EDBT 2026 Demo / reviewers in the wild / expert
Yang Zhang 0041
dblp:06/6785-41
· DBLP profile ↗
40ranked-venue papers
11as first author
21since 2021 · last 2026
0000-0003-2472-6968ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 40 · 11 first-author · 21 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DeltaDorsal: Enhancing Hand Pose Estimation with Dorsal Features in Egocentric Views
William Huang, Siyou Pei, Leyi Zou, Eric J. Gonzalez, Ishan Chatterjee, Yang Zhang 0041 |
CHI | 6 |
| 2025 | T2IRay: Design of Thumb-to-Index based Indirect Pointing for Continuous and Robust AR/VR Input
Yang Zhang 0041, Sang Ho Yoon |
CHI | 2 |
| 2025 | EchoSight: Streamlining Bidirectional Virtual-physical Interaction with In-situ Optical TetheringabstractFigure 1: EchoSight leverages in-situ optical backscatter tethering to achieve a look-and-control bidirectional interaction on commercial AR glasses.This process mimics human's natural interaction with low mental burden.EchoSight requires no pre-registration or network connection, facilitating scenarios where interactions are opportunistic and impromptu. Qingwen Yang, Kenuo Xu, Yang Zhang 0041, Chenren Xu |
CHI | 4 |
| 2025 | LumosX: 3D Printed Anisotropic Light-Transfer
Xue Wang 0015, Jacob Sayono, Yang Zhang 0041, Jeeeun Kim |
CHI | 5 |
| 2025 | TH-Wood: Developing Thermo-Hygro-Coordinating Driven Wood Actuators to Enhance Human-Nature InteractionabstractCHI ’25, Yokohama, Japan Guanyun Wang, Yangweizhe Zheng, Qianzi Zhen, Yang Zhang 0041, Jiaji Li, Yue Yang 0005, Ye Tao 0001, Shijian Luo, Lingyun Sun |
CHI | 7 |
| 2025 | Invisibility Cloak: Personalized Smartwatch-Guided Camera Obfuscation
Xue Wang 0015, Yang Zhang 0041 |
UIST | 2 |
| 2025 | Accessibility Scout: Personalized Accessibility Scans of Built EnvironmentsabstractWith use, Accessibility Scout becomes an increasingly capable "accessibility scout", tailoring accessibility scans to an individual's mobility level, preferences, and specific environmental interests through collaborative Human-AI assessments.We present findings from three studies: a formative study with six participants to inform the design of Accessibility Scout, a technical evaluation of 500 images of built environments, and a user study with 10 participants of varying mobility.Results from our technical evaluation and user study show that Accessibility Scout can generate personalized accessibility scans that extend beyond traditional ADA considerations.Finally, we conclude with a discussion on the implications of our work and future steps for building more scalable and personalized accessibility assessments of the physical world. William Huang, Xia Su, Jon Froehlich, Yang Zhang 0041 |
UIST | 4 |
| 2025 | LuxAct: Enhance Everyday Objects for Visual Sensing with Interaction-Powered Illumination
Jeeeun Kim, Yang Zhang 0041 |
UIST | 4 |
| 2024 | WheelPose: Data Synthesis Techniques to Improve Pose Estimation Performance on Wheelchair UsersabstractExisting pose estimation models perform poorly on wheelchair users due to a lack of representation in training data. We present a data synthesis pipeline to address this disparity in data collection and subsequently improve pose estimation performance for wheelchair users. Our configurable pipeline generates synthetic data of wheelchair users using motion capture data and motion generation outputs simulated in the Unity game engine. We validated our pipeline by conducting a human evaluation, investigating perceived realism, diversity, and an AI performance evaluation on a set of synthetic datasets from our pipeline that synthesized different backgrounds, models, and postures. We found our generated datasets were perceived as realistic by human evaluators, had more diversity than existing image datasets, and had improved person detection and pose estimation performance when fine-tuned on existing pose estimation models. Through this work, we hope to create a foothold for future efforts in tackling the inclusiveness of AI in a data-centric and human-centric manner with the data synthesis techniques demonstrated in this work. Finally, for future works to extend upon, we open source all code in this research and provide a fully configurable Unity Environment used to generate our datasets. In the case of any models we are unable to share due to redistribution and licensing policies, we provide detailed instructions on how to source and replace said models. All materials can be found at https://github.com/hilab-open-source/wheelpose. William Huang, Sam Ghahremani, Siyou Pei, Yang Zhang 0041 |
CHI | 4 |
