Daniel Vogel 0001

dblp:59/838 · DBLP profile ↗
← Back
118ranked-venue papers
8as first author
46since 2021 · last 2026
0000-0001-7620-0541ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 108 · 8 first-author · 42 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 since 2021Computer networks · 3Security and privacy · 3 · 1 since 2021Databases, data management, data science and information retrieval · 3 · 1 since 2021
YearPublicationVenuePosition
2026 Designing and Evaluating AI Margin Notes in Document Reader Software
abstract
AI capabilities for document reader software are usually presented in separate chat interfaces. We explore integrating AI into document comments, a concept we formalize as AI margin notes. Three design parameters characterize this approach: margin notes are integrated with the text while chat interfaces are not; selecting text for a margin note can be automated through AI or manual; and the generation of a margin note can involve AI to various degrees. Two experiments investigate integration and selection automation, with results showing participants prefer integrated AI margin notes and manual selection. A third experiment explores human and AI involvement through six alternative techniques. Techniques with less AI involvement resulted in more psychological ownership, but faster and less effortful designs were generally preferred. Surprisingly, the degree of AI involvement had no measurable effect on reading comprehension. Our work shows that AI margin notes are desirable and contributes implications for their design.
Nikhita Joshi, Daniel Vogel 0001
CHI2
2026 SewFab: Sewing Inspired Fabrication on an Unmodified FDM 3D Printer Leveraging Intermittent Human Assistance
abstract
We propose a technical method and system to enable an unmodified FDM 3D printer to fasten fabric in a manner analogous to traditional sewing. Rows of printed “needles” pierce layers of fabric with “thread” printed to fasten them together. This recreates traditional kinds of stitches while also enabling new ones. A technical evaluation shows the strength is as good or better than traditionally sewn seams. Using this sewing inspired joinery method, a software system translates traditional sewing patterns into a multi-step workflow. Steps are ordered and grouped to balance automation with traditional sequencing for human fabric handling. Intermittent requests by the system require the user to place fabric pieces aided by printed registration marks. A study suggests people with little experience can use the system and complete necessary fabric handling steps. Finally, enhanced types of seams are presented, such as decorative stitches, rivets, fringes, and print-in-place fasteners like buttons and zippers.
Ludwig Wall, Oliver Schneider 0006, Daniel Vogel 0001
CHI3
2026 Are Word Suggestions Beneficial? The Effect of Typing Efficiency and Suggestion Accuracy
abstract
Word suggestion is a common feature of typing interfaces, but previous studies have found unclear or negative impacts. We report on three studies controlling for word suggestion accuracy and typing efficiency. Our accuracy factor uses a new methodology based on common word suggestion metrics. Typing efficiency is controlled by device type in the first study, and by artificial impairments in the following two. Results show that suggestions are used less as typing efficiency increases, and only improve speed when highly accurate, even with low typing efficiency. Inline suggestions save about 4% more keystrokes and increase typing speed by 2 words per minute compared to a bar suggestions, though they are more distracting. Based on our findings, we propose a model linking suggestion usage to accuracy and typing speed, and discuss implications for designing automation features in typing systems.
Quentin Roy, Géry Casiez, Daniel Vogel 0001
ACM Trans. Comput. Hum. Interact.3
2025 Understanding Marine Scientist Software Tool Use
Matthew Lakier, Andrew Irwin, Daniel Vogel 0001
CHI3
2025 Intermittent Interaction in Digital Fabrication: User Perception of Periodic Intervention in Semi-Automated Creation Tasks
Ludwig Wall, Oliver Schneider 0006, Daniel Vogel 0001
CHI3
2025 MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality
Johann Wentzel, Alessandra Luz, Martez E. Mott, Daniel Vogel 0001
CHI4
2025 Code Shaping: Iterative Code Editing with Free-form AI-Interpreted Sketching
Ryan Yen, Jian Zhao 0010, Daniel Vogel 0001
CHI3
2025 Snap! snap! SNAP! Acoustic Finger Snapping Ability for Interaction
Yen-Ting Yeh 0001, Daniel Vogel 0001
Graphics Interface2
2025 "I'm regretting that I hit run": In-situ Assessment of Potential Malware
Brandon Lit, Edward Crowder, Hassan Khan 0002, Daniel Vogel 0001
USENIX Security Symposium4
2025 A Comparison of Virtual Reality Menu Archetypes: Raycasting, Direct Input, and Marking Menus
abstract
We contribute an analysis of the prevalence and relative performance of archetypal VR menu techniques. An initial survey of 108 menu interfaces in 84 popular commercial VR applications establishes common design characteristics. These characteristics motivate the design of raycast, direct, and marking menu archetypes, and a two-experiment comparison of their relative performance with one and two levels of hierarchy using 8 or 24 items. With a single-level menu, direct input is the fastest interaction technique in general, and is unaffected by number of items. With a two-level hierarchical menu, marking is fastest regardless of item number. Menus using raycasting, the most common menu interaction technique, were among the slowest of the tested menus but were rated most consistently usable. Using the combined results, we provide design and implementation recommendations with applications to general VR menu design.
Johann Wentzel, Matthew Lakier, Jeremy Hartmann, Falah Shazib, Géry Casiez, Daniel Vogel 0001
IEEE Trans. Vis. Comput. Graph.6
2024 Encouraging Disengagement: Using Eye Tracking to Examine Attention with Different Levels of Juicy Design
abstract
Juicy design, typically used in games, involves adding non-functional visual embellishments to increase engagement. We investigate if too much or too little juicy design can lower attention. A controlled experiment examines the application of four levels of juicy elements to a target stimulus for saccade and smooth pursuit eye tracking tasks. Pupil size, blink rate, and questionnaires are used to estimate levels of attention. The results suggest that highly stimulating juicy elements paired with an engaging task, followed by a non-task rest break employing less stimulation, indicated decreased levels of attention and engagement. We discuss the implications of these findings and provide use cases for health, games, and ethics.
Alessandra Luz, Florian Marcher, Lennart E. Nacke, Daniel Vogel 0001
AVI4
2024 Constrained Highlighting in a Document Reader can Improve Reading Comprehension
abstract
Highlighting text in a document is a common active reading strategy to remember information from documents. Learning theory suggests that for highlights to be effective, readers must be selective with what they choose to highlight. We investigate if an imposed user interface constraint limiting the number of highlighted words in a document reader can improve reading comprehension. A large-scale between-subjects experiment shows that constraining the number of words that can be highlighted leads to higher reading comprehension scores than highlighting nothing or highlighting an unlimited number of words. Our work empirically validates theories in psychology, which in turn enables several new research directions within HCI.
Nikhita Joshi, Daniel Vogel 0001
CHI2
2024 Digital Knick-Knacks: Standalone Audiovisual Digital Possessions or Embellishments in Digital Environments
abstract
Inspired by physical possessions displayed in the home, we define “digital knick-knacks” as standalone audiovisual digital possessions or embellishments contained within non-game digital environments. “Neko”, a cat that chases the cursor, is a historical example. We propose a taxonomy to define and generate digital knick-knacks based on key publications on consumer behaviour and personal possessions, augmented by results of a brainstorming session with 9 HCI researchers. Using the taxonomy, we prototype three classes of digital knick-knack exemplars: an ambient noise machine, a virtual pet, and a virtual picture frame. In a 10-day diary study, 10 participants design their own variants of the prototypes, and report on their experience using them on a personal device. Our analysis shows how digital knick-knacks can bring value to users, and we suggest implications for designing playful digital embellishments.
Matthew Lakier, Daniel Vogel 0001
CHI2
2024 DirectGPT: A Direct Manipulation Interface to Interact with Large Language Models
abstract
We characterize and demonstrate how the principles of direct manipulation can improve interaction with large language models. This includes: continuous representation of generated objects of interest; reuse of prompt syntax in a toolbar of commands; manipulable outputs to compose or control the effect of prompts; and undo mechanisms. This idea is exemplified in DirectGPT, a user interface layer on top of ChatGPT that works by transforming direct manipulation actions to engineered prompts. A study shows participants were 50% faster and relied on 50% fewer and 72% shorter prompts to edit text, code, and vector images compared to baseline ChatGPT. Our work contributes a validated approach to integrate LLMs into traditional software using direct manipulation. Data, code, and demo available at https://osf.io/3wt6s.
Damien Masson, Sylvain Malacria, Géry Casiez, Daniel Vogel 0001
CHI4
2024 SwitchSpace: Understanding Context-Aware Peeking Between VR and Desktop Interfaces
abstract
Cross-reality tasks, like creating or consuming virtual reality (VR) content, often involve inconvenient or distracting switches between desktop and VR. An initial formative study explores cross-reality switching habits, finding most switches are momentary “peeks” between interfaces, with specific habits determined by current context. The results inform a design space for context-aware “peeking” techniques that allow users to view or interact with desktop from VR, and vice versa, without fully switching. We implemented a set of peeking techniques and evaluated them in two levels of a cross-reality task: one requiring only viewing, and another requiring input and viewing. Peeking techniques made task completion faster, with increased input accuracy and reduced perceived workload.
