EDBT 2026 Demo / reviewers in the wild / expert
Michel Pahud
dblp:59/2625
· DBLP profile ↗
40ranked-venue papers
2as first author
14since 2021 · last 2025
0000-0003-3924-1189ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 35 · 1 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Intent Tagging: Exploring Micro-Prompting Interactions for Supporting Granular Human-GenAI Co-Creation WorkflowsabstractDespite Generative AI (GenAI) systems' potential for enhancing content creation, users often struggle to effectively integrate GenAI into their creative workflows. Core challenges include misalignment of AI-generated content with user intentions (intent elicitation and alignment), user uncertainty around how to best communicate their intents to the AI system (prompt formulation), and insufficient flexibility of AI systems to support diverse creative workflows (workflow flexibility). Motivated by these challenges, we created IntentTagger: a system for slide creation based on the notion of Intent Tags - small, atomic conceptual units that encapsulate user intent - for exploring granular and non-linear micro-prompting interactions for Human-GenAI co-creation workflows. Our user study with 12 participants provides insights into the value of flexibly expressing intent across varying levels of ambiguity, meta-intent elicitation, and the benefits and challenges of intent tag-driven workflows. We conclude by discussing the broader implications of our findings and design considerations for GenAI-supported content creation workflows. Frederic Gmeiner, Nicolai Marquardt, Michael Bentley, Hugo Romat, Michel Pahud, Asta Roseway, Nikolas Martelaro, Kenneth Holstein, Ken Hinckley, Nathalie Henry Riche |
CHI | 5 |
| 2025 | AI-Instruments: Embodying Prompts as Instruments to Abstract & Reflect Graphical Interface Commands as General-Purpose ToolsabstractChat-based prompts respond with verbose linear-sequential texts, making it difficult to explore and refine ambiguous intents, back up and reinterpret, or shift directions in creative AI-assisted design work. AI-Instruments instead embody "prompts" as interface objects via three key principles: (1) Reification of user-intent as reusable direct-manipulation instruments; (2) Reflection of multiple interpretations of ambiguous user-intents (Reflection-in-intent) as well as the range of AI-model responses (Reflection-in-response) to inform design "moves" towards a desired result; and (3) Grounding to instantiate an instrument from an example, result, or extrapolation directly from another instrument. Further, AI-Instruments leverage LLM's to suggest, vary, and refine new instruments, enabling a system that goes beyond hard-coded functionality by generating its own instrumental controls from content. We demonstrate four technology probes, applied to image generation, and qualitative insights from twelve participants, showing how AI-Instruments address challenges of intent formulation, steering via direct manipulation, and non-linear iterative workflows to reflect and resolve ambiguous intents. Nathalie Henry Riche, Anna Offenwanger, Frederic Gmeiner, Hugo Romat, Michel Pahud, Nicolai Marquardt, Kori Inkpen, Ken Hinckley |
CHI | 6 |
| 2025 | ImaginationVellum: Generative-AI Ideation Canvas with Spatial Prompts, Generative Strokes, and Ideation History
Nicolai Marquardt, Asta Roseway, Hugo Romat, Payod Panda, Michel Pahud, Gonzalo A. Ramos, Steven Mark Drucker, Andrew D. Wilson, Ken Hinckley, Nathalie Henry Riche |
UIST | 5 |
| 2024 | Big or Small, It's All in Your Head: Visuo-Haptic Illusion of Size-Change Using Finger-RepositioningabstractHaptic perception of physical sizes increases the realism and immersion in Virtual Reality (VR). Prior work rendered sizes by exerting pressure on the user’s fingertips or employing tangible, shape-changing devices. These interfaces are constrained by the physical shapes they can assume, making it challenging to simulate objects growing larger or smaller than the perceived size of the interface. Motivated by literature on pseudo-haptics describing the strong influence of visuals over haptic perception, this work investigates modulating the perception of size beyond this range. We developed a fixed-sized VR controller leveraging finger-repositioning to create a visuo-haptic illusion of dynamic size-change of handheld virtual objects. Through two user studies, we found that with an accompanying size-changing visual context, users can perceive virtual object sizes up to 44.2% smaller to 160.4% larger than the perceived size of the device. Without the accompanying visuals, a constant size (141.4% of device size) was perceived. Myung Jin Kim 0001, Eyal Ofek, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 3 |