| 2024 | UI Mobility Control in XR: Switching UI Positionings between Static, Dynamic, and Self EntitiesabstractExtended reality (XR) has the potential for seamless user interface (UI) transitions across people, objects, and environments. However, the design space, applications, and common practices of 3D UI transitions remain underexplored. To address this gap, we conducted a need-finding study with 11 participants, identifying and distilling a taxonomy based on three types of UI placements — affixed to static, dynamic, or self entities. We further surveyed 113 commercial applications to understand the common practices of 3D UI mobility control, where only 6.2% of these applications allowed users to transition UI between entities. In response, we built interaction prototypes to facilitate UI transitions between entities. We report on results from a qualitative user study (N=14) on 3D UI mobility control using our FingerSwitches technique, which suggests that perceived usefulness is affected by types of entities and environments. We aspire to tackle a vital need in UI mobility within XR. Siyou Pei, David Kim 0002, Alex Olwal, Yang Zhang 0041, Ruofei Du |
CHI | 4 |
| 2024 | Watch Your Mouth: Silent Speech Recognition with Depth SensingabstractSilent speech recognition is a promising technology that decodes human speech without requiring audio signals, enabling private human-computer interactions. In this paper, we propose Watch Your Mouth, a novel method that leverages depth sensing to enable accurate silent speech recognition. By leveraging depth information, our method provides unique resilience against environmental factors such as variations in lighting and device orientations, while further addressing privacy concerns by eliminating the need for sensitive RGB data. We started by building a deep-learning model that locates lips using depth data. We then designed a deep learning pipeline to efficiently learn from point clouds and translate lip movements into commands and sentences. We evaluated our technique and found it effective across diverse sensor locations: On-Head, On-Wrist, and In-Environment. Watch Your Mouth outperformed the state-of-the-art RGB-based method, demonstrating its potential as an accurate and reliable input technique. Xue Wang 0015, Zixiong Su, Jun Rekimoto, Yang Zhang 0041 |
CHI | 4 |
| 2023 | Embodied Exploration: Facilitating Remote Accessibility Assessment for Wheelchair Users with Virtual RealityabstractAcquiring accessibility information about unfamiliar places in advance is essential for wheelchair users to make better decisions about physical visits. Today’s assessment approaches such as phone calls, photos/videos, or 360° virtual tours often fall short of providing the specific accessibility details needed for individual differences. For example, they may not reveal crucial information like whether the legroom underneath a table is spacious enough or if the spatial configuration of an appliance is convenient for wheelchair users. In response, we present Embodied Exploration, a Virtual Reality (VR) technique to deliver the experience of a physical visit while keeping the convenience of remote assessment. Embodied Exploration allows wheelchair users to explore high-fidelity digital replicas of physical environments with themselves embodied by avatars, leveraging the increasingly affordable VR headsets. With a preliminary exploratory study, we investigated the needs and iteratively refined our techniques. Through a real-world user study with six wheelchair users, we found Embodied Exploration is able to facilitate remote and accurate accessibility assessment. We also discuss design implications for embodiment, safety, and practicality. Siyou Pei, Alexander Chen, Chen Chen 0070, Franklin Mingzhe Li, Megan Fozzard, Hao-Yun Chi, Nadir Weibel, Patrick Carrington, Yang Zhang 0041 |
ASSETS | 9 |
| 2023 | LaserShoes: Low-Cost Ground Surface Detection Using Laser Speckle ImagingabstractGround surfaces are often carefully designed and engineered with various textures to fit the functionalities of human environments and thus could contain rich context information for smart wearables. Ground surface detection could power a wide array of applications including activity recognition, mobile health, and context-aware computing, and potentially provide an additional channel of information for many existing kinesiology approaches such as gait analysis. To facilitate the detection of ground surfaces, we present LaserShoes, a texture-sensing-enabled system using laser speckle imaging that can be retrofitted to shoes. Our system captures videos of speckle patterns induced on ground surfaces and uses pre-processing to identify ideal images with clear speckle patterns collected when users’ feet are in contact with ground surfaces. We demonstrated our technique with a ResNet-18 model and achieved real-time inference. We conducted an evaluation in different conditions and demonstrated results that verified the feasibility. Yuxiaotong Lin, Guanyun Wang, Yu Cai 0014, Haipeng Mi, Yang Zhang 0041 |
CHI | 7 |