Johann Wentzel, Fraser Anderson, George W. Fitzmaurice, Tovi Grossman, Daniel Vogel 0001
CHI5
2024 Single-handed Folding Interactions with a Modified Clamshell Flip Phone
abstract
We explore and evaluate single-handed folding interactions suitable for “modified clamshell flip phones” with a full screen touch display that folds in half along the short dimension. Three categories of interactions are identified: only-fold, touch-enhanced fold, and fold-enhanced touch; in which gestures are created using fold direction, fold magnitude, and touch position. A prototype evaluation device is built to resemble clamshell flip phones, but with a modified hinge and spring system to enable folding in both directions. A study investigates performance and preference for 30 fold gestures to discover which are most promising. To demonstrate how folding interactions could be incorporated into flip phone interfaces, applications such as map browsing, text editing, and menu shortcuts are described.
Yen-Ting Yeh 0001, Antony Irudayaraj, Daniel Vogel 0001
CHI3
2024 The Effects of Update Interval and Reveal Method on Writer Comfort in Synchronized Shared-Editors
abstract
Synchronized shared-editors like Google Docs allow people to write together, but there is no “privacy of writing” which can make writers feel uncomfortable. We propose methods to give writers more control over when and how their edits are shown to collaborators to increase comfort. These are in the form of different update strategies composed of an update interval and a reveal method. Results from an experiment with simulated observers show that alternative update strategies can be beneficial, each having their own pros and cons. A follow-up experiment with writer and observer pairs validates these findings and shows that observers are amenable to experiencing short delays caused by alternative update strategies. Our work shows that synchronous writing tools should support alternative update strategies that preserve both collaborator awareness and writer comfort.
Yen-Ting Yeh 0001, Nikhita Joshi, Daniel Vogel 0001
CHI3
2024 Mindful Scroll: An Infinite Scroll Abstract Colouring App for Mindfulness
abstract
We design and evaluate Mindful Scroll, a mobile application for mindfulness that encourages a slow and deliberate approach to colouring. The app renders an infinite scroll of generated geometric tilings that reveal pseudo-random colour palettes and fill effects when coloured using a finger or pen. A five-day study (N=28) evaluated the efficacy of the app in reducing anxiety and enhancing mindfulness. The results indicate that the app is capable of promoting a greater sense of mindfulness over time and produced similar results across several measures compared to traditional structured colouring and existing mindfulness-based mobile applications. All participants expressed a desire to use the app again, with a majority stating they felt more mindful after the study.
Saralin Zassman, Craig S. Kaplan, Daniel Vogel 0001
CHI3
2024 LuxAR: A Direct Manipulation Projected Display to Extend and Augment Desktop Computing
abstract
We prototype and evaluate a desktop input and output device in the form of an architect desk lamp. The bulb is replaced with a pico laser projector, a button replaces the switch, and the mechanical design allows it to remain in position between user manipulations. By also tracking lamp position and orientation, we explore novel interaction techniques to extend and augment conventional devices in a physical desktop environment. Content can be transferred from devices to the surrounding environment, and the representation of content can be adapted to surfaces, objects, and other devices using the lamp projection target and lamp proximity. A user study with the prototype and semi-structured interviews examine proposed interactions and consider potential scenarios and applications. Based on the results, we propose further design considerations for direct manipulation systems to extend and augment desktop computing.
Géry Casiez, Sylvain Malacria, Daniel Vogel 0001
Graphics Interface4
2024 Above-Screen Fingertip Tracking and Hand Representation for Precise Touch Input with a Phone in Virtual Reality
abstract
Interacting with the touchscreen of a mobile phone in virtual reality (VR) is challenging because users cannot see their fingers when aiming for targets. We propose using two mirrors reflecting the front camera of the phone and a purpose-built deep neural network to infer the 3D position of fingertips above the screen. Network training is self-supervised after only a few hundred initial labelled images and does not require any external sensor. The inferred fingertip positions can be used to control different hand models and objects in VR. Controlled experiments evaluate tracking performance for single-finger touch input, and compare several 3D hand representations with a flat 2D overlay used in previous work. The results confirm the suitability of our fingertip tracker to aid precise tapping of small targets on the phone screen and provide insights about the effect of various hand representations on control and presence. Finally, we provide several application examples showing how 3D fingertip input can complement and extend phone-based touch interaction in VR.
Fabrice Matulic, Taiga Kashima, Deniz Beker, Daichi Suzuo, Hiroshi Fujiwara, Daniel Vogel 0001
Graphics Interface6
2024 Gait Gestures: Examining Stride and Foot Strike Variation as an Input Method While Walking
abstract
Walking is a cyclic pattern of alternating footstep strikes, with each pair of steps forming a stride, and a series of strides forming a gait. We conduct a systematic examination of different kinds of intentional variations from a normal gait that could be used as input actions without interrupting overall walking progress. A design space of 22 candidate Gait Gestures is generated by adapting previous standing foot input actions and identifying new actions possible in a walking context. A formative study (n=25) examines movement easiness, social acceptability, and walking compatibility with foot movement logging to calculate temporal and spatial characteristics. Using a categorization of these results, 7 gestures are selected for a wizard-of-oz prototype demonstrating an AR interface controlled by Gait Gestures for ordering food and audio playback while walking. As a technical proof-of-concept, a gait gesture recognizer is developed and tested using the formative study data.
Ching-Yi Tsai, Ryan Yen, Daekun Kim, Daniel Vogel 0001
UIST4
2024 Validation of an Improved Vision-Based Web Page Parsing Pipeline
abstract
In this article, we present a novel approach to quantitative evaluation of a model for parsing web pages as visual images, intended to provide improvements for users with assistive needs (cognitive or visual deficits, enabling decluttering or zooming and supporting more effective screen reader output). This segmentation-classification pipeline is tested in stages: We first discuss the validation of the segmentation algorithm, showing that our approach produces automated segmentations that are very similar to those produced by real users when making use of a drawing interface to designate edges and regions. We also examine the properties of these ground truth segmentations produced under different conditions. We then describe our Hidden Markov tree approach for classification and present results which serve provide important validation for this model. The analysis is set against effective choices for dataset and pruning options, measured with respect to manual ground truth labelling of regions. In all, we offer a detailed quantitative validation (focused on complex news pages) of a fully pipelined approach for interpreting web pages as visual images, an approach which enables important advances for users with assistive needs.
Michael Cormier, Robin Cohen, Richard Mann, Karyn Moffatt, Daniel Vogel 0001, Mengfei Liu, Shangshang Zheng
ACM Trans. Web5
2023 In-vehicle Performance and Distraction for Midair and Touch Directional Gestures
abstract
We compare the performance and level of distraction of expressive directional gesture input in the context of in-vehicle system commands. Center console touchscreen swipes and midair swipe-like movements are tested in 8-directions, with 8-button touchscreen tapping as a baseline. Participants use these input methods for intermittent target selections while performing the Lane Change Task in a virtual driving simulator. Input performance is measured with time and accuracy, cognitive load with deviation of lane position and speed, and distraction from frequency of off-screen glances. Results show midair gestures were less distracting and faster, but with lower accuracy. Touchscreen swipes and touchscreen tapping are comparable across measures. Our work provides empirical evidence for vehicle interface designers and manufacturers considering midair or touch directional gestures for centre console input.
Arman Hafizi, Jay Henderson, Ali Neshati, Wei Zhou 0021, Edward Lank, Daniel Vogel 0001
CHI6
2023 Perspective and Geometry Approaches to Mouse Cursor Control in Spatial Augmented Reality
abstract
Spatial augmented reality (SAR) can extend desktop computing out of the monitor and into our surroundings, but extending the standard style of mouse input is challenging due to real-world geometry irregularity, gaps, and occlusion. We identify two general approaches for controlling a mouse cursor in SAR: perspective-based approaches based on raycasting, such as Nacenta et. al’s Perspective Cursor, and geometry-based approaches that closely associate cursor movement with surface topology. For the latter, we introduce Everywhere Cursor, a geometry-based approach for indirect mouse cursor control for complex 3D surface geometry in SAR. A controlled experiment compares approaches. Results show the geometry-based Everywhere Cursor improves accuracy and precision by 29% to 60% on average in a tracing task, but when traversing long distances, the perspective-based Perspective Cursor and Raycasting techniques are 22% to 49% faster, albeit with 4% to 10% higher error rates.
