EDBT 2026 Demo / reviewers in the wild / expert
Shan-Yuan Teng
dblp:198/1884
· DBLP profile ↗
19ranked-venue papers
8as first author
13since 2021 · last 2026
0000-0002-1079-097XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 19 · 8 first-author · 13 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Generative Muscle Stimulation: Providing Users with Physical Assistance by Constraining Multimodal-AI with Embodied KnowledgeabstractElectrical muscle stimulation (EMS) can support physical-assistance (e.g., shaking a spray-can before painting). However, EMS-assistance is highly-specialized because it is (1) fixed (e.g., one program for shaking spray-cans, another for opening windows); and (2) non-contextual (e.g., a spray-can for cooking dispenses cooking-oil, not paint—shaking it is unnecessary). Instead, we explore a different approach where muscle-stimulation instructions are generated considering the user’s context (e.g., pose, location, surroundings). The resulting system is more general—enabling unprecedented EMS interactions (e.g., opening a pill bottle) yet also replicating existing systems (e.g., Affordance++) without task-specific programming. It uses computer-vision/large-language-models to generate EMS-instructions, constraining these to a muscle-stimulation knowledge-base & joint-limits. In our user-study, we found participants successfully completed physical-tasks while guided by generative-EMS, even when EMS-instructions were (purposely) erroneous. Participants understood generated gestures and, even during forced-errors, understood partial-instructions, identified errors, and re-prompted the system. We believe our concept marks a shift toward more general-purpose EMS-interfaces. Yun Ho, Romain Nith, Peili Jiang, Steven He, Bruno Felalaga, Shan-Yuan Teng, Rhea Seeralan, Pedro Lopes 0001 |
CHI | 6 |
| 2026 | Next Generation Wearable Haptics Should Balance Virtual & Real-world FidelityabstractProviding tactile-feedback when users contact virtual-interfaces has been a seminal advance. However, we posit these advances have been explored in isolation from considerations of users’ physical interactions with surrounding-objects. Most touch-interfaces were designed to optimize virtual interfaces, but rarely consider that users also need to feel physical interfaces (e.g., tools, putting on/off headsets). We argue against this being the sole design-objective driving haptic-interfaces; instead, we propose also to optimize the fidelity of the real-world sensations that users feel while wearing a haptic device. We propose a framework to classify touch-devices by measuring not only their abilities to deliver virtual-feedback but also how much they impair physical-feedback—we argue this balancing act is an urgent mainstream need, given the success of Mixed-Reality. Thus, to accelerate the research in this area, we synthesize existing techniques into new conceptual-categories: feel-through, on-demand, relocated, and remote actuators. Finally, we present their pros/cons and discuss a possible roadmap. Shan-Yuan Teng, Yudai Tanaka, Alex Mazursky, Pedro Lopes 0001 |
CHI | 1 |
| 2025 | Seeing with the Hands: A Sensory Substitution That Supports Manual InteractionsabstractSensory-substitution devices enable perceiving objects by translating one modality (e.g., vision) into another (e.g., tactile). While many explored the placement of the haptic-output (e.g., torso, forehead), the camera's location remains largely unexplored—typically seeing from the eyes’ perspective. Instead, we propose that seeing & feeling information from the hands’ perspective could enhance flexibility & expressivity of sensory-substitution devices to support manual interactions with physical objects. To this end, we engineered a back-of-the-hand electrotactile-display that renders tactile images from a wrist-mounted camera, allowing the user's hand to feel objects while reaching & hovering. We conducted a study with sighted/Blind-or-Low-Vision participants who used our eyes vs. hand tactile-perspectives to manipulate bottles and soldering-irons, etc. We found that while both tactile perspectives provided comparable performance, when offered the opportunity to choose, all participants found value in also using the hands’ perspective. Moreover, we observed behaviors when “seeing with the hands” that suggest a more ergonomic object-manipulation. We believe these insights extend the landscape of sensory-substitution devices. Shan-Yuan Teng, Gene S.-H. Kim, Xuanyou Liu, Pedro Lopes 0001 |
CHI | 1 |
