.0), and after brief practice, typed significantly faster (WPM 28.3 vs 26.2, p <0.01). These results indicate that KeySense enables accurate, efficient and comfortable ten-finger text entry on commodity touchscreens, without any extra hardware. Tony Li, Yan Ma 0006, Zhuojun Li, Chun Yu, I. V. Ramakrishnan, Xiaojun Bi 0001 |
CHI | 4 |
| 2026 | 3DRing: Enabling Low-Cost 3D Hand Position Tracking by Fusing Inertial and Low-Framerate Optical SensingabstractCurrent mobile hand tracking systems primarily rely on high-framerate (HFR) optical sensors to capture hand positions, resulting in high computational cost and limiting the applicability in end devices. We propose 3DRing, a 3D hand position tracking method that requires only low-framerate (LFR, <10 FPS) optical data and a single IMU ring. It consists of two stages: (1) a Deep Extended Kalman Filter module that predicts high-framerate hand positions from LFR optical measurements and a single IMU; (2) a Reinforcement Learning module that adaptively selects minimal keyframes for calibration, further reducing the average optical framerate. Using only 6.61 FPS optical data, 3DRing achieves an average real-time tracking error of 1.75 cm and an interaction efficiency of 86.0% in a 3D target selection task, compared to the 67 FPS hand tracking system of Meta Quest Pro, demonstrating a strong potential to reduce the reliance on optical data in mobile hand tracking tasks. Zhuojun Li, Chun Yu, Chang Liu 0150, Mingyuan Du, Weinan Shi, Yuanchun Shi |
CHI | 3 |
| 2026 | Division of Labor and Collaboration Between Parents in Family EducationabstractHomework tutoring work is a demanding and often conflict-prone practice in family life, and parents often lack targeted support for managing its cognitive and emotional burdens. Through interviews with 18 parents of children in grades 1–3, we examine how homework-related labor is divided and coordinated between parents, and where AI might meaningfully intervene. We found three key insights: (1) Homework labor encompasses distinct dimensions: physical, cognitive, and emotional, with the latter two often remaining invisible. (2) We identified father-mother-child triadic dynamics in labor division, with children’s feedback as the primary factor shaping parental labor adjustments. (3) Building on prior HCI research, we propose an AI design that prioritizes relationship maintenance over task automation or broad labor mitigation. By employing labor as a lens that integrates care work, we explore the complexities of labor within family contexts, contributing to feminist and care-oriented HCI and to the development of context-sensitive coparenting practices. Congrong Zhang, Jingying Deng, Xiaofan Hu, Jie Cai 0003, Nan Gao 0001, Chun Yu, Haining Zhang |
CHI | 7 |
| 2026 | ActivitySeeker: Towards Collaborative Personalized Human Activity Discovery and Recognition on SmartphonesabstractSmartphones provide an attractive yet challenging platform for human activity recognition (HAR). They are ubiquitous, but also limit the input of HAR systems to a single IMU. These systems are also challenged by the inherent diversity of human activities and varying phone placement on the user’s body. This results in traditional smartphone HAR systems having limited personalization potential or imposing a high user burden. We propose ActivitySeeker, a personalized smartphone HAR system that combines self-supervised activity discovery and low-burden user interaction to collaboratively label IMU data and adapt HAR models to individual users on-device through transfer learning. We evaluated ActivitySeeker through simulated online learning and in-the-wild user experiments, where it discovered 95.5% of personal activity types and achieved high recognition accuracy (93.3%) while maintaining a positive user experience. Leveraging the synergy between user and smartphone, ActivitySeeker opens up new possibilities for HAR-based applications like fitness, health and personalized recommendation. Zhoutong Ye, Yanwen Huang, Chun Yu, Yuntao Wang 0001, Yuqi Luo, Yuanchun Shi |
CHI | 3 |
| 2026 | GazeCoT: Unleashing Social Intelligence in Multimodal LLMs With Gaze-Informed Chain-of-Thought ReasoningabstractSocial intelligence is vital for effective human-AI interaction. While LLMs demonstrate strong text-based social intelligence, the vision modality remains challenging due to the presence of non-verbal social cues. For example, gaze is the primary conveyor of social attention, yet it cannot be accurately perceived and understood by multimodal LLMs (MLLMs). Therefore, we propose GazeCoT, a pipeline using gaze estimation models to provide MLLMs with the attention of people in images or videos. The gaze information is provided as visual and text prompts compiled into a structured context to support MLLM social reasoning. Benchmark evaluation confirms that GazeCoT enhances MLLMs’ social intelligence by improving gaze perception. A user study in a challenging application involving parent-child interactions demonstrates that GazeCoT improves perceived explainability and trustworthiness by aligning MLLM social perception and social reasoning with human norms. We hope that GazeCoT, a versatile plug-and-play pipeline, can enable socially aware, MLLM-based HCI applications. Zhoutong Ye, Xutong Wang, Ruiwen Zhang, Qinwei Li, Chun Yu, Yuanchun Shi |
CHI | 7 |
| 2026 | Proactive AI as a Catalyst for Creativity? Balancing Human Agency and AI Contribution in Collaborative Story WritingabstractLarge Language Models (LLMs) hold promise in supporting creative writing, yet the role of proactive AI in collaborative writing remains underexplored due to concerns around human agency and disruption. To investigate effective strategies for proactive AI support, we conducted a Wizard-of-Oz study simulating two suggestion styles: intrusive suggestions (next-sentence completions) and non-intrusive suggestions (exploratory proposals), where participants completed two story outlining tasks under each style, receiving real-time proactive suggestions from a human wizard acting as the AI. Both quantitative and qualitative results show that proactive AI can enhance creativity and accelerate writing. However, we observed a trade-off between AI involvement and perceived human agency. This trade-off was moderated by how strongly AI stimulated users–greater inspiration led to stronger perceived agency even under high AI involvement. Based on wizards’ behavior, we offer guidance on suggestion style and timing to better balance creativity and agency for future proactive AI writing systems. Yiwen Yin, Mingze Wu, Ruijie Huang, Chun Yu, Yuanchun Shi |
CHI | 6 |
| 2026 | HiSync: Spatio-Temporally Aligning Hand Motion from Wearable IMU and On-Robot Camera for Command Source Identification in Long-Range HRIabstractLong-range Human-Robot Interaction (HRI) remains underexplored. Within it, Command Source Identification (CSI) — determining who issued a command — is especially challenging due to multi-user and distance-induced sensor ambiguity. We introduce HiSync, an optical-inertial fusion framework that treats hand motion as binding cues by aligning robot-mounted camera optical flow with hand-worn IMU signals. We first elicit a user-defined (N=12) gesture set and collect a multimodal command gesture dataset (N=38) in long-range multi-user HRI scenarios. Next, HiSync extracts frequency-domain hand motion features from both camera and IMU data, and a learned CSINet denoises IMU readings, temporally aligns modalities, and performs distance-aware multi-window fusion to compute cross-modal similarity of subtle, natural gestures, enabling robust CSI. In three-person scenes up to 34 m, HiSync achieves 92.32% CSI accuracy, outperforming the prior SOTA by 48.44%. HiSync is also validated on real-robot deployment. By making CSI reliable and natural, HiSync provides a practical primitive and design guidance for public-space HRI. Chun Yu, Borong Zhuang, Haopeng Jin, Qingyang Wan, Zhuojun Li, Zhoutong Ye, Chang Liu 0150, Weinan Shi, Yuanchun Shi |
CHI | 2 |
| 2026 | OpenCD: Empowering Diagnosis of Children's Mathematical Cognition through Open-ended Multimodal TasksabstractAssessing children’s cognitive development in early mathematics is vital for effective teaching. Compared to closed-ended questions, which may fail to capture nuanced developmental spectrum, open-ended elicitation tasks (e.g., asking students to manipulate objects or draw to represent numbers) serve as a promising approach to reveal deeper cognitive processes. However, their diverse and unstructured nature makes systematic analysis challenging for teachers. We present OpenCD, a teacher-facing system that automatically analyzes multimodal student responses to capture individualized insights. Based on Evidence-Centered Design, it combines Vision-Language Models (VLMs) and expert models to generate interactive diagnostic graphs and reports with traceability back to behavioral evidence. In our two-part evaluation, a validation study found 90.3% of the system’s diagnoses “completely reasonable,” and a user study showed that OpenCD reduced teachers’ analysis burden and enhanced their insights into student thinking. Our work contributes to scalable process-based assessment for mathematical literacy. Chun Yu, Minzheng Song, Binglin Liu, Jianyang Liu, Xutong Wang, Jie Cai 0003, Yuanchun Shi |
CHI | 2 |
| 2026 | Dual-Pathway Diffusion for Hand Correction in Synthetic Portraits: Global Context Aware and Local Structure RefinementabstractDespite significant advancements in diffusion models for generating high-quality portrait images, the problem of malformed hands remains a critical and unresolved challenge. Existing methods primarily focus on structural restoration, often neglecting the semantic coherence between the corrected hand region and the overall image. To address this limitation, we propose a novel dual-pathway diffusion malformed hand correction method, named DD-MHC, which integrates a Global Context Aware Module (GCAM) and a Local Structure Refinement Module (LSRM) through a dual-path architecture. Under the synergy of cross-attention and spatial attention, these modules can effectively fuse global contextual features and local guiding cues, enabling precise restoration of the hand region. Comprehensive experiments demonstrate that DD-MHC significantly outperforms existing competing methods, particularly in enhancing the semantic consistency between the corrected hand region and the overall image. Additionally, to address the challenge of data scarcity in the research on correcting malformed hands within unconstrained scene portraits, we construct a brand-new General-Scene Portrait Dataset (GSPD), providing a standardized and reproducible data platform for subsequent related research. Yushe Cao, Luoxi Jing, Yuanze Wang, Dian-xi Shi, Chun Yu, Junliang Xing |
ICMR | 5 |
| 2026 | Beyond a single perspective: A multi-agent debate framework for affective computing
Yijie Pan, Yuanchun Shi, Chun Yu, Xiangzeng Kong, Naian Xiao |
Pattern Recognit. | 3 |
| 2025 | Investigating Context-Aware Collaborative Text Entry on Smartphones using Large Language ModelsabstractText entry is a fundamental and ubiquitous task, but users often face challenges such as situational impairments or difficulties in sentence formulation.Motivated by this, we explore the potential of large language models (LLMs) to assist with text entry in realworld contexts.We propose a collaborative smartphone-based text entry system, CATIA, that leverages LLMs to provide text suggestions based on contextual factors, including screen content, time, location, activity, and more.In a 7-day in-the-wild study with 36 participants, the system offered appropriate text suggestions in over 80% of cases.Users exhibited different collaborative behaviors depending on whether they were composing text for interpersonal communication or information services.Additionally, the relevance Yuanchun Shi, Weinan Shi, Meizhu Chen, Yeshuang Zhu, Jinchao Zhang 0001, Chun Yu |
CHI | 10 |
| 2025 | Palmpad: Enabling Real-Time Index-to-Palm Touch Interaction with a Single RGB Camera
Yuanchun Shi, Chi Hsia, Chun Yu |
CHI | 6 |
| 2025 | WritingRing: Enabling Natural Handwriting Input with a Single IMU Ring
Zixuan Wang 0018, Chun Yu, Xiyuan Shen, Yuanchun Shi |
CHI | 3 |
| 2025 | Enhancing Smartphone Eye Tracking with Cursor-Based Interactive Implicit Calibration
Chang Liu 0150, Chun Yu, Yingtian Shi, Yuanchun Shi |
CHI | 3 |
| 2025 | From Operation to Cognition: Automatic Modeling Cognitive Dependencies from User Demonstrations for GUI Task Automation
Yiwen Yin, Chun Yu, Toby Jia-Jun Li, Aamir Khan Jadoon, Sixiang Cheng, Weinan Shi, Mohan Chen 0007, Yuanchun Shi |
CHI | 3 |
| 2025 | AutoPBL: An LLM-powered Platform to Guide and Support Individual Learners Through Self Project-based Learning
Zhoutong Ye, Wenxuan Tang, Chun Yu, Yuanchun Shi |
CHI | 5 |
| 2025 | InterQuest: A Mixed-Initiative Framework for Dynamic User Interest Modeling in Conversational Search
Yuanxi Wang, Qingyang Wan, Zhuojun Li, Chun Yu, Weinan Shi, Yuanchun Shi |
UIST | 6 |
