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Vasco Xu

dblp:339/9529 · DBLP profile ↗
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5ranked-venue papers
4as first author
5since 2021 · last 2026
0000-0003-3990-582XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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
2 papers
Wearable and physiological sensing · 52% Interaction techniques and input · 42% Immersive interaction · 6%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › gesture input
mid-air gestures
1.012026
SurfaceXR: Fusing Smartwatch IMUs and Egocentric Hand Pose for Seamless Surface Interactions · IEEE Trans. Vis. Comput. Graph. 2026
Wearable and physiological sensing
sensor fusion
1.012026
SurfaceXR: Fusing Smartwatch IMUs and Egocentric Hand Pose for Seamless Surface Interactions · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input › surface computing
surface interaction
1.012026
SurfaceXR: Fusing Smartwatch IMUs and Egocentric Hand Pose for Seamless Surface Interactions · IEEE Trans. Vis. Comput. Graph. 2026
Computer vision › Face, body and person analysis
human pose estimation
0.812024
MobilePoser: Real-Time Full-Body Pose Estimation and 3D Human Translation from IMUs in Mobile Consumer Devices · UIST 2024
Computer vision › Face, body and person analysis › human pose estimation › 3d pose estimation
inertial pose estimation
0.812024
MobilePoser: Real-Time Full-Body Pose Estimation and 3D Human Translation from IMUs in Mobile Consumer Devices · UIST 2024
Wearable and physiological sensing › motion capture
full-body pose estimation
0.812024
MobilePoser: Real-Time Full-Body Pose Estimation and 3D Human Translation from IMUs in Mobile Consumer Devices · UIST 2024
Wearable and physiological sensing › motion capture
inertial motion capture
0.812024
MobilePoser: Real-Time Full-Body Pose Estimation and 3D Human Translation from IMUs in Mobile Consumer Devices · UIST 2024
Immersive interaction › extended reality
extended reality interaction
0.312026
SurfaceXR: Fusing Smartwatch IMUs and Egocentric Hand Pose for Seamless Surface Interactions · IEEE Trans. Vis. Comput. Graph. 2026

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

physics-based motion optimizer · 1.5deep neural network · 1.5sensor fusion · 1.0hand tracking · 1.0gesture recognition · 1.0
YearPublicationVenuePosition
2026 SurfaceXR: Fusing Smartwatch IMUs and Egocentric Hand Pose for Seamless Surface Interactions
abstract
Mid-air gestures in Extended Reality (XR) often lead to fatigue, discomfort and imprecision, limiting their suitability for extended use. Surface-based interactions offer a compelling alternative, providing improved accuracy, speed, and comfort. However, current egocentric vision-based methods struggle with reliable surface inputs due to challenges in hand tracking and surface plane estimation from oblique and occluded viewing angles. To this extent, we introduce SurfaceXR, a novel sensor fusion approach that combines headset based hand tracking with micro-vibration data sampled from commodity smartwatch IMUs to enable precise and robust inputs on everyday surfaces. Our system is designed with flexibility in mind - it can function using only hand tracking, only IMU sensing, or optimally with both modalities combined, and remains robust even without explicit surface calibration. Our key insight is that these modalities are complementary - hand tracking provides 3D positional data of hand joints, whereas IMUs supply high-frequency wrist/hand motion data. Our user study across 21 participants validates SurfaceXR's effectiveness in augmenting surface touch tracking and 8 class hand-surface gesture recognition, demonstrating significant improvements over single-modality approaches. Enabled by SurfaceXR, we demonstrate a series of interactive apps for both AR and VR, ranging from on-surface sketching, text entry and gesture-based navigation.
Vasco Xu, Eric J. Gonzalez, Andrea Colaco, Henry Hoffmann, Mar González-Franco, Karan Ahuja
IEEE Trans. Vis. Comput. Graph.1
2025 GAMBLER: A General-Purpose Adaptive Sampling Policy Under Energy Budgets
Vasco Xu, Tejas Kannan, Henry Hoffmann
EWSN1
2025 WatchHAR: Real-time On-device Human Activity Recognition System for Smartwatches
abstract
Despite advances in practical and multimodal fine-grained Human Activity Recognition (HAR), a system that runs entirely on smartwatches in unconstrained environments remains elusive. We present WatchHAR, an audio and inertial-based HAR system that operates fully on smartwatches, addressing privacy and latency issues associated with external data processing. By optimizing each component of the pipeline, WatchHAR achieves compounding performance gains. We introduce a novel architecture that unifies sensor data preprocessing and inference into an end-to-end trainable module, achieving 5x faster processing while maintaining over 90% accuracy across more than 25 activity classes. WatchHAR outperforms state-of-the-art models for event detection and activity classification while running directly on the smartwatch, achieving 9.3 ms processing time for activity event detection and 11.8 ms for multimodal activity classification. This research advances on-device activity recognition, realizing smartwatches' potential as standalone, privacy-aware, and minimally-invasive continuous activity tracking devices.
Taeyoung Yeon, Vasco Xu, Henry Hoffmann, Karan Ahuja
ICMI2
2024 MobilePoser: Real-Time Full-Body Pose Estimation and 3D Human Translation from IMUs in Mobile Consumer Devices
abstract
There has been a continued trend towards minimizing instrumentation for full-body motion capture, going from specialized rooms and equipment, to arrays of worn sensors and recently sparse inertial pose capture methods. However, as these techniques migrate towards lower-fidelity IMUs on ubiquitous commodity devices, like phones, watches, and earbuds, challenges arise including compromised online performance, temporal consistency, and loss of global translation due to sensor noise and drift. Addressing these challenges, we introduce MobilePoser, a real-time system for full-body pose and global translation estimation using any available subset of IMUs already present in these consumer devices. MobilePoser employs a multi-stage deep neural network for kinematic pose estimation followed by a physics-based motion optimizer, achieving state-of-the-art accuracy while remaining lightweight. We conclude with a series of demonstrative applications to illustrate the unique potential of MobilePoser across a variety of fields, such as health and wellness, gaming, and indoor navigation to name a few.
Vasco Xu, Chenfeng Gao, Henry Hoffmann, Karan Ahuja
UIST1
2023 Xs: Interactive Scissor Mechanisms as Portable and Customizable Shape-Changing Interfaces
abstract
Scissor mechanisms are commonly used extension mechanisms for developing lifts, robotic grippers, and mechanical shape-changing toys. The scissor mechanism has several unique features when applied to shape-changing interfaces, namely (1) simple mechanism with 1DoF transformation, (2) expandable transformation capability for interaction design, and (3) modular and customizable linkage design. In this paper, we present Xs, a novel type of shape-changing interface based on scissor mechanisms. The architecture design of Xs is introduced to construct a range of configurations based on the concept of global and local segment modules. Our implementation introduces modular prototypes that allow rich geometric configuration and I/O customization for users/designers to construct different transforming, interactive systems. Based on the prototypes, we present a variety of applications such as a shape-changing gaming controller, scalable and adaptable sensing, and mobile attachments.
Vasco Xu, Ken Nakagaki
TEI1