| 2023 | Beyond Audio: Towards a Design Space of Headphones as a Site for Interaction and SensingabstractVia Research through Design (RtD), we explore the potential of headphones as a general-purpose input device for both foreground motion-gestures as well as background sensing of user activity. As a familiar wearable device, headphones offer a compelling site for head-situated interaction and sensing. Using emerging sensing modalities such as inertial motion, capacitive touch sensing, and depth cameras, our implemented prototypes explore sensing and interaction techniques that offer a range of compelling capabilities. Payod Panda, Molly Jane Pearce Nicholas, Eyal Ofek, Michel Pahud, Sean Rintel, Mar González-Franco, Ken Hinckley, Jaron Lanier |
Conference on Designing Interactive Systems | 5 |
| 2023 | FlowAR: How Different Augmented Reality Visualizations of Online Fitness Videos Support Flow for At-Home Yoga ExercisesabstractOnline fitness video tutorials are an increasingly popular way to stay fit at home without a personal trainer. However, to keep the screen playing the video in view, users typically disrupt their balance and break the motion flow — two main pillars for the correct execution of yoga poses. While past research partially addressed this problem, these approaches supported only a limited view of the instructor and simple movements. To enable the fluid execution of complex full-body yoga exercises, we propose FlowAR, an augmented reality system for home workouts that shows training video tutorials as always-present virtual static and dynamic overlays around the user. We tested different overlay layouts in a study with 16 participants, using motion capture equipment for baseline performance. Then, we iterated the prototype and tested it in a furnished lab simulating home settings with 12 users. Our results highlight the advantages of different visualizations and the system’s general applicability. Hye-Young Jo, Laurenz Seidel, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 3 |
| 2023 | AdHocProx: Sensing Mobile, Ad-Hoc Collaborative Device Formations using Dual Ultra-Wideband RadiosabstractWe present AdHocProx, a system that uses device-relative, inside-out sensing to augment co-located collaboration across multiple devices, without recourse to externally-anchored beacons – or even reliance on WiFi connectivity. Richard Li 0002, Teddy Seyed, Nicolai Marquardt, Eyal Ofek, Steve Hodges 0001, Mike Sinclair, Hugo Romat, Michel Pahud, William Buxton, Ken Hinckley, Nathalie Henry Riche |
CHI | 8 |
| 2023 | Escapement: A Tool for Interactive Prototyping with Video via Sensor-Mediated Abstraction of TimeabstractWe present Escapement, a video prototyping tool that introduces a powerful new concept for prototyping screen-based interfaces by flexibly mapping sensor values to dynamic playback control of videos. This recasts the time dimension of video mock-ups as sensor-mediated interaction. Molly Jane Pearce Nicholas, Nicolai Marquardt, Michel Pahud, Nathalie Henry Riche, Hugo Romat, Christopher Collins 0001, David Ledo, Rohan Kadekodi, Badrish Chandramouli, Ken Hinckley |
CHI | 3 |
| 2022 | SpinOcchio: Understanding Haptic-Visual Congruency of Skin-Slip in VR with a Dynamic Grip ControllerabstractThis paper’s goal is to understand the haptic-visual congruency perception of skin-slip on the fingertips given visual cues in Virtual Reality (VR). We developed SpinOcchio (Spin for the spinning mechanism used, Occhio for the Italian word “eye”), a handheld haptic controller capable of rendering the thickness and slipping of a virtual object pinched between two fingers. This is achieved using a mechanism with spinning and pivoting disks that apply a tangential skin-slip movement to the fingertips. With SpinOcchio, we determined the baseline haptic discrimination threshold for skin-slip, and, using these results, we tested how haptic realism of motion and thickness is perceived with varying visual cues in VR. Surprisingly, the results show that in all cases, visual cues dominate over haptic perception. Based on these results, we suggest applications that leverage skin-slip and grip interaction, contributing further to realistic experiences in VR. Myung Jin Kim 0001, Neung Ryu, Wooje Chang, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 4 |
| 2022 | Understanding Multi-Device Usage Patterns: Physical Device Configurations and Fragmented WorkflowsabstractTo better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a historically significant moment of transition to a new future of remote work, an existing trend dramatically accelerated by the abrupt switch to work-from-home (and having to contend with the demands of home-at-work) during the COVID-19 pandemic. We surveyed 97 participants, and collected photographs of home setups and open-ended answers to 50 questions categorized in 5 themes. We characterize the wide range of multi-device physical configurations and identify five usage patterns, including: partitioning tasks, integrating multi-device usage, cloning tasks to other devices, expanding tasks and inputs to multiple devices, and migrating between devices. Our analysis also sheds light on the benefits and challenges people face when their workflow is fragmented across multiple devices. These insights have implications for the design of multi-device experiences that support people’s fragmented workflows. Ye Yuan 0010, Nathalie Henry Riche, Nicolai Marquardt, Molly Jane Pearce Nicholas, Teddy Seyed, Hugo Romat, Bongshin Lee, Michel Pahud, Jonathan Goldstein, Rojin Vishkaie, Christian Holz 0001, Ken Hinckley |