| 2025 | Understanding Users' Perceptions and Expectations toward a Social Balloon Robot via an Exploratory Study
Tianyi Xia, Manqiu Liao, Yuan Gao 0024, Chun Yu, Yuntao Wang 0001, Yuanchun Shi |
UIST | 10 |
| 2025 | EchoMind: Supporting Real-time Complex Problem Discussions through Human-AI Collaborative FacilitationabstractTeams often engage in group discussions to leverage collective intelligence when solving complex problems. However, in real-time discussions, such as face-to-face meetings, participants frequently struggle with managing diverse perspectives and structuring content, which can lead to unproductive outcomes like forgetfulness and off-topic conversations. Through a formative study, we explores a human-AI collaborative facilitation approach, where AI assists in establishing a shared knowledge framework to provide a guiding foundation. We present EchoMind, a system that visualizes discussion knowledge through real-time issue mapping. EchoMind empowers participants to maintain focus on specific issues, review key ideas or thoughts, and collaboratively expand the discussion. The system leverages large language models (LLMs) to dynamically organize dialogues into nodes based on the current context recorded on the map. Our user study with four teams (N=16) reveals that EchoMind helps clarify discussion objectives, trace knowledge pathways, and enhance overall productivity. We also discuss the design implications for human-AI collaborative facilitation and the potential of shared knowledge visualization to transform group dynamics in future collaborations. Chun Yu, Meizhu Chen, Yipeng Xu, Yuanchun Shi |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2025 | Prompt2Task: Automating UI Tasks on Smartphones from Textual PromptsabstractUI task automation enables efficient task execution by simulating human interactions with GUIs, without modifying the existing application code. However, its broader adoption is constrained by the need for expertise in both scripting languages and workflow design. To address this challenge, we present Prompt2Task, a system designed to comprehend various task-related textual prompts (e.g., goals, procedures), thereby generating and performing the corresponding automation tasks. Prompt2Task incorporates a suite of intelligent agents that mimic human cognitive functions, specializing in interpreting user intent, managing external information for task generation, and executing operations on smartphones. The agents can learn from user feedback and continuously improve their performance based on the accumulated knowledge. Experimental results indicated a performance jump from a 22.28% success rate in the baseline to 95.24% with Prompt2Task, requiring an average of 0.69 user interventions for each new task. Prompt2Task presents promising applications in fields such as tutorial creation, smart assistance, and customer service. Tian Huang, Chun Yu, Weinan Shi, Zijian Peng, David Yang 0002, Yuanchun Shi |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2024 | Partially training, isolating and unlearning, mitigating backdoor attackabstractNeural networks are widely known to be vulnerable to backdoor attacks, witch are full of threats, a method that poisons a portion of the training data to make the target model perform well on normal data sets, while outputting attacker-specified or random categories on the poisoned samples. Nowadays, poisoned samples are becoming more and more similar to corresponding normal samples, even the human eye cannot easily distinguish them and the accuracy of models carrying backdoors on normal samples is no different from that of clean models witch also leads to the inability to determine whether a model carries a backdoor based on its accuracy. In this article, by observing the characteristics of backdoor attacks, We provide a new model training method, Partial Training(PT), that freezes part of the model to train a model that can isolate suspicious samples. Then, on this basis, a clean model is fine-tune to resist backdoor attacks. We used three datasets and four backdoor attack methods to conduct our experiments. The experiments showed that PT performed very well in defending against backdoor attacks mentioned above. Chun Yu |
IEEE Big Data | 5 |
| 2024 | ContextCam: Bridging Context Awareness with Creative Human-AI Image Co-CreationabstractThe rapid advancement of AI-generated content (AIGC) promises to transform various aspects of human life significantly. This work particularly focuses on the potential of AIGC to revolutionize image creation, such as photography and self-expression. We introduce ContextCam, a novel human-AI image co-creation system that integrates context awareness with mainstream AIGC technologies like Stable Diffusion. ContextCam provides user’s image creation process with inspiration by extracting relevant contextual data, and leverages Large Language Model-based (LLM) multi-agents to co-create images with the user. A study with 16 participants and 136 scenarios revealed that ContextCam was well-received, showcasing personalized and diverse outputs as well as interesting user behavior patterns. Participants provided positive feedback on their engagement and enjoyment when using ContextCam, and acknowledged its ability to inspire creativity. Xianzhe Fan, Zihan Wu 0002, Chun Yu, Fenggui Rao, Weinan Shi, Teng Tu 0002 |
CHI | 3 |
| 2024 | Exploring Experience Gaps Between Active and Passive Users During Multi-user Locomotion in VRabstractMulti-user locomotion in VR has grown increasingly common, posing numerous challenges. A key factor contributing to these challenges is the gaps in experience between active and passive users during co-locomotion. Yet, there remains a limited understanding of how and to what extent these experiential gaps manifest in diverse multi-user co-locomotion scenarios. This paper systematically explores the gaps in physiological and psychological experience indicators between active and passive users across various locomotion situations. Such situations include when active users walk, fly by joystick, or teleport, and passive users stand still or look around. We also assess the impact of factors such as sub-locomotion type, speed/teleport-interval, motion sickness susceptibility, etc. Accordingly, we delineate acceptability disparities between active and passive users, offering insights into leveraging notable experimental findings to mitigate discomfort during co-locomotion through avoidance or intervention. Tianren Luo, Fenglin Lu, Jiafu Lv, Xiaohui Tan, Chang Liu 0163, Fangzhi Yan, Jin Huang 0009, Chun Yu, Teng Han, Feng Tian 0001 |
CHI | 8 |
| 2024 | MouseRing: Always-available Touchpad Interaction with IMU RingsabstractTracking fine-grained finger movements with IMUs for continuous 2D-cursor control poses significant challenges due to limited sensing capabilities. Our findings suggest that finger-motion patterns and the inherent structure of joints provide beneficial physical knowledge, which lead us to enhance motion perception accuracy by integrating physical priors into ML models. We propose MouseRing, a novel ring-shaped IMU device that enables continuous finger-sliding on unmodified physical surfaces like a touchpad. A motion dataset was created using infrared cameras, touchpads, and IMUs. We then identified several useful physical constraints, such as joint co-planarity, rigid constraints, and velocity consistency. These principles help refine the finger-tracking predictions from an RNN model. By incorporating touch state detection as a cursor movement switch, we achieved precise cursor control. In a Fitts’ Law study, MouseRing demonstrated input efficiency comparable to touchpads. In real-world applications, MouseRing ensured robust, efficient input and good usability across various surfaces and body postures. Xiyuan Shen, Chun Yu, Xutong Wang, Haozhan Chen, Yuanchun Shi |
CHI | 2 |
| 2024 | PepperPose: Full-Body Pose Estimation with a Companion RobotabstractAccurate full-body pose estimation across diverse actions in a user-friendly and location-agnostic manner paves the way for interactive applications in realms like sports, fitness, and healthcare. This task becomes challenging in real-world scenarios due to factors like the user’s dynamic positioning, the diversity of actions, and the varying acceptability of the pose-capturing system. In this context, we present PepperPose, a novel companion robot system tailored for optimized pose estimation. Unlike traditional methods, PepperPose actively tracks the user and refines its viewpoint, facilitating enhanced pose accuracy across different locations and actions. This allows users to enjoy a seamless action-sensing experience. Our evaluation, involving 30 participants undertaking daily functioning and exercise actions in a home-like space, underscores the robot’s promising capabilities. Moreover, we demonstrate the opportunities that PepperPose presents for human-robot interaction, its current limitations, and future developments. Lingxiao Zhong, Chun Yu, Yuntao Wang 0001, Yuan Gao 0024, Tin Lun Lam, Yuanchun Shi |
CHI | 4 |
| 2024 | MindShift: Leveraging Large Language Models for Mental-States-Based Problematic Smartphone Use InterventionabstractProblematic smartphone use negatively affects physical and mental health. Despite the wide range of prior research, existing persuasive techniques are not flexible enough to provide dynamic persuasion content based on users’ physical contexts and mental states. We first conducted a Wizard-of-Oz study (N=12) and an interview study (N=10) to summarize the mental states behind problematic smartphone use: boredom, stress, and inertia. This informs our design of four persuasion strategies: understanding, comforting, evoking, and scaffolding habits. We leveraged large language models (LLMs) to enable the automatic and dynamic generation of effective persuasion content. We developed MindShift, a novel LLM-powered problematic smartphone use intervention technique. MindShift takes users’ in-the-moment app usage behaviors, physical contexts, mental states, goals & habits as input, and generates personalized and dynamic persuasive content with appropriate persuasion strategies. We conducted a 5-week field experiment (N=25) to compare MindShift with its simplified version (remove mental states) and baseline techniques (fixed reminder). The results show that MindShift improves intervention acceptance rates by 4.7-22.5% and reduces smartphone usage duration by 7.4-9.8%. Moreover, users have a significant drop in smartphone addiction scale scores and a rise in self-efficacy scale scores. Our study sheds light on the potential of leveraging LLMs for context-aware persuasion in other behavior change domains. Ruolan Wu, Chun Yu, Xiaole Pan, Yujia Liu 0004, Ningning Zhang, Yuhan Wang 0015, Qiaolei Jiang, Xuhai Xu, Yuanchun Shi |
CHI | 2 |
| 2024 | PoseAugment: Generative Human Pose Data Augmentation with Physical Plausibility for IMU-Based Motion Capture
Zhuojun Li, Chun Yu, Yuanchun Shi |
ECCV (32) | 2 |
| 2024 | ContextMate: a context-aware smart agent for efficient data analysis
Aamir Khan Jadoon, Chun Yu, Yuanchun Shi |
CCF Trans. Pervasive Comput. Interact. | 2 |
| 2024 | MakeBronze: An interactive system to promote Chinese bronze culture in children through hands-on experience with lost-wax casting
Minjing Yu, Li Wang 0131, Mingxu Cai, Mengrui Zhang, Chun Yu, Xing-Dong Yang, Jiawan Zhang |
Int. J. Hum. Comput. Stud. | 5 |