| 2023 | CubeSense++: Smart Environment Sensing with Interaction-Powered Corner Reflector MechanismsabstractSmart environment sensing provides valuable contextual information by detecting occurrences of events such as human activities and changes of object status, enabling computers to collect personal and environmental informatics to perform timely responses to user’s needs. Conventional approaches either rely on tags that require batteries and frequent maintenance, or have limited detection capabilities bounded by only a few coarsely predefined activities. In response, this paper explores corner reflector mechanisms that encode user interactions with everyday objects into structured responses to millimeter wave radar, which has the potential for integration into smart environment entities such as speakers, light bulbs, thermostats, and autonomous vehicles. We presented the design space of 3D printed reflectors and gear mechanisms, which are low-cost, durable, battery-free, and can retrofit to a wide array of objects. These mechanisms convert the kinetic energy from user interactions into rotational motions of corner reflectors which we computationally designed with a genetic algorithm. We built an end-to-end radar detection pipeline to recognize fine-grained activity information such as state, direction, rate, count, and usage based on the characteristics of radar responses. We conducted studies for multiple instrumented objects in both indoor and outdoor environments, with promising results demonstrating the feasibility of the proposed approach. Jacob Sayono, Yang Zhang 0041 |
UIST | 3 |
| 2022 | Freedom to Choose: Understanding Input Modality Preferences of People with Upper-body Motor Impairments for Activities of Daily LivingabstractMany people with upper-body motor impairments encounter challenges while performing Activities of Daily Living (ADLs) and Instrumental Activities of Daily Living (IADLs), such as toileting, grooming, and managing finances, which have impacts on their Quality of Life (QOL). Although existing assistive technologies enable people with upper-body motor impairments to use different input modalities to interact with computing devices independently (e.g., using voice to interact with a computer), many people still require Personal Care Assistants (PCAs) to perform ADLs. Multimodal input has the potential to enable users to perform ADLs without human assistance. We conducted 12 semi-structured interviews with people who have upper-body motor impairments to capture their existing practices and challenges of performing ADLs, identify opportunities to expand the input possibilities for assistive devices, and understand user preferences for multimodal interaction during everyday tasks. Finally, we discuss implications for the design and use of multimodal input solutions to support user independence and collaborative experiences when performing daily living tasks. Franklin Mingzhe Li, Michael Xieyang Liu, Yang Zhang 0041, Patrick Carrington |
ASSETS | 3 |
| 2022 | Hand Interfaces: Using Hands to Imitate Objects in AR/VR for Expressive InteractionsabstractAugmented reality (AR) and virtual reality (VR) technologies create exciting new opportunities for people to interact with computing resources and information. Less exciting is the need for holding hand controllers, which limits applications that demand expressive, readily available interactions. Prior research investigated freehand AR/VR input by transforming the user’s body into an interaction medium. In contrast to previous work that has users’ hands grasp virtual objects, we propose a new interaction technique that lets users’ hands become virtual objects by imitating the objects themselves. For example, a thumbs-up hand pose is used to mimic a joystick. We created a wide array of interaction designs around this idea to demonstrate its applicability in object retrieval and interactive control tasks. Collectively, we call these interaction designs Hand Interfaces. From a series of user studies comparing Hand Interfaces against various baseline techniques, we collected quantitative and qualitative feedback, which indicates that Hand Interfaces are effective, expressive, and fun to use. Siyou Pei, Alexander Chen, Yang Zhang 0041 |
CHI | 4 |
| 2022 | EmoGlass: an End-to-End AI-Enabled Wearable Platform for Enhancing Self-Awareness of Emotional HealthabstractOften, emotional disorders are overlooked due to their lack of awareness, resulting in potential mental issues. Recent advances in sensing and inference technology provide a viable path to wearable facial-expression-based emotion recognition. However, most prior work has explored only laboratory settings and few platforms are geared towards end-users in everyday lives or provide personalized emotional suggestions to promote self-regulation. We present EmoGlass, an end-to-end wearable platform that consists of emotion detection glasses and an accompanying mobile application. Our single-camera-mounted glasses can detect seven facial expressions based on partial face images. We conducted a three-day out-of-lab study (N=15) to evaluate the performance of EmoGlass. We iterated on the design of the EmoGlass application for effective self-monitoring and awareness of users’ daily emotional states. We report quantitative and qualitative findings, based on which we discuss design recommendations for future work on sensing and enhancing awareness of emotional health. Yufei Wu 0014, Yang Zhang 0041, Xiang 'Anthony' Chen |