| 2024 | Haptic Permeability: Adding Holes to Tactile Devices Improves DexterityabstractFeeling haptics with our fingerpads is how we achieve manual tasks (e.g., operate a needle or press buttons). Following this, research started adding actuators atop the users’ fingerpads to render haptic feedback for interactive virtual environments. Recently, many have moved away from thick actuators (e.g., vibration motors) and turned to electrode-films with electrotactile stimulation—allowing users to still feel some sensations through the devices when touching physical objects (e.g., compliance or some macro features). However, we argue & demonstrate that thin devices are not enough to maximize the user's dexterity. We evaluate how adding small holes to electrotactile films can allow direct contact and thus increase haptic permeability, resulting in: (1) improved perception of tactile features; and (2) improved force control in grasping tasks. Finally, we observed participants in interactive experiences and found that holes can preserve dexterity with physical tasks while still benefiting from haptic feedback. Shan-Yuan Teng, Pedro Lopes 0001 |
CHI | 1 |
| 2024 | Can a Smartwatch Move Your Fingers? Compact and Practical Electrical Muscle Stimulation in a SmartwatchabstractSmartwatches gained popularity in the mainstream, making them into today’s de-facto wearables. Despite advancements in sensing, haptics on smartwatches is still restricted to tactile feedback (e.g., vibration). Most smartwatch-sized actuators cannot render strong force-feedback. Simultaneously, electrical muscle stimulation (EMS) promises compact force-feedback but, to actuate fingers requires users to wear many electrodes on their forearms. While forearm electrodes provide good accuracy, they detract EMS from being a practical force-feedback interface. To address this, we propose moving the electrodes to the wrist—conveniently packing them in the backside of a smartwatch. In our first study, we found that by cross-sectionally stimulating the wrist in 1,728 trials, we can actuate thumb extension, index extension & flexion, middle flexion, pinky flexion, and wrist flexion. Following, we engineered a compact EMS that integrates directly into a smartwatch’s wristband (with a custom stimulator, electrodes, demultiplexers, and communication). In our second study, we found that participants could calibrate our device by themselves <?TeX $\sim 50 \%$?> Math 1 faster than with conventional EMS. Furthermore, all participants preferred the experience of this device, especially for its social acceptability & practicality. We believe that our approach opens new applications for smartwatch-based interactions, such as haptic assistance during everyday tasks. Akifumi Takahashi, Yudai Tanaka, Archit Tamhane, Alan Shen, Shan-Yuan Teng, Pedro Lopes 0001 |
UIST | 5 |
| 2023 | ThermalRouter: Enabling Users to Design Thermally-Sound DevicesabstractUsers often 3D model enclosures that interact with significant heat sources, such as electronics or appliances that generate heat (e.g., CPU, motor, lamps, etc.). While parts made by users might function well aesthetically or structurally, they are rarely thermally-sound. This happens because heat transfer is non-intuitive; thus, engineering thermal solutions is not straightforward. To tackle this, we developed ThermalRouter, a CAD plugin that assists with improving the thermal performance of their models. ThermalRouter automatically converts regions of the model to be made from thermally-conductive materials (such as nylon or metallic-silicone). These regions act as heat channels, branching away from hotspots to dissipate heat. The key is that ThermalRouter automatically simulates the thermal performance of many possible heat channel configurations and presents the user with the most thermally-sound design (e.g., lowest temperature). Furthermore, it allows users to customize by balancing costs, indicating non-modifiable geometry, etc. Most importantly, ThermalRouter achieves this without requiring manual labor to set up or parse the results of complex thermal simulations. Alex Mazursky, Borui Li 0004, Shan-Yuan Teng, Daria Shifrina, Joyce E. Passananti, Svitlana Midianko, Pedro Lopes 0001 |
UIST | 3 |
