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Emily Lynn Chen

dblp:358/8358 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0004-9347-0681ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 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
1 paper
Immersive interaction · 44% Interaction techniques and input · 44% User interface design and tools · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.712023
GestureCanvas: A Programming by Demonstration System for Prototyping Compound Freehand Interaction in VR · UIST 2023
Immersive interaction
virtual prototyping
0.712023
GestureCanvas: A Programming by Demonstration System for Prototyping Compound Freehand Interaction in VR · UIST 2023
User interface design and tools › end-user programming
programming by demonstration
0.212023
GestureCanvas: A Programming by Demonstration System for Prototyping Compound Freehand Interaction in VR · UIST 2023

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

trigger-action authoring · 0.7programming by demonstration · 0.7event-driven state machine · 0.7
YearPublicationVenuePosition
2023 GestureCanvas: A Programming by Demonstration System for Prototyping Compound Freehand Interaction in VR
abstract
As the use of hand gestures becomes increasingly prevalent in virtual reality (VR) applications, prototyping Compound Freehand Interactions (CFIs) effectively and efficiently has become a critical need in the design process. Compound Freehand Interaction (CFI) is a sequence of freehand interactions where each sub-interaction in the sequence conditions the next. Despite the need for interactive prototypes of CFI in the early design stage, creating them is effortful and remains a challenge for designers since it requires a highly technical workflow that involves programming the recognizers, system responses and conditionals for each sub-interaction. To bridge this gap, we present GestureCanvas, a freehand interaction-based immersive prototyping system that enables a rapid, end-to-end, and code-free workflow for designing, testing, refining, and subsequently deploying CFI by leveraging the three pillars of interaction models: event-driven state machine, trigger-action authoring, and programming by demonstration. The design of GestureCanvas includes three novel design elements — (i) appropriating the multimodal recording of freehand interaction into a CFI authoring workspace called Design Canvas, (ii) semi-automatic identification of the input trigger logic from demonstration to reduce the manual effort of setting up triggers for each sub-interaction, (iii) on the fly testing for independently validating the input conditionals in-situ. We validate the workflow enabled by GestureCanvas through an interview study with professional designers and evaluate its usability through a user study with non-experts. Our work lays the foundation for advancing research on immersive prototyping systems allowing even highly complex gestures to be easily prototyped and tested within VR environments.
Anika Sayara, Emily Lynn Chen, Cuong Nguyen 0003, Robert Xiao, Dongwook Yoon
UIST2