CHI | 3 |
| 2022 | VRContour: Bringing Contour Delineations of Medical Structures Into Virtual RealityabstractContouring is an indispensable step in Radiotherapy (RT) treatment planning. However, today’s contouring software is constrained to only work with a 2D display, which is less intuitive and requires high task loads. Virtual Reality (VR) has shown great potential in various specialties of healthcare and health sciences education due to the unique advantages of intuitive and natural interactions in immersive spaces. VR-based radiation oncology integration has also been advocated as a target healthcare application, allowing providers to directly interact with 3D medical structures. We present VRContour and investigate how to effectively bring contouring for radiation oncology into VR. Through an autobiographical iterative design, we defined three design spaces focused on contouring in VR with the support of a tracked tablet and VR stylus, and investigating dimensionality for information consumption and input (either 2D or 2D + 3D). Through a within-subject study (n = 8), we found that visualizations of 3D medical structures significantly increase precision, and reduce mental load, frustration, as well as overall contouring effort. Participants also agreed with the benefits of using such metaphors for learning purposes. Chen Chen 0070, Matin Yarmand, Varun Singh, Michael V. Sherer, James D. Murphy, Yang Zhang 0041, Nadir Weibel |
ISMAR | 6 |
| 2022 | Investigating Input Modality and Task Geometry on Precision-first 3D Drawing in Virtual RealityabstractAccurately drawing non-planar 3D curves in immersive Virtual Reality (VR) is indispensable for many precise 3D tasks. However, due to lack of physical support, limited depth perception, and the non-planar nature of 3D curves, it is challenging to adjust mid-air strokes to achieve high precision. Instead of creating new interaction techniques, we investigated how task geometric shapes and input modalities affect precision-first drawing performance in a within-subject study (n=12) focusing on 3D target tracing in commercially available VR headsets. We found that compared to using bare hands, VR controllers and pens yield nearly 30% of precision gain, and that the tasks with large curvature, forward-backward or left-right orientations perform best. We finally discuss opportunities for designing novel interaction techniques for precise 3D drawing. We believe that our work will benefit future research aiming to create usable toolboxes for precise 3D drawing. Chen Chen 0070, Matin Yarmand, Zhuoqun Xu, Varun Singh, Yang Zhang 0041, Nadir Weibel |
ISMAR | 5 |
| 2022 | ForceSight: Non-Contact Force Sensing with Laser Speckle ImagingabstractForce sensing has been a key enabling technology for a wide range of interfaces such as digitally enhanced body and world surfaces for touch interactions. Additionally, force often contains rich contextual information about user activities and can be used to enhance machine perception for improved user and environment awareness. To sense force, conventional approaches rely on contact sensors made of pressure-sensitive materials such as piezo films/discs or force-sensitive resistors. We present ForceSight, a non-contact force sensing approach using laser speckle imaging. Our key observation is that object surfaces deform in the presence of force. This deformation, though very minute, manifests as observable and discernible laser speckle shifts, which we leverage to sense the applied force. This non-contact force-sensing capability opens up new opportunities for rich interactions and can be used to power user-/environment-aware interfaces. We first built and verified the model of laser speckle shift with surface deformations. To investigate the feasibility of our approach, we conducted studies on metal, plastic, wood, along with a wide variety of materials. Additionally, we included supplementary tests to fully tease out the performance of our approach. Finally, we demonstrated the applicability of ForceSight with several demonstrative example applications. Siyou Pei, Pradyumna Chari, Xue Wang 0015, Achuta Kadambi, Yang Zhang 0041 |
UIST | 6 |