| 2022 | Prolonging VR Haptic Experiences by Harvesting Kinetic Energy from the UserabstractWe propose a new technical approach to implement untethered VR haptic devices that contain no battery, yet can render on-demand haptic feedback. The key is that via our approach, a haptic device charges itself by harvesting the user's kinetic energy (i.e., movement)—even without the user needing to realize this. This is achieved by integrating the energy-harvesting with the virtual experience, in a responsive manner. Whenever our batteryless haptic device is about to lose power, it switches to harvesting mode (by engaging its clutch to a generator) and, simultaneously, the VR headset renders an alternative version of the current experience that depicts resistive forces (e.g., rowing a boat in VR). As a result, the user feels realistic haptics that corresponds to what they should be feeling in VR, while unknowingly charging the device via their movements. Once the haptic device's supercapacitors are charged, they wake up its microcontroller to communicate with the VR headset. The VR experience can now use the recently harvested power for on-demand haptics, including vibration, electrical or mechanical force-feedback; this process can be repeated, ad infinitum. We instantiated a version of our concept by implementing an exoskeleton (with vibration, electrical & mechanical force-feedback) that harvests the user's arm movements. We validated it via a user study, in which participants, even without knowing the device was harvesting, rated its’ VR experience as more realistic & engaging than with a baseline VR setup. Finally, we believe our approach enables haptics for prolonged uses, especially useful in untethered VR setups, since devices capable of haptic feedback are traditionally only reserved for situations with ample power. Instead, with our approach, a user who engages in hours-long VR and grew accustomed to finding a battery-dead haptic device that no longer works, will simply resurrect the haptic device with their movement. Shan-Yuan Teng, K. D. Wu, Jacqueline Chen, Pedro Lopes 0001 |
UIST | 1 |
| 2021 | Stereo-Smell via Electrical Trigeminal StimulationabstractWe propose a novel type of olfactory device that creates a stereo-smell experience, i.e., directional information about the location of an odor, by rendering the readings of external odor sensors as trigeminal sensations using electrical stimulation of the user's nasal septum. The key is that the sensations from the trigeminal nerve, which arise from nerve-endings in the nose, are perceptually fused with those of the olfactory bulb (the brain region that senses smells). As such, we propose that electrically stimulating the trigeminal nerve is an ideal candidate for stereo-smell augmentation/substitution that, unlike other approaches, does not require implanted electrodes in the olfactory bulb. To realize this, we engineered a self-contained device that users wear across their nasal septum. Our device outputs by stimulating the user's trigeminal nerve using electrical impulses with variable pulse-widths; and it inputs by sensing the user's inhalations using a photoreflector. It measures 10x23 mm and communicates with external gas sensors using Bluetooth. In our user study, we found the key electrical waveform parameters that enable users to feel an odor's intensity (absolute electric charge) and direction (phase order and net charge). In our second study, we demonstrated that participants were able to localize a virtual smell source in the room by using our prototype without any previous training. Using these insights, our device enables expressive trigeminal sensations and could function as an assistive device for people with anosmia, who are unable to smell. Jas Brooks, Shan-Yuan Teng, Jingxuan Wen, Romain Nith, Jun Nishida, Pedro Lopes 0001 |
CHI | 2 |
| 2021 | Elevate: A Walkable Pin-Array for Large Shape-Changing TerrainsabstractCurrent head-mounted displays enable users to explore virtual worlds by simply walking through them (i.e., real-walking VR). This led researchers to create haptic displays that can also simulate different types of elevation shapes. However, existing shape-changing floors are limited by their tabletop scale or the coarse resolution of the terrains they can display due to the limited number of actuators and low vertical resolution. To tackle this challenge, we introduce Elevate, a dynamic and walkable pin-array floor on which users can experience not only large variations in shapes but also the details of the underlying terrain. Our system achieves this by packing 1200 pins arranged on a 1.80 × 0.60m platform, in which each pin can be actuated to one of ten height levels (resolution: 15mm/level). To demonstrate its applicability, we present our haptic floor combined with four walkable applications and a user study that reported increased realism and enjoyment. Seungwoo Je, Hyunseung Lim, Kongpyung Moon, Shan-Yuan Teng, Jas Brooks, Pedro Lopes 0001, Andrea Bianchi |
