EDBT 2026 Demo / reviewers in the wild / expert
Mike Sinclair
dblp:10/4063 · also Mike J. Sinclair
· DBLP profile ↗
36ranked-venue papers
2as first author
10since 2021 · last 2024
0000-0003-4343-2332ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 32 · 2 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorArtificial intelligence and machine learning · 2 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Big or Small, It's All in Your Head: Visuo-Haptic Illusion of Size-Change Using Finger-RepositioningabstractHaptic perception of physical sizes increases the realism and immersion in Virtual Reality (VR). Prior work rendered sizes by exerting pressure on the user’s fingertips or employing tangible, shape-changing devices. These interfaces are constrained by the physical shapes they can assume, making it challenging to simulate objects growing larger or smaller than the perceived size of the interface. Motivated by literature on pseudo-haptics describing the strong influence of visuals over haptic perception, this work investigates modulating the perception of size beyond this range. We developed a fixed-sized VR controller leveraging finger-repositioning to create a visuo-haptic illusion of dynamic size-change of handheld virtual objects. Through two user studies, we found that with an accompanying size-changing visual context, users can perceive virtual object sizes up to 44.2% smaller to 160.4% larger than the perceived size of the device. Without the accompanying visuals, a constant size (141.4% of device size) was perceived. Myung Jin Kim 0001, Eyal Ofek, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 4 |
| 2023 | FlowAR: How Different Augmented Reality Visualizations of Online Fitness Videos Support Flow for At-Home Yoga ExercisesabstractOnline fitness video tutorials are an increasingly popular way to stay fit at home without a personal trainer. However, to keep the screen playing the video in view, users typically disrupt their balance and break the motion flow — two main pillars for the correct execution of yoga poses. While past research partially addressed this problem, these approaches supported only a limited view of the instructor and simple movements. To enable the fluid execution of complex full-body yoga exercises, we propose FlowAR, an augmented reality system for home workouts that shows training video tutorials as always-present virtual static and dynamic overlays around the user. We tested different overlay layouts in a study with 16 participants, using motion capture equipment for baseline performance. Then, we iterated the prototype and tested it in a furnished lab simulating home settings with 12 users. Our results highlight the advantages of different visualizations and the system’s general applicability. Hye-Young Jo, Laurenz Seidel, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 4 |
| 2023 | AdHocProx: Sensing Mobile, Ad-Hoc Collaborative Device Formations using Dual Ultra-Wideband RadiosabstractWe present AdHocProx, a system that uses device-relative, inside-out sensing to augment co-located collaboration across multiple devices, without recourse to externally-anchored beacons – or even reliance on WiFi connectivity. Richard Li 0002, Teddy Seyed, Nicolai Marquardt, Eyal Ofek, Steve Hodges 0001, Mike Sinclair, Hugo Romat, Michel Pahud, William Buxton, Ken Hinckley, Nathalie Henry Riche |
CHI | 6 |
| 2023 | Exploring Levels of Control for a Navigation Assistant for Blind TravelersabstractOnly a small percentage of blind and low-vision people use traditional mobility aids such as a cane or a guide dog. Various assistive technologies have been proposed to address the limitations of traditional mobility aids. These devices often give either the user or the device majority of the control. In this work, we explore how varying levels of control affect the users' sense of agency, trust in the device, confidence, and successful navigation. We present Glide, a novel mobility aid with two modes for control: Glide-directed and User-directed. We employ Glide in a study (N=9) in which blind or low-vision participants used both modes to navigate through an indoor environment. Overall, participants found that Glide was easy to use and learn. Most participants trusted Glide despite its current limitations, and their confidence and performance increased as they continued to use Glide. Users' control mode preferences varied in different situations; no single mode "won" in all situations. Vinitha Ranganeni, Mike Sinclair, Eyal Ofek, Amos Miller, Jonathan Campbell, Andrey Kolobov, Edward Cutrell |
HRI | 2 |
| 2022 | SpinOcchio: Understanding Haptic-Visual Congruency of Skin-Slip in VR with a Dynamic Grip ControllerabstractThis paper’s goal is to understand the haptic-visual congruency perception of skin-slip on the fingertips given visual cues in Virtual Reality (VR). We developed SpinOcchio (Spin for the spinning mechanism used, Occhio for the Italian word “eye”), a handheld haptic controller capable of rendering the thickness and slipping of a virtual object pinched between two fingers. This is achieved using a mechanism with spinning and pivoting disks that apply a tangential skin-slip movement to the fingertips. With SpinOcchio, we determined the baseline haptic discrimination threshold for skin-slip, and, using these results, we tested how haptic realism of motion and thickness is perceived with varying visual cues in VR. Surprisingly, the results show that in all cases, visual cues dominate over haptic perception. Based on these results, we suggest applications that leverage skin-slip and grip interaction, contributing further to realistic experiences in VR. Myung Jin Kim 0001, Neung Ryu, Wooje Chang, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 5 |