| 2021 | Vibrosight++: City-Scale Sensing Using Existing Retroreflective Signs and MarkersabstractToday’s smart cities use thousands of physical sensors distributed across the urban landscape to support decision making in areas such as infrastructure monitoring, public health, and resource management. These weather-hardened devices require power and connectivity, and often cost thousands just to install, let alone maintain. In this paper, we show how long-range laser vibrometry can be used for low-cost, city-scale sensing. Although typically limited to just a few meters of sensing range, the use of retroreflective markers can boost this to 1km or more. Fortuitously, cities already make extensive use of retroreflective materials for street signs, construction barriers, road studs, license plates, and many other markings. We describe how our prototype system can co-opt these existing markers at very long ranges and use them as unpowered accelerometers for use in a wide variety of sensing applications. Yang Zhang 0041, Sven Mayer, Jesse T. Gonzalez, Chris Harrison 0001 |
CHI | 1 |
| 2020 | Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String HapticsabstractToday's virtual reality (VR) systems allow users to explore immersive new worlds and experiences through sight. Unfortunately, most VR systems lack haptic feedback, and even high-end consumer systems use only basic vibration motors. This clearly precludes realistic physical interactions with virtual objects. Larger obstacles, such as walls, railings, and furniture are not simulated at all. In response, we developed Wireality, a self-contained worn system that allows for individual joints on the hands to be accurately arrested in 3D space through the use of retractable wires that can be programmatically locked. This allows for convincing tangible interactions with complex geometries, such as wrapping fingers around a railing. Our approach is lightweight, low-cost, and low-power, criteria important for future, worn consumer uses. In our studies, we further show that our system is fast-acting, spatially-accurate, high-strength, comfortable, and immersive. Cathy Fang, Yang Zhang 0041, Matthew Dworman, Chris Harrison 0001 |
CHI | 2 |
| 2019 | Interferi: Gesture Sensing using On-Body Acoustic InterferometryabstractInterferi is an on-body gesture sensing technique using acoustic interferometry. We use ultrasonic transducers resting on the skin to create acoustic interference patterns inside the wearer's body, which interact with anatomical features in complex, yet characteristic ways. We focus on two areas of the body with great expressive power: the hands and face. For each, we built and tested a series of worn sensor configurations, which we used to identify useful transducer arrangements and machine learning fea-tures. We created final prototypes for the hand and face, which our study results show can support eleven- and nine-class gestures sets at 93.4% and 89.0% accuracy, re-spectively. We also evaluated our system in four continu-ous tracking tasks, including smile intensity and weight estimation, which never exceed 9.5% error. We believe these results show great promise and illuminate an inter-esting sensing technique for HCI applications. Yasha Iravantchi, Yang Zhang 0041, Evi Bernitsas, Mayank Goel, Chris Harrison 0001 |
CHI | 2 |
| 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 | 1 |
| 2019 | Sozu: Self-Powered Radio Tags for Building-Scale Activity SensingabstractRobust, wide-area sensing of human environments has been a long-standing research goal. We present Sozu, a new low-cost sensing system that can detect a wide range of events wirelessly, through walls and without line of sight, at whole-building scale. To achieve this in a battery-free manner, Sozu tags convert energy from activities that they sense into RF broadcasts, acting like miniature self-powered radio stations. We describe the results from a series of iterative studies, culminating in a deployment study with 30 instrumented objects. Results show that Sozu is very accurate, with true positive event detection exceeding 99%, with almost no false positives. Beyond event detection, we show that Sozu can be extended to detect richer signals, such as the state, intensity, count, and rate of events. Yang Zhang 0041, Yasha Iravantchi, Haojian Jin, Swarun Kumar, Chris Harrison 0001 |
UIST | 1 |
| 2019 | ActiTouch: Robust Touch Detection for On-Skin AR/VR InterfacesabstractContemporary AR/VR systems use in-air gestures or handheld controllers for interactivity. This overlooks the skin as a convenient surface for tactile, touch-driven interactions, which are generally more accurate and comfortable than free space interactions. In response, we developed ActiTouch, a new electrical method that enables precise on-skin touch segmentation by using the body as an RF waveguide. We combine this method with computer vision, enabling a system with both high tracking precision and robust touch detection. Our system requires no cumbersome instrumentation of the fingers or hands, requiring only a single wristband (e.g., smartwatch) and sensors integrated into an AR/VR headset. We quantify the accuracy of our approach through a user study and demonstrate how it can enable touchscreen-like interactions on the skin. Yang Zhang 0041, Wolf Kienzle, Yanjun Ma, Shiu S. Ng, Hrvoje Benko, Chris Harrison 0001 |
