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Evan Campbell

dblp:36/6746 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Applied, interdisciplinary, general and emerging 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
2 papers
Interaction techniques and input · 64% Human-robot interaction · 28% Accessibility and assistive technology · 8%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input device
muscle-computer interface
1.322026
Open, Accurate, and Calibration-Free Muscle-Computer Interfaces · CHI 2026
TFTune: Creation and Personalization of Pointing Transfer Functions Using Reinforcement Learning · CHI 2026
Human-robot interaction › human-in-the-loop control
electromyography-based control
1.012026
Open, Accurate, and Calibration-Free Muscle-Computer Interfaces · CHI 2026
Accessibility and assistive technology
alternative input
0.312026
Open, Accurate, and Calibration-Free Muscle-Computer Interfaces · CHI 2026

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

reinforcement learning · 1.0calibration-free decoding · 1.0
YearPublicationVenuePosition
2026 Open, Accurate, and Calibration-Free Muscle-Computer Interfaces
Ethan Eddy, Evan Campbell, Erik J. Scheme, Scott Bateman
CHI2
2026 TFTune: Creation and Personalization of Pointing Transfer Functions Using Reinforcement Learning
abstract
Pointing transfer functions define the mapping between input devices and onscreen cursor movement. Despite being used by millions daily, only marginal improvements in pointing performance have been achieved by tuning transfer functions since the introduction of acceleration-based gains. We present TFTune, a reinforcement learning-based approach for improving pointing by automatically tuning personalized transfer functions. We show that TFTune-generated functions outperform operating system defaults, improving movement times by 7% on macOS when using a trackpad (7 minutes of tuning) and 8% on participants’ personal Windows computers with hardware (i.e. mice and monitors) of varying characteristics (after just 1 minute of tuning). Further, we show that TFTune generalizes beyond traditional pointing devices, providing 16% improvement for a muscle-computer interface (2 minutes of tuning). TFTune demonstrates an initial approach for scalable and meaningful performance improvements in input–output mappings, opening a new direction for exploring the use of machine learning for improving fundamental computer inputs.
Ethan Eddy, Evan Campbell, Erik J. Scheme, Scott Bateman, Géry Casiez
CHI2
2023 Leveraging Task-Specific Context to Improve Unsupervised Adaptation for Myoelectric Control
abstract
While there has been renewed interest in the use of myoelectric control for general-purpose applications, the burden of training and maintaining robust models still limits its real-world viability. Online unsupervised adaptation has been proposed to solve this issue by updating the model using predicted pseudo-labels in real time during regular device use. Until now, however, these unsupervised strategies have been limited as they rely on the very classifier outputs they are adapting, making them ill-suited when there is a drastic shift in the input space (e.g., after donning and doffing a device) or there is insufficient training data. In such situations, leveraging context (i.e., task-specific information that can help understand or assess a circumstance) could provide additional guidance for adaptation and improve its robustness. Although difficult to extract in traditional prosthesis control use cases without additional sensors, context may be more readily available in other general-purpose applications, such as in human-computer interaction. In this study, we explore leveraging context, both positive (i.e., reinforcing correct actions) and negative (i.e., correcting poor actions), for conditioning pseudo-label predictions within an adaptive gamified target acquisition setting. The results show that leveraging this additional con-text significantly outperforms the current state-of-the-art high-confidence unsupervised adaptation (p<0.05) using both offline and online performance metrics. This pilot work contributes novel findings and contextual approaches that do not rely on additional sensors, and thus outlines a promising direction of study for myoelectric control as a reliable and effective interaction technique.
Ethan Eddy, Evan Campbell, Scott Bateman, Erik J. Scheme
SMC2