VLDB 2026 Research / reviewers in the wild / expert
Christian Holz 0001
dblp:79/7439-1
· DBLP profile ↗
109ranked-venue papers
9as first author
63since 2021 · last 2026
0000-0001-9655-9519ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 82 · 9 first-author · 36 since 2021Graphics, computer vision, multimedia, augmented reality and games · 21 · 19 since 2021Artificial intelligence and machine learning · 20 · 20 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 since 2021Systems, architecture and hardware · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Automating UI Optimization through Multi-Agentic ReasoningabstractWe present AutoOptimization, a novel multi-objective optimization framework for adapting user interfaces. From a user’s verbal preferences for changing a UI, our framework guides a prioritization-based Pareto frontier search over candidate layouts. It selects suitable objective functions for UI placement while simultaneously parameterizing them according to the user’s instructions to define the optimization problem. A solver then generates a series of optimal UI layouts, which our framework validates against the user’s instructions to adapt the UI with the final solution. Our approach thus overcomes the previous need for manual inspection of layouts and the use of population averages for objective parameters. We integrate multiple agents sequentially within our framework, enabling the system to leverage their reasoning capabilities to interpret user preferences, configure the optimization problem, and validate optimization outcomes. We evaluate each step of our framework inside a Mixed Reality use case and demonstrate that AutoOptimization effectively increases the usability of UI adaptation schemes. Zhipeng Li 0001, Christoph Gebhardt, Yi-Chi Liao 0001, Christian Holz 0001 |
CHI | 4 |
| 2026 | Preference-Guided Prompt Optimization for Text-to-Image GenerationabstractGenerative models are increasingly powerful, yet users struggle to guide them through prompts. The generative process is difficult to control and unpredictable, and user instructions may be ambiguous or under-specified. Prior prompt refinement tools heavily rely on human effort, while prompt optimization methods focus on numerical functions and are not designed for human-centered generative tasks, where feedback is better expressed as binary preferences and demands convergence within few iterations. We present APPO, a preference-guided prompt optimization algorithm. Instead of iterating prompts, users only provide binary preferential feedback. APPO adaptively balances its strategies between exploiting user feedback and exploring new directions, yielding effective and efficient optimization. We evaluate APPO on image generation, and the results show APPO enables achieving satisfactory outcomes in fewer iterations with lower cognitive load than manual prompt editing. We anticipate APPO will advance human-AI collaboration in generative tasks by leveraging user preferences to guide complex content creation. Zhipeng Li 0001, Yi-Chi Liao 0001, Christian Holz 0001 |
CHI | 3 |
| 2026 | Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue IntegrationabstractPublisher Copyright: © 2026 Copyright held by the owner/author(s). Xuejing Luo, Hee-Seung Moon, Christian Holz 0001, Antti Oulasvirta |
CHI | 3 |
| 2026 | Temporal Cardiovascular Dynamics for Improved PPG-Based Heart Rate EstimationabstractThe oscillations of the human heart rate are inherently complex and non-linear-they are best described by mathematical chaos, and they present a challenge when applied to the practical domain of cardiovascular health monitoring in everyday life. In this work, we study the non-linear chaotic behavior of heart rate through mutual information and introduce a novel approach for enhancing heart rate estimation in real-life conditions. Our proposed approach not only explains and handles the non-linear temporal complexity from a mathematical perspective but also improves the deep learning solutions when combined with them. We validate our proposed method on four established datasets from real-life scenarios and compare its performance with existing algorithms thoroughly with extensive ablation experiments. Our results demonstrate a substantial improvement, up to 40%, of the proposed approach in estimating heart rate compared to traditional methods and existing machine-learning techniques while reducing the reliance on multiple sensing modalities and eliminating the need for post-processing steps. Berken Utku Demirel, Christian Holz 0001 |
IEEE J. Biomed. Health Informatics | 2 |
| 2025 | Continual Human-in-the-Loop OptimizationabstractOptimal input settings vary across users due to differences in motor abilities and personal preferences, which are typically addressed by manual tuning or calibration. Although human-in-the-loop optimization has the potential to identify optimal settings during use, it is rarely applied due to its long optimization process. A more efficient approach would continually leverage data from previous users to accelerate optimization, exploiting shared traits while adapting to individual characteristics. We introduce the concept of Continual Human-in-the-Loop Optimization and a Bayesian optimization-based method that leverages a Bayesian-neural-network surrogate model to capture population-level characteristics while adapting to new users. We propose a generative replay strategy to mitigate catastrophic forgetting. We demonstrate our method by optimizing virtual reality keyboard parameters for text entry using direct touch, showing reduced adaptation times with a growing user base. Our method opens the door for next-generation personalized input systems that improve with accumulated experience. Yi-Chi Liao 0001, Paul Streli, Zhipeng Li 0001, Christoph Gebhardt, Christian Holz 0001 |
CHI | 5 |
| 2025 | EgoPressure: A Dataset for Hand Pressure and Pose Estimation in Egocentric VisionabstractTouch contact and pressure are essential for understanding how humans interact with objects and offer insights that benefit applications in mixed reality and robotics. Estimating these interactions from an egocentric camera perspective is challenging, largely due to the lack of comprehensive datasets that provide both hand poses and pressure annotations. In this paper, we present EgoPressure, an egocentric dataset that is annotated with high-resolution pressure intensities at contact points and precise hand pose meshes, obtained via our multi-view, sequence-based optimization method. We introduce baseline models for estimating applied pressure on external surfaces from RGB images, both with and without hand pose information, as well as a joint model for predicting hand pose and the pressure distribution across the hand mesh. Our experiments show that pressure and hand pose complement each other in understanding hand-object interactions. Taein Kwon, Paul Streli, Marc Pollefeys, Christian Holz 0001 |
CVPR | 5 |
| 2025 | EgoPPG: Heart Rate Estimation From Eye-Tracking Cameras in Egocentric Systems to Benefit Downstream Vision Tasks
Björn Braun, Rayan Armani, Manuel Meier, Max Möbus, Christian Holz 0001 |
ICCV | 5 |
| 2025 | Group Inertial Poser: Multi-Person Pose and Global Translationfrom Sparse Inertial Sensors and Ultra-Wideband Ranging
Jiaxi Jiang, Rayan Armani, Dominik Hollidt, Yi-Chi Liao 0001, Christian Holz 0001 |
ICCV | 6 |
| 2025 | Shifting the Paradigm: A Diffeomorphism Between Time Series Data Manifolds for Achieving Shift-Invariancy in Deep LearningabstractDeep learning models lack shift invariance, making them sensitive to input shifts that cause changes in output. While recent techniques seek to address this for images, our findings show that these approaches fail to provide shift-invariance in time series, where the data generation mechanism is more challenging due to the interaction of low and high frequencies. Worse, they also decrease performance across several tasks. In this paper, we propose a novel differentiable bijective function that maps samples from their high-dimensional data manifold to another manifold of the same dimension, without any dimensional reduction. Our approach guarantees that samples---when subjected to random shifts---are mapped to a unique point in the manifold while preserving all task-relevant information without loss. We theoretically and empirically demonstrate that the proposed transformation guarantees shift-invariance in deep learning models without imposing any limits to the shift. Our experiments on six time series tasks with state-of-the-art methods show that our approach consistently improves the performance while enabling models to achieve complete shift-invariance without modifying or imposing restrictions on the model's topology. The source code is available on GitHub. Berken Utku Demirel, Christian Holz 0001 |
ICLR | 2 |
| 2025 | Human Motion Capture from Loose and Sparse Inertial Sensors with Garment-aware Diffusion ModelsabstractMotion capture using sparse inertial sensors has shown great promise due to its portability and lack of occlusion issues compared to camera-based tracking. Existing approaches typically assume that IMU sensors are tightly attached to the human body. However, this assumption often does not hold in real-world scenarios. In this paper, we present a new task of full-body human pose estimation using sparse, loosely attached IMU sensors. To solve this task, we simulate IMU recordings from an existing garment-aware human motion dataset. We developed transformer-based diffusion models to synthesize loose IMU data and estimate human poses based on this challenging loose IMU data. In addition, we show that incorporating garment-related parameters while training the model on simulated loose data effectively maintains expressiveness and enhances the ability to capture variations introduced by looser or tighter garments. Experiments show that our proposed diffusion methods trained on simulated and synthetic data outperformed the state-of-the-art methods quantitatively and qualitatively, opening up a promising direction for future research. Andela Ilic, Jiaxi Jiang, Paul Streli, Christian Holz 0001 |
IJCAI | 5 |
| 2025 | Redefining Affordance via Computational RationalityabstractAffordances, a foundational concept in human-computer interaction and design, have traditionally been explained by direct-perception theories, which assume that individuals perceive action possibilities directly from the environment. However, these theories fall short of explaining how affordances are perceived, learned, refined, or misperceived, and how users choose between multiple affordances in dynamic contexts. This paper introduces a novel affordance theory grounded in Computational Rationality, positing that humans construct internal representations of the world based on bounded sensory inputs. Within these internal models, affordances are inferred through two core mechanisms: feature recognition and hypothetical motion trajectories. Our theory redefines affordance perception as a decision-making process, driven by two components: confidence (the perceived likelihood of successfully executing an action) and predicted utility (the expected value of the outcome). By balancing these factors, individuals make informed decisions about which actions to take. Our theory frames affordances perception as dynamic, continuously learned, and refined through reinforcement and feedback. We validate the theory via thought experiments and demonstrate its applicability across diverse types of affordances (e.g., physical, digital, social). Beyond clarifying and generalizing the understanding of affordances across contexts, our theory serves as a foundation for improving design communication and guiding the development of more adaptive and intuitive systems that evolve with user capabilities. Yi-Chi Liao 0001, Christian Holz 0001 |
IUI | 2 |
| 2025 | A Joint Personality-Emotion Framework for Personality-Consistent Conversational AgentsabstractArousal Valence Figure 1: Conceptual overview of the proposed framework.Left: Personality descriptors projected into the valence-arousal space using the EMoLon lexicon [9].Center: Kernel Density Estimation (KDE) applied to the projected descriptors, illustrating the density distribution of personality-related adjectives.Right: Warped emotion topology derived from the KDE. Nikola Kovacevic, Christian Holz 0001, Markus Gross 0001, Rafael Wampfler |
IVA | 2 |
| 2025 | Learning Without Augmenting: Unsupervised Time Series Representation Learning via Frame ProjectionsabstractSelf-supervised learning (SSL) has emerged as a powerful paradigm for learning representations without labeled data. Most SSL approaches rely on strong, well-established, handcrafted data augmentations to generate diverse views for representation learning. However, designing such augmentations requires domain-specific knowledge and implicitly imposes representational invariances on the model, which can limit generalization. In this work, we propose an unsupervised representation learning method that replaces augmentations by generating views using orthonormal bases and overcomplete frames. We show that embeddings learned from orthonormal and overcomplete spaces reside on distinct manifolds, shaped by the geometric biases introduced by representing samples in different spaces. By jointly leveraging the complementary geometry of these distinct manifolds, our approach achieves superior performance without artificially increasing data diversity through strong augmentations. We demonstrate the effectiveness of our method on nine datasets across five temporal sequence tasks, where signal-specific characteristics make data augmentations particularly challenging. Without relying on augmentation-induced diversity, our method achieves performance gains of up to 15--20\% over existing self-supervised approaches. Source code: \url{https://github.com/eth-siplab/Learning-with-FrameProjections} Berken Utku Demirel, Christian Holz 0001 |
NeurIPS | 2 |
| 2025 | egoEMOTION: Egocentric Vision and Physiological Signals for Emotion and Personality Recognition in Real-world TasksabstractUnderstanding affect is central to anticipating human behavior, yet current egocentric vision benchmarks largely ignore the person’s emotional states that shape their decisions and actions. Existing tasks in egocentric perception focus on physical activities, hand-object interactions, and attention modeling—assuming neutral affect and uniform personality. This limits the ability of vision systems to capture key internal drivers of behavior. In this paper, we present egoEMOTION, the first dataset that couples egocentric visual and physiological signals with dense self-reports of emotion and personality across controlled and real-world scenarios. Our dataset includes over 50 hours of recordings from 43 participants, captured using Meta’s Project Aria glasses. Each session provides synchronized eye-tracking video, head-mounted photoplethysmography, inertial motion data, and physiological baselines for reference. Participants completed emotion-elicitation tasks and naturalistic activities while self-reporting their affective state using the Circumplex Model and Mikels’ Wheel as well as their personality via the Big Five model. We define three benchmark tasks: (1) continuous affect classification (valence, arousal, dominance); (2) discrete emotion classification; and (3) trait-level personality inference. We show that a classical learning-based method, as a simple baseline in real-world affect prediction, produces better estimates from signals captured on egocentric vision systems than processing physiological signals. Our dataset establishes emotion and personality as core dimensions in egocentric perception and opens new directions in affect-driven modeling of behavior, intent, and interaction. Matthias Jammot, Björn Braun, Paul Streli, Rafael Wampfler, Christian Holz 0001 |
NeurIPS | 5 |