CHI | 8 |
| 2022 | PoVRPoint: Authoring Presentations in Mobile Virtual RealityabstractVirtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint-a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with the interaction capabilities afforded by VR. We study the utility of extended display space to, for example, assist users in identifying target slides, supporting spatial manipulation of objects on a slide, creating animations, and facilitating arrangements of multiple, possibly occluded shapes or objects. Among other things, our results indicate that 1) the wide field of view afforded by VR results in significantly faster target slide identification times compared to a tablet-only interface for visually salient targets; and 2) the three-dimensional view in VR enables significantly faster object reordering in the presence of occlusion compared to two baseline interfaces. A user study further confirmed that the interaction techniques were found to be usable and enjoyable. Verena Biener, Travis Gesslein, Daniel Schneider 0006, Felix Kawala, Alexander Otte, Per Ola Kristensson, Michel Pahud, Eyal Ofek, Cuauhtli Campos, Matjaz Kljun, Klen Copic Pucihar, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2022 | Quantifying the Effects of Working in VR for One WeekabstractVirtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding such long-term effects. Specifically, we report on a comparative study $i$, in which participants were working in VR for an entire week-for five days, eight hours each day-as well as in a baseline physical desktop environment. This study aims to quantify the effects of exchanging a desktop-based work environment with a VR-based environment. Hence, during this study, we do not present the participants with the best possible VR system but rather a setup delivering a comparable experience to working in the physical desktop environment. The study reveals that, as expected, VR results in significantly worse ratings across most measures. Among other results, we found concerning levels of simulator sickness, below average usability ratings and two participants dropped out on the first day using VR, due to migraine, nausea and anxiety. Nevertheless, there is some indication that participants gradually overcame negative first impressions and initial discomfort. Overall, this study helps lay the groundwork for subsequent research, by clearly highlighting current shortcomings and identifying opportunities for improving the experience of working in VR. Verena Biener, Snehanjali Kalamkar, Negar Nouri, Eyal Ofek, Michel Pahud, John J. Dudley, Jinghui Hu, Per Ola Kristensson, Maheshya Weerasinghe, Klen Copic Pucihar, Matjaz Kljun, Stephan Streuber, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | GamesBond: Bimanual Haptic Illusion of Physically Connected Objects for Immersive VR Using Grip DeformationabstractVirtual Reality experiences, such as games and simulations, typically support the usage of bimanual controllers to interact with virtual objects. To recreate the haptic sensation of holding objects of various shapes and behaviors with both hands, previous researchers have used mechanical linkages between the controllers that render adjustable stiffness. However, the linkage cannot quickly adapt to simulate dynamic objects, nor it can be removed to support free movements. This paper introduces GamesBond, a pair of 4-DoF controllers without physical linkage but capable to create the illusion of being connected as a single device, forming a virtual bond. The two controllers work together by dynamically displaying and physically rendering deformations of hand grips, and so allowing users to perceive a single connected object between the hands, such as a jumping rope. With a user study and various applications we show that GamesBond increases the realism, immersion, and enjoyment of bimanual interaction. Neung Ryu, Hye-Young Jo, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 3 |
| 2021 | AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware ArmaturesabstractAirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air — with 2–5 armatures poseable in 7DoF within the same workspace — to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. Nicolai Marquardt, Nathalie Henry Riche, Christian Holz 0001, Hugo Romat, Michel Pahud, Frederik Brudy, David Ledo, Chunjong Park, Molly Jane Pearce Nicholas, Teddy Seyed, Eyal Ofek, Bongshin Lee, William Buxton, Ken Hinckley |
UIST | 5 |