| 2024 | GestureGPT: Toward Zero-Shot Free-Form Hand Gesture Understanding with Large Language Model AgentsabstractExisting gesture interfaces only work with a fixed set of gestures defined either by interface designers or by users themselves, which introduces learning or demonstration efforts that diminish their naturalness. Humans, on the other hand, understand free-form gestures by synthesizing the gesture, context, experience, and common sense. In this way, the user does not need to learn, demonstrate, or associate gestures. We introduce GestureGPT, a free-form hand gesture understanding framework that mimics human gesture understanding procedures to enable a natural free-form gestural interface. Our framework leverages multiple Large Language Model agents to manage and synthesize gesture and context information, then infers the interaction intent by associating the gesture with an interface function. More specifically, our triple-agent framework includes a Gesture Description Agent that automatically segments and formulates natural language descriptions of hand poses and movements based on hand landmark coordinates. The description is deciphered by a Gesture Inference Agent through self-reasoning and querying about the interaction context (e.g., interaction history, gaze data), which is managed by a Context Management Agent. Following iterative exchanges, the Gesture Inference Agent discerns the user’s intent by grounding it to an interactive function. We validated our framework offline under two real-world scenarios: smart home control and online video streaming. The average zero-shot Top-1/Top-5 grounding accuracies are 44.79%/83.59% for smart home tasks and 37.50%/73.44% for video streaming tasks. We also provide an extensive discussion that includes rationale for model selection, generalizability, and future research directions for a practical system etc. Tengxiang Zhang, Chun Yu, Shengdong Zhao 0001, Yiqiang Chen 0001 |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2024 | Kine-Appendage: Enhancing Freehand VR Interaction Through Transformations of Virtual AppendagesabstractKinesthetic feedback, the feeling of restriction or resistance when hands contact objects, is essential for natural freehand interaction in VR. However, inducing kinesthetic feedback using mechanical hardware can be cumbersome and hard to control in commodity VR systems. We propose the kine-appendage concept to compensate for the loss of kinesthetic feedback in virtual environments, i.e., a virtual appendage is added to the user's avatar hand; when the appendage contacts a virtual object, it exhibits transformations (rotation and deformation); when it disengages from the contact, it recovers its original appearance. A proof-of-concept kine-appendage technique, BrittleStylus, was designed to enhance isomorphic typing. Our empirical evaluations demonstrated that (i) BrittleStylus significantly reduced the uncorrected error rate of naive isomorphic typing from 6.53% to 1.92% without compromising the typing speed; (ii) BrittleStylus could induce the sense of kinesthetic feedback, the degree of which was parity with that induced by pseudo-haptic (+ visual cue) methods; and (iii) participants preferred BrittleStylus over pseudo-haptic (+ visual cue) methods because of not only good performance but also fluent hand movements. Yang Tian 0008, Hualong Bai, Shengdong Zhao 0001, Chi-Wing Fu, Chun Yu, Haozhao Qin, Qiong Wang 0001, Pheng-Ann Heng |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | Modeling the Trade-off of Privacy Preservation and Activity Recognition on Low-Resolution ImagesabstractA computer vision system using low-resolution image sensors can provide intelligent services (e.g., activity recognition) but preserve unnecessary visual privacy information from the hardware level. However, preserving visual privacy and enabling accurate machine recognition have adversarial needs on image resolution. Modeling the trade-off of privacy preservation and machine recognition performance can guide future privacy-preserving computer vision systems using low-resolution image sensors. In this paper, using the at-home activity of daily livings (ADLs) as the scenario, we first obtained the most important visual privacy features through a user survey. Then we quantified and analyzed the effects of image resolution on human and machine recognition performance in activity recognition and privacy awareness tasks. We also investigated how modern image super-resolution techniques influence these effects. Based on the results, we proposed a method for modeling the trade-off of privacy preservation and activity recognition on low-resolution images. Yuntao Wang 0001, Zirui Cheng, Xin Yi 0001, Yan Kong, Xuhai Xu, Yukang Yan, Chun Yu, Shwetak N. Patel, Yuanchun Shi |
CHI | 8 |
| 2023 | Enabling Voice-Accompanying Hand-to-Face Gesture Recognition with Cross-Device SensingabstractGestures performed accompanying the voice are essential for voice interaction to convey complementary semantics for interaction purposes such as wake-up state and input modality. In this paper, we investigated voice-accompanying hand-to-face (VAHF) gestures for voice interaction. We targeted on hand-to-face gestures because such gestures relate closely to speech and yield significant acoustic features (e.g., impeding voice propagation). We conducted a user study to explore the design space of VAHF gestures, where we first gathered candidate gestures and then applied a structural analysis to them in different dimensions (e.g., contact position and type), outputting a total of 8 VAHF gestures with good usability and least confusion. To facilitate VAHF gesture recognition, we proposed a novel cross-device sensing method that leverages heterogeneous channels (vocal, ultrasound, and IMU) of data from commodity devices (earbuds, watches, and rings). Our recognition model achieved an accuracy of 97.3% for recognizing 3 gestures and 91.5% for recognizing 8 gestures (excluding the "empty" gesture), proving the high applicability. Quantitative analysis also shed light on the recognition capability of each sensor channel and their different combinations. In the end, we illustrated the feasible use cases and their design principles to demonstrate the applicability of our system in various scenarios. Zisu Li, Yuntao Wang 0001, Chun Yu, Yukang Yan, Mingming Fan 0001, Yuanchun Shi |
CHI | 5 |
| 2023 | ResType: Invisible and Adaptive Tablet Keyboard Leveraging Resting FingersabstractText entry on tablet touchscreens is a basic need nowadays. Tablet keyboards require visual attention for users to locate keys, thus not supporting efficient touch typing. They also take up a large proportion of screen space, which affects the access to information. To solve these problems, we propose ResType, an adaptive and invisible keyboard on three-state touch surfaces (e.g. tablets with unintentional touch prevention). ResType allows users to rest their hands on it and automatically adapts the keyboard to the resting fingers. Thus, users do not need visual attention to locate keys, which supports touch typing. We quantitatively explored users’ resting finger patterns on ResType, based on which we proposed an augmented Bayesian decoding algorithm for ResType, with 96.3% top-1 and 99.0% top-3 accuracies. After a 5-day evaluation, ResType achieved 41.26 WPM, outperforming normal tablet keyboards by 13.5% and reaching 86.7% of physical keyboards. It solves the occlusion problem while maintaining comparable typing speed with current methods on visible tablet keyboards. Zhuojun Li, Chun Yu, Yizheng Gu, Yuanchun Shi |
CHI | 2 |
| 2023 | A Human-Computer Collaborative Editing Tool for Conceptual DiagramsabstractEditing (e.g., editing conceptual diagrams) is a typical office task that requires numerous tedious GUI operations, resulting in poor interaction efficiency and user experience, especially on mobile devices. In this paper, we present a new type of human-computer collaborative editing tool (CET) that enables accurate and efficient editing with little interaction effort. CET divides the task into two parts, and the human and the computer focus on their respective specialties: the human describes high-level editing goals with multimodal commands, while the computer calculates, recommends, and performs detailed operations. We conducted a formative study (N = 16) to determine the concrete task division and implemented the tool on Android devices for the specific tasks of editing concept diagrams. The user study (N = 24 + 20) showed that it increased diagram editing speed by 32.75% compared with existing state-of-the-art commercial tools and led to better editing results and user experience. Lihang Pan, Chun Yu, Yuanchun Shi |
CHI | 2 |
| 2023 | Selecting Real-World Objects via User-Perspective Phone OcclusionabstractPerceiving the region of interest (ROI) and target object by smartphones from the user’s first-person perspective can enable diverse spatial interactions. In this paper, we propose a novel ROI input method and a target selecting method for smartphones by utilizing the user-perspective phone occlusion. This concept of turning the phone into real-world physical cursor benefits from the proprioception, gets rid of the constraint of camera preview, and allows users to rapidly and accurately select the target object. Meanwhile, our method can provide a resizable and rotatable rectangular ROI to disambiguate dense targets. We implemented the prototype system by positioning the user’s iris with the front camera and estimating the rectangular area blocked by the phone with the rear camera simultaneously, followed by a target prediction algorithm with the distance-weighted Jaccard index. We analyzed the behavioral models of using our method and evaluated our prototype system’s pointing accuracy and usability. Results showed that our method is well-accepted by the users for its convenience, accuracy, and efficiency. Chun Yu, Jiachen Yao, Yueting Weng, Yukang Yan, Yuanchun Shi |
CHI | 2 |
| 2023 | SmartRecorder: An IMU-based Video Tutorial Creation by Demonstration System for Smartphone Interaction TasksabstractThis work focuses on an active topic in the HCI community, namely tutorial creation by demonstration. We present a novel tool named SmartRecorder that facilitates people, without video editing skills, creating video tutorials for smartphone interaction tasks. As automatic interaction trace extraction is a key component to tutorial generation, we seek to tackle the challenges of automatically extracting user interaction traces on smartphones from screencasts. Uniquely, with respect to prior research in this field, we combine computer vision techniques with IMU-based sensing algorithms, and the technical evaluation results show the importance of smartphone IMU data in improving system performance. With the extracted key information of each step, SmartRecorder generates instructional content initially and provides tutorial creators with a tutorial refinement editor designed based on a high recall (99.38%) of key steps to revise the initial instructional content. Finally, SmartRecorder generates video tutorials based on refined instructional content. The results of the user study demonstrate that SmartRecorder allows non-experts to create smartphone usage video tutorials with less time and higher satisfaction from recipients. Xiaozhu Hu, Yanwen Huang, Bo Liu 0091, Ruolan Wu, Yongquan Hu, Aaron J. Quigley, Mingming Fan 0001, Chun Yu, Yuanchun Shi |
IUI | 8 |
| 2023 | From Gap to Synergy: Enhancing Contextual Understanding through Human-Machine Collaboration in Personalized SystemsabstractThis paper presents LangAware, a collaborative approach for constructing personalized context for context-aware applications. The need for personalization arises due to significant variations in context between individuals based on scenarios, devices, and preferences. However, there is often a notable gap between humans and machines in the understanding of how contexts are constructed, as observed in trigger-action programming studies such as IFTTT. LangAware enables end-users to participate in establishing contextual rules in-situ using natural language. The system leverages large language models (LLMs) to semantically connect low-level sensor detectors to high-level contexts and provide understandable natural language feedback for effective user involvement. We conducted a user study with 16 participants in real-life settings, which revealed an average success rate of 87.50% for defining contextual rules in a variety of 12 campus scenarios, typically accomplished within just two modifications. Furthermore, users reported a better understanding of the machine’s capabilities by interacting with LangAware. Chun Yu, Lichen Yang, Weinan Shi, Yuanchun Shi |
UIST | 2 |
| 2023 | ShadowTouch: Enabling Free-Form Touch-Based Hand-to-Surface Interaction with Wrist-Mounted Illuminant by Shadow ProjectionabstractWe present ShadowTouch, a novel sensing method to recognize the subtle hand-to-surface touch state for independent fingers based on optical auxiliary. ShadowTouch mounts a forward-facing light source on the user’s wrist to construct shadows on the surface in front of the fingers when the corresponding fingers are close to the surface. With such an optical design, the subtle vertical movements of near-surface fingers are magnified and turned to shadow features cast on the surface, which are recognizable for computer vision algorithms. To efficiently recognize the touch state of each finger, we devised a two-stage CNN-based algorithm that first extracted all the fingertip regions from each frame and then classified the touch state of each region from the cropped consecutive frames. Evaluations showed our touch state detection algorithm achieved a recognition accuracy of 99.1% and an F-1 score of 96.8% in the leave-one-out cross-user evaluation setting. We further outlined the hand-to-surface interaction space enabled by ShadowTouch’s sensing capability from the aspects of touch-based interaction, stroke-based interaction, and out-of-surface information and developed four application prototypes to showcase ShadowTouch’s interaction potential. The usability evaluation study showed the advantages of ShadowTouch over threshold-based techniques in aspects of lower mental demand, lower effort, lower frustration, more willing to use, easier to use, better integrity, and higher confidence. Xutong Wang, Zisu Li, Chi Hsia, Mingming Fan 0001, Chun Yu, Yuanchun Shi |
UIST | 6 |
| 2023 | A differential evolution algorithm with a superior-inferior mutation scheme
Meijun Duan, Chun Yu, Bo Liu 0091 |
Soft Comput. | 2 |