| 2025 | Contimask: Explaining Irregular Time Series via Perturbations in Continuous TimeabstractExplaining black-box models for time series data is critical for the wide-scale adoption of deep learning techniques across domains such as healthcare. Recently, explainability methods for deep time series models have seen significant progress by adopting saliency methods that perturb masked segments of time series to uncover their importance towards the prediction of black-box models. Thus far, such methods have been largely restricted to regular time series. Irregular time series, however, sampled at irregular time intervals and potentially with missing values, are the dominant form of time series in various critical domains (e.g., hospital records). In this paper, we conduct the first evaluation of saliency methods for the interpretation of irregular time series models. We first translate techniques for regular time series into the continuous time realm of irregular time series and show under which circumstances such techniques are still applicable. However, existing perturbation techniques neglect the timing and structure of observed data, e.g., informative missingness when data is not missing at random. Thus, we propose Contimask, a simple framework to also apply non-differentiable perturbations, such as simulating that parts of the data had not been observed using NeuroEvolution. Doing so, we successfully detect how structural differences in the data can bias irregular time series models on a real-world sepsis prediction task where 90% of the data is missing. Source code is available on GitHub. Max Möbus, Björn Braun, Christian Holz 0001 |
NeurIPS | 3 |
| 2025 | Efficient Visual Appearance Optimization by Learning from Prior PreferencesabstractAdjusting visual parameters such as brightness and contrast is common in our everyday experiences. Finding the optimal parameter setting is challenging due to the large search space and the lack of an explicit objective function, leaving users to rely solely on their implicit preferences. Prior work has explored Preferential Bayesian Optimization (PBO) to address this challenge, involving users to iteratively select preferred designs from candidate sets. However, PBO often requires many rounds of preference comparisons, making it more suitable for designers than everyday end-users. We propose Meta-PO, a novel method that integrates PBO with meta-learning to improve sample efficiency. Specifically, Meta-PO infers prior users' preferences and stores them as models, which are leveraged to intelligently suggest design candidates for the new users, enabling faster convergence and more personalized results. An experimental evaluation of our method for appearance design tasks on 2D and 3D content showed that participants achieved satisfactory appearance in 5.86 iterations using Meta-PO when participants shared similar goals with a population (e.g., tuning for a "warm"look) and in 8 iterations even generalizes across divergent goals (e.g., from "vintage", "warm", to "holiday"). Meta-PO makes personalized visual optimization more applicable to end-users through a generalizable, more efficient optimization conditioned on preferences, with the potential to scale interface personalization more broadly. Zhipeng Li 0001, Yi-Chi Liao 0001, Christian Holz 0001 |
UIST | 3 |
| 2025 | Preference-Guided Multi-Objective UI Adaptationabstract3D Mixed Reality interfaces have nearly unlimited space for layout placement, making automatic UI adaptation crucial for enhancing the user experience. Such adaptation is often formulated as a multi-objective optimization (MOO) problem, where multiple, potentially conflicting design objectives must be balanced. However, selecting a final layout is challenging since MOO typically yields a set of trade-offs along a Pareto frontier. Prior approaches often required users to manually explore and evaluate these trade-offs, a time-consuming process that disrupts the fluidity of interaction. To eliminate this manual and laborous step, we propose a novel optimization approach that efficiently determines user preferences from a minimal number of UI element adjustments. These determined rankings are translated into priority levels, which then drive our priority-based MOO algorithm. By focusing the search on user-preferred solutions, our method not only identifies UIs that are more aligned with user preferences, but also automatically selects the final design from the Pareto frontier; ultimately, it minimizes user effort while ensuring personalized layouts. Our user study in a Mixed Reality setting demonstrates that our preference-guided approach significantly reduces manual adjustments compared to traditional methods, including fully manual design and exhaustive Pareto front searches, while maintaining high user satisfaction. We believe this work opens the door for more efficient MOO by seamlessly incorporating user preferences. Christoph Gebhardt, Yi-Chi Liao 0001, Christian Holz 0001 |
UIST | 4 |
| 2025 | Nightbeat: Heart Rate Estimation From a Wrist-Worn Accelerometer During SleepabstractToday's fitness bands and smartwatches typically track heart rates (HR) using optical sensors. Large behavioral studies such as the U.K. Biobank use activity trackers without such optical sensors and thus lack HR data, which could reveal valuable health trends for the wider population. In this paper, we present the first dataset of wrist-worn accelerometer recordings and electrocardiogram references in uncontrolled at-home settings to investigate the recent promise of IMU-only HR estimation via ballistocardiograms. Our recordings are from 42 patients during the night, totaling 310 hours. We also introduce a frequency-based method to extract HR via curve tracing from IMU recordings while rejecting motion artifacts. Using our dataset, we analyze existing baselines and show that our method achieves a mean absolute error of 0.88 bpm-76% better than previous approaches and the first to surpass established medical standards for heart rate monitors. Our results validate the potential of IMU-only HR estimation as a key indicator of cardiac activity in existing longitudinal studies to discover novel health insights. Max Möbus, Lars Hauptmann, Nicolas Kopp, Berken Utku Demirel, Björn Braun, Christian Holz 0001 |
IEEE J. Biomed. Health Informatics | 6 |
| 2025 | Beyond Subjectivity: Continuous Cybersickness Detection Using EEG-based Multitaper Spectrum EstimationabstractVirtual reality (VR) presents immersive opportunities across many applications, yet the inherent risk of developing cybersickness during interaction can severely reduce enjoyment and platform adoption. Cybersickness is marked by symptoms such as dizziness and nausea, which previous work primarily assessed via subjective post-immersion questionnaires and motion-restricted controlled setups. In this paper, we investigate the dynamic nature of cybersickness while users experience and freely interact in VR. We propose a novel method to continuously identify and quantitatively gauge cybersickness levels from users' passively monitored electroencephalography (EEG) and head motion signals. Our method estimates multitaper spectrums from EEG, integrating specialized EEG processing techniques to counter motion artifacts, and, thus, tracks cybersickness levels in real-time. Unlike previous approaches, our method requires no user-specific calibration or personalization for detecting cybersickness. Our work addresses the considerable challenge of reproducibility and subjectivity in cybersickness research. In addition to our method's implementation, we release our dataset of 16 participants and approximately 2 hours of total recordings to spur future work in this domain. Source code: https://github.com/eth-siplab/EEG_Cybersickness_Estimation_VR-Beyond_Subjectivity. Berken Utku Demirel, Adnan Harun Dogan, Juliete Rossie, Max Möbus, Christian Holz 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Tri-Spectral PPG: Robust Reflective Photoplethysmography by Fusing Multiple Wavelengths for Cardiac MonitoringabstractMulti-channel photoplethysmography (PPG) sensors have found widespread adoption in wearable devices for monitoring cardiac health. Channels thereby serve different functions-whereas green is commonly used for metrics such as heart rate and heart rate variability, red and infrared are commonly used for pulse oximetry. In this paper, we introduce a novel method that simultaneously fuses multi-channel PPG signals into a single recovered PPG signal that can be input to further processing. Via signal fusion, our learning-based method compensates for the artifacts that affect wavelengths to different extents, such as motion and ambient light changes. We evaluate our method on a novel dataset of multi-channel PPG recordings and electrocardiogram recordings for reference from 10 participants over the course of 13 hours during real-world activities outside the laboratory. Using the fusion PPG signal our method recovered, participants' heart rates can be calculated with a mean error of 4.5 bpm (23% lower than from green PPG signals at 5.9 bpm). Manuel Meier, Berken Utku Demirel, Christian Holz 0001 |
BSN | 3 |
| 2024 | MANIKIN: Biomechanically Accurate Neural Inverse Kinematics for Human Motion Estimation
Jiaxi Jiang, Paul Streli, Xuejing Luo, Christoph Gebhardt, Christian Holz 0001 |
ECCV (2) | 5 |
| 2024 | EgoPoser: Robust Real-Time Egocentric Pose Estimation from Sparse and Intermittent Observations Everywhere
Jiaxi Jiang, Paul Streli, Manuel Meier, Christian Holz 0001 |
ECCV (2) | 4 |
| 2024 | On Multimodal Emotion Recognition for Human-Chatbot Interaction in the WildabstractThe field of natural language generation is swiftly evolving, giving rise to powerful conversational characters for use in different applications such as entertainment, education, and healthcare. A central aspect of these applications is providing personalized interactions, driven by the ability of the characters to recognize and adapt to user emotions. Current emotion recognition models primarily rely on datasets collected from actors or in controlled laboratory settings focusing on human-human interactions, which hinders their adaptability to real-world applications for conversational agents. In this work, we unveil the complexity of human-chatbot emotion recognition in the wild. We collected a multimodal dataset consisting of text, audio, and video recordings from 99 participants while they conversed with a GPT-3-based chatbot over three weeks. Using different transformer-based multimodal emotion recognition networks, we provide evidence for a strong domain gap between human-human interaction and human-chatbot interaction that is attributed to the subjective nature of self-reported emotion labels, the reduced activation and expressivity of the face, and the inherent subtlety of emotions in such settings, emphasizing the challenges of recognizing user emotions in real-world contexts. We show how personalizing our model to the user increases the model performance by up to 38% (user emotions) and up to 41% (perceived chatbot emotions), highlighting the potential of personalization for overcoming the observed domain gap. Nikola Kovacevic, Christian Holz 0001, Markus Gross 0001, Rafael Wampfler |
ICMI | 2 |
| 2024 | An Unsupervised Approach for Periodic Source Detection in Time SeriesabstractDetection of periodic patterns of interest within noisy time series data plays a critical role in various tasks, spanning from health monitoring to behavior analysis. Existing learning techniques often rely on labels or clean versions of signals for detecting the periodicity, and those employing self-supervised methods are required to apply proper augmentations, which is already challenging for time series and can result in collapse—all representations collapse to a single point due to strong augmentation. In this work, we propose a novel method to detect the periodicity in time series without the need for any labels or requiring tailored positive or negative data generation mechanisms. We mitigate the collapse issue by ensuring the learned representations retain information from the original samples without imposing any variance constraints on the batch. Our experiments in three time-series tasks against state-of-the-art learning methods show that the proposed approach consistently outperforms prior works, achieving performance improvements of more than 45--50%, showing its effectiveness. Berken Utku Demirel, Christian Holz 0001 |
ICML | 2 |
| 2024 | MiBOT: A head-worn robot that modulates cardiovascular responses through human-like soft massageabstractMassage therapy is helpful for the rehabilitation of various diseases, such as headaches caused by migraines and stress. Existing robotic systems have focused on massage therapy on the torso and limbs, but performing massage motions through suitable actuation on a person’s head has been a challenge. In this paper, we present MiBOT, a head-worn massage robot that actuates two soft tactors to produce touch motions mimicking human massage. A key design principle behind MiBOT is its silent actuation, which we achieve through pneumatic artificial muscles in conjunction with a controller loop to respond to contact pressure. We evaluated the effectiveness of MiBOT in a controlled study and assessed subjects’ blood pressure and heart rate levels while applying MiBOT. We found that our mechanical system generated positive and conclusive quantitative outcomes that are similar to the human-administered massage, decreasing participants’ mean systolic and diastolic blood pressure by 2.8 mmHg and 1.7 mmHg, respectively, as well as calming their heart rate by 8–10% on average. Alice Mylaeus, Stephanie Vogt, Berken Utku Demirel, Marcel Gort, Mirko Meboldt, Manuel Meier, Christian Holz 0001 |
ICRA | 7 |
| 2024 | Accurately Tracking Relative Positions of Moving Trackers based on UWB Ranging and Inertial Sensing without AnchorsabstractWe present a tracking system for relative positioning that can operate on entirely moving tracking nodes without the need for stationary anchors. Each node embeds a 9-DOF magnetic and inertial measurement unit and a single-antenna ultra-wideband radio. We introduce a multi-stage filtering pipeline through which our system estimates the relative layout of all tracking nodes within the group. The key novelty of our method is the integration of a custom Extended Kalman filter (EKF) with a refinement step via multidimensional scaling (MDS). Our method integrates the MDS output back into the EKF, thereby creating a dynamic feedback loop for more robust estimates. We complement our method with UWB ranging protocol that we designed to allow tracking nodes to opportunistically join and leave the group.In our evaluation with constantly moving nodes, our system estimated relative positions with an error of 10.2 cm (in 2D) and 21.7 cm (in 3D), including obstacles that occluded the line of sight between tracking nodes. Our approach requires no external infrastructure, making it particularly suitable for operation in environments where stationary setups are impractical. Rayan Armani, Christian Holz 0001 |
IROS | 2 |
| 2024 | EgoSim: An Egocentric Multi-view Simulator and Real Dataset for Body-worn Cameras during Motion and ActivityabstractResearch on egocentric tasks in computer vision has mostly focused on head-mounted cameras, such as fisheye cameras or embedded cameras inside immersive headsets.We argue that the increasing miniaturization of optical sensors will lead to the prolific integration of cameras into many more body-worn devices at various locations.This will bring fresh perspectives to established tasks in computer vision and benefit key areas such as human motion tracking, body pose estimation, or action recognition---particularly for the lower body, which is typically occluded.In this paper, we introduce EgoSim, a novel simulator of body-worn cameras that generates realistic egocentric renderings from multiple perspectives across a wearer's body.A key feature of EgoSim is its use of real motion capture data to render motion artifacts, which are especially noticeable with arm- or leg-worn cameras.In addition, we introduce MultiEgoView, a dataset of egocentric footage from six body-worn cameras and ground-truth full-body 3D poses during several activities:119 hours of data are derived from AMASS motion sequences in four high-fidelity virtual environments, which we augment with 5 hours of real-world motion data from 13 participants using six GoPro cameras and 3D body pose references from an Xsens motion capture suit.We demonstrate EgoSim's effectiveness by training an end-to-end video-only 3D pose estimation network.Analyzing its domain gap, we show that our dataset and simulator substantially aid training for inference on real-world data.EgoSim code & MultiEgoView dataset: https://siplab.org/projects/EgoSim Dominik Hollidt, Paul Streli, Jiaxi Jiang, Yasaman Haghighi, Changlin Qian, Christian Holz 0001 |