CHI | 4 |
| 2021 | MagnetIO: Passive yet Interactive Soft Haptic Patches AnywhereabstractWe propose a new type of haptic actuator, which we call MagnetIO, that is comprised of two parts: one battery-powered voice-coil worn on the user's fingernail and any number of interactive soft patches that can be attached onto any surface (everyday objects, user's body, appliances, etc.). When the user's finger wearing our voice-coil contacts any of the interactive patches it detects its magnetic signature via magnetometer and vibrates the patch, adding haptic feedback to otherwise input-only interactions. To allow these passive patches to vibrate, we make them from silicone with regions doped with polarized neodymium powder, resulting in soft and stretchable magnets. This stretchable form-factor allows them to be wrapped to the user's body or everyday objects of various shapes. We demonstrate how these add haptic output to many situations, such as adding haptic buttons to the walls of one's home. In our technical evaluation, we demonstrate that our interactive patches can be excited across a wide range of frequencies (0-500 Hz) and can be tuned to resonate at specific frequencies based on the patch's geometry. Furthermore, we demonstrate that MagnetIO's vibration intensity is as powerful as a typical linear resonant actuator (LRA); yet, unlike these rigid actuators, our passive patches operate as springs with multiple modes of vibration, which enables a wider band around its resonant frequency than an equivalent LRA. Alex Mazursky, Shan-Yuan Teng, Romain Nith, Pedro Lopes 0001 |
CHI | 2 |
| 2021 | Touch&Fold: A Foldable Haptic Actuator for Rendering Touch in Mixed RealityabstractWe propose a nail-mounted foldable haptic device that provides tactile feedback to mixed reality (MR) environments by pressing against the user's fingerpad when a user touches a virtual object. What is novel in our device is that it quickly tucks away when the user interacts with real-world objects. Its design allows it to fold back on top of the user's nail when not in use, keeping the user's fingerpad free to, for instance, manipulate handheld tools and other objects while in MR. To achieve this, we engineered a wireless and self-contained haptic device, which measures 24×24×41 mm and weighs 9.5 g. Furthermore, our foldable end-effector also features a linear resonant actuator, allowing it to render not only touch contacts (i.e., pressure) but also textures (i.e., vibrations). We demonstrate how our device renders contacts with MR surfaces, buttons, low- and high-frequency textures. In our first user study, we found that participants perceived our device to be more realistic than a previous haptic device that also leaves the fingerpad free (i.e., fingernail vibration). In our second user study, we investigated the participants’ experience while using our device in a real-world task that involved physical objects. We found that our device allowed participants to use the same finger to manipulate handheld tools, small objects, and even feel textures and liquids, without much hindrance to their dexterity, while feeling haptic feedback when touching MR interfaces. Shan-Yuan Teng, Romain Nith, Joshua Fonseca, Pedro Lopes 0001 |
CHI | 1 |
| 2021 | DextrEMS: Increasing Dexterity in Electrical Muscle Stimulation by Combining it with BrakesabstractElectrical muscle stimulation (EMS) is an emergent technique that miniaturizes force feedback, especially popular for untethered haptic devices, such as mobile gaming, VR, or AR. However, the actuation displayed by interactive systems based on EMS is coarse and imprecise. EMS systems mostly focus on inducing movements in large muscle groups such as legs, arms, and wrists; whereas individual finger poses, which would be required, for example, to actuate a user's fingers to fingerspell even the simplest letters in sign language, are not possible. The lack of dexterity in EMS stems from two fundamental limitations: (1) lack of independence: when a particular finger is actuated by EMS, the current runs through nearby muscles, causing unwanted actuation of adjacent fingers; and, (2) unwanted oscillations: while it is relatively easy for EMS to start moving a finger, it is very hard for EMS to stop and hold that finger at a precise angle; because, to stop a finger, virtually all EMS systems contract the opposing muscle, typically achieved via controllers (e.g., PID)—unfortunately, even with the best