| 2021 | A Taxonomy of Sounds in Virtual RealityabstractVirtual reality (VR) leverages human sight, hearing and touch senses to convey virtual experiences. For d/Deaf and hard of hearing (DHH) people, information conveyed through sound may not be accessible. To help with future design of accessible VR sound representations for DHH users, this paper contributes a consistent language and structure for representing sounds in VR. Using two studies, we report on the design and evaluation of a novel taxonomy for VR sounds. Study 1 included interviews with 10 VR sound designers to develop our taxonomy along two dimensions: sound source and intent. To evaluate this taxonomy, we conducted another study (Study 2) where eight HCI researchers used our taxonomy to document sounds in 33 VR apps. We found that our taxonomy was able to successfully categorize nearly all sounds (265/267) in these apps. We also uncovered additional insights for designing accessible visual and haptic-based sound substitutes for DHH users. Dhruv Jain, Sasa Junuzovic, Eyal Ofek, Mike Sinclair, John R. Porter, Chris Yoon, Swetha Machanavajhala, Meredith Ringel Morris |
Conference on Designing Interactive Systems | 4 |
| 2021 | GamesBond: Bimanual Haptic Illusion of Physically Connected Objects for Immersive VR Using Grip DeformationabstractVirtual Reality experiences, such as games and simulations, typically support the usage of bimanual controllers to interact with virtual objects. To recreate the haptic sensation of holding objects of various shapes and behaviors with both hands, previous researchers have used mechanical linkages between the controllers that render adjustable stiffness. However, the linkage cannot quickly adapt to simulate dynamic objects, nor it can be removed to support free movements. This paper introduces GamesBond, a pair of 4-DoF controllers without physical linkage but capable to create the illusion of being connected as a single device, forming a virtual bond. The two controllers work together by dynamically displaying and physically rendering deformations of hand grips, and so allowing users to perceive a single connected object between the hands, such as a jumping rope. With a user study and various applications we show that GamesBond increases the realism, immersion, and enjoyment of bimanual interaction. Neung Ryu, Hye-Young Jo, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 4 |
| 2021 | Towards Sound Accessibility in Virtual RealityabstractVirtual reality (VR) leverages sight, hearing, and touch senses to convey virtual experiences. For d/Deaf and hard of hearing (DHH) people, however, information conveyed through sound may not be accessible. While prior work has explored making every day sounds accessible to DHH users, the context of VR is, as yet, unexplored. In this paper, we provide a first comprehensive investigation of sound accessibility in VR. Our primary contributions include a design space for developing visual and haptic substitutes of VR sounds to support DHH users and prototypes illustrating several points within the design space. We also characterize sound accessibility in commonly used VR apps and discuss findings from early evaluations of our prototypes with 11 DHH users and 4 VR developers. Dhruv Jain, Sasa Junuzovic, Eyal Ofek, Mike Sinclair, John R. Porter, Chris Yoon, Swetha Machanavajhala, Meredith Ringel Morris |
ICMI | 4 |
| 2021 | X-Rings: A Hand-mounted 360° Shape Display for Grasping in Virtual RealityabstractX-Rings is a novel hand-mounted 360° shape display for Virtual Reality that renders objects in 3D and responds to user-applied touch and grasping force. Designed as a modular stack of motor-driven expandable rings (5.7-7.7 cm diameter), X-Rings renders radially-symmetric surfaces graspable by the user’s whole hand. The device is strapped to the palm, allowing the fingers to freely make and break contact with the device. Capacitance sensors and motor current sensing provide estimates of finger touch states and gripping force. We present the results of a user study evaluating participants’ ability to associate device-rendered shapes with visually-rendered objects as well as a demo application that allows users to freely interact with a variety of objects in a virtual environment. Eric J. Gonzalez, Eyal Ofek, Mar González-Franco, Mike Sinclair |
UIST | 4 |
| 2021 | HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile RobotsabstractHapticBots introduces a novel encountered-type haptic approach for Virtual Reality (VR) based on multiple tabletop-size shape-changing robots. These robots move on a tabletop and change their height and orientation to haptically render various surfaces and objects on-demand. Compared to previous encountered-type haptic approaches like shape displays or robotic arms, our proposed approach has an advantage in deployability, scalability, and generalizability—these robots can be easily deployed due to their compact form factor. They can support multiple concurrent touch points in a large area thanks to the distributed nature of the robots. We propose and evaluate a novel set of interactions enabled by these robots which include: 1) rendering haptics for VR objects by providing just-in-time touch-points on the user’s hand, 2) simulating continuous surfaces with the concurrent height and position change, and 3) enabling the user to pick up and move VR objects through graspable proxy objects. Finally, we demonstrate HapticBots with various applications, including remote collaboration, education and training, design and 3D modeling, and gaming and entertainment. Ryo Suzuki 0001, Eyal Ofek, Mike Sinclair, Daniel Leithinger, Mar González-Franco |