| 2023 | GestureSurface: VR Sketching through Assembling Scaffold Surface with Non-Dominant Handabstract3D sketching in virtual reality (VR) provides an immersive drawing experience for designs. However, due to the lack of depth perception cues in VR, scaffolding surfaces that constrain strokes to 2D are usually used as visual guides to reduce the difficulty of drawing accurate strokes. When the dominant hand is occupied by the pen tool, the efficiency of scaffolding-based sketching can be improved by using gesture input to reduce the idleness of the non-dominant hand. This paper presents GestureSurface, a bi-manual interface that uses non-dominant hand performing gestures to operate scaffolding and the other hand drawing with controller. We designed a set of non-dominant gestures to create and manipulate scaffolding surfaces, which are assembled by automatic combination based on five predefined primitive surfaces. We evaluated GestureSurface through a 20-person user study and found that the method of scaffolding-based sketching using non-dominant hand has the advantages of high efficiency and low fatigue. Xinchi Xu, Bingchan Shao, Guihuan Feng, Chun Yu |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | ConeSpeech: Exploring Directional Speech Interaction for Multi-Person Remote Communication in Virtual RealityabstractRemote communication is essential for efficient collaboration among people at different locations. We present ConeSpeech, a virtual reality (VR) based multi-user remote communication technique, which enables users to selectively speak to target listeners without distracting bystanders. With ConeSpeech, the user looks at the target listener and only in a cone-shaped area in the direction can the listeners hear the speech. This manner alleviates the disturbance to and avoids overhearing from surrounding irrelevant people. Three featured functions are supported, directional speech delivery, size-adjustable delivery range, and multiple delivery areas, to facilitate speaking to more than one listener and to listeners spatially mixed up with bystanders. We conducted a user study to determine the modality to control the cone-shaped delivery area. Then we implemented the technique and evaluated its performance in three typical multi-user communication tasks by comparing it to two baseline methods. Results show that ConeSpeech balanced the convenience and flexibility of voice communication. Yukang Yan, Haohua Liu, Yingtian Shi, Ruici Guo, Zisu Li, Xuhai Xu, Chun Yu, Yuntao Wang 0001, Yuanchun Shi |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2022 | Automatically Generating and Improving Voice Command Interface from Operation Sequences on SmartphonesabstractUsing voice commands to automate smartphone tasks (e.g., making a video call) can effectively augment the interactivity of numerous mobile apps. However, creating voice command interfaces requires a tremendous amount of effort in labeling and compiling the graphical user interface (GUI) and the utterance data. In this paper, we propose AutoVCI, a novel approach to automatically generate voice command interface (VCI) from smartphone operation sequences. The generated voice command interface has two distinct features. First, it automatically maps a voice command to GUI operations and fills in parameters accordingly, leveraging the GUI data instead of corpus or hand-written rules. Second, it launches a complementary Q&A dialogue to confirm the intention in case of ambiguity. In addition, the generated voice command interface can learn and evolve from user interactions. It accumulates the history command understanding results to annotate the user’s input and improve its semantic understanding ability. We implemented this approach on Android devices and conducted a two-phase user study with 16 and 67 participants in each phase. Experimental results of the study demonstrated the practical feasibility of AutoVCI. Lihang Pan, Chun Yu, Jiahui Li 0010, Tian Huang, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 2 |
| 2022 | Bayesian Hierarchical Pointing ModelsabstractBayesian hierarchical models are probabilistic models that have hierarchical structures and use Bayesian methods for inferences. In this paper, we extend Fitts’ law to be a Bayesian hierarchical pointing model and compare it with the typical pooled pointing models (i.e., treating all observations as the same pool), and the individual pointing models (i.e., building an individual model for each user separately). The Bayesian hierarchical pointing models outperform pooled and individual pointing models in predicting the distribution and the mean of pointing movement time, especially when the training data are sparse. Our investigation also shows that both noninformative and weakly informative priors are adequate for modeling pointing actions, although the weakly informative prior performs slightly better than the noninformative prior when the training data size is small. Overall, we conclude that the expected advantages of Bayesian hierarchical models hold for the pointing tasks. Bayesian hierarchical modeling should be adopted a more principled and effective approach of building pointing models than the current common practices in HCI which use pooled or individual models. Hang Zhao 0005, Sophia Gu, Chun Yu, Xiaojun Bi 0001 |
UIST | 3 |
| 2022 | Investigating user-defined flipping gestures for dual-display phones
Zhican Yang, Chun Yu, Xin Chen 0083, Jingjia Luo, Yuanchun Shi |
Int. J. Hum. Comput. Stud. | 2 |
| 2022 | Augmented Reality Based Video Shooting Guidance for Novice UsersabstractUsing mobile phones to shoot video is considerably common in our daily life. However, novice users have difficulty in controlling the camera properly due to lack of professional knowledge and skill. In this paper, in order to assist novice users in learning and imitating professional camera movement from watching high quality sample videos, we propose ARCAM, an Augmented Reality (AR) based video shooting guidance method for novice users. Using AR, we visualized the concept of camera movement and embedded it into natural scene to provide real-time guidance. User can follow the guidance while shooting video by matching a calibration frame to the guidance, to achieve the desired camera movement. We conducted a user study comparing the effectiveness of ARCAM to a traditional static arrow guidance. Results showed that ARCAM was more effective in helping users understand the camera work in the sample videos and move the camera with more accuracy. Our work provides insights on designing mobile video shooting application and suggests that AR has great potential in assisting novice video shooters. Yingying She, Chun Yu, Xiaoli Wang 0002, Yuxin Xu |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | Design and Evaluation of Window Management Operations in AR Headset + Smartphone InterfaceabstractCombining the use of an AR headset and a smartphone can provide wider display and precise touch input simultaneously; it can redefine the way we use applications today. Unfortunately, users are deprived of such benefit because of the independence of two devices. There lacks a kind of intuitive and direct interactions across them. In this paper, we conduct a formative study to understand the window management requirements and interaction preferences of using an AR headset and a smartphone simultaneously and report the insights we gained. Also, we introduce an example vocabulary of window management operations in AR headset + smartphone interface. It allows users to manipulate windows in virtual space and shift windows between devices efficiently and seamlessly. Jie Ren 0017, Chun Yu, Yueting Weng, Chengchi Zhou, Yuanchun Shi |
Virtual Real. Intell. Hardw. | 2 |
| 2022 | Intelligent interaction in mixed realityabstractWith the rise of the concept of the metaverse, mixed reality continues to receive keen attention from all over the world.Academia and industry worldwide are constantly innovating the key technologies of mixed reality software and hardware.For a long time, the field of mixed reality mainly focused on display technology, but with the increase of mixed reality applications, people gradually found that the lack of interactive technology and solutions has become a bottleneck restricting the development of mixed reality technology.On the mixed reality platform represented by AR/VR helmets, people cannot completely get rid of the remote control to complete human-computer interaction, which greatly limits the development of applications on it.How to enable users to exchange information with computers based on the natural Yuanchun Shi, Chun Yu |
Virtual Real. Intell. Hardw. | 2 |
| 2021 | LightWrite: Teach Handwriting to The Visually Impaired with A SmartphoneabstractLearning to write is challenging for blind and low vision (BLV) people because of the lack of visual feedback. Regardless of the drastic advancement of digital technology, handwriting is still an essential part of daily life. Although tools designed for teaching BLV to write exist, many are expensive and require the help of sighted teachers. We propose LightWrite, a low-cost, easy-to-access smartphone application that uses voice-based descriptive instruction and feedback to teach BLV users to write English lowercase letters and Arabian digits in a specifically designed font. A two-stage study with 15 BLV users with little prior writing knowledge shows that LightWrite can successfully teach users to learn handwriting characters in an average of 1.09 minutes for each letter. After initial training and 20-minute daily practice for 5 days, participants were able to write an average of 19.9 out of 26 letters that are recognizable by sighted raters. Zihan Wu 0002, Chun Yu, Xuhai Xu, Tianyuan Zou, Ruolin Wang, Yuanchun Shi |
CHI | 2 |
| 2021 | Auth+Track: Enabling Authentication Free Interaction on Smartphone by Continuous User TrackingabstractWe propose Auth+Track, a novel authentication model that aims to reduce redundant authentication in everyday smartphone usage. By sparse authentication and continuous tracking of the user’s status, Auth+Track eliminates the “gap” authentication between fragmented sessions and enables “Authentication Free when User is Around”. To instantiate the Auth+Track model, we present PanoTrack, a prototype that integrates body and near field hand information for user tracking. We install a fisheye camera on the top of the phone to achieve a panoramic vision that can capture both user’s body and on-screen hands. Based on the captured video stream, we develop an algorithm to extract 1) features for user tracking, including body keypoints and their temporal and spatial association, near field hand status, and 2) features for user identity assignment. The results of our user studies validate the feasibility of PanoTrack and demonstrate that Auth+Track not only improves the authentication efficiency but also enhances user experiences with better usability. Chun Yu, Xiaoying Wei, Xuhai Xu, Yongquan Hu, Yuntao Wang 0001, Yuanchun Shi |
CHI | 2 |
| 2021 | Tactile Compass: Enabling Visually Impaired People to Follow a Path with Continuous Directional FeedbackabstractAccurate and effective directional feedback is crucial for an electronic traveling aid device that guides visually impaired people in walking through paths. This paper presents Tactile Compass, a hand-held device that provides continuous directional feedback with a rotatable needle pointing toward the planned direction. We conducted two lab studies to evaluate the effectiveness of the feedback solution. Results showed that, using Tactile Compass, participants could reach the target direction in place with a mean deviation of 3.03° and could smoothly navigate along paths of 60cm width, with a mean deviation from the centerline of 12.1cm. Subjective feedback showed that Tactile Compass was easy to learn and use. Guanhong Liu, Tianyu Yu 0001, Chun Yu, Haiqing Xu 0001, Shuchang Xu, Ciyuan Yang, Haipeng Mi, Yuanchun Shi |
CHI | 3 |
| 2021 | ProxiMic: Convenient Voice Activation via Close-to-Mic Speech Detected by a Single MicrophoneabstractWake-up-free techniques (e.g., Raise-to-Speak) are important for improving the voice input experience. We present ProxiMic, a close-to-mic (within 5 cm) speech sensing technique using only one microphone. With ProxiMic, a user keeps a microphone-embedded device close to the mouth and speaks directly to the device without wake-up phrases or button presses. To detect close-to-mic speech, we use the feature from pop noise observed when a user speaks and blows air onto the microphone. Sound input is first passed through a low-pass adaptive threshold filter, then analyzed by a CNN which detects subtle close-to-mic features (mainly pop noise). Our two-stage algorithm can achieve 94.1% activation recall, 12.3 False Accepts per Week per User (FAWU) with 68 KB memory size, which can run at 352 fps on the smartphone. The user study shows that ProxiMic is efficient, user-friendly, and practical. Chun Yu, Zhaoheng Li, Mingyuan Zhong 0001, Yukang Yan, Yuanchun Shi |