UIST | 1 |
| 2018 | LumiWatch: On-Arm Projected Graphics and Touch InputabstractCompact, worn computers with projected, on-skin touch interfaces have been a long-standing yet elusive goal, largely written off as science fiction. Such devices offer the potential to mitigate the significant human input/output bottleneck inherent in worn devices with small screens. In this work, we present the first fully functional and self-contained projection smartwatch implementation, containing the requisite compute, power, projection and touch-sensing capabilities. Our watch offers roughly 40 sq. cm of interactive surface area -- more than five times that of a typical smartwatch display. We demonstrate continuous 2D finger tracking with interactive, rectified graphics, transforming the arm into a touchscreen. We discuss our hardware and software implementation, as well as evaluation results regarding touch accuracy and projection visibility. Robert Xiao, Teng Cao, Jun Zhuo, Yang Zhang 0041, Chris Harrison 0001 |
CHI | 5 |
| 2018 | Pulp Nonfiction: Low-Cost Touch Tracking for PaperabstractPaper continues to be a versatile and indispensable material in the 21st century. Of course, paper is a passive medium with no inherent interactivity, precluding us from computationally-enhancing a wide variety of paper-based activities. In this work, we present a new technical approach for bringing the digital and paper worlds closer together, by enabling paper to track finger input and also drawn input with writing implements. Importantly, for paper to still be considered paper, our method had to be very low cost. This necessitated research into materials, fabrication methods and sensing techniques. We describe the outcome of our investigations and show that our method can be sufficiently low-cost and accurate to enable new interactive opportunities with this pervasive and venerable material. Yang Zhang 0041, Chris Harrison 0001 |
CHI | 1 |
| 2018 | Wall++: Room-Scale Interactive and Context-Aware SensingabstractHuman environments are typified by walls, homes, offices, schools, museums, hospitals and pretty much every indoor context one can imagine has walls. In many cases, they make up a majority of readily accessible indoor surface area, and yet they are static their primary function is to be a wall, separating spaces and hiding infrastructure. We present Wall++, a low-cost sensing approach that allows walls to become a smart infrastructure. Instead of merely separating spaces, walls can now enhance rooms with sensing and interactivity. Our wall treatment and sensing hardware can track users' touch and gestures, as well as estimate body pose if they are close. By capturing airborne electromagnetic noise, we can also detect what appliances are active and where they are located. Through a series of evaluations, we demonstrate Wall++ can enable robust room-scale interactive and context-aware applications. Yang Zhang 0041, Chouchang Yang, Scott E. Hudson, Chris Harrison 0001, Alanson P. Sample |
CHI | 1 |
| 2018 | Vibrosight: Long-Range Vibrometry for Smart Environment SensingabstractSmart and responsive environments rely on the ability to detect physical events, such as appliance use and human activities. Currently, to sense these types of events, one must either upgrade to "smart" appliances, or attach aftermarket sensors to existing objects. These approaches can be expensive, intrusive and inflexible. In this work, we present Vibrosight, a new approach to sense activities across entire rooms using long-range laser vibrometry. Unlike a microphone, our approach can sense physical vibrations at one specific point, making it robust to interference from other activities and noisy environments. This property enables detection of simultaneous activities, which has proven challenging in prior work. Through a series of evaluations, we show that Vibrosight can offer high accuracies at long range, allowing our sensor to be placed in an inconspicuous location. We also explore a range of additional uses, including data transmission, sensing user input and modes of appliance operation, and detecting human movement and activities on work surfaces. Yang Zhang 0041, Gierad Laput, Chris Harrison 0001 |
UIST | 1 |