Daekun Kim, Nikhita Joshi, Daniel Vogel 0001
CHI3
2023 ChartDetective: Easy and Accurate Interactive Data Extraction from Complex Vector Charts
abstract
Extracting underlying data from rasterized charts is tedious and inaccurate; values might be partially occluded or hard to distinguish, and the quality of the image limits the precision of the data being recovered. To address these issues, we introduce a semi-automatic system leveraging vector charts to extract the underlying data easily and accurately. The system is designed to make the most of vector information by relying on a drag-and-drop interface combined with selection, filtering, and previsualization features. A user study showed that participants spent less than 4 minutes to accurately recover data from charts published at CHI with diverse styles, thousands of data points, a combination of different encodings, and elements partially or completely occluded. Compared to other approaches relying on raster images, our tool successfully recovered all data, even when hidden, with a 78% lower relative error.
Damien Masson, Sylvain Malacria, Daniel Vogel 0001, Edward Lank, Géry Casiez
CHI3
2023 Charagraph: Interactive Generation of Charts for Realtime Annotation of Data-Rich Paragraphs
abstract
Documents often have paragraphs packed with numbers that are difficult to extract, compare, and interpret. To help readers make sense of data in text, we introduce the concept of Charagraphs: dynamically generated interactive charts and annotations for in-situ visualization, comparison, and manipulation of numeric data included within text. Three Charagraph characteristics are defined: leveraging related textual information about data; integrating textual and graphical representations; and interacting at different contexts. We contribute a document viewer to select in-text data; generate and customize Charagraphs; merge and refine a Charagraph using other in-text data; and identify, filter, compare, and sort data synchronized between text and visualization. Results of a study show participants can easily create Charagraphs for diverse examples of data-rich text, and when answering questions about data in text, participants were more correct compared to only reading text.
Damien Masson, Sylvain Malacria, Géry Casiez, Daniel Vogel 0001
CHI4
2023 Phone Sleight of Hand: Finger-Based Dexterous Gestures for Physical Interaction with Mobile Phones
abstract
We identify and evaluate single-handed “dexterous gestures” to physically manipulate a phone using the fine motor skills of fingers. Four manipulations are defined: shift, spin (yaw axis), rotate (roll axis) and flip (pitch axis), with a formative survey showing all except flip have been performed for various reasons. A controlled experiment examines the speed, behaviour, and preference of manipulations in the form of dexterous gestures, by considering two directions and two movement magnitudes. Results show rotate is rated as easiest and most comfortable, while flip is rated lowest. Using a heuristic recognizer for spin, rotate, and flip, a one-week usability experiment finds increased practice and familiarity improve the speed and comfort of dexterous gestures. Design guidelines are developed to consider comfort, ability, and confidence when mapping dexterous gestures to interactions, and demonstrations show how such gestures can be used in smartphone applications.
Yen-Ting Yeh 0001, Fabrice Matulic, Daniel Vogel 0001
CHI3
2023 Evaluating Across-Hinge Dragging with Pen and Touch on Curved and Foldable Displays
abstract
Foldable touch screens are increasingly popular, but little research has explored how the hinge impacts usability and performance. We evaluate across- and along-hinge drag gestures on a series of prototypes emulating foldable all-screen laptops with a curved hinge radius ranging from 1mm to 24mm. Results show that using a large 24mm hinge radius instead of a small 1mm hinge radius can decrease drag time by 13% and movement variability by 7% for touch input. However, hinge radius had no effect on performance for pen input. Further, we found that dragging along the hinge was up to 30% faster than dragging across the hinge, especially when dragging across at an acute angle to the hinge. Using these results, we demonstrate use cases for across- and along-hinge gestures. Our findings provide guidance for hardware and interaction designers seeking to create foldable touchscreen devices and their accompanying software.
Graeme Zinck, Roya Allison Cody, Che Yan, Da-Yuan Huang, Wei Li 0002, Daniel Vogel 0001
CHI6
2023 Transferable Microgestures Across Hand Posture and Location Constraints: Leveraging the Middle, Ring, and Pinky Fingers
abstract
Microgestures can enable auxiliary input when the hands are occupied. Although prior work has evaluated the comfort of microgestures performed by the index finger and thumb, these gestures cannot be performed while the fingers are constrained by specific hand locations or postures. As the hand can be freely positioned with no primary posture, partially constrained while forming a pose, or highly constrained while grasping an object at a specific location, we leverage the middle, ring, and pinky fingers to provide additional opportunities for auxiliary input across varying levels of hand constraints. A design space and applications demonstrate how such microgestures can transfer across hand location and posture constraints. An online study evaluated their comfort and effort and a lab study evaluated their use for task-specific microinteractions. The results revealed that many middle finger microgestures were comfortable, and microgestures performed while forming a pose were preferred over baseline techniques.
Nikhita Joshi, Parastoo Abtahi, Raj Sodhi, Nitzan Bartov, Jackson Rushing, Christopher Collins 0001, Daniel Vogel 0001, Michael Glueck
UIST7
2023 Statslator: Interactive Translation of NHST and Estimation Statistics Reporting Styles in Scientific Documents
abstract
Inferential statistics are typically reported using p-values (NHST) or confidence intervals on effect sizes (estimation). This is done using a range of styles, but some readers have preferences about how statistics should be presented and others have limited familiarity with alternatives. We propose a system to interactively translate statistical reporting styles in existing documents, allowing readers to switch between interval estimates, p-values, and standardized effect sizes, all using textual and graphical reports that are dynamic and user customizable. Forty years of CHI papers are examined. Using only the information reported in scientific documents, equations are derived and validated on simulated datasets to show that conversions between p-values and confidence intervals are accurate. The system helps readers interpret statistics in a familiar style, compare reports that use different styles, and even validate the correctness of reports. Code and data: https://osf.io/x4ue7
Damien Masson, Sylvain Malacria, Géry Casiez, Daniel Vogel 0001
UIST4
2023 Substiports: User-Inserted Ad Hoc Objects as Reusable Structural Support for Unmodified FDM 3D Printers
abstract
We contribute a technical solution to reduce print time and material with unmodified fused deposition modelling printers. The approach uses ad hoc objects inserted by a user during printing as a replacement for printed support of overhanging structures. Examples of objects include household items like books, toy bricks, and custom mechanisms like a screw jack. A software-only system is integrated into existing slicing software to analyze generated support print paths, search a library of objects to find suitable replacements, optimize combinations of replacement objects, and make necessary adjustments to impacted printing layers and paths. During printing, the user is prompted to insert objects with the help of lightweight printed holders to guide placement and prevent movement. Instructions printed on the build-plate help identify and position objects. A technical evaluation measures performance and benefits with different sets of ad hoc objects and different levels of user involvement.
Ludwig Wall, Oliver Schneider 0006, Daniel Vogel 0001
UIST3
2022 Switching Between Standard Pointing Methods with Current and Emerging Computer Form Factors
abstract
We investigate performance characteristics when switching between four pointing methods: absolute touch, absolute pen, relative mouse, and relative trackpad. The established “subtraction method” protocol used in mode-switching studies is extended to test pairs of methods and accommodate switch direction, multiple baselines, and controlling relative cursor position. A first experiment examines method switching on and around the horizontal surface of a tablet. Results find switching between pen and touch is fastest, and switching between relative and absolute methods incurs additional time penalty. A second experiment expands the investigation to an emerging foldable all-screen laptop form factor where switching also occurs on an angled surface and along a smoothly curved hinge. Results find switching between trackpad and touch is fastest, with all switching times generally higher. Our work contributes missing empirical evidence for switching performance using modern input methods, and our results can inform interaction design for current and emerging device form factors.
Margaret Jean Foley, Quentin Roy, Da-Yuan Huang, Wei Li 0002, Daniel Vogel 0001
CHI5
2022 Enhanced Videogame Livestreaming by Reconstructing an Interactive 3D Game View for Spectators
abstract
Many videogame players livestream their gameplay so remote spectators can watch for enjoyment, fandom, and to learn strategies and techniques. Current approaches capture the player’s rendered RGB view of the game, and then encode and stream it as a 2D live video feed. We extend this basic concept by also capturing the depth buffer, camera pose, and projection matrix from the rendering pipeline of the videogame and package them all within a MPEG-4 media container. Combining these additional data streams with the RGB view, our system builds a real-time, cumulative 3D representation of the live game environment for spectators. This enables each spectator to individually control a personal game view in 3D. This means they can watch the game from multiple perspectives, enabling a new kind of videogame spectatorship experience.