CHI | 2 |
| 2021 | Revamp: Enhancing Accessible Information Seeking Experience of Online Shopping for Blind or Low Vision UsersabstractOnline shopping has become a valuable modern convenience, but blind or low vision (BLV) users still face significant challenges using it, because of: 1) inadequate image descriptions and 2) the inability to filter large amounts of information using screen readers. To address those challenges, we propose Revamp, a system that leverages customer reviews for interactive information retrieval. Revamp is a browser integration that supports review-based question-answering interactions on a reconstructed product page. From our interview, we identified four main aspects (color, logo, shape, and size) that are vital for BLV users to understand the visual appearance of a product. Based on the findings, we formulated syntactic rules to extract review snippets, which were used to generate image descriptions and responses to users’ queries. Evaluations with eight BLV users showed that Revamp 1) provided useful descriptive information for understanding product appearance and 2) helped the participants locate key information efficiently. Ruolin Wang, Mingrui Ray Zhang, Zhaoheng Li, Zhixiu Liu, Zihan Dang, Chun Yu, Xiang 'Anthony' Chen |
CHI | 7 |
| 2021 | FaceSight: Enabling Hand-to-Face Gesture Interaction on AR Glasses with a Downward-Facing Camera VisionabstractWe present FaceSight, a computer vision-based hand-to-face gesture sensing technique for AR glasses. FaceSight fixes an infrared camera onto the bridge of AR glasses to provide extra sensing capability of the lower face and hand behaviors. We obtained 21 hand-to-face gestures and demonstrated the potential interaction benefits through five AR applications. We designed and implemented an algorithm pipeline that segments facial regions, detects hand-face contact (f1 score: 98.36%), and trains convolutional neural network (CNN) models to classify the hand-to-face gestures. The input features include gesture recognition, nose deformation estimation, and continuous fingertip movement. Our algorithm achieves classification accuracy of all gestures at 83.06%, proved by the data of 10 users. Due to the compact form factor and rich gestures, we recognize FaceSight as a practical solution to augment input capability of AR glasses in the future. Yueting Weng, Chun Yu, Yingtian Shi, Yuhang Zhao 0001, Yukang Yan, Yuanchun Shi |
CHI | 2 |
| 2021 | We Can Do More to Save Guqin: Design and Evaluate Interactive Systems to Make Guqin More Accessible to the General PublicabstractGuqin is a plucked seven-string traditional Chinese musical instrument that exists for over 3,000 years. However, as an Intangible World Cultural Heritage, the inheritance of Guqin and its culture in modern society is in deep danger. According to our study with 1,006 Chinese worldwide, Guqin as an instrument is not well-known and barely accessible. To better promote Guqin, we developed two interactive systems: VirGuqin and MRGuqin. VirGuqin was developed using a low-cost motion tracking device and was tested in a museum. 89% of 308 participants expressed an increase in interest in learning Guqin after using our system. MRGuqin was developed as a mixed reality learning environment to reduce the entry barrier to Guqin, and was tested by 16 participants, allowing them to learn Guqin significantly faster and perform better than the current practice. Our study demonstrates how technology can be used to help the inheritance of this dying art. Minjing Yu, Chun Yu, Xiaoguang Ma, Xing-Dong Yang, Jiawan Zhang |
CHI | 3 |
| 2021 | Just Speak It: Minimize Cognitive Load for Eyes-Free Text Editing with a Smart Voice AssistantabstractEntering text precisely by voice, users might encounter colloquial inserts, inappropriate wording, and recognition errors, which brings difficulties to voice editing. Users need to locate the errors and then correct them. In eyes-free scenarios, this select-modify mode brings a cognitive burden and a risk of error. This paper introduces neural networks and pre-trained models to understand users’ revision intention based on semantics, reducing the need for the information from users’ statements. We present two strategies. One is to remove the colloquial inserts automatically. The other is to allow users to edit by just speaking out the target words without having to say the context and the incorrect text. Accordingly, our approach can predict whether to insert or replace, the incorrect text to replace, and the position to insert. We implement these strategies in SmartEdit, an eyes-free voice input agent controlled with earphone buttons. The evaluation shows that our techniques reduce the cognitive load and decrease the average failure rate by 54.1% compared to descriptive command or re-speaking. Jiayue Fan, Chenning Xu, Chun Yu, Yuanchun Shi |
UIST | 3 |
| 2021 | TypeBoard: Identifying Unintentional Touch on Pressure-Sensitive Touchscreen KeyboardsabstractText input is essential in tablet computer interaction. However, tablet software keyboards face the problem of misrecognizing unintentional touch, which affects efficiency and usability [29, 49]. In this paper, we proposed TypeBoard, a pressure-sensitive touchscreen keyboard that prevents unintentional touches. The TypeBoard allows users to rest their fingers on the touchscreen, which changes the user behavior: on average, users generate 40.83 unintentional touches every 100 keystrokes. The TypeBoard prevents unintentional touch with an accuracy of 98.88%. A typing study showed that the TypeBoard reduced fatigue (p < 0.005) and typing errors (p < 0.01), and improved the touchscreen keyboard’ typing speed by 11.78% (p < 0.005). As users could touch the screen without triggering responses, we added tactile landmarks on the TypeBoard, allowing users to locate the keys by the sense of touch. This feature further improves the typing speed, outperforming the ordinary tablet keyboard by 21.19% (p < 0.001). Results show that pressure-sensitive touchscreen keyboards can prevent unintentional touch, improving usability from many aspects, such as avoiding fatigue, reducing errors, and mediating touch typing on tablets. Yizheng Gu, Chun Yu, Xuanzhong Chen, Zhuojun Li, Yuanchun Shi |
UIST | 2 |
| 2020 | MoveVR: Enabling Multiform Force Feedback in Virtual Reality using Household Cleaning RobotabstractHaptic feedback can significantly enhance the realism and immersiveness of virtual reality (VR) systems. In this paper, we propose MoveVR, a technique that enables realistic, multiform force feedback in VR leveraging commonplace cleaning robots. MoveVR can generate tension, resistance, impact and material rigidity force feedback with multiple levels of force intensity and directions. This is achieved by changing the robot's moving speed, rotation, position as well as the carried proxies. We demonstrated the feasibility and effectiveness of MoveVR through interactive VR gaming. In our quantitative and qualitative evaluation studies, participants found that MoveVR provides more realistic and enjoyable user experience when compared to commercially available haptic solutions such as vibrotactile haptic systems. Yuntao Wang 0001, Zichao (Tyson) Chen, Hanchuan Li, Zhengyi Cao, Huiyi Luo, Tengxiang Zhang, Ke Ou, John Raiti, Chun Yu, Shwetak N. Patel, Yuanchun Shi |
CHI | 9 |
| 2020 | FrownOnError: Interrupting Responses from Smart Speakers by Facial ExpressionsabstractIn the conversations with smart speakers, misunderstandings of users' requests lead to erroneous responses. We propose FrownOnError, a novel interaction technique that enables users to interrupt the responses by intentional but natural facial expressions. This method leverages the human nature that the facial expression changes when we receive unexpected responses. We conducted a first user study (N=12) to understand users' intuitive reactions to the correct and incorrect responses. Our results reveal the significant difference in the frequency of occurrence and intensity of users' facial expressions between two conditions, and frowning and raising eyebrows are intuitive to perform and easy to control. Our second user study (N=16) evaluated the user experience and interruption efficiency of FrownOnError and the third user study (N=12) explored suitable conversation recovery strategies after the interruptions. Our results show that FrownOnError can be accurately detected (precision: 97.4%, recall: 97.6%), provides the most timely interruption compared to the baseline methods of wake-up word and button press, and is rated as most intuitive and easiest to be performed by users. Yukang Yan, Chun Yu, Wengrui Zheng, Ruining Tang, Xuhai Xu, Yuanchun Shi |
CHI | 2 |
| 2020 | Investigating Bubble Mechanism for Ray-Casting to Improve 3D Target Acquisition in Virtual RealityabstractRay-casting, i.e., a ray cast from a hand-held controller to select targets, is widely used in 3D environments. Inspired by the bubble cursor [12] which dynamically resizes its selection range on 2D surfaces, we investigate a bubble mechanism for ray-casting in virtual reality. Bubble mechanism identifies the target nearest to the ray, with which users do not have to accurately shoot through the target. We first design the criterion of selection and the visual feedback of the bubble. We then conduct two experiments to evaluate ray-casting techniques with bubble mechanism in both simple and complicated 3D target acquisition tasks. Results show the bubble mechanism significantly improves ray-casting on both performance and preference, and our Bubble Ray technique with angular distance definition is competitive compared with other target acquisition techniques. We also discuss potential improvements to show more practical implementations of ray-casting with bubble mechanism. Yiqin Lu, Chun Yu, Yuanchun Shi |
VR | 2 |
| 2019 | "I Bought This for Me to Look More Ordinary": A Study of Blind People Doing Online ShoppingabstractOnline shopping, by reducing the needs for traveling, has become an essential part of lives for people with visual impairments. However, in HCI, research on online shopping for them has only been limited to the analysis of accessibility and usability issues. To develop a broader and better understanding of how visually impaired people shop online and design accordingly, we conducted a qualitative study with twenty blind people. Our study highlighted that blind people's desire of being treated as ordinary had significantly shaped their online shopping practices: very attentive to the visual appearance of the goods even they themselves could not see and taking great pain to find and learn what commodities are visually appropriate for them. This paper reports how their trying to appear ordinary is manifested in online shopping and suggests design implications to support these practices. Guanhong Liu, Xianghua Ding, Chun Yu, Lan Gao 0001, Xingyu Chi, Yuanchun Shi |
CHI | 3 |
| 2019 | Typing on Split Keyboards with Peripheral VisionabstractSplit keyboards are widely used on hand-held touchscreen devices (e.g., tablets). However, typing on a split keyboard often requires eye movement and attention switching between two halves of the keyboard, which slows users down and increases fatigue. We explore peripheral typing, a superior typing mode in which a user focuses her visual attention on the output text and keeps the split keyboard in peripheral vision. Our investigation showed that peripheral typing reduced attention switching, enhanced user experience and increased overall performance (27 WPM, 28% faster) over the typical eyes-on typing mode. This typing mode can be well supported by accounting the typing behavior in statistical decoding. Based on our study results, we have designed GlanceType, a text entry system that supported both peripheral and eyes-on typing modes for real typing scenario. Our evaluation showed that peripheral typing not only well co-existed with the existing eyes-on typing, but also substantially improved the text entry performance. Overall, peripheral typing is a promising typing mode and supporting it would significantly improve the text entry performance on a split keyboard. Yiqin Lu, Chun Yu, Shuyi Fan, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 2 |
| 2019 | VIPBoard: Improving Screen-Reader Keyboard for Visually Impaired People with Character-Level Auto CorrectionabstractModern touchscreen keyboards are all powered by the word-level auto-correction ability to handle input errors. Unfortunately, visually impaired users are deprived of such benefit because a screen-reader keyboard offers only character-level input and provides no correction ability. In this paper, we present VIPBoard, a smart keyboard for visually impaired people, which aims at improving the underlying keyboard algorithm without altering the current input interaction. Upon each tap, VIPBoard predicts the probability of each key considering both touch location and language model, and reads the most likely key, which saves the calibration time when the touchdown point misses the target key. Meanwhile, the keyboard layout automatically scales according to users' touch point location, which enables them to select other keys easily. A user study shows that compared with the current keyboard technique, VIPBoard can reduce touch error rate by 63.0% and increase text entry speed by 12.6%. Weinan Shi, Chun Yu, Shuyi Fan, Xin Yi 0001, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 2 |