NeurIPS | 7 |
| 2024 | WildPPG: A Real-World PPG Dataset of Long Continuous RecordingsabstractReflective photoplethysmography (PPG) has become the default sensing technique in wearable devices to monitor cardiac activity via a person’s heart rate (HR). However, PPG-based HR estimates can be substantially impacted by factors such as the wearer’s activities, sensor placement and resulting motion artifacts, as well as environmental characteristics such as temperature and ambient light. These and other factors can significantly impact and decrease HR prediction reliability. In this paper, we show that state-of-the-art HR estimation methods struggle when processing representative data from everyday activities in outdoor environments, likely because they rely on existing datasets that captured controlled conditions. We introduce a novel multimodal dataset and benchmark results for continuous PPG recordings during outdoor activities from 16 participants over 13.5 hours, captured from four wearable sensors, each worn at a different location on the body, totaling 216 hours. Our recordings include accelerometer, temperature, and altitude data, as well as a synchronized Lead I-based electrocardiogram for ground-truth HR references. Participants completed a round trip from Zurich to Jungfraujoch, a tall mountain in Switzerland over the course of one day. The trip included outdoor and indoor activities such as walking, hiking, stair climbing, eating, drinking, and resting at various temperatures and altitudes (up to 3,571 m above sea level) as well as using cars, trains, cable cars, and lifts for transport—all of which impacted participants’ physiological dynamics. We also present a novel method that estimates HR values more robustly in such real-world scenarios than existing baselines.Dataset & code for HR estimation: https://siplab.org/projects/WildPPG Manuel Meier, Berken Utku Demirel, Christian Holz 0001 |
NeurIPS | 3 |
| 2024 | SituationAdapt: Contextual UI Optimization in Mixed Reality with Situation Awareness via LLM ReasoningabstractMixed Reality is increasingly used in mobile settings beyond controlled home and office spaces. This mobility introduces the need for user interface layouts that adapt to varying contexts. However, existing adaptive systems are designed only for static environments. In this paper, we introduce SituationAdapt, a system that adjusts Mixed Reality UIs to real-world surroundings by considering environmental and social cues in shared settings. Our system consists of perception, reasoning, and optimization modules for UI adaptation. Our perception module identifies objects and individuals around the user, while our reasoning module leverages a Vision-and-Language Model to assess the placement of interactive UI elements. This ensures that adapted layouts do not obstruct relevant environmental cues or interfere with social norms. Our optimization module then generates Mixed Reality interfaces that account for these considerations as well as temporal constraints. For evaluation, we first validate our reasoning module’s capability of assessing UI contexts in comparison to human expert users. In an online user study, we then establish SituationAdapt’s capability of producing context-aware layouts for Mixed Reality, where it outperformed previous adaptive layout methods. We conclude with a series of applications and scenarios to demonstrate SituationAdapt’s versatility. Zhipeng Li 0001, Christoph Gebhardt, Yves Inglin, Nicolas Steck, Paul Streli, Christian Holz 0001 |
UIST | 6 |
| 2024 | TouchInsight: Uncertainty-aware Rapid Touch and Text Input for Mixed Reality from Egocentric VisionabstractWhile passive surfaces offer numerous benefits for interaction in mixed reality, reliably detecting touch input solely from head-mounted cameras has been a long-standing challenge. Camera specifics, hand self-occlusion, and rapid movements of both head and fingers introduce considerable uncertainty about the exact location of touch events. Existing methods have thus not been capable of achieving the performance needed for robust interaction. Paul Streli, Fadi Botros, Shugao Ma, Robert Wang 0002, Christian Holz 0001 |
UIST | 6 |
| 2024 | HistoLab VR: A User Elicitation Study Exploring the Potential of Virtual Reality Game-based Learning for Hazard AwarenessabstractOccupational medicine is a vital field for workplace safety and health but often encounters challenges in engaging students and effectively communicating subtle yet critical workplace hazards. To tackle these issues, we developed HistoLab VR, a Virtual Reality (VR) game that immerses participants in a histology lab environment based on real-world practice. Our comprehensive user study with 17 students and experts assessed the game’s impact on hazard awareness, interest in occupational medicine, and user experience through quantitative and qualitative measures. Our findings show that HistoLab VR not just immersed participants in a relatable histology lab worker experience but that it effectively raised awareness about subtle hazards and conveyed the inherent stress of the job. We discuss our results and highlight the potential of VR as a valuable educational tool for occupational medicine training. Robin Timon Hänni, Tiffany Luong, Julia Chatain, Felix Mangold, Holger Dressel, Christian Holz 0001 |
VRST | 6 |
| 2024 | MARLUI: Multi-Agent Reinforcement Learning for Adaptive Point-and-Click UIsabstractAs the number of selectable items increases, point-and-click interfaces rapidly become complex, leading to a decrease in usability. Adaptive user interfaces can reduce this complexity by automatically adjusting an interface to only display the most relevant items. A core challenge for developing adaptive interfaces is to infer user intent and chose adaptations accordingly. Current methods rely on tediously hand-crafted rules or carefully collected user data. Furthermore, heuristics need to be recrafted and data regathered for every new task and interface. To address this issue, we formulate interface adaptation as a multi-agent reinforcement learning problem. Our approach learns adaptation policies without relying on heuristics or real user data, facilitating the development of adaptive interfaces across various tasks with minimal adjustments needed. In our formulation, a user agent mimics a real user and learns to interact with an interface via point-and-click actions. Simultaneously, an interface agent learns interface adaptations, to maximize the user agent's efficiency, by observing the user agent's behavior. For our evaluation, we substituted the simulated user agent with actual users. Our study involved twelve participants and concentrated on automatic toolbar item assignment. The results show that the policies we developed in simulation effectively apply to real users. These users were able to complete tasks with fewer actions and in similar times compared to methods trained with real data. Additionally, we demonstrated our method's efficiency and generalizability across four different interfaces and tasks. Thomas Langerak, Sammy Joe Christen, Mert Albaba, Christoph Gebhardt, Christian Holz 0001, Otmar Hilliges |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | Comparing Synchronous and Asynchronous Task Delivery in Mixed Reality EnvironmentsabstractAsynchronous digital communication is a widely applied and well-known form of information exchange. Most pieces of technology make use of some variation of asynchronous communication systems, be it messaging or email applications. This allows recipients to process digital messages immediately (synchronous) or whenever they have time (asynchronous), meaning that purely digital interruptions can be mitigated easily. Mixed Reality systems have the potential to not only handle digital interruptions but also interruptions in physical space, e.g., caused by co-workers in workspaces or learning environments. However, the benefits of such systems previously remained untested in the context of Mixed Reality. We conducted a user study ($\mathrm{N}=26$) to investigate the impact that the timing of task delivery has on the participants' performance, workflow, and emotional state. Participants had to perform several cognitively demanding tasks in a Mixed Reality workspace. Inside the virtual workspace, we simulated in-person task delivery either during tasks (i.e., interrupting the participant) or between tasks (i.e., delaying the interruption). Our results show that delaying interruptions has a significant impact on subjective metrics like the perceived performance and workload. Lara Sofie Lenz, Andreas Rene Fender, Julia Chatain, Christian Holz 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Reality Rifts: Wonder-ful Interfaces by Disrupting Perceptual CausalityabstractReality Rifts are interfaces between the physical and the virtual reality, where incoherent observations of physical behavior lead users to imagine comprehensive and plausible end-to-end dynamics. Reality Rifts emerge in interactive physical systems that lack one or more components that are central to their operation, yet where the physical end-to-end interaction persists with plausible outcomes. Even in the presence of a Reality Rift, users can still interact with a system—much like they would with the unaltered and complete counterpart—leading them to implicitly infer the existence and imagine the behavior of the lacking components from observable phenomena and outcomes. Therefore, dynamic systems with Reality Rifts trigger doubt, curiosity, and rumination—a sense of wonder that users experience when observing a Reality Rift due to their innate curiosity. Lung-Pan Cheng, Yi-Hao Peng, Christian Holz 0001 |
CHI | 4 |
| 2023 | InfinitePaint: Painting in Virtual Reality with Passive Haptics Using Wet Brushes and a Physical Proxy CanvasabstractDigital painting interfaces require an input fidelity that preserves the artistic expression of the user. Drawing tablets allow for precise and low-latency sensing of pen motions and other parameters like pressure to convert them to fully digitized strokes. A drawback is that those interfaces are rigid. While soft brushes can be simulated in software, the haptic sensation of the rigid pen input device is different compared to using a soft wet brush on paper. We present InfinitePaint, a system that supports digital painting in Virtual Reality on real paper with a real wet brush. We use special paper that turns black wherever it comes into contact with water and turns blank again upon drying. A single camera captures those temporary strokes and digitizes them while applying properties like color or other digital effects. We tested our system with artists and compared the subjective experience with a drawing tablet. Andreas Rene Fender, Thomas Roberts, Tiffany Luong, Christian Holz 0001 |
CHI | 4 |
| 2023 | HandyCast: Phone-based Bimanual Input for Virtual Reality in Mobile and Space-Constrained Settings via Pose-and-Touch TransferabstractDespite the potential of Virtual Reality as the next computing platform for general purposes, current systems are tailored to stationary settings to support expansive interaction in mid-air. However, in mobile scenarios, the physical constraints of the space surrounding the user may be prohibitively small for spatial interaction in VR with classical controllers. In this paper, we present HandyCast, a smartphone-based input technique that enables full-range 3D input with two virtual hands in VR while requiring little physical space, allowing users to operate large virtual environments in mobile settings. HandyCast defines a pose-and-touch transfer function that fuses the phone’s position and orientation with touch input to derive two individual 3D hand positions. Holding their phone like a gamepad, users can thus move and turn it to independently control their virtual hands. Touch input using the thumbs fine-tunes the respective virtual hand position and controls object selection. We evaluated HandyCast in three studies, comparing its performance with that of Go-Go, a classic bimanual controller technique. In our open-space study, participants required significantly less physical motion using HandyCast with no decrease in completion time or body ownership. In our space-constrained study, participants achieved significantly faster completion times, smaller interaction volumes, and shorter path lengths with HandyCast compared to Go-Go. In our technical evaluation, HandyCast’s fully standalone inside-out 6D tracking performance again incurred no decrease in completion time compared to an outside-in tracking baseline. Mohamed Kari, Christian Holz 0001 |
CHI | 2 |
| 2023 | HOOV: Hand Out-Of-View Tracking for Proprioceptive Interaction using Inertial SensingabstractCurrent Virtual Reality systems are designed for interaction under visual control. Using built-in cameras, headsets track the user’s hands or hand-held controllers while they are inside the field of view. Current systems thus ignore the user’s interaction with off-screen content—virtual objects that the user could quickly access through proprioception without requiring laborious head motions to bring them into focus. In this paper, we present HOOV, a wrist-worn sensing method that allows VR users to interact with objects outside their field of view. Based on the signals of a single wrist-worn inertial sensor, HOOV continuously estimates the user’s hand position in 3-space to complement the headset’s tracking as the hands leave the tracking range. Our novel data-driven method predicts hand positions and trajectories from just the continuous estimation of hand orientation, which by itself is stable based solely on inertial observations. Our inertial sensing simultaneously detects finger pinching to register off-screen selection events, confirms them using a haptic actuator inside our wrist device, and thus allows users to select, grab, and drop virtual content. We compared HOOV’s performance with a camera-based optical motion capture system in two folds. In the first evaluation, participants interacted based on tracking information from the motion capture system to assess the accuracy of their proprioceptive input, whereas in the second, they interacted based on HOOV’s real-time estimations. We found that HOOV’s target-agnostic estimations had a mean tracking error of 7.7 cm, which allowed participants to reliably access virtual objects around their body without first bringing them into focus. We demonstrate several applications that leverage the larger input space HOOV opens up for quick proprioceptive interaction, and conclude by discussing the potential of our technique. Paul Streli, Rayan Armani, Yi Fei Cheng 0001, Christian Holz 0001 |
CHI | 4 |
| 2023 | Finding Order in Chaos: A Novel Data Augmentation Method for Time Series in Contrastive LearningabstractThe success of contrastive learning is well known to be dependent on data augmentation.
Although the degree of data augmentations has been well controlled by utilizing pre-defined techniques in some domains like vision, time-series data augmentation is less explored and remains a challenging problem due to the complexity of the data generation mechanism, such as the intricate mechanism involved in the cardiovascular system.
Moreover, there is no widely recognized and general time-series augmentation method that can be applied across different tasks.
In this paper, we propose a novel data augmentation method for time-series tasks that aims to connect intra-class samples together, and thereby find order in the latent space.
Our method builds upon the well-known data augmentation technique of mixup by incorporating a novel approach that accounts for the non-stationary nature of time-series data.
Also, by controlling the degree of chaos created by data augmentation, our method leads to improved feature representations and performance on downstream tasks.
We evaluate our proposed method on three time-series tasks, including heart rate estimation, human activity recognition, and cardiovascular disease detection.
Extensive experiments against the state-of-the-art methods show that the proposed method outperforms prior works on optimal data generation and known data augmentation techniques in three tasks, reflecting the effectiveness of the presented method.