Jeremy Hartmann, Daniel Vogel 0001
CHI2
2022 Evaluating Singing for Computer Input Using Pitch, Interval, and Melody
abstract
In voice-based interfaces, non-verbal features represent a simple and underutilized design space for hands-free, language-agnostic interactions. We evaluate the performance of three fundamental types of voice-based musical interactions: pitch, interval, and melody. These interactions involve singing or humming a sequence of one or more notes. A 21-person study evaluates the feasibility and enjoyability of these interactions. The top performing participants were able to perform all interactions reasonably quickly (<5s) with average error rates between 1.3% and 8.6% after training. Others improved with training but still had error rates as high as 46% for pitch and melody interactions. The majority of participants found all tasks enjoyable. Using these results, we propose design considerations for using singing interactions as well as potential use cases for both standard computers and augmented reality glasses.
Graeme Zinck, Daniel Vogel 0001
CHI2
2022 A Design Framework for Contextual and Embedded Information Visualizations in Spatial Augmented Reality
Nikhita Joshi, Matthew Lakier, Daniel Vogel 0001, Jian Zhao 0010
Graphics Interface3
2022 LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators
abstract
Visual indicators provide important in-game information, but displaying them on screen consumes space and increases clutter. In addition, the option to increase indicator brightness above levels possible in standard monitors can substantially improve accessibility. To address both aspects, we developed an ambient lighting system for video game indicators using an LED strip attached around the back border of a monitor. A controlled study compares the speed, error rate, and perceived workload of this approach with an on-screen baseline method. Results show that ambient lights can capture attention 17.5% faster compared to on-screen indicators, and ambient lights performed at least as well as on-screen across all other metrics. Our work provides empirical evidence that ambient lights can be an adequate replacement for on-screen methods when displaying indicators in games, allowing people to reclaim screen real estate and adjust brightness for accessibility, without sacrificing performance.
Kin Pon Fung, Katja Rogers, Stuart Hallifax, Gabrielle S. Woodside, Daniel Vogel 0001, Lennart E. Nacke
Proc. ACM Hum. Comput. Interact.5
2022 More than just Software Surprises: Purposes, Processes, and Directions for Software Application Easter Eggs
abstract
"Easter eggs" are features hidden inside software, and the practice of developers including them is a long-standing global phenomenon. They have seen some investigation in the context of games, but despite their prevalence in non-game software applications, their nature within this context is less clear. We perform a qualitative, investigative analysis of Easter eggs in non-game software application contexts, using primarily archival research including discussion forums, social media posts, and user-created online databases, along with select developer interviews. Our work uncovers the stories behind, motivations for creating, and intended perceptions of Easter eggs, which we present as categories of purposes with illustrative examples. This analysis also informs a categorization and discussion of processes that Easter eggs undergo concerning the social and emotional circumstances of their developers and users. Finally, we use our results to motivate future directions for applying Easter eggs in user interfaces.
Matthew Lakier, Daniel Vogel 0001
Proc. ACM Hum. Comput. Interact.2
2021 Exploring Smartphone Relationships through Roland Barthes using an Instrumented Pillow Technology Probe
abstract
We examine a vocabulary of affective language, borrowed from Roland Barthes’ “A Lover’s Discourse: Fragments,” and its applicability to discourse describing smartphone attachment. This vocabulary, adopted from four of Barthes’ terms, waiting, dependency, anxiety, and absence, is used as a discursive lens to illustrate some of the many ways people understand and engage with their relationships to their smartphones. Based on this, a survey is conducted, and a speculative technology probe is created in the form of an instrumented pillow for people to lock away their smartphones during the night. The pillow is deployed in a diary study in which five people sleep with their phone locked away for multiple nights. The self-reported and observed behaviours are presented in a selection of vignettes. The results support the proposed discursive lens and suggest future interdisciplinary strategies to investigate how people relate to interactive technology, using a combined approach of literary theory and a technology probe supported by survey and study data.
Julie M. Funk, Matthew Lakier, Marcel O'Gorman, Daniel Vogel 0001
CHI4
2021 Phonetroller: Visual Representations of Fingers for Precise Touch Input with Mobile Phones in VR
abstract
Smartphone touch screens are potentially attractive for interaction in virtual reality (VR). However, the user cannot see the phone or their hands in a fully immersive VR setting, impeding their ability for precise touch input. We propose mounting a mirror above the phone screen such that the front-facing camera captures the thumbs on or near the screen. This enables the creation of semi-transparent overlays of thumb shadows and inference of fingertip hover points with deep learning, which help the user aim for targets on the phone. A study compares the effect of visual feedback on touch precision in a controlled task and qualitatively evaluates three example applications demonstrating the potential of the technique. The results show that the enabled style of feedback is effective for thumb-size targets, and that the VR experience can be enriched by using smartphones as VR controllers supporting precise touch input.
Fabrice Matulic, Aditya Ganeshan, Hiroshi Fujiwara, Daniel Vogel 0001
CHI4
2021 Typing Efficiency and Suggestion Accuracy Influence the Benefits and Adoption of Word Suggestions
abstract
Suggesting words to complete a given sequence of characters is a common feature of typing interfaces. Yet, previous studies have not found a clear benefit, some even finding it detrimental. We report on the first study to control for two important factors, word suggestion accuracy and typing efficiency. Our accuracy factor is enabled by a new methodology that builds on standard metrics of word suggestions. Typing efficiency is based on device type. Results show word suggestions are used less often in a desktop condition, with little difference between tablet and phone conditions. Very accurate suggestions do not improve entry speed on desktop, but do on tablet and phone. Based on our findings, we discuss implications for the design of automation features in typing systems.
Quentin Roy, Sébastien Berlioux, Géry Casiez, Daniel Vogel 0001
CHI4
2021 Scrappy: Using Scrap Material as Infill to Make Fabrication More Sustainable
abstract
We present a software system for fused deposition modelling 3D printing that replaces infill material with scrap to reduce material and energy consumption. Example scrap objects include unused 3D prints from prototyping and calibration, household waste like coffee cups, and off-cuts from other fabrication projects. To achieve this, our system integrates into an existing CAD workflow and manages a database of common items, previous prints, and manually entered objects. While modelling in a standard CAD application, the system suggests objects to insert, ranked by how much infill material they could replace. This computation extends an existing nesting algorithm to determine which objects fit, optimize their alignment, and adjust the enclosing mesh geometry. While printing, the system uses custom tool-paths and animated instructions to enable anyone nearby to manually insert the scrap material.
Ludwig Wall, Alec Jacobson, Daniel Vogel 0001, Oliver Schneider 0006
CHI3
2021 PocketView: Through-Fabric Information Displays
abstract
People often have to remove their phone from an inaccessible location like a pocket to view things like notifications and directions. We explore the idea of viewing such information through the fabric of a pocket using low resolution bright LED matrix displays. A survey confirms viewing information on inaccessible phones is desirable, and establishes types of pockets in garments worn by respondents and what objects are typically put in pockets. A technical evaluation validates that LED light can shine through many common garment fabrics. Based on these results, functional hardware prototypes are constructed to demonstrate different form factors of through-fabric display devices, such as a phone, wallet, a key fob, a pen, and earbud headphone case. A simple interaction vocabulary for viewing key information on these devices is described, and the social and technical aspects of the approach are discussed.
Antony Irudayaraj, Rishav Agarwal, Nikhita Joshi, Aakar Gupta, Omid Abari, Daniel Vogel 0001
UIST6
2021 An examination of mobile phone pointing in surface mapped spatial augmented reality
abstract
We investigate mobile phone pointing in Spatial Augmented Reality (SAR), where digital content is mapped onto the surfaces of a real physical environment. Three pointing techniques are compared: raycast, viewport, and direct. A first experiment examines these techniques in a realistic five-projector SAR environment with representative targets distributed across different surfaces. Participants were permitted free movement, so variations in target occlusion and target view angle occurred naturally. A second experiment validates and further generalizes findings by strictly controlling target occlusion and view angle in a simulated SAR pointing task using an AR HMD. Overall, results show raycast is fastest for non-occluded targets, direct is most accurate, and fastest for occluded targets in close proximity , and viewport falls in between. Using the experiment data, we formulate and evaluate a new Fitts’ model combining two spatial configurations in a SAR pointing task to capture key characteristics, initial target occlusion, target view angle, and user movement. Analysis shows it is a better predictor than previous models.
Jeremy Hartmann, Daniel Vogel 0001
Int. J. Hum. Comput. Stud.2
2021 Typealike: Near-Keyboard Hand Postures for Expanded Laptop Interaction
abstract
We propose a style of hand postures to trigger commands on a laptop. The key idea is to perform hand-postures while keeping the hands on, beside, or below the keyboard, to align with natural laptop usage. 36 hand-posture variations are explored considering three resting locations, left or right hand, open or closed hand, and three wrist rotation angles. A 30-participant formative study measures posture preferences and generates a dataset of nearly 350K images under different lighting conditions and backgrounds. A deep learning recognizer achieves over 97% accuracy when classifying all 36 postures with 2 additional non-posture classes for typing and non-typing. A second experiment with 20 participants validates the recognizer under real-time usage and compares posture invocation time with keyboard shortcuts. Results find low error rates and fast formation time, indicating postures are close to current typing and pointing postures. Finally, practical use case demonstrations are presented, and further extensions discussed.