| 2019 | EarTouch: Facilitating Smartphone Use for Visually Impaired People in Mobile and Public ScenariosabstractInteracting with a smartphone using touch input and speech output is challenging for visually impaired people in mobile and public scenarios, where only one hand may be available for input (e.g., while holding a cane) and using the loudspeaker for speech output is constrained by environmental noise, privacy, and social concerns. To address these issues, we propose EarTouch, a one-handed interaction technique that allows the users to interact with a smartphone using the ear to perform gestures on the touchscreen. Users hold the phone to their ears and listen to speech output from the ear speaker privately. We report how the technique was designed, implemented, and evaluated through a series of studies. Results show that EarTouch is easy, efficient, fun and socially acceptable to use. Ruolin Wang, Chun Yu, Xing-Dong Yang, Yuanchun Shi |
CHI | 2 |
| 2019 | Clench Interface: Novel Biting Input TechniquesabstractPeople eat every day and biting is one of the most fundamental and natural actions that they perform on a daily basis. Existing work has explored tooth click location and jaw movement as input techniques, however clenching has the potential to add control to this input channel. We propose clench interaction that leverages clenching as an actively controlled physiological signal that can facilitate interactions. We conducted a user study to investigate users' ability to control their clench force. We found that users can easily discriminate three force levels, and that they can quickly confirm actions by unclenching (quick release). We developed a design space for clench interaction based on the results and investigated the usability of the clench interface. Participants preferred the clench over baselines and indicated a willingness to use clench-based interactions. This novel technique can provide an additional input method in cases where users' eyes or hands are busy, augment immersive experiences such as virtual/augmented reality, and assist individuals with disabilities. Xuhai Xu, Chun Yu, Anind K. Dey, Jennifer Mankoff |
CHI | 2 |
| 2019 | HandSee: Enabling Full Hand Interaction on Smartphone with Front Camera-based Stereo VisionabstractWe present HandSee, a novel sensing technique that can capture the state and movement of the user's hands touching or gripping a smartphone. We place a right angle prism mirror on the front camera to achieve a stereo vision of the scene above the touchscreen surface. We develop a pipeline to extract the depth image of hands from a monocular RGB image, which consists of three components: a stereo matching algorithm to estimate the pixel-wise depth of the scene, a CNN-based online calibration algorithm to detect hand skin, and a merging algorithm that outputs the depth image of the hands. Building on the output, a substantial set of valuable interaction information, such as fingers' 3D location, gripping posture, and finger identity can be recognized concurrently. Due to this unique sensing ability, HandSee enables a variety of novel interaction techniques and expands the design space for full hand interaction on smartphones. Chun Yu, Xiaoying Wei, Shubh Vachher, Yueting Weng, Yizheng Gu, Yuanchun Shi |
CHI | 1 |
| 2019 | Accurate and Low-Latency Sensing of Touch Contact on Any Surface with Finger-Worn IMU SensorabstractHead-mounted Mixed Reality (MR) systems enable touch interaction on any physical surface. However, optical methods (i.e., with cameras on the headset) have difficulty in determining the touch contact accurately. We show that a finger ring with Inertial Measurement Unit (IMU) can substantially improve the accuracy of contact sensing from 84.74% to 98.61% (f1 score), with a low latency of 10 ms. We tested different ring wearing positions and tapping postures (e.g., with different fingers and parts). Results show that an IMU-based ring worn on the proximal phalanx of the index finger can accurately sense touch contact of most usable tapping postures. Participants preferred wearing a ring for better user experience. Our approach can be used in combination with the optical touch sensing to provide robust and low-latency contact detection. Yizheng Gu, Chun Yu, Zhipeng Li 0001, Shuchang Xu, Xiaoying Wei, Yuanchun Shi |
UIST | 2 |
| 2019 | PrivateTalk: Activating Voice Input with Hand-On-Mouth Gesture Detected by Bluetooth EarphonesabstractWe introduce PrivateTalk, an on-body interaction technique that allows users to activate voice input by performing the Hand-On-Mouth gesture during speaking. The gesture is performed as a hand partially covering the mouth from one side. PrivateTalk provides two benefits simultaneously. First, it enhances privacy by reducing the spread of voice while also concealing the lip movements from the view of other people in the environment. Second, the simple gesture removes the need for speaking wake-up words and is more accessible than a physical/software button especially when the device is not in the user's hands. To recognize the Hand-On-Mouth gesture, we propose a novel sensing technique that leverages the difference of signals received by two Bluetooth earphones worn on the left and right ear. Our evaluation shows that the gesture can be accurately detected and users consistently like PrivateTalk and consider it intuitive and effective. Yukang Yan, Chun Yu, Yingtian Shi, Minxing Xie |
UIST | 2 |
| 2019 | The dynamic grouping keyboard: a general keyboard optimization approach for users with motor impairment
Yizheng Gu, Chun Yu, Yuanchun Shi |
CCF Trans. Pervasive Comput. Interact. | 2 |
| 2019 | Exploring Low-Occlusion Qwerty Soft Keyboard Using Spatial LandmarksabstractThe Qwerty soft keyboard is widely used on mobile devices. However, keyboards often consume a large portion of the touchscreen space, occluding the application view on the smartphone and requiring a separate input interface on the smartwatch. Such space consumption can affect the user experience of accessing information and the overall performance of text input. In order to free up the screen real estate, this article explores the concept of Sparse Keyboard and proposes two new ways of presenting the Qwerty soft keyboard. The idea is to use users’ spatial memory and the reference effect of spatial landmarks on the graphical interface. Our final design K3-SGK displays only three keys while L5-EYOCN displays only five line segments instead of the entire Qwerty layout. To achieve this, we employ a user-centered computational design method: first study the reference effect of a single landmark key (line segment) from empirical data, then make assumptions to generalize the effect to multiple landmarks, and finally optimize the best designs. To make the text entry function more complete, we also design and implement gestural interactions for editing operations and non-alphabetical characters’ input. User evaluation shows that participants can quickly learn how to type with K3-SGK and L5-EYOCN . After five 15-phrase typing sessions, participants achieve 88.1%--92.8% of the full Qwerty keyboard in terms of words per minute on the smartphone and 98.4%--99.1% on the smartwatch. The differences on character and word error rate between our keyboard designs and the full Qwerty keyboard are not significant. The results of out-of-vocabulary words input are also promising. In addition, participants can quickly recall the typing skills and maintain the input performance even after a few days. User feedbacks in real application contexts show that with the low occlusion keyboard, users can acquire more information and perform less scrolling on the smartphone and achieve a higher input efficiency on the smartwatch with a more fluent input experience. Ke Sun 0003, Chun Yu, Yuanchun Shi |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2019 | Gesture-based target acquisition in virtual and augmented realityabstractBackground Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augmented reality. A typical process of gesture-based target acquisition is: when a user intends to acquire a target, she performs a gesture with her hands, head or other parts of the body, the computer senses and recognizes the gesture and infers the most possible target. Methods We build mental model and behavior model of the user to study two key parts of the interaction process. Mental model describes how user thinks up a gesture for acquiring a target, and can be the intuitive mapping between gestures and targets. Behavior model describes how user moves the body parts to perform the gestures, and the relationship between the gesture that user intends to perform and signals that computer senses. Results In this paper, we present and discuss three pieces of research that focus on the mental model and behavior model of gesture-based target acquisition in VR and AR. Conclusions We show that leveraging these two models, interaction experience and performance can be improved in VR and AR environments. Yukang Yan, Xin Yi 0001, Chun Yu, Yuanchun Shi |
Virtual Real. Intell. Hardw. | 3 |
| 2018 | Eyes-Free Target Acquisition in Interaction Space around the Body for Virtual RealityabstractEyes-free target acquisition is a basic and important human ability to interact with the surrounding physical world, relying on the sense of space and proprioception. In this research, we leverage this ability to improve interaction in virtual reality (VR), by allowing users to acquire a virtual object without looking at it. We expect this eyes-free approach can effectively reduce head movements and focus changes, so as to speed up the interaction and alleviate fatigue and VR sickness. We conduct three lab studies to progressively investigate the feasibility and usability of eyes-free target acquisition in VR. Results show that, compared with the eyes-engaged manner, the eyes-free approach is significantly faster, provides satisfying accuracy, and introduces less fatigue and sickness; Most participants (13/16) prefer this approach. We also measure the accuracy of motion control and evaluate subjective experience of users when acquiring targets at different locations around the body. Based on the results, we make suggestions on designing appropriate target layout and discuss several design issues for eyes-free target acquisition in VR. Yukang Yan, Chun Yu, Xiaojuan Ma, Yuanchun Shi |
CHI | 2 |
| 2018 | VirtualGrasp: Leveraging Experience of Interacting with Physical Objects to Facilitate Digital Object RetrievalabstractWe propose VirtualGrasp, a novel gestural approach to retrieve virtual objects in virtual reality. Using VirtualGrasp, a user retrieves an object by performing a barehanded gesture as if grasping its physical counterpart. The object-gesture mapping under this metaphor is of high intuitiveness, which enables users to easily discover, remember the gestures to retrieve the objects. We conducted three user studies to demonstrate the feasibility and effectiveness of the approach. Progressively, we investigated the consensus of the object-gesture mapping across users, the expressivity of grasping gestures, and the learnability and performance of the approach. Results showed that users achieved high agreement on the mapping, with an average agreement score [35] of 0.68 (SD=0.27). Without exposure to the gestures, users successfully retrieved 76% objects with VirtualGrasp. A week after learning the mapping, they could recall the gestures for 93% objects. Yukang Yan, Chun Yu, Xiaojuan Ma, Xin Yi 0001, Ke Sun 0003, Yuanchun Shi |
CHI | 2 |
| 2018 | ForceBoard: Subtle Text Entry Leveraging PressureabstractWe present ForceBoard, a pressure-based input technique that enables text entry by subtle finger motion. To enter text, users apply pressure to control a multi-letter-wide sliding cursor on a one-dimensional keyboard with alphabetical ordering, and confirm the selection with a quick release. We examined the error model of pressure control for successive and error-tolerant input, which was incorporated into a Bayesian algorithm to infer user input. A user study showed that, after a 10-minute training, the average text entry rate reached 4.2 wpm (Words Per Minute) for character-level input, and 11.0 wpm for word-level input. Users reported that ForceBoard was easy to learn and interesting to use. These results demonstrated the feasibility of applying pressure as the main channel for text entry. We conclude by discussing the limitation, as well as the potential of ForceBoard to support interaction with constraints from form factor, social concern and physical environments. Mingyuan Zhong 0001, Chun Yu, Xuhai Xu, Yuanchun Shi |