The source code is available at double-blind policy. Berken Utku Demirel, Christian Holz 0001 |
NeurIPS | 2 |
| 2023 | BeliefPPG: Uncertainty-aware heart rate estimation from PPG signals via belief propagationabstractWe present a novel learning-based method that achieves state-of-the-art performance on several heart rate estimation benchmarks extracted from photoplethysmography signals (PPG). We consider the evolution of the heart rate in the context of a discrete-time stochastic process that we represent as a hidden Markov model. We derive a distribution over possible heart rate values for a given PPG signal window through a trained neural network. Using belief propagation, we incorporate the statistical distribution of heart rate changes to refine these estimates in a temporal context. From this, we obtain a quantized probability distribution over the range of possible heart rate values that captures a meaningful and well-calibrated estimate of the inherent predictive uncertainty. We show the robustness of our method on eight public datasets with three different cross-validation experiments. Valentin Bieri, Paul Streli, Berken Utku Demirel, Christian Holz 0001 |
UAI | 4 |
| 2023 | InteractionAdapt: Interaction-driven Workspace Adaptation for Situated Virtual Reality EnvironmentsabstractVirtual Reality (VR) has the potential to transform how we work: it enables flexible and personalized workspaces beyond what is possible in the physical world. However, while most VR applications are designed to operate in a single empty physical space, work environments are often populated with real-world objects and increasingly diverse due to the growing amount of work in mobile scenarios. In this paper, we present InteractionAdapt, an optimization-based method for adapting VR workspaces for situated use in varying everyday physical environments, allowing VR users to transition between real-world settings while retaining most of their personalized VR environment for efficient interaction to ensure temporal consistency and visibility. InteractionAdapt leverages physical affordances in the real world to optimize UI elements for the respectively most suitable input technique, including on-surface touch, mid-air touch and pinch, and cursor control. Our optimization term thereby models the trade-off across these interaction techniques based on experimental findings of 3D interaction in situated physical environments. Our two evaluations of InteractionAdapt in a selection task and a travel planning task established its capability of supporting efficient interaction, during which it produced adapted layouts that participants preferred to several baselines. We further showcase the versatility of our approach through applications that cover a wide range of use cases. Yi Fei Cheng 0001, Christoph Gebhardt, Christian Holz 0001 |
UIST | 3 |
| 2023 | PressurePick: Muscle Tension Estimation for Guitar Players Using Unobtrusive Pressure SensingabstractWhen learning to play an instrument, it is crucial for the learner’s muscles to be in a relaxed state when practicing. Identifying, which parts of a song lead to increased muscle tension requires self-awareness during an already cognitively demanding task. In this work, we investigate unobtrusive pressure sensing for estimating muscle tension while practicing songs with the guitar. First, we collected data from twelve guitarists. Our apparatus consisted of three pressure sensors (one on each side of the guitar pick and one on the guitar neck) to determine the sensor that is most suitable for automatically estimating muscle tension. Second, we extracted features from the pressure time series that are indicative of muscle tension. Third, we present the hardware and software design of our PressurePick prototype, which is directly informed by the data collection and subsequent analysis. Andreas Rene Fender, Derek Alexander Witzig, Max Möbus, Christian Holz 0001 |
UIST | 4 |
| 2023 | Structured Light Speckle: Joint Ego-Centric Depth Estimation and Low-Latency Contact Detection via Remote VibrometryabstractDespite advancements in egocentric hand tracking using head-mounted cameras, contact detection with real-world objects remains challenging, particularly for the quick motions often performed during interaction in Mixed Reality. In this paper, we introduce a novel method for detecting touch on discovered physical surfaces purely from an egocentric perspective using optical sensing. We leverage structured laser light to detect real-world surfaces from the disparity of reflections in real-time and, at the same time, extract a time series of remote vibrometry sensations from laser speckle motions. The pattern caused by structured laser light reflections enables us to simultaneously sample the mechanical vibrations that propagate through the user’s hand and the surface upon touch. Paul Streli, Jiaxi Jiang, Juliete Rossie, Christian Holz 0001 |
UIST | 4 |
| 2023 | ViGather: Inclusive Virtual Conferencing with a Joint Experience Across Traditional Screen Devices and Mixed Reality HeadsetsabstractTeleconferencing is poised to become one of the most frequent use cases of immersive platforms, since it supports high levels of presence and embodiment in collaborative settings. On desktop and mobile platforms, teleconferencing solutions are already among the most popular apps and accumulate significant usage time---not least due to the pandemic or as a desirable substitute for air travel or commuting. In this paper, we present ViGather, an immersive teleconferencing system that integrates users of all platform types into a joint experience via equal representation and a first-person experience. ViGather renders all participants as embodied avatars in one shared scene to establish co-presence and elicit natural behavior during collocated conversations, including nonverbal communication cues such as eye contact between participants as well as body language such as turning one's body to another person or using hand gestures to emphasize parts of a conversation during the virtual hangout. Since each user embodies an avatar and experiences situated meetings from an egocentric perspective no matter the device they join from, ViGather alleviates potential concerns about self-perception and appearance while mitigating potential 'Zoom fatigue', as users' self-views are not shown. For participants in Mixed Reality, our system leverages the rich sensing and reconstruction capabilities of today's headsets. For users of tablets, laptops, or PCs, ViGather reconstructs the user's pose from the device's front-facing camera, estimates eye contact with other participants, and relates these non-verbal cues to immediate avatar animations in the shared scene. Our evaluation compared participants' behavior and impressions while videoconferencing in groups of four inside ViGather with those in Meta Horizon as a baseline for a social VR setting. Participants who participated on traditional screen devices (e.g., laptops and desktops) using ViGather reported a significantly higher sense of physical, spatial, and self-presence than when using Horizon, while all perceived similar levels of active social presence when using Virtual Reality headsets. Our follow-up study confirmed the importance of representing users on traditional screen devices as reconstructed avatars for perceiving self-presence. Huajian Qiu, Paul Streli, Tiffany Luong, Christoph Gebhardt, Christian Holz 0001 |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2023 | Personality Trait Recognition Based on Smartphone Typing Characteristics in the WildabstractAs governed by personality trait theory, humans tackle problems differently depending on their long-term behavioral characteristics. Computational awareness of personality traits fuels affective computing research, which investigates how to reliably recognize and utilize personality traits. Applications are diverse, including therapy monitoring, learning assistance, and recommender systems. Data-driven approaches are a promising path forward towards personality-aware human-computer interactions. Thereby, central challenges are the non-disruptive data acquisition, the time frame over which data must be collected before predictions become accurate, and the feature-centered data reduction to train reliable and lightweight machine learning models. In this work, we address these challenges by presenting a fully-automatic feature extraction and machine learning pipeline that makes accurate personality trait predictions for the widely-used Five Factor Model from passively-collected, short-term smartphone typing data collected from 76 participants (68 university students) in the wild. Our model allows for personality trait assessments after one day of data collection, demonstrating that, despite being a long-term behavioral trend, personality traits can be inferred accurately from shorter time periods. We demonstrate that our system can accurately predict personality traits on two levels (low and high) with up to 74.5% accuracy and 0.72 AUC for a single day, and up to 84.5% accuracy and 0.79 AUC after subsequent refinement over 10 weeks. Nikola Kovacevic, Christian Holz 0001, Tobias Günther, Markus Gross 0001, Rafael Wampfler |
IEEE Trans. Affect. Comput. | 2 |
| 2023 | Controllers or Bare Hands? A Controlled Evaluation of Input Techniques on Interaction Performance and Exertion in Virtual RealityabstractVirtual Reality (VR) systems have traditionally required users to operate the user interface with controllers in mid-air. More recent VR systems, however, integrate cameras to track the headset's position inside the environment as well as the user's hands when possible. This allows users to directly interact with virtual content in mid-air just by reaching out, thus discarding the need for hand-held physical controllers. However, it is unclear which of these two modalities-controller-based or free-hand interaction-is more suitable for efficient input, accurate interaction, and long-term use under reliable tracking conditions. While interacting with hand-held controllers introduces weight, it also requires less finger movement to invoke actions (e.g., pressing a button) and allows users to hold on to a physical object during virtual interaction. In this paper, we investigate the effect of VR input modality (controller vs. free-hand interaction) on physical exertion, agency, task performance, and motor behavior across two mid-air interaction techniques (touch, raycast) and tasks (selection, trajectory-tracing). Participants reported less physical exertion, felt more in control, and were faster and more accurate when using VR controllers compared to free-hand interaction in the raycast setting. Regarding personal preference, participants chose VR controllers for raycast but free-hand interaction for mid-air touch. Our correlation analysis revealed that participants' physical exertion increased with selection speed, quantity of arm motion, variation in motion speed, and bad postures, following ergonomics metrics such as consumed endurance and rapid upper limb assessment. We also found a negative correlation between physical exertion and the participant's sense of agency, and between physical exertion and task accuracy. Tiffany Luong, Yi Fei Cheng 0001, Max Möbus, Andreas Rene Fender, Christian Holz 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | Causality-preserving Asynchronous RealityabstractMixed Reality is gaining interest as a platform for collaboration and focused work to a point where it may supersede current office settings in future workplaces. At the same time, we expect that interaction with physical objects and face-to-face communication will remain crucial for future work environments, which is a particular challenge in fully immersive Virtual Reality. In this work, we reconcile those requirements through a user’s individual Asynchronous Reality, which enables seamless physical interaction across time. When a user is unavailable, e.g., focused on a task or in a call, our approach captures co-located or remote physical events in real-time, constructs a causality graph of co-dependent events, and lets immersed users revisit them at a suitable time in a causally accurate way. Enabled by our system AsyncReality, we present a workplace scenario that includes walk-in interruptions during a person’s focused work, physical deliveries, and transient spoken messages. We then generalize our approach to a use-case agnostic concept and system architecture. We conclude by discussing the implications of Asynchronous Reality for future offices. Andreas Rene Fender, Christian Holz 0001 |
CHI | 2 |
| 2022 | TapType: Ten-finger text entry on everyday surfaces via Bayesian inferenceabstractDespite the advent of touchscreens, typing on physical keyboards remains most efficient for entering text, because users can leverage all fingers across a full-size keyboard for convenient typing. As users increasingly type on the go, text input on mobile and wearable devices has had to compromise on full-size typing. In this paper, we present TapType, a mobile text entry system for full-size typing on passive surfaces—without an actual keyboard. From the inertial sensors inside a band on either wrist, TapType decodes and relates surface taps to a traditional QWERTY keyboard layout. The key novelty of our method is to predict the most likely character sequences by fusing the finger probabilities from our Bayesian neural network classifier with the characters’ prior probabilities from an n-gram language model. In our online evaluation, participants on average typed 19 words per minute with a character error rate of 0.6% after 30 minutes of training. Expert typists thereby consistently achieved more than 25 WPM at a similar error rate. We demonstrate applications of TapType in mobile use around smartphones and tablets, as a complement to interaction in situated Mixed Reality outside visual control, and as an eyes-free mobile text input method using an audio feedback-only interface. Paul Streli, Jiaxi Jiang, Andreas Rene Fender, Manuel Meier, Hugo Romat, Christian Holz 0001 |
CHI | 6 |
| 2022 | Affective State Prediction from Smartphone Touch and Sensor Data in the WildabstractKnowledge of users’ affective states can improve their interaction with smartphones by providing more personalized experiences (e.g., search results and news articles). We present an affective state classification model based on data gathered on smartphones in real-world environments. From touch events during keystrokes and the signals from the inertial sensors, we extracted two-dimensional heat maps as input into a convolutional neural network to predict the affective states of smartphone users. For evaluation, we conducted a data collection in the wild with 82 participants over 10 weeks. Our model accurately predicts three levels (low, medium, high) of valence (AUC up to 0.83), arousal (AUC up to 0.85), and dominance (AUC up to 0.84). We also show that using the inertial sensor data alone, our model achieves a similar performance (AUC up to 0.83), making our approach less privacy-invasive. By personalizing our model to the user, we show that performance increases by an additional 0.07 AUC. Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross 0001, Christian Holz 0001 |
CHI | 6 |
| 2022 | Understanding Multi-Device Usage Patterns: Physical Device Configurations and Fragmented WorkflowsabstractTo better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a historically significant moment of transition to a new future of remote work, an existing trend dramatically accelerated by the abrupt switch to work-from-home (and having to contend with the demands of home-at-work) during the COVID-19 pandemic. We surveyed 97 participants, and collected photographs of home setups and open-ended answers to 50 questions categorized in 5 themes. We characterize the wide range of multi-device physical configurations and identify five usage patterns, including: partitioning tasks, integrating multi-device usage, cloning tasks to other devices, expanding tasks and inputs to multiple devices, and migrating between devices. Our analysis also sheds light on the benefits and challenges people face when their workflow is fragmented across multiple devices. These insights have implications for the design of multi-device experiences that support people’s fragmented workflows. Ye Yuan 0010, Nathalie Henry Riche, Nicolai Marquardt, Molly Jane Pearce Nicholas, Teddy Seyed, Hugo Romat, Bongshin Lee, Michel Pahud, Jonathan Goldstein, Rojin Vishkaie, Christian Holz 0001, Ken Hinckley |
CHI | 11 |
| 2022 | AvatarPoser: Articulated Full-Body Pose Tracking from Sparse Motion Sensing
Jiaxi Jiang, Paul Streli, Huajian Qiu, Andreas Rene Fender, Larissa Laich, Patrick Snape, Christian Holz 0001 |
ECCV (5) | 7 |
| 2022 | ComforTable User Interfaces: Surfaces Reduce Input Error, Time, and Exertion for Tabletop and Mid-air User InterfacesabstractReal-world work-spaces typically revolve around tables, which enable knowledge workers to comfortably perform tasks over an extended period of time during productivity tasks. Tables afford more ergonomic postures and provide opportunities for rest, which raises the question of whether they may also benefit prolonged interaction in Virtual Reality (VR). In this paper, we investigate the effects of tabletop surface presence in situated VR settings on task performance, behavior, and subjective experience. In an empirical study, 24 participants performed two tasks (selection, docking) on virtual interfaces placed at two distances and two orientations. Our results show that a physical tabletop inside VR improves comfort, agency, and task performance while decreasing physical exertion and strain of the neck, shoulder, elbow, and wrist, assessed through objective metrics and subjective reporting. Notably, we found that these benefits apply when the UI is placed on and aligned with the table itself as well as when it is positioned vertically in mid-air above it. Our experiment therefore provides empirical evidence for integrating physical table surfaces into VR scenarios to enable and support prolonged interaction. We conclude by discussing the effective usage of surfaces in situated VR experiences and provide initial guidelines. Yi Fei Cheng 0001, Tiffany Luong, Andreas Rene Fender, Paul Streli, Christian Holz 0001 |
ISMAR | 5 |