Nalin Chhibber, Hemant Bhaskar Surale, Fabrice Matulic, Daniel Vogel 0001
Proc. ACM Hum. Comput. Interact.4
2021 HybridPointing for Touch: Switching Between Absolute and Relative Pointing on Large Touch Screens
abstract
We propose CursorTap, an extension of Forlines et al.'s mixed, absolute and relative "HybridPointing" to large wall-sized multitouch displays. Our technique uses a relative pointing quasimode activated with one hand, while the other hand controls a distant cursor similar to a large touchpad. A controlled experiment compares the technique to standard absolute touch input as a baseline and a whole-display "Drag" technique representing a common alternate approach. Results show CursorTap is fastest for the common usage scenario of reaching distant targets and then returning to nearby targets. Overall, median selection times across distances are similar with CursorTap, but linearly increase with the other techniques. As further validation, a second study explore show people use CursorTap in a two-person game. The results found just over half of the participants choose to use CursorTap for half of the primary interactions where "enemies" are eliminated using a tap, drag, or lasso "tool".
Terence Dickson, Rina R. Wehbe, Fabrice Matulic, Daniel Vogel 0001
Proc. ACM Hum. Comput. Interact.4
2021 OctoPocus in VR: Using a Dynamic Guide for 3D Mid-Air Gestures in Virtual Reality
abstract
Bau and Mackays OctoPocus dynamic guide helps novices learn, execute, and remember 2D surface gestures. We adapt OctoPocus to 3D mid-air gestures in Virtual Reality (VR) using an optimization-based recognizer, and by introducing an optional exploration mode to help visualize the spatial complexity of guides in a 3D gesture set. A replication of the original experiment protocol is used to compare OctoPocus in VR with a VR implementation of a crib-sheet. Results show that despite requiring 0.9s more reaction time than crib-sheet, OctoPocus enables participants to execute gestures 1.8s faster with 13.8 percent more accuracy during training, while remembering a comparable number of gestures. Subjective ratings support these results, 75 percent of participants found OctoPocus easier to learn and 83 percent found it more accurate. We contribute an implementation and empirical evidence demonstrating that an adaptation of the OctoPocus guide to VR is feasible and beneficial.
Katherine Fennedy, Jeremy Hartmann, Quentin Roy, Simon T. Perrault, Daniel Vogel 0001
IEEE Trans. Vis. Comput. Graph.5
2020 Manipulation, Learning, and Recall with Tangible Pen-Like Input
abstract
We examine two key human performance characteristics of a pen-like tangible input device that executes a different command depending on which corner, edge, or side contacts a surface. The manipulation time when transitioning between contacts is examined using physical mock-ups of three representative device sizes and a baseline pen mock-up. Results show the largest device is fastest overall and minimal differences with a pen for equivalent transitions. Using a hardware prototype able to sense all 26 different contacts, a second experiment evaluates learning and recall. Results show almost all 26 contacts can be learned in a two-hour session with an average of 94% recall after 24 hours. The results provide empirical evidence for the practicality, design, and utility for this type of tangible pen-like input.
Lisa A. Elkin, Jean-Baptiste Beau, Géry Casiez, Daniel Vogel 0001
CHI4
2020 Comparing Smartphone Speech Recognition and Touchscreen Typing for Composition and Transcription
abstract
Ruan et al. found transcribing short phrases with speech recognition nearly 200% faster than typing on a smartphone. We extend this comparison to a novel composition task, using a protocol that enables a controlled comparison with transcription. Results show that both composing and transcribing with speech is faster than typing. But, the magnitude of this difference is lower with composition, and speech has a lower error rate than keyboard during composition, but not during transcription. When transcribing, speech outperformed typing in most NASA-TLX measures, but when composing, there were no significant differences between typing and speech for any measure except physical demand.
Margaret Jean Foley, Géry Casiez, Daniel Vogel 0001
CHI3
2020 Replicate and Reuse: Tangible Interaction Design for Digitally-Augmented Physical Media Objects
abstract
Technology has transformed our physical interactions into infinitely more scalable and flexible digital ones. We can peruse an infinite number of photos, news articles, and books. However, these digital experiences lack the physical experience of paging through an album, reading a newspaper, or meandering through a bookshelf. Overlaying physical objects with digital content using augmented reality is a promising avenue towards bridging this gap. In this paper, we investigate the interaction design for such digital-overlaid physical objects and their varying levels of tangibility. We first conduct a user evaluation of a physical photo album that uses tangible interactions to support physical and digital operations. We further prototype multiple objects including bookshelves and newspapers and probe users on their usage, capabilities, and interactions. We then conduct a qualitative investigation of three interaction designs with varying tangibility that use three different input modalities. Finally, we discuss the insights from our investigations and recommend design guidelines.
Aakar Gupta, Bo Rui Lin, Siyi Ji, Arjav Patel, Daniel Vogel 0001
CHI5
2020 KeyMap: Improving Keyboard Shortcut Vocabulary Using Norman's Mapping
abstract
We introduce a new shortcut interface called KeyMap that is designed to leverage Norman's principle of natural mapping. Rather than displaying shortcut command labels in linear menus, KeyMap displays a virtual keyboard with command labels displayed directly on its keys. A crowdsourced experiment compares KeyMap to Malacria et al.'s ExposeHK using an extension of their protocol to also test recall. Results show KeyMap users remembered 1 more shortcut than ExposeHK immediately after training, and this advantage increased to 4.5 more shortcuts when tested again after 24 hours. KeyMap users also incidentally learned more shortcuts that they had never practised. We demonstrate how KeyMap can be added to existing web-based applications using a Chrome extension.
Blaine Lewis, Greg d'Eon, Andy Cockburn, Daniel Vogel 0001
CHI4
2020 PenSight: Enhanced Interaction with a Pen-Top Camera
abstract
We propose mounting a downward-facing camera above the top end of a digital tablet pen. This creates a unique and practical viewing angle for capturing the pen-holding hand and the immediate surroundings which can include the other hand. The fabrication of a prototype device is described and the enabled interaction design space is explored, including dominant and non-dominant hand pose recognition, tablet grip detection, hand gestures, capturing physical content in the environment, and detecting users and pens. A deep learning computer vision pipeline is developed for classification, regression, and keypoint detection to enable these interactions. Example applications demonstrate usage scenarios and a qualitative user evaluation confirms the potential of the approach.
Fabrice Matulic, Riku Arakawa, Brian K. Vogel, Daniel Vogel 0001
CHI4
2020 Improving Virtual Reality Ergonomics Through Reach-Bounded Non-Linear Input Amplification
abstract
Input amplification enables easier movement in virtual reality (VR) for users with mobility issues or in confined spaces. However, current techniques either do not focus on maintaining feelings of body ownership, or are not applicable to general VR tasks. We investigate a general purpose non-linear transfer function that keeps the user's reach within reasonable bounds to maintain body ownership. The technique amplifies smaller movements from a user-definable neutral point into the expected larger movements using a configurable Hermite curve. Two experiments evaluate the approach. The first establishes that the technique has comparable performance to the state-of-the-art, increasing physical comfort while maintaining task performance and body ownership. The second explores the characteristics of the technique over a wide range of amplification levels. Using the combined results, design and implementation recommendations are provided with potential applications to related VR transfer functions.
Johann Wentzel, Greg d'Eon, Daniel Vogel 0001
CHI3
2020 Sensing finger input using an RFID transmission line
abstract
We introduce a passive Radio Frequency IDentification (RFID) based system to detect finger gesture input for Human-Computer Interaction applications. The device is simple, inexpensive and does not require calibration to accommodate changes in the device location or the Radio Frequency (RF) environment. This is achieved by connecting the chips of two RFID tags together using a strip transmission line. The key observation is that touching different positions along the transmission line changes the impedance matching between each chip and its antenna, changing Received Signal Strength (RSS) values for each tag. When a finger slides in different directions between key positions along the transmission line, there are relative RSS patterns and trends that are robust to changes in the device location and the RF environment. We implemented and evaluated an detection algorithm and system using a commercial RFID reader and two commercial RFID chips. Results show that precision and recall are greater than 95% and 94% when detecting 10 finger gesture inputs across 48 different device locations.