UIST | 3 |
| 2020 | Asymmetry of Grasp in Haptic PerceptionabstractIn this paper we present evidence that human perception of grasp might be most dependent on the information retrieved during the inward latch rather than the release of objects. This research is motivated by a number of haptic simulations and devices and grounded in perception science. We ran a user study (n=12) with two devices one capable of delivering compliant simulations for both grip and release (CLAW), i.e. symmetric device; the other only capable of delivering adaptive grip simulations (CapstanCrunch), i.e. asymmetric device. We fund that both performed similarly well for realism scores in a grasping task with objects of different stiffness. That similar performance was despite CapstanCrunch release was delivered by a constant spring independently of the compliance of the object. Our results show preliminary evidence that when simulating haptic grasp the release might be less important. And we propose a new theory of asymmetry of grasp in haptic perception. Mar González-Franco, Mike Sinclair, Eyal Ofek |
SAP | 2 |
| 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 | 2 |
| 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 | 7 |
| 2020 | Measuring System Visual Latency through Cognitive Latency on Video See-Through AR devicesabstractMeasuring Visual Latency in VR and AR devices has become increasingly complicated as many of the components will influence others in multiple loops and ultimately affect the human cognitive and sensory perception. In this paper we present a new method based on the idea that the performance of humans on a rapid motor task will remain constant, and that any added delay will correspond to the system latency. We ask users to perform a task inside different video see-through devices and also in front of a computer. We also calculate the latency of the systems using a hardware instrumentation-based measurement technique for bench-marking. Results show that this new form of latency measurement through human cognitive performance can be reliable and comparable to hardware instrumentation-based measurement. Our method is adaptable to many forms of user interaction. It is particularly suitable for systems, such as AR and VR, where externalizing signals is difficult, or where it is important to measure latency while the system is in use by a user. Robert Gruen, Eyal Ofek, Anthony Steed, Ran Gal, Mike Sinclair, Mar González-Franco |
VR | 5 |
| 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 | 2 |
| 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 | 1 |
| 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 | 4 |
| 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 | 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 | 5 |
| 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 | 7 |
| 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 | 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 | 3 |
| 2013 | Understanding touch selection accuracy on flat and hemispherical deformable surfaces
Felipe Bacim, Mike Sinclair, Hrvoje Benko |
Graphics Interface | 2 |
| 2011 | A Non-invasive Wearable Neck-Cuff System for Real-Time Sleep MonitoringabstractSleep is an important part of our lives which affects many life factors such as memory, learning, metabolism and the immune system. Researchers have found correlations between sleep and several diseases such as Chronic Obstructive Pulmonary disease, Chronic Heart Failure, Alzheimer's disease, etc. However, sleep data is mainly recorded and diagnosed in sleep labs or in hospitals for some critical cases with high costs. In this work we develop a non-invasive, wearable neck-cuff system capable of real-time monitoring and visualization of physiological signals. These signals are generated from various sensors housed in a soft neck-worn collar and sent via Bluetooth to a cell phone which stores the data. This data is processed and reported to the user or uploaded to the cloud and/or to a local PC. With this system we are able to monitor people's sleep continuously in a non-invasive and low cost method while at the same time collect a large database for sleep data which may benefit future advances in new findings and possibly enable a diagnosis of other diseases. We show as one of the applications of our system the possible detection of obstructive sleep apnea which is a common sleep disorder. Mahsan Rofouei, Mike Sinclair, Ray Bittner, Tom Blank, Nick Saw, Gerald DeJean, Jeff Heffron |
BSN | 2 |
| 2011 | Motion and Attention in a Kinetic Videoconferencing Proxy
David Sirkin, Gina Venolia, John C. Tang, George G. Robertson, Taemie Jung Kim, Kori Inkpen, Mara Sedlins, Bongshin Lee, Mike Sinclair |
INTERACT (1) | 9 |