| 2020 | Pen-based Interaction with Spreadsheets in Mobile Virtual RealityabstractVirtual Reality (VR) can enhance the display and interaction of mobile knowledge work and in particular, spreadsheet applications. While spreadsheets are widely used yet are challenging to interact with, especially on mobile devices, using them in VR has not been explored in depth. A special uniqueness of the domain is the contrast between the immersive and large display space afforded by VR, contrasted by the very limited interaction space that may be afforded for the information worker on the go, such as an airplane seat or a small work-space. To close this gap, we present a tool-set for enhancing spreadsheet interaction on tablets using immersive VR headsets and pen-based input. This combination opens up many possibilities for enhancing the productivity for spreadsheet interaction. We propose to use the space around and in front of the tablet for enhanced visualization of spreadsheet data and meta-data. For example, extending sheet display beyond the bounds of the physical screen, or easier debugging by uncovering hidden dependencies between sheet's cells. Combining the precise on-screen input of a pen with spatial sensing around the tablet, we propose tools for the efficient creation and editing of spreadsheets functions such as off-the-screen layered menus, visualization of sheets dependencies, and gaze-and-touch-based switching between spreadsheet tabs. We study the feasibility of the proposed tool-set using a video-based online survey and an expert-based assessment of indicative human performance potential. Travis Gesslein, Verena Biener, Philipp Gagel, Daniel Schneider 0006, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert |
ISMAR | 7 |
| 2020 | SurfaceFleet: Exploring Distributed Interactions Unbounded from Device, Application, User, and TimeabstractKnowledge work increasingly spans multiple computing surfaces. Yet in status quo user experiences, content as well as tools, behaviors, and workflows are largely bound to the current device-running the current application, for the current user, and at the current moment in time. SurfaceFleet is a system and toolkit that uses resilient distributed programming techniques to explore cross-device interactions that are unbounded in these four dimensions of device, application, user, and time. As a reference implementation, we describe an interface built using SurfaceFleet that employs lightweight, semi-transparent UI elements known as Applets. Applets appear always-on-top of the operating system, application windows, and (conceptually) above the device itself. But all connections and synchronized data are virtualized and made resilient through the cloud. For example, a sharing Applet known as a Portfolio allows a user to drag and drop unbound Interaction Promises into a document. Such promises can then be fulfilled with content asynchronously, at a later time (or multiple times), from another device, and by the same or a different user. Frederik Brudy, David Ledo, Michel Pahud, Nathalie Henry Riche, Christian Holz 0001, Anand Waghmare, Hemant Bhaskar Surale, Marcus Peinado, Xiaokuan Zhang, Shannon Joyner, Badrish Chandramouli, Umar Farooq Minhas, Jonathan Goldstein, William Buxton, Ken Hinckley |
UIST | 3 |
| 2020 | Tilt-Responsive Techniques for Digital Drawing BoardsabstractDrawing boards offer a self-stable work surface that is continuously adjustable. On digital displays, such as the Microsoft Surface Studio, these properties open up a class of techniques that sense and respond to tilt adjustments. Each display posture-whether angled high, low, or somewhere in-between-affords some activities, but not others. Because what is appropriate also depends on the application and task, we explore a range of app-specific transitions between reading vs. writing (annotation), public vs. personal, shared person-space vs. task-space, and other nuances of input and feedback, contingent on display angle. Continuous responses provide interactive transitions tailored to each use-case. We show how a variety of knowledge work scenarios can use sensed display adjustments to drive context-appropriate transitions, as well as technical software details of how to best realize these concepts. A preliminary remote user study suggests that techniques must balance effort required to adjust tilt, versus the potential benefits of a sensed transition. Hugo Romat, Christopher Collins 0001, Nathalie Henry Riche, Michel Pahud, Christian Holz 0001, Adam Riddle, William Buxton, Ken Hinckley |
UIST | 4 |
| 2020 | Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge WorkersabstractVirtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications. Verena Biener, Daniel Schneider 0006, Travis Gesslein, Alexander Otte, Bastian Kuth, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2019 | DrawMyPhoto: Assisting Novices in Drawing from PhotographsabstractWe present DrawMyPhoto, an interactive system that can assist a drawing novice in producing a quality drawing by automatically parsing a photograph in to a step-by-step drawing tutorial. The system utilizes image processing to produce distinct line work and shading steps from the photograph, and offers novel real-time feedback on pressure and tilt, along with grip suggestions as the user completes the tutorial. Our evaluation showed that the generated steps and real-time assistance allowed novices to produce significantly better drawings than with a more traditional grid-based approach, particularly with respect to accuracy, shading, and details. This was confirmed by domain experts who blindly rated the drawings. The participants responded well to the real-time feedback, and believed it helped them learn proper shading techniques and the order in which a drawing should be approached. We saw promising potential in the tool to boost the confidence of novices and lower the barrier to artistic creation. Blake Williford, Abhay Doke, Michel Pahud, Ken Hinckley, Tracy Anne Hammond |