Ju Wang 0003, Jianyan Li, Mohammad Hossein Mazaheri 0001, Keiko Katsuragawa, Daniel Vogel 0001, Omid Abari
SenSys5
2020 Sentinel: Understanding Data Systems
abstract
The complexity of modern data systems and applications greatly increases the challenge in understanding system behaviour and diagnosing performance problems. When these problems arise, system administrators are left with the difficult task of remedying them by relying on large debug log files, vast numbers of metrics, and system-specific tooling. We demonstrate the Sentinel system, which enables administrators to analyze systems and applications by building models of system execution and comparing them to derive key differences in behaviour. The resulting analyses are then presented as system reports to administrators and developers in an intuitive fashion. Users of Sentinel can locate, identify and take steps to resolve the reported performance issues. As Sentinel's models are constructed online by intercepting debug logging library calls, Sentinel's functionality incurs little overhead and works with all systems that use standard debug logging libraries.
Brad Glasbergen, Michael Abebe 0001, Khuzaima Daudjee, Daniel Vogel 0001, Jian Zhao 0010
SIGMOD Conference4
2020 View-Dependent Effects for 360° Virtual Reality Video
abstract
"View-dependent effects'' have parameters that change with the user's view and are rendered dynamically at runtime. They can be used to simulate physical phenomena such as exposure adaptation, as well as for dramatic purposes such as vignettes. We present a technique for adding view-dependent effects to 360 degree video, by interpolating spatial keyframes across an equirectangular video to control effect parameters during playback. An in-headset authoring tool is used to configure effect parameters and set keyframe positions. We evaluate the utility of view-dependent effects with expert 360 degree filmmakers and the perception of the effects with a general audience. Results show that experts find view-dependent effects desirable for their creative purposes and that these effects can evoke novel experiences in an audience.
Jeremy Hartmann, Stephen DiVerdi, Cuong Nguyen 0003, Daniel Vogel 0001
UIST4
2020 AAR: Augmenting a Wearable Augmented Reality Display with an Actuated Head-Mounted Projector
abstract
Current wearable AR devices create an isolated experience with a limited field of view, vergence-accommodation conflicts, and difficulty communicating the virtual environment to observers. To address these issues and enable new ways to visualize, manipulate, and share virtual content, we introduce Augmented Augmented Reality (AAR) by combining a wearable AR display with a wearable spatial augmented reality projector. To explore this idea, a system is constructed to combine a head-mounted actuated pico projector with a Hololens AR headset. Projector calibration uses a modified structure from motion pipeline to reconstruct the geometric structure of the pan-tilt actuator axes and offsets. A toolkit encapsulates a set of high-level functionality to manage content placement relative to each augmented display and the physical environment. Demonstrations showcase ways to utilize the projected and head-mounted displays together, such as expanding field of view, distributing content across depth surfaces, and enabling bystander collaboration.
Jeremy Hartmann, Yen-Ting Yeh 0001, Daniel Vogel 0001
UIST3
2020 Expanding Side Touch Input on Mobile Phones: Finger Reachability and Two-Dimensional Taps and Flicks using the Index and Thumb
abstract
We investigate the performance of one-handed touch input on the side of a mobile phone. A first experiment examines grip change and subjective preference when reaching for side targets using different fingers. Results show all locations can be reached with at least one finger, but the thumb and index are most preferred and require less grip change for positions along the sides. Two following experiments examine taps and flicks using the thumb and index finger in a new two-dimensional input space. A side-touch sensor is simulated with a combination of capacitive sensing and motion tracking to distinguish touches on the lower, middle, or upper edges. When tapping, index and thumb speeds are similar with thumb more accurate and comfortable, and the lower edge is most reliable with the middle edge most comfortable. When flicking with the thumb, the upper edge is fast and rated highly.
Yen-Ting Yeh 0001, Quentin Roy, Antony Irudayaraj, Daniel Vogel 0001
Proc. ACM Hum. Comput. Interact.4
2020 Mimicry Attacks on Smartphone Keystroke Authentication
abstract
Keystroke behaviour-based authentication employs the unique typing behaviour of users to authenticate them. Recent such proposals for virtual keyboards on smartphones employ diverse temporal, contact, and spatial features to achieve over 95% accuracy. Consequently, they have been suggested as a second line of defense with text-based password authentication. We show that a state-of-the-art keystroke behaviour-based authentication scheme is highly vulnerable against mimicry attacks. While previous research used training interfaces to attack physical keyboards, we show that this approach has limited effectiveness against virtual keyboards. This is mainly due to the large number of diverse features that the attacker needs to mimic for virtual keyboards. We address this challenge by developing an augmented reality-based app that resides on the attacker’s smartphone and leverages computer vision and keystroke data to provide real-time guidance during password entry on the victim’s phone. In addition, we propose an audiovisual attack in which the attacker overlays transparent film printed with spatial pointers on the victim’s device and uses audio cues to match the temporal behaviour of the victim. Both attacks require neither tampering or installing software on the victim’s device nor specialized hardware. We conduct experiments with 30 users to mount over 400 mimicry attacks. We show that our methods enable an attacker to mimic keystroke behaviour on virtual keyboards with little effort. We also demonstrate the extensibility of our augmented reality-based technique by successfully mounting mimicry attacks on a swiping behaviour-based continuous authentication system.
Hassan Khan 0002, Urs Hengartner, Daniel Vogel 0001
ACM Trans. Priv. Secur.3
2020 Longer Delays in Rehearsal-based Interfaces Increase Expert Use
abstract
Rehearsal-based interfaces are designed to encourage a transition from novice to expert, but many users fail to make this transition. Most of these interfaces activate novice mode after a short delay, between 150 and 500 ms. We investigate the impact of delay time on expert usage and learning in three crowdsourced experiments. The first experiment examines an 8-item marking menu with delay times from 200 ms to 2 s. Results show longer delays increase successful expert selections. The second and third experiments generalise this result to a different rehearsal-based menu, a desktop clone of FastTap with 8 items and 15 items. Together, our results show that expert use correlates positively with increased delay time, but can increase errors since users are less risk averse. We also find imperceptible delays of 200 ms can harm long-term retention of menu items. Designers should consider longer delays in rehearsal-based interfaces to encourage a transition to expert usage.
Blaine Lewis, Daniel Vogel 0001
ACM Trans. Comput. Hum. Interact.2
2019 HotStrokes: Word-Gesture Shortcuts on a Trackpad
abstract
Expert interaction techniques like hotkeys are efficient, but poorly adopted because they are hard to learn. HotStrokes removes the need for learning arbitrary mappings of commands to hotkeys. A user enters a HotStroke by holding a modifier key, then gesture typing a command name on a laptop trackpad as if on an imaginary virtual keyboard. The gestures are recognized using an adaptation of the SHARK2 algorithm with a new spatial model and a refined method for dynamic suggestions. A controlled experiment shows HotStrokes effectively augments the existing "menu and hotkey" command activation paradigm. Results show the method is efficient by reducing command activation time by 43% compared to linear menus. The method is also easy to learn with a high adoption rate, replacing 91% of linear menu usage. Finally, combining linear menus, hotkeys, and HotStrokes leads to 24% faster command activation overall.
Wenzhe Cui, Jingjie Zheng, Blaine Lewis, Daniel Vogel 0001, Xiaojun Bi 0001
CHI4
2019 RotoSwype: Word-Gesture Typing using a Ring
abstract
We propose RotoSwype, a technique for word-gesture typing using the orientation of a ring worn on the index finger. RotoSwype enables one-handed text-input without encumbering the hand with a device, a desirable quality in many scenarios, including virtual or augmented reality. The method is evaluated using two arm positions: with the hand raised up with the palm parallel to the ground; and with the hand resting at the side with the palm facing the body. A five-day study finds both hand positions achieved speeds of at least 14 words-per-minute (WPM) with uncorrected error rates near 1%, outperforming previous comparable techniques.
Aakar Gupta, Hui-Shyong Yeo, Aaron J. Quigley, Daniel Vogel 0001
CHI5
2019 An Evaluation of Touch Input at the Edge of a Table
abstract
Tables, desks, and counters are often nearby, motivating their use as interactive surfaces. However, they are typically cluttered. As an alternative, we explore touch input along the 'edge' of table-like surfaces. The performance of tapping, crossing, and dragging is tested along the two ridges and front face of a table edge. Results show top ridge movement time is comparable to the top face when tapping or dragging. When crossing, both ridges are at least 11% faster than the top face. Effective width analysis is used to model performance and provide recommended target sizes. Based on observed user behaviour, variations of top and bottom ridge crossing are explored in a second study, and design recommendations with example applications are provided.