| 2017 | Synthetic Sensors: Towards General-Purpose SensingabstractThe promise of smart environments and the Internet of Things (IoT) relies on robust sensing of diverse environmental facets. Traditional approaches rely on direct and distributed sensing, most often by measuring one particular aspect of an environment with a special purpose sensor. This approach can be costly to deploy, hard to maintain, and aesthetically and socially obtrusive. In this work, we explore the notion of general purpose sensing, wherein a single enhanced sensor can indirectly monitor a large context, without direct instrumentation of objects. Further, through what we call Synthetic Sensors, we can virtualize raw sensor data into actionable feeds, whilst simultaneously mitigating immediate privacy issues. A series of structured, formative studies informed the development of our new sensor hardware and accompanying information architecture. We deployed our system across many months and environments, the results of which show the versatility, accuracy and potential utility of our approach. Gierad Laput, Yang Zhang 0041, Chris Harrison 0001 |
CHI | 2 |
| 2017 | Deus EM Machina: On-Touch Contextual Functionality for Smart IoT AppliancesabstractHomes, offices and many other environments will be increasingly saturated with connected, computational appliances, forming the "Internet of Things" (IoT). At present, most of these devices rely on mechanical inputs, webpages, or smartphone apps for control. However, as IoT devices proliferate, these existing interaction methods will become increasingly cumbersome. Will future smart-home owners have to scroll though pages of apps to select and dim their lights? We propose an approach where users simply tap a smartphone to an appliance to discover and rapidly utilize contextual functionality. To achieve this, our prototype smartphone recognizes physical contact with uninstrumented appliances, and summons appliance-specific interfaces. Our user study suggests high accuracy 98.8% recognition accuracy among 17 appliances. Finally, to underscore the immediate feasibility and utility of our system, we built twelve example applications, including six fully functional end-to-end demonstrations. Robert Xiao, Gierad Laput, Yang Zhang 0041, Chris Harrison 0001 |
CHI | 3 |
| 2017 | Electrick: Low-Cost Touch Sensing Using Electric Field TomographyabstractCurrent touch input technologies are best suited for small and flat applications, such as smartphones, tablets and kiosks. In general, they are too expensive to scale to large surfaces, such as walls and furniture, and cannot provide input on objects having irregular and complex geometries, such as tools and toys. We introduce Electrick, a low-cost and versatile sensing technique that enables touch input on a wide variety of objects and surfaces, whether small or large, flat or irregular. This is achieved by using electric field tomography in concert with an electrically conductive material, which can be easily and cheaply added to objects and surfaces. We show that our technique is compatible with commonplace manufacturing methods, such as spray/brush coating, vacuum forming, and casting/molding enabling a wide range of possible uses and outputs. Our technique can also bring touch interactivity to rapidly fabricated objects, including those that are laser cut or 3D printed. Through a series of studies and illustrative example uses, we show that Electrick can enable new interactive opportunities on a diverse set of objects and surfaces that were previously static. Yang Zhang 0041, Gierad Laput, Chris Harrison 0001 |
CHI | 1 |
| 2017 | Pyro: Thumb-Tip Gesture Recognition Using Pyroelectric Infrared SensingabstractWe present Pyro, a micro thumb-tip gesture recognition technique based on thermal infrared signals radiating from the fingers. Pyro uses a compact, low-power passive sensor, making it suitable for wearable and mobile applications. To demonstrate the feasibility of Pyro, we developed a self-contained prototype consisting of the infrared pyroelectric sensor, a custom sensing circuit, and software for signal processing and machine learning. A ten-participant user study yielded a 93.9% cross-validation accuracy and 84.9% leave-one-session-out accuracy on six thumb-tip gestures. Subsequent lab studies demonstrated Pyro's robustness to varying light conditions, hand temperatures, and background motion. We conclude by discussing the insights we gained from this work and future research questions. Jun Gong 0002, Yang Zhang 0041, Xing-Dong Yang |
UIST | 2 |
| 2016 | SkinTrack: Using the Body as an Electrical Waveguide for Continuous Finger Tracking on the SkinabstractSkinTrack is a wearable system that enables continuous touch tracking on the skin. It consists of a ring, which emits a continuous high frequency AC signal, and a sensing wristband with multiple electrodes. Due to the phase delay inherent in a high-frequency AC signal propagating through the body, a phase difference can be observed between pairs of electrodes. SkinTrack measures these phase differences to compute a 2D finger touch coordinate. Our approach can segment touch events at 99% accuracy, and resolve the 2D location of touches with a mean error of 7.6mm. As our approach is compact, non-invasive, low-cost and low-powered, we envision the technology being integrated into future smartwatches, supporting rich touch interactions beyond the confines of the small touchscreen. Yang Zhang 0041, Junhan Zhou, Gierad Laput, Chris Harrison 0001 |