Creativity & Cognition | 3 |
| 2019 | DataToon: Drawing Dynamic Network Comics With Pen + Touch InteractionabstractComics are an entertaining and familiar medium for presenting compelling stories about data. However, existing visualization authoring tools do not leverage this expressive medium. In this paper, we seek to incorporate elements of comics into the construction of data-driven stories about dynamic networks. We contribute DataToon, a flexible data comic storyboarding tool that blends analysis and presentation with pen and touch interactions. A storyteller can use DataToon rapidly generate visualization panels, annotate them, and position them within a canvas to produce a visually compelling narrative. In a user study, participants quickly learned to use DataToon for producing data comics. Nathalie Henry Riche, Benjamin Bach, Guanpeng Xu, Matthew Brehmer, Ken Hinckley, Michel Pahud, Haijun Xia, Michael J. McGuffin, Hanspeter Pfister |
CHI | 7 |
| 2019 | Sensing Posture-Aware Pen+Touch Interaction on TabletsabstractMany status-quo interfaces for tablets with pen + touch input capabilities force users to reach for device-centric UI widgets at fixed locations, rather than sensing and adapting to the user-centric posture. To address this problem, we propose sensing techniques that transition between various nuances of mobile and stationary use via postural awareness. These postural nuances include shifting hand grips, varying screen angle and orientation, planting the palm while writing or sketching, and detecting what direction the hands approach from. To achieve this, our system combines three sensing modalities: 1) raw capacitance touchscreen images, 2) inertial motion, and 3) electric field sensors around the screen bezel for grasp and hand proximity detection. We show how these sensors enable posture-aware pen+touch techniques that adapt interaction and morph user interface elements to suit fine-grained contexts of body-, arm-, hand-, and grip-centric frames of reference. Yang Zhang 0041, Michel Pahud, Christian Holz 0001, Haijun Xia, Gierad Laput, Michael J. McGuffin, Xiao Tu, Andrew Mittereder, William Buxton, Ken Hinckley |
CHI | 2 |
| 2019 | Inking Your Insights: Investigating Digital Externalization Behaviors During Data AnalysisabstractExternalizing one's thoughts can be helpful during data analysis, such as which one marks interesting data, notes hypotheses, and draws diagrams. In this paper, we present two exploratory studies conducted to investigate types and use of externalizations during the analysis process. We first studied how people take notes during different stages of data analysis using VoyagerNote, a visualization recommendation system augmented to support text annotations, and coupled with participants' favorite external note-taking tools (e.g., word processor, pen & paper). Externalizations manifested mostly as notes written on paper or in a word processor, with annotations atop views used almost exclusively in the initial phase of analysis. In the second study, we investigated two specific opportunities: (1) integrating digital pen input to facilitate the use of free-form externalizations and (2) providing a more explicit linking between visualizations and externalizations. We conducted the study with VoyagerInk, a visualization system that enabled free-form externalization with a digital pen as well as touch interactions to link externalizations to data. Participants created more graphical externalizations with VoyagerInk and revisited over half of their externalizations via the linking mechanism. Reflecting on the findings from these two studies, we discuss implications for the design of data analysis tools. Yea-Seul Kim, Nathalie Henry Riche, Bongshin Lee, Matthew Brehmer, Michel Pahud, Ken Hinckley, Jessica Hullman |
ISS | 5 |
| 2019 | ReconViguRation: Reconfiguring Physical Keyboards in Virtual RealityabstractPhysical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area. Daniel Schneider 0006, Alexander Otte, Travis Gesslein, Philipp Gagel, Bastian Kuth, Mohamad Shahm Damlakhi, Oliver Dietz, Eyal Ofek, Michel Pahud, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 9 |