controller tuning, this often results in unwanted oscillations. To tackle these limitations, we propose dextrEMS, an EMS-based haptic device featuring mechanical brakes attached to each finger joint. The key idea behind dextrEMS is that while the EMS actuates the fingers, it is our mechanical brake that stops the finger in a precise position. Moreover, it is also the brakes that allow dextrEMS to select which fingers are moved by EMS, eliminating unwanted movements by preventing adjacent fingers from moving. We implemented dextrEMS as an untethered haptic device, weighing only 68g, that actuates eight finger joints independently (metacarpophalangeal and proximal interphalangeal joints for four fingers), which we demonstrate in a wide range of haptic applications, such as assisted fingerspelling, a piano tutorial, guitar tutorial, and a VR game. Finally, in our technical evaluation, we found that dextrEMS outperformed EMS alone by doubling its independence and reducing unwanted oscillations. Romain Nith, Shan-Yuan Teng, Yujie Tao, Pedro Lopes 0001 |
UIST | 2 |
| 2021 | Altering Perceived Softness of Real Rigid Objects by Restricting Fingerpad DeformationabstractWe propose a haptic device that alters the perceived softness of real rigid objects without requiring to instrument the objects. Instead, our haptic device works by restricting the user's fingerpad lateral deformation via a hollow frame that squeezes the sides of the fingerpad. This causes the fingerpad to become bulgier than it originally was—when users touch an object's surface with their now-restricted fingerpad, they feel the object to be softer than it is. To illustrate the extent of softness illusion induced by our device, touching the tip of a wooden chopstick will feel as soft as a rubber eraser. Our haptic device operates by pulling the hollow frame using a motor. Unlike most wearable haptic devices, which cover up the user's fingerpad to create force sensations, our device creates softness while leaving the center of the fingerpad free, which allows the users to feel most of the object they are interacting with. This makes our device a unique contribution to altering the softness of everyday objects, creating “buttons” by softening protrusions of existing appliances or tangibles, or even, altering the softness of handheld props for VR. Finally, we validated our device through two studies: (1) a psychophysics study showed that the device brings down the perceived softness of any object between 50A-90A to around 40A (on Shore A hardness scale); and (2) a user study demonstrated that participants preferred our device for interactive applications that leverage haptic props, such as making a VR prop feel softer or making a rigid 3D printed remote control feel softer on its button. Yujie Tao, Shan-Yuan Teng, Pedro Lopes 0001 |
UIST | 2 |
| 2020 | Wearable Microphone JammingabstractWe engineered a wearable microphone jammer that is capable of disabling microphones in its user's surroundings, including hidden microphones. Our device is based on a recent exploit that leverages the fact that when exposed to ultrasonic noise, commodity microphones will leak the noise into the audible range. Yuxin Chen 0001, Huiying Li 0001, Shan-Yuan Teng, Steven Nagels, Zhijing Li 0001, Pedro Lopes 0001, Ben Y. Zhao, Haitao Zheng 0001 |
CHI | 3 |
| 2020 | HandMorph: a Passive Exoskeleton that Miniaturizes GraspabstractWe engineered an exoskeleton, which we call HandMorph, that approximates the experience of having a smaller grasping range. It uses mechanical links to transmit motion from the wearer's fingers to a smaller hand with five anatomically correct fingers. The result is that HandMorph miniaturizes a wearer's grasping range while transmitting haptic feedback. Jun Nishida, Soichiro Matsuda, Hiroshi Matsui, Shan-Yuan Teng, Kenji Suzuki 0002, Pedro Lopes 0001 |
UIST | 4 |
| 2019 | Aarnio: Passive Kinesthetic Force Output for Foreground Interactions on an Interactive ChairabstractWe propose a new type of haptic output for foreground interactions on an interactive chair, where input is carried out explicitly in the foreground of the user's consciousness. This type of force output restricts a user's motion by modulating the resistive force when rotating a seat, tilting the backrest, or rolling the chair. These interactions are useful for many applications in a ubiquitous computing environment, ranging from immersive VR games to rapid and private query of information for people who are occupied with other tasks (e.g. in a meeting). We carefully designed and implemented our proposed haptic force output on a standard office chair and determined the recognizability of five force profiles for rotating, tilting, and rolling the chair. We present the result of our studies, as well as a set of novel interaction techniques enabled by this new force output for chairs. Shan-Yuan Teng, Da-Yuan Huang, Jun Gong 0002, Teddy Seyed, Xing-Dong Yang, Bing-Yu Chen 0004 |