CHI | 1 |
| 2016 | Advancing Hand Gesture Recognition with High Resolution Electrical Impedance TomographyabstractElectrical Impedance Tomography (EIT) was recently employed in the HCI domain to detect hand gestures using an instrumented smartwatch. This prior work demonstrated great promise for non-invasive, high accuracy recognition of gestures for interactive control. We introduce a new system that offers improved sampling speed and resolution. In turn, this enables superior interior reconstruction and gesture recognition. More importantly, we use our new system as a vehicle for experimentation ' we compare two EIT sensing methods and three different electrode resolutions. Results from in-depth empirical evaluations and a user study shed light on the future feasibility of EIT for sensing human input. Yang Zhang 0041, Robert Xiao, Chris Harrison 0001 |
UIST | 1 |
| 2016 | AuraSense: Enabling Expressive Around-Smartwatch Interactions with Electric Field SensingabstractExisting smartwatches rely on touchscreens for display and input, which inevitably leads to finger occlusion and confines interactivity to a small area. In this work, we introduce AuraSense, which enables rich, around-device, smartwatch interactions using electric field sensing as an adapted device. To explore how this sensing approach could enhance smartwatch interactions, we considered different antenna configurations and how they could enable useful interaction modalities. We identified four configurations that can support six well-known modalities of particular interest and utility, including gestures above or in close proximity to watches, and touchscreen-like finger tracking on the skin. We quantify the feasibility of these input modalities, suggesting that AuraSense can be low latency and robust across users and environments. Junhan Zhou, Yang Zhang 0041, Gierad Laput, Chris Harrison 0001 |
UIST | 2 |
| 2015 | Tomo: Wearable, Low-Cost Electrical Impedance Tomography for Hand Gesture RecognitionabstractWe present Tomo, a wearable, low-cost system using Electrical Impedance Tomography (EIT) to recover the interior impedance geometry of a user's arm. This is achieved by measuring the cross-sectional impedances between all pairs of eight electrodes resting on a user's skin. Our approach is sufficiently compact and low-powered that we integrated the technology into a prototype wrist- and armband, which can monitor and classify gestures in real-time. We conducted a user study that evaluated two gesture sets, one focused on gross hand gestures and another using thumb-to-finger pinches. Our wrist location achieved 97% and 87% accuracies on these gesture sets respectively, while our arm location achieved 93% and 81%. We ultimately envision this technique being integrated into future smartwatches, allowing hand gestures and direct touch manipulation to work synergistically to support interactive tasks on small screens. Yang Zhang 0041, Chris Harrison 0001 |
UIST | 1 |
| 2013 | TanPro-kit: a tangible programming tool for childrenabstractThis paper describes a new tangible programming tool--- TanPro-Kit which was designed for children aged 5 to 9. It consists of programming blocks and a LED pad. The LED pad presents visual animations and audible feedback according to the arrangement of blocks with which children make program to play a maze game. Aiming at lowering the cost of TanPro-Kit, we adopted LED, RFID, wireless and infrared technology to develop the whole system. The system acquires the programming blocks' physical information which is then translated into programming semantic. TanPro-Kit is low-cost, which is more acceptable in developing countries. We ran a user study with 16 children involved, which showed TanPro-Kit to be attractive to children and easy to learn and use. Danli Wang, Yunfeng Qi, Yang Zhang 0041 |
IDC | 3 |
| 2012 | TempoString: a tangible tool for children's music creationabstractIn this paper, we introduce the design and implementation of TempoString, an easy-to-use tool which assists children with music creation. It provides such a fun and novel platform by allowing children to "draw" music on a canvas and then edit it using a rope. The main contribution of our work is the novel access which allows children to "paint" music on a canvas and then edit using a rope. Liang He 0005, Yang Zhang 0041, Danli Wang, Hongan Wang |
UbiComp | 3 |