| 2022 | Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participantsabstractybersickness has been one of the main impediments to the widespread adoption of Virtual Reality for decades. It has been argued that several factors can influence the occurrence of cybersickness, such as technical factors, interaction design, but also users’ demographics and their perceived presence. Yet, previous studies had comparably small sample sizes and demographically homogeneous samples; comparisons across studies (e.g., regarding demographic factors) are challenging due to the large variation in the studied virtual environments. In this paper, we address these limitations and report the results of a lab-in-the-field experiment on cybersickness with a large and heterogeneous sample of $N =837$ participants who navigated and interacted inside a virtual environment (ages 18–80, $M = 29.34, SD = 9.50$, 431 males, 400 females, 6 non-binaries and other). We found that female participants and participants with lower VR experience were more susceptible to experiencing higher levels of cybersickness. Participants’ cybersickness levels increased with the time spent in VR and with the distance traversed in the virtual world up to a point, above which reported levels declined. We also found a link between higher levels of cybersickness and reduced head motion, as well as between lower levels of cybersickness and more head motion, which led them to explore more of the virtual environment. In contrast to past studies, we did not find any evidence suggesting an effect of age on cybersickness, nor a negative correlation between presence and cybersickness. Based on our results, we derived a model that achieves a mean classification accuracy of 67.1% for two levels of cybersickness using demographic, user experience, and behavioral data in VR. Tiffany Luong, Adéla Plechatá, Max Möbus, Michael Atchapero, Robert Böhm, Guido Makransky, Christian Holz 0001 |
ISMAR | 7 |
| 2022 | DeltaPen: A Device with Integrated High-Precision Translation and Rotation Sensing on Passive SurfacesabstractWe present DeltaPen, a pen device that operates on passive surfaces without the need for external tracking systems or active sensing surfaces. DeltaPen integrates two adjacent lens-less optical flow sensors at its tip, from which it reconstructs accurate directional motion as well as yaw rotation. DeltaPen also supports tilt interaction using a built-in inertial sensor. A pressure sensor and high-fidelity haptic actuator complements our pen device while retaining a compact form factor that supports mobile use on uninstrumented surfaces. We present a processing pipeline that reliably extracts fine-grained pen translations and rotations from the two optical flow sensors. To asses the accuracy of our translation and angle estimation pipeline, we conducted a technical evaluation in which we compared our approach with ground-truth measurements of participants’ pen movements during typical pen interactions. We conclude with several example applications that leverage our device’s capabilities. Taken together, we demonstrate novel input dimensions with DeltaPen that have so far only existed in systems that require active sensing surfaces or external tracking. Guy Lüthi, Andreas Rene Fender, Christian Holz 0001 |
UIST | 3 |
| 2022 | The Chaotic Behavior of Redirection - Revisiting Simulations in Redirected WalkingabstractRedirected Walking (RDW) is a common technique leveraged to allow real walking for exploring large virtual environments in constrained physical tracking spaces. Effective RDW is challenging due to its complexity and disturbance factors (e.g., spontaneous user behavior). Existing techniques range from combinations of simple motion scaling to more elaborate curvature injections and reactive, predictive, or scripted steering concepts. However, many of these approaches were evaluated in simulation only, and researchers argued that the findings would translate to real scenarios to motivate the effectiveness of their algorithms. Using the Redirected Walking Toolkit and its virtual path generator, a randomized waypoint-based path generator has been common practice, although its built-in simplifications assume sequential user behavior regarding translation and rotation.In this paper, we argue that pure simulation-based evaluations employing such simplified path generators require critical reflection. We demonstrate RDW simulations that show the chaotic process fundamental to RDW, in which altering the initial user’s position by mere millimeters can drastically change the resulting steering behavior. This insight suggests that RDW is more sensitive to the underlying data than previously assumed. Thus, we rigorously analyze the influence of commonly used synthetically generated paths on multiple state-of-the-art steering concepts and compare them against previously recorded real paths. Christian Hirt, Yves Kompis, Christian Holz 0001, Andreas M. Kunz |
VR | 3 |
| 2022 | Characterizing Physiological Responses to Fear, Frustration, and Insight in Virtual RealityabstractPhysiological sensing often complements studies of human behavior in virtual reality (VR) to detect users' affective and cognitive states. Some psychological states, such as fear and frustration, can be particularly hard to differentiate from a physiological perspective as they are close in the arousal and valence emotional space. Moreover, it is largely unclear how users' physiological reactions are expressed in response to transient psychological states such as fear, frustration, and insight-especially since these are rich indicators for characterizing users' responses to dynamic systems but are hard to capture in highly interactive settings. We conducted a study ($N=24$) to analyze participants' pulmonary, electrodermal, cardiac, and pupillary responses to moments of fear, frustration, and insight in immersive settings. Participants interacted in five VR environments, throughout which we measured their physiological reactions and analyzed the patterns we observed. We also measured subjective fear and frustration using questionnaires. We found differences between fear and frustration pupillary, respiratory, and electrodermal responses, as well as between the pupillary changes that followed fear in a horror game and those that followed fear in a vertigo experiment. We present the relationships between fear levels, frustration levels, and their physiological responses. To detect these affective events and states, we introduce user-independent binary classification models that achieved an average micro $F_{1}$ score of 71% for detecting fear in a horror game, 75% for fear of vertigo, 76% for frustration, and 75% for insight, showing the promise for detecting these states from passive and objective signals. Tiffany Luong, Christian Holz 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | CapContact: Super-resolution Contact Areas from Capacitive TouchscreensabstractTouch input is dominantly detected using mutual-capacitance sensing, which measures the proximity of close-by objects that change the electric field between the sensor lines. The exponential drop-off in intensities with growing distance enables software to detect touch events, but does not reveal true contact areas. In this paper, we introduce CapContact, a novel method to precisely infer the contact area between the user’s finger and the surface from a single capacitive image. At 8 × super-resolution, our convolutional neural network generates refined touch masks from 16-bit capacitive images as input, which can even discriminate adjacent touches that are not distinguishable with existing methods. We trained and evaluated our method using supervised learning on data from 10 participants who performed touch gestures. Our capture apparatus integrates optical touch sensing to obtain ground-truth contact through high-resolution frustrated total internal reflection. We compare our method with a baseline using bicubic upsampling as well as the ground truth from FTIR images. We separately evaluate our method’s performance in discriminating adjacent touches. CapContact successfully separated closely adjacent touch contacts in 494 of 570 cases (87%) compared to the baseline’s 43 of 570 cases (8%). Importantly, we demonstrate that our method accurately performs even at half of the sensing resolution at twice the grid-line pitch across the same surface area, challenging the current industry-wide standard of a ∼ 4 mm sensing pitch. We conclude this paper with implications for capacitive touch sensing in general and for touch-input accuracy in particular. Paul Streli, Christian Holz 0001 |
CHI | 2 |
| 2021 | TransforMR: Pose-Aware Object Substitution for Composing Alternate Mixed RealitiesabstractDespite the advances in machine perception, semantic scene understanding is still a limiting factor in mixed reality scene composition. In this paper, we present TransforMR, a video see-through mixed reality system for mobile devices that performs 3D-pose-aware object substitution to create meaningful mixed reality scenes. In real-time and for previously unseen and unprepared real-world environments, TransforMR composes mixed reality scenes so that virtual objects assume behavioral and environment-contextual properties of replaced real-world objects. This yields meaningful, coherent, and humaninterpretable scenes, not yet demonstrated by today’s augmentation techniques. TransforMR creates these experiences through our novel pose-aware object substitution method building on different 3D object pose estimators, instance segmentation, video inpainting, and pose-aware object rendering. TransforMR is designed for use in the real-world, supporting the substitution of humans and vehicles in everyday scenes, and runs on mobile devices using just their monocular RGB camera feed as input. We evaluated TransforMR with eight participants in an uncontrolled city environment employing different transformation themes. Applications of TransforMR include real-time character animation analogous to motion capturing in professional film making, however without the need for preparation of either the scene or the actor, as well as narrative-driven experiences that allow users to explore fictional parallel universes in mixed reality. We make all of our source code and assets available1.1TransforMR code release: https://github.com/MohamedKari/transformr Mohamed Kari, Tobias Alexander Große-Puppendahl, Luis Falconeri Coelho, Andreas Rene Fender, David Bethge, Reinhard Schütte, Christian Holz 0001 |
ISMAR | 7 |
| 2021 | Gaze Comes in Handy: Predicting and Preventing Erroneous Hand Actions in AR-Supported Manual TasksabstractEmerging Augmented Reality headsets incorporate gaze and hand tracking and can, thus, observe the user’s behavior without interfering with ongoing activities. In this paper, we analyze hand-eye coordination in real-time to predict hand actions during target selection and warn users of potential errors before they occur. In our first user study, we recorded 10 participants playing a memory card game, which involves frequent hand-eye coordination with little task-relevant information. We found that participants’ gaze locked onto target cards 350ms before the hands touched them in 73.3% of all cases, which coincided with the peak velocity of the hand moving to the target. Based on our findings, we then introduce a closed-loop support system that monitors the user’s fingertip position to detect the first card turn and analyzes gaze, hand velocity and trajectory to predict the second card before it is turned by the user. In a second study with 12 participants, our support system correctly displayed color-coded visual alerts in a timely manner with an accuracy of 85.9%. The results indicate the high value of eye and hand tracking features for behavior prediction and provide a first step towards predictive real-time user support. Julian Wolf 0001, Quentin Lohmeyer, Christian Holz 0001, Mirko Meboldt |
ISMAR | 3 |
| 2021 | TouchPose: Hand Pose Prediction, Depth Estimation, and Touch Classification from Capacitive ImagesabstractToday’s touchscreen devices commonly detect the coordinates of user input through capacitive sensing. Yet, these coordinates are the mere 2D manifestations of the more complex 3D configuration of the whole hand—a sensation that touchscreen devices so far remain oblivious to. In this work, we introduce the problem of reconstructing a 3D hand skeleton from capacitive images, which encode the sparse observations captured by touch sensors. These low-resolution images represent intensity mappings that are proportional to the distance to the user’s fingers and hands. Karan Ahuja, Paul Streli, Christian Holz 0001 |
UIST | 3 |
| 2021 | SoundsRide: Affordance-Synchronized Music Mixing for In-Car Audio Augmented RealityabstractMusic is a central instrument in video gaming to attune a player’s attention to the current atmosphere and increase their immersion in the game. We transfer the idea of scene-adaptive music to car drives and propose SoundsRide, an in-car audio augmented reality system that mixes music in real-time synchronized with sound affordances along the ride. After exploring the design space of affordance-synchronized music, we design SoundsRide to temporally and spatially align high-contrast events on the route, e. g., highway entrances or tunnel exits, with high-contrast events in music, e. g., song transitions or beat drops, for any recorded and annotated GPS trajectory by a three-step procedure. In real-time, SoundsRide 1) estimates temporal distances to events on the route, 2) fuses these novel estimates with previous estimates in a cost-aware music-mixing plan, and 3) if necessary, re-computes an updated mix to be propagated to the audio output. To minimize user-noticeable updates to the mix, SoundsRide fuses new distance information with a filtering procedure that chooses the best updating strategy given the last music-mixing plan, the novel distance estimations, and the system parameterization. We technically evaluate SoundsRide and conduct a user evaluation with 8 participants to gain insights into how users perceive SoundsRide in terms of mixing, affordances, and synchronicity. We find that SoundsRide can create captivating music experiences and positively as well as negatively influence subjectively perceived driving safety, depending on the mix and user. Mohamed Kari, Tobias Alexander Große-Puppendahl, Alexander Jagaciak, David Bethge, Reinhard Schütte, Christian Holz 0001 |
UIST | 6 |
| 2021 | AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware ArmaturesabstractAirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air — with 2–5 armatures poseable in 7DoF within the same workspace — to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. Nicolai Marquardt, Nathalie Henry Riche, Christian Holz 0001, Hugo Romat, Michel Pahud, Frederik Brudy, David Ledo, Chunjong Park, Molly Jane Pearce Nicholas, Teddy Seyed, Eyal Ofek, Bongshin Lee, William Buxton, Ken Hinckley |
UIST | 3 |
| 2021 | TapID: Rapid Touch Interaction in Virtual Reality using Wearable SensingabstractCurrent Virtual Reality systems typically use cameras to capture user input from controllers or free-hand mid-air interaction. In this paper, we argue that this is a key impediment to productivity scenarios in VR, which require continued interaction over prolonged periods of time-a requirement that controller or free-hand input in mid-air does not satisfy. To address this challenge, we bring rapid touch interaction on surfaces to Virtual Reality-the input modality that users have grown used to on phones and tablets for continued use. We present TapID, a wrist-based inertial sensing system that complements headset-tracked hand poses to trigger input in VR. TapID embeds a pair of inertial sensors in a flexible strap, one at either side of the wrist; from the combination of registered signals, TapID reliably detects surface touch events and, more importantly, identifies the finger used for touch. We evaluated TapID in a series of user studies on event-detection accuracy (F1 = 0.997) and hand-agnostic finger-identification accuracy (within-user: F1 = 0.93; across users: F1 = 0.91 after 10 refinement taps and F1 = 0.87 without refinement) in a seated table scenario. We conclude with a series of applications that complement hand tracking with touch input and that are uniquely enabled by TapID, including UI control, rapid keyboard typing and piano playing, as well as surface gestures. Manuel Meier, Paul Streli, Andreas Rene Fender, Christian Holz 0001 |
VR | 4 |
| 2021 | Flashpen: A High-Fidelity and High-Precision Multi-Surface Pen for Virtual RealityabstractDigital pen interaction has become a first-class input modality for precision tasks such as writing, annotating, drawing, and 2D manipulation. The key enablers of digital inking are the capacitive or resistive sensors that are integrated in contemporary tablet devices. In Virtual Reality (VR), however, users typically provide input across large regions, hence limiting the suitability of using additional tablet devices for accurate pen input. In this paper, we present Flashpen, a digital pen for VR whose sensing principle affords accurately digitizing hand writing and intricate drawing, including small and quick turns. Flashpen re-purposes an inexpensive gaming mouse sensor that digitizes extremely fine grained motions in the micrometer range at over 8 kHz when moving on a surface. We combine Flashpen's high-fidelity relative input with the absolute tracking cues from a VR headset to enable pen interaction across a variety of VR applications. In our two-block evaluation, which consists of a tracing task and a writing task, we compare Flashpen to a professional drawing tablet (Wacom). With this, we demonstrate that Flashpen's fidelity matches the performance of state-of-the-art digitizers and approaches the fidelity of analog pens, while adding the flexibility of supporting a wide range of flat surfaces. Hugo Romat, Andreas Rene Fender, Manuel Meier, Christian Holz 0001 |
VR | 4 |
