Md. Rasel Islam

dblp:161/3504 · DBLP profile ↗
← Back
4ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3Security and privacy · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 69% Wearable and physiological sensing · 14% Immersive interaction · 14%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › mobile interaction
smartwatch input
0.522016
The Flat Finger: Exploring Area Touches on Smartwatches · CHI 2016
Beats: Tapping Gestures for Smart Watches · CHI 2015
Interaction techniques and input
touch interaction
0.522016
The Flat Finger: Exploring Area Touches on Smartwatches · CHI 2016
Beats: Tapping Gestures for Smart Watches · CHI 2015
Interaction techniques and input › mobile interaction
wearable device interaction
0.522016
The Flat Finger: Exploring Area Touches on Smartwatches · CHI 2016
Beats: Tapping Gestures for Smart Watches · CHI 2015
Immersive interaction
augmented reality interaction
0.312017
SmoothMoves: Smooth Pursuits Head Movements for Augmented Reality · UIST 2017
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.312017
SmoothMoves: Smooth Pursuits Head Movements for Augmented Reality · UIST 2017
Interaction techniques and input › gesture input
gesture design
0.112015
Beats: Tapping Gestures for Smart Watches · CHI 2015

Methods — techniques the papers use, named apart from their topics

user study · 0.5prototype · 0.3ideation workshop · 0.2qualitative study · 0.2empirical study · 0.2
YearPublicationVenuePosition
2018 The Personal Identification Chord: A Four ButtonAuthentication System for Smartwatches
abstract
Smartwatches support access to a wide range of private information but little is known about the security and usability of existing smartwatch screen lock mechanisms. Prior studies suggest that smartwatch authentication via standard techniques such as 4-digit PINs is challenging and error-prone. We conducted interviews to shed light on current practices, revealing that smartwatch users consider the ten-key keypad required for PIN entry to be hard to use due to its small button sizes. To address this issue, we propose the Personal Identification Chord (PIC), an authentication system based on a four-button chorded keypad that enables users to enter ten different inputs via taps to one or two larger buttons. Two studies assessing usability and security of our technique indicate PICs lead to increases in setup and (modestly) recall time, but can be entered accurately while maintaining high recall rates and may improve guessing entropy compared to PINs.
Ian Oakley, Jun-Ho Huh, Junsung Cho, Geumhwan Cho, Md. Rasel Islam, Hyoungshick Kim
AsiaCCS5
2017 SmoothMoves: Smooth Pursuits Head Movements for Augmented Reality
abstract
SmoothMoves is an interaction technique for augmented reality (AR) based on smooth pursuits head movements. It works by computing correlations between the movements of on-screen targets and the user's head while tracking those targets. The paper presents three studies. The first suggests that head based input can act as an easier and more affordable surrogate for eye-based input in many smooth pursuits interface designs. A follow-up study grounds the technique in the domain of augmented reality, and captures the error rates and acquisition times on different types of AR devices: head-mounted (2.6%, 1965ms) and hand-held (4.9%, 2089ms). Finally, the paper presents an interactive lighting system prototype that demonstrates the benefits of using smooth pursuits head movements in interaction with AR interfaces. A final qualitative study reports on positive feedback regarding the technique's suitability for this scenario. Together, these results indicate show SmoothMoves is viable, efficient and immediately available for a wide range of wearable devices that feature embedded motion sensing.
Augusto Esteves, David Verweij, Liza Suraiya, Md. Rasel Islam, Youryang Lee, Ian Oakley
UIST4
2016 The Flat Finger: Exploring Area Touches on Smartwatches
abstract
Smartwatches are emerging device category that feature highly limited input and display surfaces. We explore how touch contact areas, such as lines generated by flat fingers, can be used to increase input expressivity in these diminutive systems in three ways. Firstly, we present four design themes that emerged from an ideation workshop in which five designers proposed concepts for smartwatch touch area interaction. Secondly, we describe a sensor unit and study that captured user performance with 31 area touches and contrasted this against standard targeting performance. Finally, we describe three demonstration applications that instantiate ideas from the workshop and deploy the most reliably and rapidly produced area touches. We report generally positive user reactions to these demonstrators: the area touch interactions were perceived as quick, convenient and easy to learn and remember. Together this work characterizes how designers can use area touches in watch UIs, which area touches are most appropriate and how users respond to this interaction style.
Ian Oakley, Carina Lindahl, Khanh Le, Doyoung Lee, Md. Rasel Islam
CHI5
2015 Beats: Tapping Gestures for Smart Watches
abstract
Interacting with smartwatches poses new challenges. Although capable of displaying complex content, their extremely small screens poorly match many of the touchscreen interaction techniques dominant on larger mobile devices. Addressing this problem, this paper presents beating gestures, a novel form of input based on pairs of simultaneous or rapidly sequential and overlapping screen taps made by the index and middle finger of one hand. Distinguished simply by their temporal sequence and relative left/right position these gestures are designed explicitly for the very small screens (approx. 40mm square) of smartwatches and to operate without interfering with regular single touch input. This paper presents the design of beating gestures and a rigorous empirical study that characterizes how users perform them -- in a mean of 355ms and with an error rate of 5.5%. We also derive thresholds for reliably distinguishing between simultaneous (under 30ms) and sequential (under 400ms) pairs of screen touches or releases. We then present five interface designs and evaluate them in a qualitative study in which users report valuing the speed and ready availability of beating gestures.
Ian Oakley, Doyoung Lee, Md. Rasel Islam, Augusto Esteves
CHI3