| 2010 | User experiences with activity-based navigation on mobile devicesabstractWe introduce activity-based navigation, which uses human activities derived from sensor data to help people navigate, in particular to retrace a "trail" previously taken by that person or another person. Such trails may include step counts, walking up/down stairs or taking elevators, compass directions, and photos taken along a user's path, in addition to absolute positioning (GPS and maps) when available. To explore the user experience of activity-based navigation, we built Greenfield, a mobile device interface for finding a car. We conducted a ten participant user study comparing users' ability to find cars across three different presentations of activity-based information as well as verbal instructions. Our results show that activity-based navigation can be used for car finding and suggest its promise more generally for supporting navigation tasks. We present lessons for future activity-based navigation interfaces, and motivate further work in this space, particularly in the area of robust activity inference. A. J. Bernheim Brush, Amy K. Karlson, James Scott, Raman Sarin, Andy Jacobs, Barry Bond, Oscar Murillo, Galen C. Hunt, Mike Sinclair, Kerry Hammil, Steven Levi |
Mobile HCI | 9 |
| 2009 | Active Lighting for Video ConferencingabstractIn consumer video conferencing, lighting conditions are usually not ideal thus the image qualities are poor. Lighting affects image quality on two aspects: brightness and skin tone. While there has been much research on improving the brightness of the captured images including contrast enhancement and noise removal (which can be thought of as components for brightness improvement), little attention has been paid to the skin tone aspect. In contrast, it is a common knowledge for professional stage lighting designers that lighting affects not only the brightness but also the color tone which plays a critical role in the perceived look of the host and the mood of the stage scene. Inspired by stage lighting design, we propose an active lighting system which automatically adjusts the lighting so that the image looks visually appealing. The system consists of computer controllable light emitting diode light sources of different colors so that it improves not only the brightness but also the skin tone of the face. Given that there is no quantitative formula on what makes a good skin tone, we use a data driven approach to learn a good skin tone model from a collection of photographs taken by professional photographers. We have developed a working system and conducted user studies to validate our approach. Mingxuan Sun 0001, Zicheng Liu 0001, Jingyu Qiu, Zhengyou Zhang, Mike Sinclair |
IEEE Trans. Circuits Syst. Video Technol. | 5 |
| 2006 | Soap: a pointing device that works in mid-airabstractSoap is a pointing device based on hardware found in a mouse, yet works in mid-air. Soap consists of an optical sensor device moving freely inside a hull made of fabric. As the user applies pressure from the outside, the optical sensor moves independent from the hull. The optical sensor perceives this relative motion and reports it as position input. Soap offers many of the benefits of optical mice, such as high-accuracy sensing. We describe the design of a soap prototype and report our experiences with four application scenarios, including a wall display, Windows Media Center, slide presentation, and interactive video games. Patrick Baudisch, Mike Sinclair |
UIST | 2 |
| 2005 | A personal-area network of low-power wireless interfacing devices for handhelds: system and hardware designabstractHandhelds, such as smart-phones and Pocket PCs, have the potential to become the computing, storage, and connectivity hub, or Digital Hub, for pervasive computing. However, their current interfacing paradigms fall short of achieving this goal. To meet this challenge, we present the system and hardware design for a Bluetooth-based personal-area network (PAN) of low-power wireless interfacing devices. The network consists of a wrist-watch, single-hand single-tap multi-finger keypad, smart speech portal, and GPS receiver. These devices serve a handheld in a synergistic fashion, collectively providing the user with immediate and more natural access to computing power and enabling more and better services. Lin Zhong 0001, Mike Sinclair, Niraj K. Jha |
Mobile HCI | 2 |
| 2005 | Foreground and background interaction with sensor-enhanced mobile devicesabstractBuilding on Buxton's foreground/background model, we discuss the importance of explicitly considering both foreground interaction and background interaction, as well as transitions between foreground and background, in the design and implementation of sensing techniques for sensor-enhanced mobile devices. Our view is that the foreground concerns deliberate user activity where the user is attending to the device, while the background is the realm of inattention or split attention, using naturally occurring user activity as an input that allows the device to infer or anticipate user needs. The five questions for sensing systems of Bellotti et al. [2002] proposed as a framework for this special issue, primarily address the foreground, but neglect critical issues with background sensing. To support our perspective, we discuss a variety of foreground and background sensing techniques that we have implemented for sensor-enhanced mobile devices, such as powering on the device when the user picks it up, sensing when the user is holding the device to his ear, automatically switching between portrait and landscape display orientations depending on how the user is holding the device, and scrolling the display using tilt. We also contribute system architecture