Nikhita Joshi, Daniel Vogel 0001
CHI2
2019 Automating the Intentional Encoding of Human-Designable Markers
abstract
Recent work established that it is possible for human artists to encode information into hand-drawn markers, but it is difficult to do when simultaneously maintaining aesthetic quality. We present two methods for relieving the mental burden associated with encoding, while allowing an artist to draw as freely as possible. A 'Helper Overlay' guides the artist with real-time feedback indicating where visual features should be added or removed, and an 'Autocomplete Tool' directly adds necessary features to the drawing for the artist to touch up. Both methods are enabled by a two-part algorithm that uses a tree-search for finding 'major' changes and a dynamic programming method for finding the minimum number of 'minor' changes. A 24-person study demonstrates that a majority of participants prefer both tools over previous methods of manual encoding, with the Helper Overlay being the more popular of the two.
Joshua D. A. Jung, Rahul N. Iyer, Daniel Vogel 0001
CHI3
2019 Automation Accuracy Is Good, but High Controllability May Be Better
abstract
When automating tasks using some form of artificial intelligence, some inaccuracy in the result is virtually unavoidable. In many cases, the user must decide whether to try the automated method again, or fix it themselves using the available user interface. We argue this decision is influenced by both perceived automation accuracy and degree of task "controllability" (how easily and to what extent an automated result can be manually modified). This relationship between accuracy and controllability is investigated in a 750-participant crowdsourced experiment using a controlled, gamified task. With high controllability, self-reported satisfaction remained constant even under very low accuracy conditions, and overall, a strong preference was observed for using manual control rather than automation, despite much slower performance and regardless of very poor controllability.
Quentin Roy, Futian Zhang, Daniel Vogel 0001
CHI3
2019 TabletInVR: Exploring the Design Space for Using a Multi-Touch Tablet in Virtual Reality
abstract
Complex virtual reality (VR) tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines. These are used to develop a vocabulary of interaction techniques to demonstrate how a tablet's precise touch input capability, physical shape, metaphorical associations, and natural compatibility with barehand mid-air input can be used in VR. For example, transforming objects with touch input, "cutting" objects by using the tablet as a physical "knife", navigating in 3D by using the tablet as a viewport, and triggering commands by interleaving bare-hand input around the tablet. Key aspects of the vocabulary are evaluated with users, with results validating the approach.
Hemant Bhaskar Surale, Aakar Gupta, Mark S. Hancock, Daniel Vogel 0001
CHI4
2019 Experimental Analysis of Barehand Mid-air Mode-Switching Techniques in Virtual Reality
abstract
We present an empirical comparison of eleven bare hand, mid-air mode-switching techniques suitable for virtual reality in two experiments. The first evaluates seven techniques spanning dominant and non-dominant hand actions. Techniques represent common classes of actions selected by a methodical examination of 56 examples of prior art. The standard "subtraction method" protocol is adapted for 3D interfaces, with two baseline selection methods, bare hand pinch and device controller button. A second experiment with four techniques explores more subtle dominant-hand techniques and the effect of using a dominant hand device for selection. Results provide guidance to practitioners when choosing bare hand, mid-air mode-switching techniques, and for researchers when designing new mode-switching methods in VR.
Hemant Bhaskar Surale, Fabrice Matulic, Daniel Vogel 0001
CHI3
2019 WRIST: Watch-Ring Interaction and Sensing Technique for Wrist Gestures and Macro-Micro Pointing
abstract
To better explore the incorporation of pointing and gesturing into ubiquitous computing, we introduce WRIST, an interaction and sensing technique that leverages the dexterity of human wrist motion. WRIST employs a sensor fusion approach which combines inertial measurement unit (IMU) data from a smartwatch and a smart ring. The relative orientation difference of the two devices is measured as the wrist rotation that is independent from arm rotation, which is also position and orientation invariant. Employing our test hardware, we demonstrate that WRIST affords and enables a number of novel yet simplistic interaction techniques, such as (i) macro-micro pointing without explicit mode switching and (ii) wrist gesture recognition when the hand is held in different orientations (e.g., raised or lowered). We report on two studies to evaluate the proposed techniques and we present a set of applications that demonstrate the benefits of WRIST. We conclude with a discussion of the limitations and highlight possible future pathways for research in pointing and gesturing with wearable devices.
Hui-Shyong Yeo, Hyungil Kim, Aakar Gupta, Andrea Bianchi, Daniel Vogel 0001, Hideki Koike, Woontack Woo, Aaron J. Quigley
MobileHCI6
2019 GraphWrangler: An Interactive Graph View on Relational Data
abstract
Existing data stores of enterprises are full of connected data and users are increasingly finding value in performing graph querying, analytics and visualization on this data. This process involves a labor-intensive ETL pipeline, where users write scripts to extract graphs from data stored in legacy stores, often an RDBMS, and import these graphs into a graph-specific software. We demonstrate GraphWrangler, a system that allows users to connect to an RDBMS and within a few clicks extract graphs out of their tabular data, visualize and explore these graphs, and automatically generate scripts for their ETL pipelines. GraphWrangler adopts the predictive interaction framework and internally uses a data transformation language that is a limited subset of SQL. Our demonstration video can be found here: https://youtu.be/k92Qk6vuIsU
Nafisa Anzum, Semih Salihoglu, Daniel Vogel 0001
SIGMOD Conference3
2019 Eliciting Pen-Holding Postures for General Input with Suitability for EMG Armband Detection
abstract
We conduct a two-part study to better understand pen grip postures for general input like mode switching and com-mand invocation. The first part of the study asks participants what variations of their normal pen grip posture they might use, without any specific consideration for sensing capabilities. The second part evaluates three of their sug-gested postures with an additional set of six postures designed for the sensing capabilities of a consumer EMG armband. Results show that grips considered normal and mature, such as the dynamic tripod and the dynamic quadrupod, are the best candidates for pen-grip based interaction, followed by finger-on-pen postures and grips using pen tilt. A convolutional neural network trained on EMG data gathered during the study yields above 70% within-participant recognition accuracy for common sets of five postures and above 80% for three-posture subsets. Based on the results, we propose design guidelines for pen interaction using variations of grip postures.
Fabrice Matulic, Brian K. Vogel, Naoki Kimura, Daniel Vogel 0001
ISS4
2019 Tip-Tap: Battery-free Discrete 2D Fingertip Input
abstract
We describe Tip-Tap, a wearable input technique that can be implemented without batteries using a custom RFID tag. It recognizes 2-dimensional discrete touch events by sensing the intersection between two arrays of contact points: one array along the index fingertip and the other along the thumb tip. A formative study identifies locations on the index finger that are reachable by different parts of the thumb tip, and the results determine the pattern of contacts points used for the technique. Using a reconfigurable 3x3 evaluation device, a second study shows eyes-free accuracy is 86% after a very short period, and adding bumpy or magnetic passive haptic feedback to contacts is not necessary. Finally, two battery-free prototypes using a new RFID tag design demonstrates how Tip-Tap can be implemented in a glove or tattoo form factor.
Keiko Katsuragawa, Ju Wang 0003, Ziyang Shan, Ningshan Ouyang, Omid Abari, Daniel Vogel 0001
UIST6
2019 What Do We Mean by "Interaction"? An Analysis of 35 Years of CHI
abstract
The notion of interaction is essential to human-computer interaction, yet rarely studied. We use quantitative and qualitative methods to investigate how this notion has been used across 35 years of proceedings from the ACM Conference on Human Factors in Computing (CHI). Using natural language processing, we extract 53,568 occurrences of the word “interaction” across 4,604 papers. In these occurrences, we categorize 2,668 unique words that modify how “interaction” is used in a sentence. We show that the use of “interaction” is both increasing and diversifying, suggesting the importance of the notion, but also the difficulty in developing theory about interaction. Our findings show that styles of interaction are closely associated with changes in technology and that modalities and characteristics of interaction are becoming more of a topic than specific devices or widgets. Interaction qualities, relating to structure, feel, effectiveness, and efficiency, are consistently prominent, and the quality of novelty is increasingly frequent. From this analysis, we identify open questions about interaction, including how to build knowledge across changing technologies, how to work toward a model of quality for interaction, and what the core of a science of interaction could be.
Kasper Hornbæk, Aske Mottelson, Jarrod Knibbe, Daniel Vogel 0001
ACM Trans. Comput. Hum. Interact.4
2018 Characterizing Finger Pitch and Roll Orientation During Atomic Touch Actions
abstract
Atomic interactions in touch interfaces, like tap, drag, and flick, are well understood in terms of interaction design, but less is known about their physical performance characteristics. We carried out a study to gather baseline data about finger pitch and roll orientation during atomic touch input actions. Our results show differences in orientation and range for different fingers, hands, and actions, and we analyse the effect of tablet angle. Our data provides designers and researchers with a new resource to better understand what interactions are possible in different settings ( e.g. when using the left or right hand), to design novel interaction techniques that use orientation as input (e.g. using finger tilt as an implicit mode), and to determine whether new sensing techniques are feasible (e.g. using fingerprints for identifying specific finger touches).