CHI | 2 |
| 2018 | Lip-Interact: Improving Mobile Device Interaction with Silent Speech CommandsabstractWe present Lip-Interact, an interaction technique that allows users to issue commands on their smartphone through silent speech. Lip-Interact repurposes the front camera to capture the user's mouth movements and recognize the issued commands with an end-to-end deep learning model. Our system supports 44 commands for accessing both system-level functionalities (launching apps, changing system settings, and handling pop-up windows) and application-level functionalities (integrated operations for two apps). We verify the feasibility of Lip-Interact with three user experiments: evaluating the recognition accuracy, comparing with touch on input efficiency, and comparing with voiced commands with regards to personal privacy and social norms. We demonstrate that Lip-Interact can help users access functionality efficiently in one step, enable one-handed input when the other hand is occupied, and assist touch to make interactions more fluent. Ke Sun 0003, Chun Yu, Weinan Shi, Yuanchun Shi |
UIST | 2 |
| 2018 | Speed-accuracy tradeoff of fingertip force control with visual/audio/haptic feedback
Teng Li 0015, Dangxiao Wang, Cong Peng 0003, Chun Yu |
Int. J. Hum. Comput. Stud. | 4 |
| 2017 | Float: One-Handed and Touch-Free Target Selection on SmartwatchesabstractTouch interaction on smartwatches suffers from the awkwardness of having to use two hands and the "fat finger" problem. We present Float, a wrist-to-finger input approach that enables one-handed and touch-free target selection on smartwatches with high efficiency and precision using only commercially-available built-in sensors. With Float, a user tilts the wrist to point and performs an in-air finger tap to click. To realize Float, we first explore the appropriate motion space for wrist tilt and determine the clicking action (finger tap) through a user-elicitation study. We combine the photoplethysmogram (PPG) signal with accelerometer and gyroscope to detect finger taps with a recall of 97.9% and a false discovery rate of 0.4%. Experiments show that using just one hand, Float allows users to acquire targets with size ranging from 2mm to 10mm in less than 2s to 1s, meanwhile achieve much higher accuracy than direct touch in both stationary (>98.9%) and walking (>71.5%) contexts. Ke Sun 0003, Yuntao Wang 0001, Chun Yu, Yukang Yan, Hongyi Wen, Yuanchun Shi |
CHI | 3 |
| 2017 | Word Clarity as a Metric in Sampling Keyboard Test SetsabstractTest sets play an essential role in evaluating text entry techniques. In this paper, we argue that in addition to the widely adopted metric of bigram representativeness and memorability, word clarity should also be considered as a metric when creating test sets from the target dataset. Word clarity quantifies the extent to which a word is likely to confuse with other words on a keyboard. We formally define word clarity, derive equations calculating it, and both theoretically and empirically show that word clarity has a significant effect on text entry performance: it can yield up to 26.4% difference in error rate, and 25% difference in input speed. We later propose a Pareto optimization method for sampling test sets with different sizes, which optimizes the word clarity and bigram representativeness, and memorability of the test set. The obtained test sets are published on the Internet. Xin Yi 0001, Chun Yu, Weinan Shi, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 2 |
| 2017 | COMPASS: Rotational Keyboard on Non-Touch SmartwatchesabstractEntering text is very challenging on smartwatches, especially on non-touch smartwatches where virtual keyboards are unavailable. In this paper, we designed and implemented COMPASS, a non-touch bezel-based text entry technique. COMPASS positions multiple cursors on a circular keyboard, with the location of each cursor dynamically optimized during typing to minimize rotational distance. To enter text, a user rotates the bezel to select keys with any nearby cursors. The design of COMPASS was justified by an iterative design process and user studies. Our evaluation showed that participants achieved a pick-up speed around 10 WPM and reached 12.5 WPM after 90-minute practice. COMPASS allows users to enter text on non-touch smartwatches, and also serves as an alternative for entering text on touch smartwatches when touch is unavailable (e.g., wearing gloves). Xin Yi 0001, Chun Yu, Weijie Xu, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 2 |
| 2017 | Tap, Dwell or Gesture?: Exploring Head-Based Text Entry Techniques for HMDsabstractDespite the increasing popularity of head mounted displays (HMDs), development of efficient text entry methods on these devices has remained under explored. In this paper, we investigate the feasibility of head-based text entry for HMDs, by which, the user controls a pointer on a virtual keyboard using head rotation. Specifically, we investigate three techniques: TapType, DwellType, and GestureType. Users of TapType select a letter by pointing to it and tapping a button. Users of DwellType select a letter by pointing to it and dwelling over it for a period of time. Users of GestureType perform word-level input using a gesture typing style. Two lab studies were conducted. In the first study, users typed 10.59 WPM, 15.58 WPM, and 19.04 WPM with DwellType, TapType, and GestureType, respectively. Users subjectively felt that all three of the techniques were easy to learn and considered the induced fatigue to be acceptable. In the second study, we further investigated GestureType. We improved its gesture-word recognition algorithm by incorporating the head movement pattern obtained from the first study. This resulted in users reaching 24.73 WPM after 60 minutes of training. Based on these results, we argue that head-based text entry is feasible and practical on HMDs, and deserves more attention. Chun Yu, Yizheng Gu, Zhican Yang, Xin Yi 0001, Hengliang Luo, Yuanchun Shi |
CHI | 1 |
| 2017 | ViVo: Video-Augmented Dictionary for Vocabulary LearningabstractResearch on Computer-Assisted Language Learning (CALL) has shown that the use of multimedia materials such as images and videos can facilitate interpretation and memorization of new words and phrases by providing richer cues than text alone. We present ViVo, a novel video-augmented dictionary that provides an inexpensive, convenient, and scalable way to exploit huge online video resources for vocabulary learning. ViVo automatically generates short video clips from existing movies with the target word highlighted in the subtitles. In particular, we apply a word sense disambiguation algorithm to identify the appropriate movie scenes with adequate contextual information for learning. We analyze the challenges and feasibility of this approach and describe our interaction design. A user study showed that learners were able to retain nearly 30% more new words with ViVo than with a standard bilingual dictionary days after learning. They preferred our video-augmented dictionary for its benefits in memorization and enjoyable learning experience. Yeshuang Zhu, Yuntao Wang 0001, Chun Yu, Shaoyun Shi, Yankai Zhang, Shuang He, Peijun Zhao, Xiaojuan Ma, Yuanchun Shi |
CHI | 3 |
| 2017 | CEPT: Collaborative Editing Tool for Non-Native AuthorsabstractDue to language deficiencies, individual non-native speakers (NNS) face many difficulties while writing. In this paper, we propose to build a collaborative editing system that aims to facilitate the sharing of language knowledge among non-native co-authors, with the ultimate goal of improving writing quality. We describe CEPT, which allows individual co-authors to generate their own revisions as well as incorporating edits from others to achieve mutual inspiration. The main technical challenge is how to aggregate edits of multiple co-authors and present them in an easy-to-understand way. After iterative design, CEPT highlights three novel features: 1) cross-version sentence mapping for edit tracking, 2) summarization of edits from multiple co-authors, and 3) a collaborative editing interface that enables co-authors to examine, comment on, and borrow edits of others. A preliminary lab study showed that CEPT could significantly improve both the language quality and collaboration experience of NNS writers, due to its efficacy for sharing language knowledge. Yeshuang Zhu, Shichao Yue, Chun Yu, Yuanchun Shi |
CSCW | 3 |
| 2017 | Is it too small?: Investigating the performances and preferences of users when typing on tiny QWERTY keyboards
Xin Yi 0001, Chun Yu, Weinan Shi, Yuanchun Shi |
Int. J. Hum. Comput. Stud. | 2 |
| 2016 | One-Dimensional Handwriting: Inputting Letters and Words on Smart GlassesabstractWe present 1D Handwriting, a unistroke gesture technique enabling text entry on a one-dimensional interface. The challenge is to map two-dimensional handwriting to a reduced one-dimensional space, while achieving a balance between memorability and performance efficiency. After an iterative design, we finally derive a set of ambiguous two-length unistroke gestures, each mapping to 1-4 letters. To input words, we design a Bayesian algorithm that takes into account the probability of gestures and the language model. To input letters, we design a pause gesture allowing users to switch into letter selection mode seamlessly. Users studies show that 1D Handwriting significantly outperforms a selection-based technique (a variation of 1Line Keyboard) for both letter input (4.67 WPM vs. 4.20 WPM) and word input (9.72 WPM vs. 8.10 WPM). With extensive training, text entry rate can reach 19.6 WPM. Users' subjective feedback indicates 1D Handwriting is easy to learn and efficient to use. Moreover, it has several potential applications for other one-dimensional constrained interfaces. Chun Yu, Ke Sun 0003, Mingyuan Zhong 0001, Peijun Zhao, Yuanchun Shi |
CHI | 1 |
| 2016 | Investigating Effects of Post-Selection Feedback for Acquiring Ultra-Small Targets on TouchscreenabstractIn this paper, we investigate the effects of post-selection feedback for acquiring ultra-small (2-4mm) targets on touchscreens. Post-selection feedback shows the contact point on touchscreen after a user lifts his/her fingers to increase users' awareness of touching. Three experiments are conducted progressively using a single crosshair target, two reciprocally acquired targets and 2D random targets. Results show that in average post-selection feedback can reduce touch error rates by 78.4%, with a compromise of target acquisition time no more than 10%. In addition, we investigate participants' adjustment behavior based on correlation between successive trials. We conclude that the benefit of post-selection feedback is the outcome of both improved understanding about finger/point mapping and the dynamic adjustment of finger movement enabled by the visualization of the touch point. Chun Yu, Hongyi Wen, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 1 |
| 2015 | Measuring Photoplethysmogram-Based Stress-Induced Vascular Response Index to Assess Cognitive Load and StressabstractQuantitative assessment for cognitive load and mental stress is very important in optimizing human-computer system designs to improve performance and efficiency. Traditional physiological measures, such as heart rate variation (HRV), blood pressure and electrodermal activity (EDA), are widely used but still have limitations in sensitivity, reliability and usability. In this study, we propose a novel photoplethysmogram-based stress induced vascular index (sVRI) to measure cognitive load and stress. We also provide the basic methodology and detailed algorithm framework. We employed a classic experiment with three levels of task difficulty and three stages of testing period to verify the new measure. Compared with the blood pressure, heart rate and HRV components recorded simultaneously, the sVRI reached the same level of significance on the effect of task difficulty/period as the most significant other measure. Our findings showed sVRI's potential as a sensitive, reliable and usable parameter. Yongqiang Lyu 0001, Xiaomin Luo, Chun Yu, Congcong Miao, Yuanchun Shi, Ken-ichi Kameyama |
CHI | 4 |
| 2015 | Speed-accuracy tradeoff of controlling absolute magnitude of fingertip forceabstractControlling absolute magnitudes of fingertip force is an important skill in many haptic interactions such as surgical operations and mechanical assemblies. A fundamental question in the force control is how quickly human can output a target force with expected accuracy. In this paper, human's capability to control absolute magnitudes of fingertip force under audio or visual feedback was observed through experiments. Twelve participants applied a target force by pressing a force sensor with their fingers and maintained the force within a specified tolerance for a specific period of time (500ms). The magnitudes of target force and tolerance were manipulated systematically to yield varied levels of task difficulty. The experimental data showed that the applied fingertip force obeyed Fitts' law under both visual and auditory feedback modes when the index of difficulty (ID) was smaller than a threshold. The results may be used as guidelines for the applications that rely on accurate and quick changing force control over a target region such as multiple tapping tasks. Teng Li 0015, Dangxiao Wang, Shusheng Zhang, Chun Yu |