| 2018 | Effects of Hand Representations for Typing in Virtual RealityabstractAlphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of the keyboard, without occlusion by the user's physical hands. Several hand representations have been proposed for typing in VR on standard physical keyboards. However, to date, these hand representations have not been compared regarding their performance and effects on presence for VR text entry. Our work addresses this gap by comparing existing hand representations with minimalistic fingertip visualization. We study the effects of four hand representations (no hand representation, inverse kinematic model, fingertip visualization using spheres and video inlay) on typing in VR using a standard physical keyboard with 24 participants. We found that the fingertip visualization and video inlay both resulted in statistically significant lower text entry error rates compared to no hand or inverse kinematic model representations. We found no statistical differences in text entry speed. Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, Per Ola Kristensson |
VR | 4 |
| 2018 | Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard KeyboardsabstractWe study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual feedback, and examine the efficiency of different strategies of use. We analyze a total of 24 hours of typing data in VR from 24 participants and find that novice users are able to retain about 60% of their typing speed on a desktop keyboard and about 40-45% of their typing speed on a touchscreen keyboard. We also find no significant learning effects, indicating that users can transfer their typing skills fast into VR. Besides investigating baseline performances, we study the position in which keyboards and hands are rendered in space. We find that this does not adversely affect performance for desktop keyboard typing and results in a performance trade-off for touchscreen keyboard typing. Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, Per Ola Kristensson |
VR | 4 |
| 2017 | Thumb + Pen Interaction on TabletsabstractModern tablets support simultaneous pen and touch input, but it remains unclear how to best leverage this capability for bimanual input when the nonpreferred hand holds the tablet. We explore Thumb + Pen interactions that support simultaneous pen and touch interaction, with both hands, in such situations. Our approach engages the thumb of the device-holding hand, such that the thumb interacts with the touch screen in an indirect manner, thereby complementing the direct input provided by the preferred hand. For instance, the thumb can determine how pen actions (articulated with the opposite hand) are interpreted. Alternatively, the pen can point at an object, while the thumb manipulates one or more of its parameters through indirect touch. Our techniques integrate concepts in a novel way that derive from marking menus, spring-loaded modes, indirect input, and multi-touch conventions. Our overall approach takes the form of a set of probes, each representing a meaningfully distinct class of application. They serve as an initial exploration of the design space at a level which will help determine the feasibility of supporting bimanual interaction in such contexts, and the viability of the Thumb + Pen techniques in so doing. Ken Pfeuffer, Ken Hinckley, Michel Pahud, William Buxton |
CHI | 3 |
| 2017 | WritLarge: Ink Unleashed by Unified Scope, Action, & ZoomabstractWritLarge is a freeform canvas for early-stage design on electronic whiteboards with pen+touch input. The system aims to support a higher-level flow of interaction by 'chunking' the traditionally disjoint steps of selection and action into unified selection-action phrases. This holistic goal led us to address two complementary aspects: SELECTION, for which we devise a new technique known as the Zoom-Catcher that integrates pinch-to-zoom and selection in a single gesture for fluidly selecting and acting on content; plus: ACTION, where we demonstrate how this addresses the combined issues of navigating, selecting, and manipulating content. In particular, the designer can transform select ink strokes in flexible and easily-reversible representations via semantic, structural, and temporal axes of movement that are defined as conceptual 'moves' relative to the specified content. Haijun Xia, Ken Hinckley, Michel Pahud, Xiao Tu, William Buxton |
CHI | 3 |
| 2016 | Pre-Touch Sensing for Mobile InteractionabstractTouchscreens continue to advance including progress towards sensing fingers proximal to the display. We explore this emerging pre-touch modality via a self-capacitance touchscreen that can sense multiple fingers above a mobile device, as well as grip around the screen's edges. This capability opens up many possibilities for mobile interaction. For example, using pre-touch in an anticipatory role affords an "ad-lib interface" that fades in a different UI--appropriate to the context--as the user approaches one-handed with a thumb, two-handed with an index finger, or even with a pinch or two thumbs. Or we can interpret pre-touch in a retroactive manner that leverages the approach trajectory to discern whether the user made contact with a ballistic vs. a finely-targeted motion. Pre-touch also enables hybrid touch + hover gestures, such as selecting an icon with the thumb while bringing a second finger into range to invoke a context menu at a convenient location. Collectively these techniques illustrate how pre-touch sensing offers an intriguing new back-channel for mobile interaction. Ken Hinckley, Seongkook Heo, Michel Pahud, Christian Holz 0001, Hrvoje Benko, Abigail Sellen, Richard Banks, Kenton O'Hara, Gavin Smyth, William Buxton |