| 2020 | A Rapid Tapping Task on Commodity Smartphones to Assess Motor FatigabilityabstractFatigue is a common debilitating symptom of many autoimmune diseases, including multiple sclerosis. It negatively impacts patients' every-day life and productivity. Despite its prevalence, fatigue is still poorly understood. Its subjective nature makes quantification challenging and it is mainly assessed by questionnaires, which capture the magnitude of fatigue insufficiently. Motor fatigability, the objective decline of performance during a motor task, is an underrated aspect in this regard. Currently, motor fatigability is assessed using a handgrip dynamometer. This approach has been proven valid and accurate but requires special equipment and trained personnel. We propose a technique to objectively quantify motor fatigability using a commodity smartphone. The method comprises a simple exertion task requiring rapid alternating tapping. Our study with 20 multiple sclerosis patients and 35 healthy participants showed a correlation of rho = 0.8 with the baseline handgrip method. This smartphone-based approach is a first step towards ubiquitous, more frequent, and remote monitoring of fatigability and disease progression. Liliana Barrios, Pietro Oldrati, David Lindlbauer, Marc Hilty, Helen Hayward-Koennecke, Christian Holz 0001, Andreas Lutterotti |
CHI | 6 |
| 2020 | Virtual Reality Without Vision: A Haptic and Auditory White Cane to Navigate Complex Virtual WorldsabstractCurrent Virtual Reality (VR) technologies focus on rendering visuospatial effects, and thus are inaccessible for blind or low vision users. We examine the use of a novel white cane controller that enables navigation without vision of large virtual environments with complex architecture, such as winding paths and occluding walls and doors. The cane controller employs a lightweight three-axis brake mechanism to provide large-scale shape of virtual objects. The multiple degrees-of-freedom enables users to adapt the controller to their preferred techniques and grip. In addition, surface textures are rendered with a voice coil actuator based on contact vibrations; and spatialized audio is determined based on the progression of sound through the geometry around the user. We design a scavenger hunt game that demonstrates how our device enables blind users to navigate a complex virtual environment. Seven out of eight users were able to successfully navigate the virtual room (6x6m) to locate targets while avoiding collisions. We conclude with design consideration on creating immersive non-visual VR experiences based on user preferences for cane techniques, and cane material properties. Alexa F. Siu, Mike Sinclair, Robert Kovacs, Eyal Ofek, Christian Holz 0001, Edward Cutrell |
CHI | 5 |
| 2020 | GazeConduits: Calibration-Free Cross-Device Collaboration through Gaze and TouchabstractWe present GazeConduits, a calibration-free ad-hoc mobile interaction concept that enables users to collaboratively interact with tablets, other users, and content in a cross-device setting using gaze and touch input. GazeConduits leverages recently introduced smartphone capabilities to detect facial features and estimate users' gaze directions. To join a collaborative setting, users place one or more tablets onto a shared table and position their phone in the center, which then tracks users present as well as their gaze direction to determine the tablets they look at. We present a series of techniques using GazeConduits for collaborative interaction across mobile devices for content selection and manipulation. Our evaluation with 20 simultaneous tablets on a table shows that GazeConduits can reliably identify which tablet or collaborator a user is looking at. Simon Voelker, Sebastian Hueber, Christian Holz 0001, Christian Remy 0001, Nicolai Marquardt |
CHI | 3 |
| 2020 | SurfaceFleet: Exploring Distributed Interactions Unbounded from Device, Application, User, and TimeabstractKnowledge work increasingly spans multiple computing surfaces. Yet in status quo user experiences, content as well as tools, behaviors, and workflows are largely bound to the current device-running the current application, for the current user, and at the current moment in time. SurfaceFleet is a system and toolkit that uses resilient distributed programming techniques to explore cross-device interactions that are unbounded in these four dimensions of device, application, user, and time. As a reference implementation, we describe an interface built using SurfaceFleet that employs lightweight, semi-transparent UI elements known as Applets. Applets appear always-on-top of the operating system, application windows, and (conceptually) above the device itself. But all connections and synchronized data are virtualized and made resilient through the cloud. For example, a sharing Applet known as a Portfolio allows a user to drag and drop unbound Interaction Promises into a document. Such promises can then be fulfilled with content asynchronously, at a later time (or multiple times), from another device, and by the same or a different user. Frederik Brudy, David Ledo, Michel Pahud, Nathalie Henry Riche, Christian Holz 0001, Anand Waghmare, Hemant Bhaskar Surale, Marcus Peinado, Xiaokuan Zhang, Shannon Joyner, Badrish Chandramouli, Umar Farooq Minhas, Jonathan Goldstein, William Buxton, Ken Hinckley |
UIST | 5 |
| 2020 | Haptic PIVOT: On-Demand Handhelds in VRabstractWe present PIVOT, a wrist-worn haptic device that renders virtual objects into the user's hand on demand. Its simple design comprises a single actuated joint that pivots a haptic handle into and out of the user's hand, rendering the haptic sensations of grasping, catching, or throwing an object anywhere in space. Unlike existing hand-held haptic devices and haptic gloves, PIVOT leaves the user's palm free when not in use, allowing users to make unencumbered use of their hand. PIVOT also enables rendering forces acting on the held virtual objects, such as gravity, inertia, or air-drag, by actively driving its motor while the user is firmly holding the handle. When wearing a PIVOT device on both hands, they can add haptic feedback to bimanual interaction, such as lifting larger objects. In our user study, participants (n=12) evaluated the realism of grabbing and releasing objects of different shape and size with mean score 5.19 on a scale from 1 to 7, rated the ability to catch and throw balls in different directions with different velocities (mean=5.5), and verified the ability to render the comparative weight of held objects with 87% accuracy for ~100g increments. Robert Kovacs, Eyal Ofek, Mar González-Franco, Alexa F. Siu, Sebastian Marwecki, Christian Holz 0001, Mike Sinclair |
UIST | 6 |
| 2020 | Omni: Volumetric Sensing and Actuation of Passive Magnetic Tools for Dynamic Haptic FeedbackabstractWe present Omni, a self-contained 3D haptic feedback system that is capable of sensing and actuating an untethered, passive tool containing only a small embedded permanent magnet. Omni enriches AR, VR and desktop applications by providing an active haptic experience using a simple apparatus centered around an electromagnetic base. The spatial haptic capabilities of Omni are enabled by a novel gradient-based method to reconstruct the 3D position of the permanent magnet in midair using the measurements from eight off-the-shelf hall sensors that are integrated into the base. Omni's 3 DoF spherical electromagnet simultaneously exerts dynamic and precise radial and tangential forces in a volumetric space around the device. Since our system is fully integrated, contains no moving parts and requires no external tracking, it is easy and affordable to fabricate. We describe Omni's hardware implementation, our 3D reconstruction algorithm, and evaluate the tracking and actuation performance in depth. Finally, we demonstrate its capabilities via a set of interactive usage scenarios. Thomas Langerak, Juan Jose Zarate, David Lindlbauer, Christian Holz 0001, Otmar Hilliges |
UIST | 4 |
| 2020 | Tilt-Responsive Techniques for Digital Drawing BoardsabstractDrawing boards offer a self-stable work surface that is continuously adjustable. On digital displays, such as the Microsoft Surface Studio, these properties open up a class of techniques that sense and respond to tilt adjustments. Each display posture-whether angled high, low, or somewhere in-between-affords some activities, but not others. Because what is appropriate also depends on the application and task, we explore a range of app-specific transitions between reading vs. writing (annotation), public vs. personal, shared person-space vs. task-space, and other nuances of input and feedback, contingent on display angle. Continuous responses provide interactive transitions tailored to each use-case. We show how a variety of knowledge work scenarios can use sensed display adjustments to drive context-appropriate transitions, as well as technical software details of how to best realize these concepts. A preliminary remote user study suggests that techniques must balance effort required to adjust tilt, versus the potential benefits of a sensed transition. Hugo Romat, Christopher Collins 0001, Nathalie Henry Riche, Michel Pahud, Christian Holz 0001, Adam Riddle, William Buxton, Ken Hinckley |
UIST | 5 |
| 2019 | Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple DevicesabstractDesigning interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing the opportunities and challenges of interactions with multiple devices in concert is of continued focus in HCI research. To inform the future research agenda of this field, we contribute an analysis and taxonomy of a corpus of 510 papers in the cross-device computing domain. For both new and experienced researchers in the field we provide: an overview, historic trends and unified terminology of cross-device research; discussion of major and under-explored application areas; mapping of enabling technologies; synthesis of key interaction techniques spanning across multiple devices; and review of common evaluation strategies. We close with a discussion of open issues. Our taxonomy aims to create a unified terminology and common understanding for researchers in order to facilitate and stimulate future cross-device research. Frederik Brudy, Christian Holz 0001, Roman Rädle, Chi-Jui Wu, Steven Houben, Clemens Nylandsted Klokmose, Nicolai Marquardt |
CHI | 2 |
| 2019 | RealityCheck: Blending Virtual Environments with Situated Physical RealityabstractToday's virtual reality (VR) systems offer chaperone rendering techniques that prevent the user from colliding with physical objects. Without a detailed geometric model of the physical world, these techniques offer limited possibility for more advanced compositing between the real world and the virtual. We explore this using a realtime 3D reconstruction of the real world that can be combined with a virtual environment. RealityCheck allows users to freely move, manipulate, observe, and communicate with people and objects situated in their physical space without losing the sense of immersion or presence inside their virtual world. We demonstrate RealityCheck with seven existing VR titles, and describe compositing approaches that address the potential conflicts when rendering the real world and a virtual environment together. A study with frequent VR users demonstrate the affordances provided by our system and how it can be used to enhance current VR experiences. Jeremy Hartmann, Christian Holz 0001, Eyal Ofek, Andrew D. Wilson |
CHI | 2 |
| 2019 | TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger InteractionabstractRecent hand-held controllers have explored a variety of haptic feedback sensations for users in virtual reality by producing both kinesthetic and cutaneous feedback from virtual objects. These controllers are grounded to the user's hand and can only manipulate objects through arm and wrist motions, not using the dexterity of their fingers as they would in real life. In this paper, we present TORC, a rigid haptic controller that renders virtual object characteristics and behaviors such as texture and compliance. Users hold and squeeze TORC using their thumb and two fingers and interact with virtual objects by sliding their thumb on TORC's trackpad. During the interaction, vibrotactile motors produce sensations to each finger that represent the haptic feel of squeezing, shearing or turning an object. Our evaluation showed that using TORC, participants could manipulate virtual objects more precisely (e.g., position and rotate objects in 3D) than when using a conventional VR controller. Jaeyeon Lee 0002, Mike Sinclair, Mar González-Franco, Eyal Ofek, Christian Holz 0001 |
CHI | 5 |
| 2019 | Sensing Posture-Aware Pen+Touch Interaction on TabletsabstractMany status-quo interfaces for tablets with pen + touch input capabilities force users to reach for device-centric UI widgets at fixed locations, rather than sensing and adapting to the user-centric posture. To address this problem, we propose sensing techniques that transition between various nuances of mobile and stationary use via postural awareness. These postural nuances include shifting hand grips, varying screen angle and orientation, planting the palm while writing or sketching, and detecting what direction the hands approach from. To achieve this, our system combines three sensing modalities: 1) raw capacitance touchscreen images, 2) inertial motion, and 3) electric field sensors around the screen bezel for grasp and hand proximity detection. We show how these sensors enable posture-aware pen+touch techniques that adapt interaction and morph user interface elements to suit fine-grained contexts of body-, arm-, hand-, and grip-centric frames of reference. Yang Zhang 0041, Michel Pahud, Christian Holz 0001, Haijun Xia, Gierad Laput, Michael J. McGuffin, Xiao Tu, Andrew Mittereder, William Buxton, Ken Hinckley |
CHI | 3 |
| 2019 | SeeingVR: A Set of Tools to Make Virtual Reality More Accessible to People with Low VisionabstractCurrent virtual reality applications do not support people who have low vision, i.e., vision loss that falls short of complete blindness but is not correctable by glasses. We present SeeingVR, a set of 14 tools that enhance a VR application for people with low vision by providing visual and audio augmentations. A user can select, adjust, and combine different tools based on their preferences. Nine of our tools modify an existing VR application post hoc via a plugin without developer effort. The rest require simple inputs from developers using a Unity toolkit we created that allows integrating all 14 of our low vision support tools during development. Our evaluation with 11 participants with low vision showed that SeeingVR enabled users to better enjoy VR and complete tasks more quickly and accurately. Developers also found our Unity toolkit easy and convenient to use. Yuhang Zhao 0001, Edward Cutrell, Christian Holz 0001, Meredith Ringel Morris, Eyal Ofek, Andrew D. Wilson |
CHI | 3 |
| 2019 | Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain SightabstractCreating or arranging objects at runtime is needed in many virtual reality applications, but such changes are noticed when they occur inside the user's field of view. We present Mise-Unseen, a software system that applies such scene changes covertly inside the user's field of view. Mise-Unseen leverages gaze tracking to create models of user attention, intention, and spatial memory to determine if and when to inject a change. We present seven applications of Mise-Unseen to unnoticeably modify the scene within view (i) to hide that task difficulty is adapted to the user, (ii) to adapt the experience to the user's preferences, (iii) to time the use of low fidelity effects, (iv) to detect user choice for passive haptics even when lacking physical props, (v) to sustain physical locomotion despite a lack of physical space, (vi) to reduce motion sickness during virtual locomotion, and (vii) to verify user understanding during story progression. We evaluated Mise-Unseen and our applications in a user study with 15 participants and find that while gaze data indeed supports obfuscating changes inside the field of view, a change is rendered unnoticeably by using gaze in combination with common masking techniques. Sebastian Marwecki, Andrew D. Wilson, Eyal Ofek, Mar González-Franco, Christian Holz 0001 |
UIST | 5 |
| 2019 | CapstanCrunch: A Haptic VR Controller with User-supplied Force FeedbackabstractWe introduce CapstanCrunch, a force resisting, palm-grounded haptic controller that renders haptic feedback for touching and grasping both rigid and compliant objects in a VR environment. In contrast to previous controllers, Cap-stan¬Crunch renders human-scale forces without the use of large, high force, electrically power consumptive and ex-pensive actuators. Instead, CapstanCrunch¬ integrates a friction-based capstan-plus-cord variable-resistance brake mechanism that is dynamically controlled by a small inter-nal motor. The capstan mechanism magnifies the motor's force by a factor of around 40 as an output resistive force. Compared to active force control devices, it is low cost, low electrical power, robust, safe, fast and quiet, while providing high force control to user interaction. We describe the de-sign and implementation of CapstanCrunch and demon-strate its use in a series of VR scenarios. Finally, we evalu-ate the performance of CapstanCrunch in two user studies and compare our controller with an active haptic controller with the ability to simulate different levels of convincing object rigidity and/or compliance. Mike Sinclair, Eyal Ofek, Mar González-Franco, Christian Holz 0001 |
UIST | 4 |
| 2019 | DreamWalker: Substituting Real-World Walking Experiences with a Virtual RealityabstractWe explore a future in which people spend considerably more time in virtual reality, even during moments when they transition between locations in the real world. In this paper, we present DreamWalker, a VR system that enables such real-world walking while users explore and stay fully immersed inside large virtual environments in a headset. Provided with a real-world destination, DreamWalker finds a similar path in a pre-authored VR environment and guides the user while real-walking the virtual world. To keep the user from colliding with objects and people in the real-world, DreamWalker's tracking system fuses GPS locations, inside-out tracking, and RGBD frames to 1) continuously and accurately position the user in the real world, 2) sense walkable paths and obstacles in real time, and 3) represent paths through a dynamically changing scene in VR to redirect the user towards the chosen destination. We demonstrate DreamWalker's versatility by enabling users to walk three paths across the large Microsoft campus while enjoying pre-authored VR worlds, supplemented with a variety of obstacle avoidance and redirection techniques. In our evaluation, 8 participants walked across campus along a 15-minute route, experiencing a lively virtual Manhattan that was full of animated cars, people, and other objects. Jackie Yang, Christian Holz 0001, Eyal Ofek, Andrew D. Wilson |