issues, such as using the foreground/background model to handle cross-talk between multiple sensor-based interaction techniques, and theoretical perspectives, such as a classification of recognition errors based on explicitly considering transitions between the foreground and background. Based on our experiences, we propose design issues and lessons learned for foreground/background sensing systems. Ken Hinckley, Jeffrey S. Pierce, Eric Horvitz, Mike Sinclair |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2004 | Multi-sensory microphones for robust speech detection, enhancement and recognitionabstractIn this paper, we present new hardware prototypes that integrate several heterogeneous sensors into a single headset and describe the underlying DSP techniques for robust speech detection, enhancement and recognition in highly non-stationary noisy environments. We also speculate other business uses with this type of device. Zhengyou Zhang, Zicheng Liu 0001, Mike Sinclair, Alex Acero, Li Deng 0001, Jasha Droppo, Xuedong Huang 0001, Yanli Zheng |
ICASSP (3) | 3 |
| 2003 | UntetheredMicro-Actuators for Autonomous Micro-robot Locomotion: Design, Fabrication, Control, and Performance
Bruce Randall Donald, Christopher G. Levey, Craig D. McGray, Daniela Rus, Mike Sinclair |
ISRR | 5 |
| 2000 | Sensing techniques for mobile interactionabstractWe describe sensing techniques motivated by unique aspects of human-computer interaction with handheld devices in mobile settings.Special features of mobile interaction include changing orientation and position, changing venues, the use of computing as auxiliary to ongoing, real-world activities like talking to a colleague, and the general intimacy of use for such devices.We introduce and integrate a set of sensors into a handheld device, and demonstrate several new functionalities engendered by the sensors, such as recording memos when the device is held like a cell phone, switching between portrait and landscape display modes by holding the device in the desired orientation, automatically powering up the device when the user picks it up the device to start using it, and scrolling the display using tilt.We present an informal experiment, initial usability testing results, and user reactions to these techniques. Ken Hinckley, Jeffrey S. Pierce, Mike Sinclair, Eric Horvitz |
UIST | 3 |
| 1999 | Touch-Sensing Input DevicesabstractWe can touch things, and our senses tell us when our hands are touching something. But most computer input devices cannot detect when the user touches or releases the device or some portion of the device. Thus, adding touch sensors to input devices offers many possibilities for novel interaction techniques. We demonstrate the TouchTrackball and the Scrolling TouchMouse, which use unobtrusive capacitance sensors to detect contact from the users hand without requiring pressure or mechanical actuation of a switch. We further demonstrate how the capabilities of these devices can be matched to an implicit interaction technique, the On-Demand Interface, which uses the passive information captured by touch sensors to fade in or fade out portions of a display depending on what the user is doing; a second technique uses explicit, intentional interaction with touch sensors for enhanced scrolling. We present our new devices in the context of a simple tax- onomy of tactile input technologies. Finally, we discuss the properties of touch-sensing as an input channel in general. Ken Hinckley, Mike Sinclair |
CHI | 2 |
| 1999 | The Videomouse: A Camera-Based Multi-degree-of-freedom Input DeviceabstractThe VideoMouse is a mouse that uses a camera as its input sensor. A real-time vision algorithm determines the six degree-of-freedom mouse posture, consisting of 2D motion, tilt in the forward/back and left/right axes, rotation of the mouse about its vertical axis, and some limited height sensing. Thus, a familiar 2D device can be extended for three-dimensional manipulation, while remaining suitable for standard 2D GUI tasks. We describe techniques for mouse functionality, 3D manipulation, navigating large 2D spaces, and using the camera for lightweight scanning tasks. Ken Hinckley, Mike Sinclair, Erik Hanson, Richard Szeliski, Matthew Conway |
ACM Symposium on User Interface Software and Technology | 2 |
| 1998 | Interaction and Modeling Techniques for Desktop Two-Handed InputabstractWe describe input devices and two-handed interaction techniques to support map navigation tasks. We discuss several design variations and user testing of two-handed navigation techniques, including puck and stylus input on a Wacom tablet, as well as a novel design incorporating a touchpad (for the nonpreferred hand) and a mouse (for the preferred hand). To support the latter technique, we introduce a new input device, the TouchMouse, which is a standard mouse augmented with a pair of one-bit touch sensors, one for the palm and one for the index finger. Finally, we propose several enhancements to Buxton's three-state model of graphical input and extend this model to encompass two-handed input transactions as well. Keywords Two-handed input, three-state model, input devices, tablets, touchpads, TouchMouse, map navigation INTRODUCTION Two-handed input is a promising technique to improve the directness and degree of manipulation afforded by desktop computers. A strong foundation of re... Ken Hinckley, Mary Czerwinski, Mike Sinclair |
ACM Symposium on User Interface Software and Technology | 3 |