World Haptics | 5 |
| 2015 | ATK: Enabling Ten-Finger Freehand Typing in Air Based on 3D Hand Tracking DataabstractTen-finger freehand mid-air typing is a potential solution for post-desktop interaction. However, the absence of tactile feedback as well as the inability to accurately distinguish tapping finger or target keys exists as the major challenge for mid-air typing. In this paper, we present ATK, a novel interaction technique that enables freehand ten-finger typing in the air based on 3D hand tracking data. Our hypothesis is that expert typists are able to transfer their typing ability from physical keyboards to mid-air typing. We followed an iterative approach in designing ATK. We first empirically investigated users' mid-air typing behavior, and examined fingertip kinematics during tapping, correlated movement among fingers and 3D distribution of tapping endpoints. Based on the findings, we proposed a probabilistic tap detection algorithm, and augmented Goodman's input correction model to account for the ambiguity in distinguishing tapping finger. We finally evaluated the performance of ATK with a 4-block study. Participants typed 23.0 WPM with an uncorrected word-level error rate of 0.3% in the first block, and later achieved 29.2 WPM in the last block without sacrificing accuracy. Xin Yi 0001, Chun Yu, Mingrui Ray Zhang, Sida Gao, Ke Sun 0003, Yuanchun Shi |
UIST | 2 |
| 2015 | RegionalSliding: Facilitating small target selection with marking menu for one-handed thumb use on touchscreen-based mobile devices
Wenchang Xu, Chun Yu, Jie Liu 0027, Yuanchun Shi |
Pervasive Mob. Comput. | 2 |
| 2014 | FOCUS: enhancing children's engagement in reading by using contextual BCI training sessionsabstractReading is an important aspect of a child's development. Reading outcome is heavily dependent on the level of engagement while reading. In this paper, we present FOCUS, an EEG-augmented reading system which monitors a child's engagement level in real time, and provides contextual BCI training sessions to improve a child's reading engagement. A laboratory experiment was conducted to assess the validity of the system. Results showed that FOCUS could significantly improve engagement in terms of both EEG-based measurement and teachers' subjective measure on the reading outcome. Chun Yu, Yuntao Wang 0001, Yuhang Zhao 0001, Chou Mo, Jie Liu 0027, Lie Zhang, Yuanchun Shi |
CHI | 2 |
| 2013 | Facilitating parallel web browsing through multiple-page viewabstractParallel web browsing describes the behavior where users visit web pages in multiple concurrent threads. Qualitative studies have observed this activity being performed with multiple browser windows or tabs. However, these solutions are not satisfying since a large amount of time is wasted on switch among windows and tabs. In this paper, we propose the multiple-page view to facilitate parallel web browsing. Specifically, we provide users with the experience of visiting multiple web pages in one browser window and tab with extensions of prevalent desktop web browsers. Through user study and survey, we found that 2-4 pages within the window size were preferred for multiple-page view in spite of the diverse screen sizes and resolutions. Analytical results of logs from the user study also showed an improvement of 26.3% in users' efficiency of performing parallel web browsing tasks, compared to traditional browsing with multiple windows or tabs. Wenchang Xu, Chun Yu, Songmin Zhao, Jie Liu 0027, Yuanchun Shi |
CHI | 2 |
| 2013 | Understanding performance of eyes-free, absolute position control on touchable mobile phonesabstractMany eyes-free interaction techniques have been proposed for touchscreens, but few researches have studied human's eyes-free pointing ability with mobile phones. In this paper, we investigate the single-handed thumb performance of eyes-free, absolute position control on mobile touch screens. Both 1D and 2D experiments were conducted. We explored the effects of target size and location on eyes-free touch patterns and accuracy. Our findings show that variance of touch points per target will converge as target size decreases. The centroid of touch points per target tends to be offset to the left of target center along horizontal direction, and shift toward screen center along vertical direction. Average accuracy drops from 99.6% of 2×2 layout to 85.0% of 4×4 layout, and average per target varies depending on the location of target. Our findings and design implications provide a foundation for future researches based on eyes-free, absolute position control using thumb on mobile devices. Yuntao Wang 0001, Chun Yu, Jie Liu 0027, Yuanchun Shi |
Mobile HCI | 2 |
| 2013 | Implicit bookmarking: Improving support for revisitation in within-document reading tasks
Chun Yu, Ravin Balakrishnan, Ken Hinckley, Tomer Moscovich, Yuanchun Shi |
Int. J. Hum. Comput. Stud. | 1 |
| 2012 | Clustering web pages to facilitate revisitation on mobile devicesabstractDue to small screens, inaccuracy of input and other limitations of mobile devices, revisitation of Web pages in mobile browsers takes more time than that in desktop browsers. In this paper, we propose a novel approach to facilitate revisitation. We designed AutoWeb, a system that clusters opened Web pages into different topics based on their contents. Users can quickly find a desired opened Web page by narrowing down the searching scope to a group of Web pages that share the same topic. Clustering accuracy is evaluated to be 92.4% and computing resource consumption was proved to be acceptable. A user study was conducted to explore user experience and how much AutoWeb facilitates revisitation. Results showed that AutoWeb could save up a significant time for revisitation and participants rated the system highly. Jie Liu 0027, Chun Yu, Wenchang Xu, Yuanchun Shi |
IUI | 2 |
| 2012 | Digging unintentional displacement for one-handed thumb use on touchscreen-based mobile devicesabstractThere is usually an unaware screen distance between initial contact and final lift-off when users tap on touchscreen-based mobile devices with their fingers, which may affect users' target selection accuracy, gesture performance, etc. In this paper, we summarize such case as unintentional displacement and give its models under both static and dynamic scenarios. We then conducted two user studies to understand unintentional displacement for the widely-adopted one-handed thumb use on touchscreen-based mobile devices under both scenarios respectively. Our findings shed light on the following four questions: 1) what are the factors that affect unintentional displacement; 2) what is the distance range of the displacement; 3) how is the distance varying over time; 4) how are the unintentional points distributed around the initial contact point. These results not only explain certain touch inaccuracy, but also provide important reference for optimization and future design of UI components, gestures, input techniques, etc. Wenchang Xu, Jie Liu 0027, Chun Yu, Yuanchun Shi |
Mobile HCI | 3 |
| 2011 | Air finger: enabling multi-scale navigation by finger height above the surfaceabstractWe present Air Finger, a novel technique that enables controlling CD ratio by finger height above the touch sur-face for multi-scale navigation tasks. Extending previous research on virtual touch, Air Finger divides the space above surface into two layers and associates the high, medium and low CD ratios to the touch surface, the lower air and the higher air respectively. Users can fluidly switch between the three navigation scales by lifting and pressing the finger. Air Finger enables multi-scale navigation control using one hand Chun Yu, Yuanchun Shi |
UbiComp | 1 |
| 2011 | Smart home on smart phoneabstractMobile phone with high accessibility and usability is regarded as the ideal interface for the users to monitor and control the approaching smart home environment. Moreover, networking technologies and protocols have been advanced enough to support a universal monitoring and controlling interface on smart phones. This paper presents HouseGenie, an interactive, direct manipulation application on mobile, which supports a range of basic home monitoring and controlling functionalities as a replacement of individual remotes of smart home appliances. HouseGenie also addresses several common requirements that may be behind the vision, such as scenario, short-delay alarm, area restriction and so on. We demonstrate that HouseGenie not only provides intuitive presentations and interactions for smart home management, but also improves user experience comparing to present solutions. Yue Suo, Wenchang Xu, Chun Yu, Yuhang Zhao 0001, Yuanchun Shi |
UbiComp | 4 |
| 2010 | Structured laser pointer: enabling wrist-rolling movements as a new interactive dimensionabstractIn this paper, we re-visit the issue of multi-point laser pointer interaction from a wrist-rolling perspective. Firstly, we proposed SLP---Structured Laser Pointer, and detects a laser pointer's rotation along its emitting axis. SLP adds the wrist-rolling gestures as a new interactive dimension to the conventional laser pointer interaction approach. We asked a group of users to perform certain tasks using SLP, and derived from test results a set of criteria to distinguish between incidental and intentional SLP rolling, and then the experimental results also approved the high accuracy and acceptable speed as well as throughput of such rolling interaction. Yongqiang Qin, Yuanchun Shi, Chun Yu |
AVI | 4 |
| 2010 | The satellite cursor: achieving MAGIC pointing without gaze tracking using multiple cursorsabstractWe present the satellite cursor - a novel technique that uses multiple cursors to improve pointing performance by reducing input movement. The satellite cursor associates every target with a separate cursor in its vicinity for pointing, which realizes the MAGIC (manual and gaze input cascade) pointing method without gaze tracking. We discuss the problem of visual clutter caused by multiple cursors and propose several designs to mitigate it. Two controlled experiments were conducted to evaluate satellite cursor performance in a simple reciprocal pointing task and a complex task with multiple targets of varying layout densities. Results show the satellite cursor can save significant mouse movement and consequently pointing time, especially for sparse target layouts, and that satellite cursor performance can be accurately modeled by Fitts' Law. Chun Yu, Yuanchun Shi, Ravin Balakrishnan, Xiangliang Meng, Yue Suo, Mingming Fan 0001, Yongqiang Qin |
UIST | 1 |
| 2005 | Through-wall imaging (TWI) by radar: 2-D tomographic results and analysesabstractA two-dimensional nonlinear inverse scattering technique is developed for imaging objects in a multilayered medium that simulates the effects of building walls in the context of through-wall imaging (TWI). The effectiveness and capacity of the inversion algorithm and the feasibility of through-wall imaging is demonstrated via a number of numerical examples. It has been shown that using multifrequency data high-quality image reconstruction can be achieved with a limited array view. Lin-Ping Song, Chun Yu, Qing Huo Liu |
IEEE Trans. Geosci. Remote. Sens. | 2 |
| 2000 | Visibility in the Presence of Occluders with Curved BoundariesabstractAccurate global visibility information has become essential in global illumination rendering. Combinatorial structures, such as the visibility complex, aspect graphs and the visibility skeleton, are the seeds of a new topic of research motivated by practical problems in computer graphics and global illumination rendering. This is now attracting interest from the computational geometry, combinatorics, CAD and robotics communities. The initial motivation has been to accurately represent shadow boundaries generated by occluding surfaces in the path of light from emitting surfaces (sources) to receiving surfaces (receivers). This article adds to the rich body of research in this field by presenting solutions to the problem of occluders with curved boundaries. This has profound implications in three main areas: (1) the generation, maintenance and search functions associated with the global visibility complex, (2) mesh generation, and (3) global illumination rendering. We present a new visibility complex based on the proposed visibility skeleton. The new visibility complex has been designed to handle not only polygonal elements but also surfaces with curved boundaries. We have found that, even in simple 3D scenes, the new visibility complex generates less polygons in the meshing phase and a more accurate global illumination George Baciu, Cliff Cheung, Chun Yu |
PG | 3 |