CHI | 3 |
| 2016 | GlassHands: Interaction Around Unmodified Mobile Devices Using SunglassesabstractWe present a novel approach for extending the input space around unmodified mobile devices. Using built-in front-facing cameras of unmodified handheld devices, GlassHands estimates hand poses and gestures through reflections in sunglasses, ski goggles or visors. Thereby, GlassHands creates an enlarged input space, rivaling input reach on large touch displays. We introduce the idea along with its technical concept and implementation. We demonstrate the feasibility and potential of our proposed approach in several application scenarios, such as map browsing or drawing using a set of interaction techniques previously possible only with modified mobile devices or on large touch displays. Our research is backed up with a user study. Jens Grubert, Eyal Ofek, Michel Pahud, Matthias Kranz, Dieter Schmalstieg |
ISS | 3 |
| 2016 | Wearables as Context for Guiard-abiding Bimanual TouchabstractWe explore the contextual details afforded by wearable devices to support multi-user, direct-touch interaction on electronic whiteboards in a way that-unlike previous work-can be fully consistent with natural bimanual-asymmetric interaction as set forth by Guiard. Andrew M. Webb 0001, Michel Pahud, Ken Hinckley, William Buxton |
UIST | 2 |
| 2015 | Sensing Tablet Grasp + Micro-mobility for Active ReadingabstractThe orientation and repositioning of physical artefacts (such as paper documents) to afford shared viewing of content, or to steer the attention of others to specific details, is known as micro-mobility. But the role of grasp in micro-mobility has rarely been considered, much less sensed by devices. We therefore employ capacitive grip sensing and inertial motion to explore the design space of combined grasp + micro-mobility by considering three classes of technique in the context of active reading. Single user, single device techniques support grip-influenced behaviors such as bookmarking a page with a finger, but combine this with physical embodiment to allow flipping back to a previous location. Multiple user, single device techniques, such as passing a tablet to another user or working side-by-side on a single device, add fresh nuances of expression to co-located collaboration. And single user, multiple device techniques afford facile cross-referencing of content across devices. Founded on observations of grasp and micro-mobility, these techniques open up new possibilities for both individual and collaborative interaction with electronic documents. Dongwook Yoon, Ken Hinckley, Hrvoje Benko, François Guimbretière, Pourang Irani, Michel Pahud, Marcel Gavriliu |
UIST | 6 |
| 2015 | The utility of Magic Lens interfaces on handheld devices for touristic map navigation
Jens Grubert, Michel Pahud, Raphaël Grasset, Dieter Schmalstieg, Hartmut Seichter |
Pervasive Mob. Comput. | 2 |
| 2014 | Experimental study of stroke shortcuts for a touchscreen keyboard with gesture-redundant keys removed
Ahmed Sabbir Arif, Michel Pahud, Ken Hinckley, William Buxton |
Graphics Interface | 2 |
| 2014 | Sensing techniques for tablet+stylus interactionabstractWe explore grip and motion sensing to afford new techniques that leverage how users naturally manipulate tablet and stylus devices during pen + touch interaction. We can detect whether the user holds the pen in a writing grip or tucked between his fingers. We can distinguish bare-handed inputs, such as drag and pinch gestures produced by the nonpreferred hand, from touch gestures produced by the hand holding the pen, which necessarily impart a detectable motion signal to the stylus. We can sense which hand grips the tablet, and determine the screen's relative orientation to the pen. By selectively combining these signals and using them to complement one another, we can tailor interaction to the context, such as by ignoring unintentional touch inputs while writing, or supporting contextually-appropriate tools such as a magnifier for detailed stroke work that appears when the user pinches with the pen tucked between his fingers. These and other techniques can be used to impart new, previously unanticipated subtleties to pen + touch interaction on tablets. Ken Hinckley, Michel Pahud, Hrvoje Benko, Pourang Irani, François Guimbretière, Marcel Gavriliu, Xiang 'Anthony' Chen, Fabrice Matulic, William Buxton, Andrew D. Wilson |
UIST | 2 |