CHI | 1 |
| 2019 | TilePoP: Tile-type Pop-up Prop for Virtual RealityabstractWe present TilePoP, a new type of pneumatically-actuated interface deployed as floor tiles which dynamically pop up by inflating into large shapes constructing proxy objects for whole-body interactions in Virtual Reality. TilePoP consists of a 2D array of stacked cube-shaped airbags designed with specific folding structures, enabling each airbag to be inflated into a physical proxy and then deflated down back to its original tile shape when not in use. TilePoP is capable of providing haptic feedback for the whole body and can even support human body weight. Thus, it allows new interaction possibilities in VR. Herein, the design and implementation of TilePoP are described in detail along with demonstrations of its applications and the results of a preliminary user evaluation conducted to understand the users' experience with TilePoP. Shan-Yuan Teng, Cheng-Lung Lin, Chi-Huan Chiang, Tzu-Sheng Kuo, Li-Wei Chan 0001, Da-Yuan Huang, Bing-Yu Chen 0004 |
UIST | 1 |
| 2018 | PuPoP: Pop-up Prop on Palm for Virtual RealityabstractThe sensation of being able to feel the shape of an object when grasping it in Virtual Reality (VR) enhances a sense of presence and the ease of object manipulation. Though most prior works focus on force feedback on fingers, the haptic emulation of grasping a 3D shape requires the sensation of touch using the entire hand. Hence, we present Pop-up Prop on Palm (PuPoP), a light-weight pneumatic shape-proxy interface worn on the palm that pops several airbags up with predefined primitive shapes for grasping. When a user's hand encounters a virtual object, an airbag of appropriate shape, ready for grasping, is inflated by way of the use of air pumps; the airbag then deflates when the object is no longer in play. Since PuPoP is a physical prop, it can provide the full sensation of touch to enhance the sense of realism for VR object manipulation. For this paper, we first explored the design and implementation of PuPoP with multiple shape structures. We then conducted two user studies to further understand its applicability. The first study shows that, when in conflict, visual sensation tends to dominate over touch sensation, allowing a prop with a fixed size to represent multiple virtual objects with similar sizes. The second study compares PuPoP with controllers and free-hand manipulation in two VR applications. The results suggest that utilization of dynamically-changing PuPoP, when grasped by users in line with the shapes of virtual objects, enhances enjoyment and realism. We believe that PuPoP is a simple yet effective way to convey haptic shapes in VR. Shan-Yuan Teng, Tzu-Sheng Kuo, Chi-Huan Chiang, Da-Yuan Huang, Li-Wei Chan 0001, Bing-Yu Chen 0004 |
UIST | 1 |
| 2017 | Outside-In: Visualizing Out-of-Sight Regions-of-Interest in a 360° Video Using Spatial Picture-in-Picture Previewsabstract360-degree video contains a full field of environmental content. However, browsing these videos, either on screens or through head-mounted displays (HMDs), users consume only a subset of the full field of view per a natural viewing experience. This causes a search problem when a region-of-interest (ROI) in a video is outside of the current field of view (FOV) on the screen, or users may search for non-existing ROIs. We propose Outside-In, a visualization technique which re-introduces off-screen regions-of-interest (ROIs) into the main screen as spatial picture-in-picture (PIP) previews. The geometry of the preview windows further encodes a ROI's relative location vis-à-vis the main screen view, allowing for effective navigation. In an 18-participant study, we compare Outside-In with traditional arrow-based guidance within three types of 360-degree video. Results show that Outside-In outperforms in regard to understanding spatial relationship, the storyline of the content and overall preference. Two applications are demonstrated for use with Outside-In in 360-degree video navigation with touchscreens, and live telepresence. Yung-Ta Lin, Yi-Chi Liao 0001, Shan-Yuan Teng, Yi-Ju Chung, Li-Wei Chan 0001, Bing-Yu Chen 0004 |
UIST | 3 |