UIST | 2 |
| 2019 | VRoamer: Generating On-The-Fly VR Experiences While Walking inside Large, Unknown Real-World Building EnvironmentsabstractProcedural generation in virtual reality (VR) has been used to adapt the virtual world to various indoor environments, fitting different geometries and interiors with virtual environments. However, such applications require that the physical environment be known or pre-scanned prior to use to then generate the corresponding virtual scene, thus restricting the virtual experience to a controlled space. In this paper, we present VRoamer, which enables users to walk unseen physical spaces for which VRoamer procedurally generates a virtual scene on-the-fly. Scaling to the size of office buildings, VRoamer extracts walkable areas and detects physical obstacles in real time, instantiates pre-authored virtual rooms if their sizes fit physically walkable areas or otherwise generates virtual corridors and doors that lead to undiscovered physical areas. The use of these virtual structures allows VRoamer to (1) temporarily block users' passage, thus slowing them down while increasing VRoamer's insight into newly discovered physical areas, (2) prevent users from seeing changes beyond the current virtual scene, and (3) obfuscate the appearance of physical environments. VRoamer animates virtual objects to reflect dynamically discovered changes of the physical environment, such as people walking by or obstacles that become apparent. In our proof-of-concept study, participants were able to walk long distances through a procedurally generated dungeon experience and reported high levels of immersion. Lung-Pan Cheng, Eyal Ofek, Christian Holz 0001, Andrew D. Wilson |
VR | 3 |
| 2018 | CLAW: A Multifunctional Handheld Haptic Controller for Grasping, Touching, and Triggering in Virtual RealityabstractCLAW is a handheld virtual reality controller that augments the typical controller functionality with force feedback and actuated movement to the index finger. Our controller enables three distinct interactions (grasping virtual object, touching virtual surfaces, and triggering) and changes its corresponding haptic rendering by sensing the differences in the user's grasp. A servo motor coupled with a force sensor renders controllable forces to the index finger during grasping and touching. Using position tracking, a voice coil actuator at the index fingertip generates vibrations for various textures synchronized with finger movement. CLAW also supports a haptic force feedback in the trigger mode when the user holds a gun. We describe the design considerations for CLAW and evaluate its performance through two user studies. The first study obtained qualitative user feedback on the naturalness, effectiveness, and comfort when using the device. The second study investigated the ease of the transition between grasping and touching when using our device. Inrak Choi, Eyal Ofek, Hrvoje Benko, Mike Sinclair, Christian Holz 0001 |
CHI | 5 |
| 2018 | SurfaceConstellations: A Modular Hardware Platform for Ad-Hoc Reconfigurable Cross-Device WorkspacesabstractWe contribute SurfaceConstellations, a modular hardware platform for linking multiple mobile devices to easily create novel cross-device workspace environments. Our platform combines the advantages of multi-monitor workspaces and multi-surface environments with the flexibility and extensibility of more recent cross-device setups. The SurfaceConstellations platform includes a comprehensive library of 3D-printed link modules to connect and arrange tablets into new workspaces, several strategies for designing setups, and a visual configuration tool for automatically generating link modules. We contribute a detailed design space of cross-device workspaces, a technique for capacitive links between tablets for automatic recognition of connected devices, designs of flexible joint connections, detailed explanations of the physical design of 3D printed brackets and support structures, and the design of a web-based tool for creating new SurfaceConstellation setups. Nicolai Marquardt, Frederik Brudy, Can Liu 0003, Ben Bengler, Christian Holz 0001 |
CHI | 5 |
| 2018 | PolarTrack: Optical Outside-In Device Tracking that Exploits Display PolarizationabstractPolarTrack is a novel camera-based approach to detecting and tracking mobile devices inside the capture volume. In PolarTrack, a polarization filter continuously rotates in front of an off-the-shelf color camera, which causes the displays of observed devices to periodically blink in the camera feed. The periodic blinking results from the physical characteristics of current displays, which shine polarized light either through an LC overlay to produce images or through a polarizer to reduce light reflections on OLED displays. PolarTrack runs a simple detection algorithm on the camera feed to segment displays and track their locations and orientations, which makes PolarTrack particularly suitable as a tracking system for cross-device interaction with mobile devices. Our evaluation of PolarTrack's tracking quality and comparison with state-of-the-art camera-based multi-device tracking showed a better tracking accuracy and precision with similar tracking reliability. PolarTrack works as standalone multi-device tracking but is also compatible with existing camera-based tracking systems and can complement them to compensate for their limitations. Roman Rädle, Hans-Christian Jetter, Jonathan Fischer, Inti Gabriel, Clemens Nylandsted Klokmose, Harald Reiterer, Christian Holz 0001 |
CHI | 7 |
| 2018 | Haptic Links: Bimanual Haptics for Virtual Reality Using Variable Stiffness ActuationabstractWe present Haptic Links, electro-mechanically actuated physical connections capable of rendering variable stiffness between two commodity handheld virtual reality (VR) controllers. When attached, Haptic Links can dynamically alter the forces perceived between the user's hands to support the haptic rendering of a variety of two-handed objects and interactions. They can rigidly lock controllers in an arbitrary configuration, constrain specific degrees of freedom or directions of motion, and dynamically set stiffness along a continuous range. We demonstrate and compare three prototype Haptic Links: Chain, Layer-Hinge, and Ratchet-Hinge. We then describe interaction techniques and scenarios leveraging the capabilities of each. Our user evaluation results confirm that users can perceive many two-handed objects or interactions as more realistic with Haptic Links than with typical unlinked VR controllers. Evan Strasnick, Christian Holz 0001, Eyal Ofek, Mike Sinclair, Hrvoje Benko |
CHI | 2 |
| 2018 | Project Zanzibar: A Portable and Flexible Tangible Interaction PlatformabstractWe present Project Zanzibar: a flexible mat that can locate, uniquely identify and communicate with tangible objects placed on its surface, as well as sense a user's touch and hover hand gestures. We describe the underlying technical contributions: efficient and localised Near Field Communication (NFC) over a large surface area; object tracking combining NFC signal strength and capacitive footprint detection, and manufacturing techniques for a rollable device form-factor that enables portability, while providing a sizable interaction area when unrolled. In addition, we detail design patterns for tangibles of varying complexity and interactive capabilities, including the ability to sense orientation on the mat, harvest power, provide additional input and output, stack, or extend sensing outside the bounds of the mat. Capabilities and interaction modalities are illustrated with self-generated applications. Finally, we report on the experience of professional game developers building novel physical/digital experiences using the platform. Nicolas Villar, Daniel Cletheroe, Greg Saul, Christian Holz 0001, Tim Regan, Oscar Salandin, Misha Sra, Hui-Shyong Yeo, William Field |
CHI | 4 |
| 2018 | Haptic Revolver: Touch, Shear, Texture, and Shape Rendering on a Reconfigurable Virtual Reality ControllerabstractWe present Haptic Revolver, a handheld virtual reality controller that renders fingertip haptics when interacting with virtual surfaces. Haptic Revolver's core haptic element is an actuated wheel that raises and lowers underneath the finger to render contact with a virtual surface. As the user's finger moves along the surface of an object, the controller spins the wheel to render shear forces and motion under the fingertip. The wheel is interchangeable and can contain physical textures, shapes, edges, or active elements to provide different sensations to the user. Because the controller is spatially tracked, these physical features can be spatially registered with the geometry of the virtual environment and rendered on-demand. We evaluated Haptic Revolver in two studies to understand how wheel speed and direction impact perceived realism. We also report qualitative feedback from users who explored three application scenarios with our controller. Eric Whitmire, Hrvoje Benko, Christian Holz 0001, Eyal Ofek, Mike Sinclair |
CHI | 3 |
| 2018 | Enabling People with Visual Impairments to Navigate Virtual Reality with a Haptic and Auditory Cane SimulationabstractTraditional virtual reality (VR) mainly focuses on visual feedback, which is not accessible for people with visual impairments. We created Canetroller, a haptic cane controller that simulates white cane interactions, enabling people with visual impairments to navigate a virtual environment by transferring their cane skills into the virtual world. Canetroller provides three types of feedback: (1) physical resistance generated by a wearable programmable brake mechanism that physically impedes the controller when the virtual cane comes in contact with a virtual object; (2) vibrotactile feedback that simulates the vibrations when a cane hits an object or touches and drags across various surfaces; and (3) spatial 3D auditory feedback simulating the sound of real-world cane interactions. We designed indoor and outdoor VR scenes to evaluate the effectiveness of our controller. Our study showed that Canetroller was a promising tool that enabled visually impaired participants to navigate different virtual spaces. We discuss potential applications supported by Canetroller ranging from entertainment to mobility training. Yuhang Zhao 0001, Cynthia L. Bennett, Hrvoje Benko, Edward Cutrell, Christian Holz 0001, Meredith Ringel Morris, Mike Sinclair |
CHI | 5 |
| 2018 | Three Haptic Shape-Feedback Controllers for Virtual RealityabstractWe present three new novel haptic controllers that render shape force feedback during interaction. 1) CLAW is a multi-purpose controller that renders tactile forces for common hand interactions, such as grasping, touching, and triggering grasped objects. 2) Haptic Revolver is a general-purpose handheld VR controller that renders touch contact with virtual surfaces, motion shear along a surface, textures, and shapes using interchangeable wheels. 3) Haptic Links haptic render shape feedback between two controllers using variable-stiffness locking mechanisms to provide force feedback for grasping and interacting with two-handed objects such as wind instruments, steering wheels, handle bars, or bow and arrow. Mike Sinclair, Eyal Ofek, Christian Holz 0001, Inrak Choi, Eric Whitmire, Evan Strasnick, Hrvoje Benko |
VR | 3 |
| 2017 | Sparse Haptic Proxy: Touch Feedback in Virtual Environments Using a General Passive PropabstractWe propose a class of passive haptics that we call Sparse Haptic Proxy: a set of geometric primitives that simulate touch feedback in elaborate virtual reality scenes. Unlike previous passive haptics that replicate the virtual environment in physical space, a Sparse Haptic Proxy simulates a scene's detailed geometry by redirecting the user's hand to a matching primitive of the proxy. To bridge the divergence of the scene from the proxy, we augment an existing Haptic Retargeting technique with an on-the-fly target remapping: We predict users' intentions during interaction in the virtual space by analyzing their gaze and hand motions, and consequently redirect their hand to a matching part of the proxy. We conducted three user studies on haptic retargeting technique and implemented a system from three main results: 1) The maximum angle participants found acceptable for retargeting their hand is 40°, with an average rating of 4.6 out of 5. 2) Tracking participants' eye gaze reliably predicts their touch intentions (97.5%), even while simultaneously manipulating the user's hand-eye coordination for retargeting. 3) Participants preferred minimized retargeting distances over better-matching surfaces of our Sparse Haptic Proxy when receiving haptic feedback for single-finger touch input. We demonstrate our system with two virtual scenes: a flight cockpit and a room quest game. While their scene geometries differ substantially, both use the same sparse haptic proxy to provide haptic feedback to the user during task completion. Lung-Pan Cheng, Eyal Ofek, Christian Holz 0001, Hrvoje Benko, Andrew D. Wilson |
CHI | 3 |
| 2017 | Finding Common Ground: A Survey of Capacitive Sensing in Human-Computer InteractionabstractFor more than two decades, capacitive sensing has played a prominent role in human-computer interaction research. Capacitive sensing has become ubiquitous on mobile, wearable, and stationary devices - enabling fundamentally new interaction techniques on, above, and around them. The research community has also enabled human position estimation and whole-body gestural interaction in instrumented environments. However, the broad field of capacitive sensing research has become fragmented by different approaches and terminology used across the various domains. This paper strives to unify the field by advocating consistent terminology and proposing a new taxonomy to classify capacitive sensing approaches. Our extensive survey provides an analysis and review of past research and identifies challenges for future work. We aim to create a common understanding within the field of human-computer interaction, for researchers and practitioners alike, and to stimulate and facilitate future research in capacitive sensing. Tobias Alexander Große-Puppendahl, Christian Holz 0001, Gabe Cohn, Raphael Wimmer, Oskar Bechtold, Steve Hodges 0001, Matthew S. Reynolds, Joshua R. Smith 0001 |
CHI | 2 |
| 2016 | Pre-Touch Sensing for Mobile InteractionabstractTouchscreens continue to advance including progress towards sensing fingers proximal to the display. We explore this emerging pre-touch modality via a self-capacitance touchscreen that can sense multiple fingers above a mobile device, as well as grip around the screen's edges. This capability opens up many possibilities for mobile interaction. For example, using pre-touch in an anticipatory role affords an "ad-lib interface" that fades in a different UI--appropriate to the context--as the user approaches one-handed with a thumb, two-handed with an index finger, or even with a pinch or two thumbs. Or we can interpret pre-touch in a retroactive manner that leverages the approach trajectory to discern whether the user made contact with a ballistic vs. a finely-targeted motion. Pre-touch also enables hybrid touch + hover gestures, such as selecting an icon with the thumb while bringing a second finger into range to invoke a context menu at a convenient location. Collectively these techniques illustrate how pre-touch sensing offers an intriguing new back-channel for mobile interaction. Ken Hinckley, Seongkook Heo, Michel Pahud, Christian Holz 0001, Hrvoje Benko, Abigail Sellen, Richard Banks, Kenton O'Hara, Gavin Smyth, William Buxton |
CHI | 4 |
| 2016 | On-Demand Biometrics: Fast Cross-Device AuthenticationabstractWe explore the use of a new way to log into a web service, such as email or social media. Using on-demand biometrics, users sign in from a browser on a computer using just their name, which sends a request to their phone for approval. Users approve this request by authenticating on their phone using their fingerprint, which completes the login in the browser. On-demand biometrics thus replace passwords or temporary access codes found in two-step verification with the ease of use of biometrics. We present the results of an interview study on the use of on-demand biometrics with a live login backend. Participants perceived our system as convenient and fast to use and also expressed their trust in fingerprint authentication to keep their accounts safe. We motivate the design of on-demand biometrics, present an analysis of participants' use and responses around general account security and authentication, and conclude with implications for designing fast and easy cross-device authentication. Christian Holz 0001, Frank Bentley |
CHI | 1 |
| 2016 | NormalTouch and TextureTouch: High-fidelity 3D Haptic Shape Rendering on Handheld Virtual Reality ControllersabstractWe present an investigation of mechanically-actuated hand-held controllers that render the shape of virtual objects through physical shape displacement, enabling users to feel 3D surfaces, textures, and forces that match the visual rendering. We demonstrate two such controllers, NormalTouch and TextureTouch, which are tracked in 3D and produce spatially-registered haptic feedback to a user's finger. NormalTouch haptically renders object surfaces and provides force feedback using a tiltable and extrudable platform. TextureTouch renders the shape of virtual objects including detailed surface structure through a 4×4 matrix of actuated pins. By moving our controllers around while keeping their finger on the actuated platform, users obtain the impression of a much larger 3D shape by cognitively integrating output sensations over time. Our evaluation compares the effectiveness of our controllers with the two de-facto standards in Virtual Reality controllers: device vibration and visual feedback only. We find that haptic feedback significantly increases the accuracy of VR interaction, most effectively by rendering high-fidelity shape output as in the case of our controllers. Hrvoje Benko, Christian Holz 0001, Mike Sinclair, Eyal Ofek |