| 2013 | A tap and gesture hybrid method for authenticating smartphone usersabstractThis paper presents a new tap and gesture hybrid method for authenticating mobile device users. The new technique augments four simple gestures - up, down, left, and right, to the dominant digit lock technique, allowing users to either tap or perform any one of the four gestures on the digit keys. It offers in total 6250000 unique four-symbol password combinations, which is substantially more than the conventional techniques. Results of a pilot study showed that the new technique was slower and more error prone than the digit lock technique. However, we believe with practice it could get faster and more accurate. Also, most users were comfortable and all of them felt more secured while using the new technique. Ahmed Sabbir Arif, Michel Pahud, Ken Hinckley, William Buxton |
Mobile HCI | 2 |
| 2013 | Toward compound navigation tasks on mobiles via spatial manipulationabstractWe contrast the Chameleon Lens, which uses 3D movement of a mobile device held in the nonpreferred hand to support panning and zooming, with the Pinch-Flick-Drag metaphor of directly manipulating the view using multi-touch gestures. Lens-like approaches have significant potential because they can support navigation-selection, navigation-annotation, and other such compound tasks by off-loading navigation to the nonpreferred hand while the preferred hand annotates, marks a location, or draws a path on the screen. Our experimental results show that the Chameleon Lens is significantly slower than Pinch-Flick-Drag for the navigation subtask in isolation. But our studies also reveal that for navigation between a few known targets the lens performs significantly faster, that differences between the Chameleon Lens and Pinch-Flick-Drag rapidly diminish as users gain experience, and that in the context of a compound navigation-annotation task, the lens performs as well as Pinch-Flick-Drag despite its deficit for the navigation subtask itself. Michel Pahud, Ken Hinckley, Shamsi T. Iqbal, Abigail Sellen, William Buxton |
Mobile HCI | 1 |
| 2012 | Informal information gathering techniques for active readingabstractGatherReader is a prototype e-reader with both pen and multi-touch input that illustrates several interesting design trade-offs to fluidly interleave content consumption behaviors (reading and flipping through pages) with information gathering and informal organization activities geared to active reading tasks. These choices include (1) relaxed precision for casual specification of scope; (2) multiple object collection via a visual clipboard; (3) flexible workflow via deferred action; and (4) complementary use of pen+touch. Our design affords active reading by limiting the transaction costs for secondary subtasks, while keeping users in the flow of the primary task of reading itself. Ken Hinckley, Xiaojun Bi 0001, Michel Pahud, William Buxton |
CHI | 3 |
| 2010 | Three's company: understanding communication channels in three-way distributed collaborationabstractWe explore the design of a system for three-way collaboration over a shared visual workspace, specifically in how to support three channels of communication: person, reference, and task-space. In two studies, we explore the implications of extending designs intended for dyadic collaboration to three-person groups, and the role of each communication channel. Our studies illustrate the utility of multiple configurations of users around a distributed workspace, and explore the subtleties of traditional notions of identity, awareness, spatial metaphor, and corporeal embodiments as they relate to three-way collaboration. Anthony Tang 0001, Michel Pahud, Kori Inkpen, Hrvoje Benko, John C. Tang, William Buxton |
CSCW | 2 |
| 2010 | Pen + touch = new toolsabstractWe describe techniques for direct pen+touch input. We observe people's manual behaviors with physical paper and notebooks. These serve as the foundation for a prototype Microsoft Surface application, centered on note-taking and scrapbooking of materials. Based on our explorations we advocate a division of labor between pen and touch: the pen writes, touch manipulates, and the combination of pen + touch yields new tools. This articulates how our system interprets unimodal pen, unimodal touch, and multimodal pen+touch inputs, respectively. For example, the user can hold a photo and drag off with the pen to create and place a copy; hold a photo and cross it in a freeform path with the pen to slice it in two; or hold selected photos and tap one with the pen to staple them all together. Touch thus unifies object selection with mode switching of the pen, while the muscular tension of holding touch serves as the "glue" that phrases together all the inputs into a unitary multimodal gesture. This helps the UI designer to avoid encumbrances such as physical buttons, persistent modes, or widgets that detract from the user's focus on the workspace. Ken Hinckley, Koji Yatani, Michel Pahud, Nicole Coddington, Jenny Rodenhouse, Andrew D. Wilson, Hrvoje Benko, William Buxton |
UIST | 3 |
| 1997 | Performance Analysis of a Parallel Program for Wave Propagation Simulation
Michel Pahud, Frédéric Guidec, Thierry Cornu |
Euro-Par | 1 |