UIST | 2 |
| 2015 | Reducing the Stress of Coordination: Sharing Travel Time Information Between Contacts on Mobile PhonesabstractWe explore the everyday use of a new abstraction for mo-bile location-sharing. By sharing the travel time between contacts calculated for walking, transit, and driving, we have enabled users to more easily coordinate meeting up and planning family obligations. Specifically, our participants reported that the information helped to lower the stress of these activities and provided reassurance of the arrival times of their close friends and family. In this paper, we describe our system, motivate its design, and explore results from a 20-user, 21-day field trial showing the use-fulness of the abstraction as well as attitudes towards privacy when sharing travel times with close friends or family. Frank Bentley, Ying-Yu Chen, Christian Holz 0001 |
CHI | 3 |
| 2015 | Bodyprint: Biometric User Identification on Mobile Devices Using the Capacitive Touchscreen to Scan Body PartsabstractRecent mobile phones integrate fingerprint scanners to authenticate users biometrically and replace passwords, making authentication more convenient for users. However, due to their cost, capacitive fingerprint scanners have been limited to top-of-the-line phones, a result of the required resolution and quality of the sensor. We present Bodyprint, a biometric authentication system that detects users' biometric features using the same type of capacitive sensing, but uses the touchscreen as the image sensor instead. While the input resolution of a touchscreen is ~6 dpi, the surface area is larger, allowing the touch sensor to scan users' body parts, such as ears, fingers, fists, and palms by pressing them against the display. Bodyprint compensates for the low input resolution with an increased false rejection rate, but does not compromise on authentication precision: In our evaluation with 12 participants, Bodyprint classified body parts with 99.98% accuracy and identifies users with 99.52% accuracy with a retry likelihood of 26.82% to prevent false positives, thereby bringing reliable biometric user authentication to a vast number of commodity devices. Christian Holz 0001, Senaka Buthpitiya, Marius Knaust |
CHI | 1 |
| 2015 | Sharing (and Discussing) the Moment: The Conversations that Occur Around Shared Mobile MediaabstractToday's smartphones enable rich, media-enhanced conversations. Millions of photos and billions of messages are shared each day on smartphones. But how, exactly, are images and web links being used in mobile conversations? And what does this mean for the design of new mobile communications applications? We set out to learn how people currently share and discuss mobile media by performing a detailed content analysis of 109 photos and links that were shared in 2,779 messages using a mobile messaging application deployed in the United State and Taiwan. Through our analysis of these conversations, we show how mobile media is used to experience the moment together, to fill in the visual details, to provide background context, and to exchange information. We then discuss our results and provide two designs inspired by our findings. Ying-Yu Chen, Frank Bentley, Christian Holz 0001 |
MobileHCI | 3 |
| 2015 | Biometric Touch Sensing: Seamlessly Augmenting Each Touch with Continuous AuthenticationabstractCurrent touch devices separate user authentication from regular interaction, for example by displaying modal login screens before device usage or prompting for in-app passwords, which interrupts the interaction flow. We propose biometric touch sensing, a new approach to representing touch events that enables commodity devices to seamlessly integrate authentication into interaction: From each touch, the touchscreen senses the 2D input coordinates and at the same time obtains biometric features that identify the user. Our approach makes authentication during interaction transparent to the user, yet ensures secure interaction at all times. To implement this on today's devices, our watch prototype Bioamp senses the impedance profile of the user's wrist and modulates a signal onto the user's body through skin using a periodic electric signal. This signal affects the capacitive values touchscreens measure upon touch, allowing devices to identify users on each touch. We integrate our approach into Windows 8 and discuss and demonstrate it in the context of various use cases, including access permissions and protecting private screen contents on personal and shared devices. Christian Holz 0001, Marius Knaust |
UIST | 1 |
| 2015 | Tracko: Ad-hoc Mobile 3D Tracking Using Bluetooth Low Energy and Inaudible Signals for Cross-Device InteractionabstractWhile current mobile devices detect the presence of surrounding devices, they lack a truly spatial awareness to bring them into the user's natural 3D space. We present Tracko, a 3D tracking system between two or more commodity devices without added components or device synchronization. Tracko achieves this by fusing three signal types. 1) Tracko infers the presence of and rough distance to other devices from the strength of Bluetooth low energy signals. 2) Tracko exchanges a series of inaudible stereo sounds and derives a set of accurate distances between devices from the difference in their arrival times. A Kalman filter integrates both signal cues to place collocated devices in a shared 3D space, combining the robustness of Bluetooth with the accuracy of audio signals for relative 3D tracking. 3) Tracko incorporates inertial sensors to refine 3D estimates and support quick interactions. Tracko robustly tracks devices in 3D with a mean error of 6.5 cm within 0.5 m and a 15.3 cm error within 1 m, which validates Trackoffs suitability for cross-device interactions. Haojian Jin, Christian Holz 0001, Kasper Hornbæk |
UIST | 2 |
| 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floorabstractWe explore how to track people and furniture based on a high-resolution pressure-sensitive floor. Gravity pushes people and objects against the floor, causing them to leave imprints of pressure distributions across the surface. While the sensor is limited to sensing direct contact with the surface, we can sometimes conclude what takes place above the surface, such as users' poses or collisions with virtual objects. We demonstrate how to extend the range of this approach by sensing through passive furniture that propagates pressure to the floor. To explore our approach, we have created an 8 m2 back-projected floor prototype, termed GravitySpace, a set of passive touch-sensitive furniture, as well as algorithms for identifying users, furniture, and poses. Pressure-based sensing on the floor offers four potential benefits over camera-based solutions: (1) it provides consistent coverage of rooms wall-to-wall, (2) is less susceptible to occlusion between users, (3) allows for the use of simpler recognition algorithms, and (4) intrudes less on users' privacy. Alan Bränzel, Christian Holz 0001, Daniel Hoffmann, Dominik Schmidt, Marius Knaust, Patrick Lühne, René Meusel, Stephan Richter 0003, Patrick Baudisch |
CHI | 2 |
| 2013 | Imaginary devices: gesture-based interaction mimicking traditional input devicesabstractWe propose Imaginary Devices, a set of freehand gestures that mimic the use of physical input devices. Imaginary Devices allow users to choose the input modality best suited for the task at hand, such as a steering wheel for a driving game or a joystick for a flight simulator. Exploiting the skills that users have acquired using physical input devices, they can instantly begin interacting with an Imaginary Device. Since no physical device is involved, users can switch quickly and effortlessly among a number of devices. Christian Steins, Sean Gustafson, Christian Holz 0001, Patrick Baudisch |
Mobile HCI | 3 |
| 2013 | Imaginary reality gaming: ball games without a ballabstractWe present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play. Patrick Baudisch, Henning Pohl, Stefanie Reinicke, Emilia Wittmers, Patrick Lühne, Marius Knaust, Sven Köhler 0004, Christian Holz 0001 |
UIST | 9 |
| 2013 | Fiberio: a touchscreen that senses fingerprintsabstractWe present Fiberio, a rear-projected multitouch table that identifies users biometrically based on their fingerprints during each touch interaction. Fiberio accomplishes this using a new type of screen material: a large fiber optic plate. The plate diffuses light on transmission, thereby allowing it to act as projection surface. At the same time, the plate reflects light specularly, which produces the contrast required for fingerprint sensing. In addition to offering all the functionality known from traditional diffused illumination systems, Fiberio is the first interactive tabletop system that authenticates users during touch interaction-unobtrusively and securely using the biometric features of fingerprints, which eliminates the need for users to carry any identification tokens. Christian Holz 0001, Patrick Baudisch |
UIST | 1 |
| 2012 | Implanted user interfacesabstractWe investigate implanted user interfaces that small devices provide when implanted underneath human skin. Such devices always stay with the user, making their implanted user interfaces available at all times. We discuss four core challenges of implanted user interfaces: how to sense input through the skin, how to produce output, how to communicate amongst one another and with external infrastructure, and how to remain powered. We investigate these four challenges in a technical evaluation where we surgically implant study devices into a specimen arm. We find that traditional interfaces do work through skin. We then demonstrate how to deploy a prototype device on participants, using artificial skin to simulate implantation. We close with a discussion of medical considerations of implanted user interfaces, risks and limitations, and project into the future. Christian Holz 0001, Tovi Grossman, George W. Fitzmaurice, Anne M. Agur |
CHI | 1 |
| 2012 | Bootstrapper: recognizing tabletop users by their shoesabstractIn order to enable personalized functionality, such as to log tabletop activity by user, tabletop systems need to recognize users. DiamondTouch does so reliably, but requires users to stay in assigned seats and cannot recognize users across sessions. We propose a different approach based on distinguishing users' shoes. While users are interacting with the table, our system Bootstrapper observes their shoes using one or more depth cameras mounted to the edge of the table. It then identifies users by matching camera images with a database of known shoe images. When multiple users interact, Bootstrapper associates touches with shoes based on hand orientation. The approach can be implemented using consumer depth cameras because (1) shoes offer large distinct features such as color, (2) shoes naturally align themselves with the ground, giving the system a well-defined perspective and thus reduced ambiguity. We report two simple studies in which Bootstrapper recognized participants from a database of 18 users with 95.8% accuracy. Stephan Richter 0003, Christian Holz 0001, Patrick Baudisch |
CHI | 2 |
| 2011 | Understanding touchabstractCurrent touch devices, such as capacitive touchscreens are based on the implicit assumption that users acquire targets with the center of the contact area between finger and device. Findings from our previous work indicate, however, that such devices are subject to systematic error offsets. This suggests that the underlying assumption is most likely wrong. In this paper, we therefore revisit this assumption. In a series of three user studies, we find evidence that the features that users align with the target are visual features. These features are located on the top of the user's fingers, not at the bottom, as assumed by traditional devices. We present the projected center model, under which error offsets drop to 1.6mm, compared to 4mm for the traditional model. This suggests that the new model is indeed a good approximation of how users conceptualize touch input. The primary contribution of this paper is to help understand touch-one of the key input technologies in human-computer interaction. At the same time, our findings inform the design of future touch input technology. They explain the inaccuracy of traditional touch devices as a -Sparallax- artifact between user control based on the top of the finger and sensing based on the bottom side of the finger. We conclude that certain camera-based sensing technologies can inherently be more accurate than contact area-based sensing. Christian Holz 0001, Patrick Baudisch |
CHI | 1 |
| 2011 | Data miming: inferring spatial object descriptions from human gestureabstractSpeakers often use hand gestures when talking about or describing physical objects. Such gesture is particularly useful when the speaker is conveying distinctions of shape that are difficult to describe verbally. We present data miming---an approach to making sense of gestures as they are used to describe concrete physical objects. We first observe participants as they use gestures to describe real-world objects to another person. From these observations, we derive the data miming approach, which is based on a voxel representation of the space traced by the speaker's hands over the duration of the gesture. In a final proof-of-concept study, we demonstrate a prototype implementation of matching the input voxel representation to select among a database of known physical objects. Christian Holz 0001, Andrew D. Wilson |
CHI | 1 |
| 2011 | Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar deviceabstractWe propose a method for learning how to use an imaginary interface (i.e., a spatial non-visual interface) that we call "transfer learning". By using a physical device (e.g. an iPhone) a user inadvertently learns the interface and can then transfer that knowledge to an imaginary interface. We illustrate this concept with our Imaginary Phone prototype. With it users interact by mimicking the use of a physical iPhone by tapping and sliding on their empty non-dominant hand without visual feedback. Pointing on the hand is tracked using a depth camera and touch events are sent wirelessly to an actual iPhone, where they invoke the corresponding actions. Our prototype allows the user to perform everyday task such as picking up a phone call or launching the timer app and setting an alarm. Imaginary Phone thereby serves as a shortcut that frees users from the necessity of retrieving the actual physical device. We present two user studies that validate the three assumptions underlying the transfer learning method. (1) Users build up spatial memory automatically while using a physical device: participants knew the correct location of 68% of their own iPhone home screen apps by heart. (2) Spatial memory transfers from a physical to an imaginary inter-face: participants recalled 61% of their home screen apps when recalling app location on the palm of their hand. (3) Palm interaction is precise enough to operate a typical mobile phone: Participants could reliably acquire 0.95cm wide iPhone targets on their palm-sufficiently large to operate any iPhone standard widget. Sean Gustafson, Christian Holz 0001, Patrick Baudisch |
UIST | 2 |
| 2010 | The generalized perceived input point model and how to double touch accuracy by extracting fingerprintsabstractIt is generally assumed that touch input cannot be accurate because of the fat finger problem, i.e., the softness of the fingertip combined with the occlusion of the target by the finger. In this paper, we show that this is not the case. We base our argument on a new model of touch inaccuracy. Our model is not based on the fat finger problem, but on the perceived input point model. In its published form, this model states that touch screens report touch location at an offset from the intended target. We generalize this model so that it represents offsets for individual finger postures and users. We thereby switch from the traditional 2D model of touch to a model that considers touch a phenomenon in 3-space. We report a user study, in which the generalized model explained 67% of the touch inaccuracy that was previously attributed to the fat finger problem. Christian Holz 0001, Patrick Baudisch |
CHI | 1 |
| 2010 | Multitoe: high-precision interaction with back-projected floors based on high-resolution multi-touch inputabstractTabletop applications cannot display more than a few dozen on-screen objects. The reason is their limited size: tables cannot become larger than arm's length without giving up direct touch. We propose creating direct touch surfaces that are orders of magnitude larger. We approach this challenge by integrating high-resolution multitouch input into a back-projected floor. As the same time, we maintain the purpose and interaction concepts of tabletop computers, namely direct manipulation. Thomas Augsten, Konstantin Kaefer, René Meusel, Caroline Fetzer, Dorian Kanitz, Thomas Stoff, Torsten Becker, Christian Holz 0001, Patrick Baudisch |
UIST | 8 |
| 2009 | Relaxed selection techniques for querying time-series graphsabstractTime-series graphs are often used to visualize phenomena that change over time. Common tasks include comparing values at different points in time and searching for specified patterns, either exact or approximate. However, tools that support time-series graphs typically separate query specification from the actual search process, allowing users to adapt the level of similarity only after specifying the pattern. We introduce relaxed selection techniques, in which users implicitly define a level of similarity that can vary across the search pattern, while creating a search query with a single-gesture interaction. Users sketch over part of the graph, establishing the level of similarity through either spatial deviations from the graph, or the speed at which they sketch (temporal deviations). In a user study, participants were significantly faster when using our temporally relaxed selection technique than when using traditional techniques. In addition, they achieved significantly higher precision and recall with our spatially relaxed selection technique compared to traditional techniques. Christian Holz 0001, Steven K. Feiner |
UIST | 1 |