Alix Goguey, Géry Casiez, Daniel Vogel 0001, Carl Gutwin
CHI3
2018 Methods for Intentional Encoding of High Capacity Human-Designable Visual Markers
abstract
Previous techniques for human-designable visual markers have focused on small encoding spaces, and assume artists do not need to encode specific bit representations. We present a general framework for human-designable visual markers for artists to encode specific bit representations in large spaces. A three-part study, conducted over three weeks, methodically evaluates the usability of different encoding methods when artists encode specific bit representations. The methods span different shape characteristics suitable for artist encoding (convexity, hollowness, number, size, and distance from centroid) and visualization tools are proposed to aid in this process. We further demonstrate that any of the methods presented may be practically used to encode a URL with the aid of a universally available database like TinyURL (rather than a task-specific database), making human-designable visual markers practical for applications such as advertisements.
Joshua D. A. Jung, Daniel Vogel 0001
CHI2
2018 Evaluating Attack and Defense Strategies for Smartphone PIN Shoulder Surfing
abstract
We evaluate the efficacy of shoulder surfing defenses for PIN-based authentication systems. We find tilting the device away from the observer, a widely adopted defense strategy, provides limited protection. We also evaluate a recently proposed defense incorporating an "invisible pressure component" into PIN entry. Contrary to earlier claims, our results show this provides little defense against malicious insider attacks. Observations during the study uncover successful attacker strategies for reconstructing a victim's PIN when faced with a tilt defense. Our evaluations identify common misconceptions regarding shoulder surfing defenses, and highlight the need to educate users on how to safeguard their credentials from these attacks.
Hassan Khan 0002, Urs Hengartner, Daniel Vogel 0001
CHI3
2018 Multiray: Multi-Finger Raycasting for Large Displays
abstract
We explore and evaluate a multi-finger raycasting design space that we call "multiray". Each finger projects a ray on to the display, so the user is interacting from a distance using a form of direct input. Specifically, we propose techniques, where patterns of ray intersections created by hand postures form 2D geometric shapes to trigger actions and perform direct manipulations that go beyond single-point selections. Two formative studies examine characteristics of multi-finger raycasting for different projection methods, shapes, and tasks. Based on the results of those investigations, we demonstrate a number of dynamic UI controls and operations that utilise multiray points and shapes.
Fabrice Matulic, Daniel Vogel 0001
CHI2
2018 Augmented Reality-based Mimicry Attacks on Behaviour-Based Smartphone Authentication
abstract
We develop an augmented reality-based app that resides on the attacker's smartphone and leverages computer vision and raw input data to provide real-time mimicry attack guidance on the victim's phone. Our approach does not require tampering or installing software on the victim's device, or specialized hardware. The app is demonstrated by attacking keystroke dynamics, a method leveraging the unique typing behaviour of users to authenticate them on a smartphone, which was previously thought to be hard to mimic. In addition, we propose a low-tech AR-like audiovisual method based on spatial pointers on a transparent film and audio cues. We conduct experiments with 31 participants and mount over 400 attacks to show that our methods enable attackers to successfully bypass keystroke dynamics for 87% of the attacks after an average mimicry training of four minutes. Our AR-based method can be extended to attack other input behaviour-based biometrics. While the particular attack we describe is relatively narrow, it is a good example of using AR guidance to enable successful mimicry of user behaviour---an approach of increasing concern as AR functionality becomes more commonplace.
Hassan Khan 0002, Urs Hengartner, Daniel Vogel 0001
MobiSys3
2018 Unimanual Pen+Touch Input Using Variations of Precision Grip Postures
abstract
We introduce a new pen input space by forming postures with the same hand that also grips the pen while writing, drawing, or selecting. The postures contact the multitouch surface around the pen to enable detection without special sensors. A formative study investigates the effectiveness, accuracy, and comfort of 33 candidate postures in controlled tasks. The results indicate a useful subset of postures. Using raw capacitive sensor data captured in the study, a convolutional neural network is trained to recognize 10 postures in real time. This recognizer is used to create application demonstrations for pen-based document annotation and vector drawing. A small usability study shows the approach is feasible.
Drini Cami, Fabrice Matulic, Richard G. Calland, Brian K. Vogel, Daniel Vogel 0001
UIST5
2018 FingerArc and FingerChord: Supporting Novice to Expert Transitions with Guided Finger-Aware Shortcuts
abstract
Keyboard shortcuts can be more efficient than graphical input, but they are underused by most users. To alleviate this, we present "Guided Finger-Aware Shortcuts" to reduce the gulf between graphical input and shortcut activation. The interaction technique works by recognising when a special hand posture is used to press a key, then allowing secondary finger movements to select among related shortcuts if desired. Novice users can learn the mappings through dynamic visual guidance revealed by holding a key down, but experts can trigger shortcuts directly without pausing. Two variations are described: FingerArc uses the angle of the thumb, and FingerChord uses a second key press. The techniques are motivated by an interview study identifying factors hindering the learning, use, and exploration of keyboard shortcuts. A controlled comparison with conventional keyboard shortcuts shows the techniques encourage overall shortcut usage, make interaction faster, less error-prone, and provide advantages over simply adding visual guidance to standard shortcuts.
Jingjie Zheng, Blaine Lewis, Jeff Avery, Daniel Vogel 0001
UIST4
2017 Guided Selfies using Models of Portrait Aesthetics
abstract
We introduce techniques enabling interactive guidance for better self-portrait photos ("selfies") using a smartphone cam- era. Aesthetic quality is estimated using empirical models for three parameterized composition principles: face size, face position, and lighting direction. The models are built using 2,700 crowdworker assessments of highly-controlled synthetic selfies. These are generated by manipulating a virtual camera and lighting when rendering a realistic 3D model of a human to methodically explore the parameter space. A camera application uses the models to estimate the aesthetic quality of a live selfie preview based on parameters measured by computer vision. The photographer is guided towards a better selfie by directional hints overlaid on the live preview. A study shows the technique provides a 26% increase in aesthetic quality compared to a standard camera application.
Qifan Li, Daniel Vogel 0001
Conference on Designing Interactive Systems2
2017 Cito: An Actuated Smartwatch for Extended Interactions
abstract
We propose and explore actuating a smartwatch face to enable extended interactions. Five face movements are defined: rotation, hinging, translation, rising, and orbiting. These movements are incorporated into interaction techniques to address limitations of a fixed watch face. A 20-person study uses concept videos of a passive low fidelity prototype to confirm the usefulness of the actuated interaction techniques. A second 20-person study uses 3D rendered animations to access social acceptability and perceived comfort for different actuation dynamics and usage contexts. Finally, we present Cito, a high-fidelity proof-of-concept hardware prototype that investigates technical challenges.
Jun Gong 0002, Lan Li 0002, Daniel Vogel 0001, Xing-Dong Yang
CHI3
2017 Experimental Analysis of Mode Switching Techniques in Touch-based User Interfaces
abstract
This paper presents the results of a 36 participant empirical comparison of touch mode-switching. Six techniques are evaluated, spanning current and future techniques: long press, non-dominant hand, two-fingers, hard press, knuckle, and thumb-on-finger. Two poses are controlled for, seated with the tablet on a desk and standing with the tablet held on the forearm. Findings indicate pose has no effect on mode switching time and little effect on error rate; using two-fingers is fastest while long press is much slower; non-preferred hand and thumb-on-finger also rate highly in subjective scores. The experiment protocol is based on Li et al.'s pen mode-switching study, enabling a comparison of touch and pen mode switching. Among the common techniques, the non-dominant hand is faster than pressure with touch, whereas no significant difference had been found for pen. Our work addresses the lack of empirical evidence comparing touch mode-switching techniques and provides guidance to practitioners when choosing techniques and to researchers when designing new mode-switching methods.
Hemant Bhaskar Surale, Fabrice Matulic, Daniel Vogel 0001
CHI3
2017 Hand Contact Shape Recognition for Posture-Based Tabletop Widgets and Interaction
abstract
Tabletop interaction can be enriched by considering whole hands as input instead of only fingertips. We describe a generalised, reproducible computer vision algorithm to recognise hand contact shapes, with support for arm rejection, as well as dynamic properties like finger movement and hover. A controlled experiment shows the algorithm can detect seven different contact shapes with roughly 91% average accuracy. The effect of long sleeves and non-user specific templates is also explored. The algorithm is used to trigger, parameterise, and dynamically control menu and tool widgets, and the usability of a subset of these are qualitatively evaluated in a realistic application. Based on our findings, we formulate a number of design recommendations for hand shape-based interaction.
Fabrice Matulic, Daniel Vogel 0001, Raimund Dachselt
ISS2
2017 A Modular Smartphone for Lending
abstract
We motivate, design, and prototype a modular smartphone designed to make temporary device lending trustworthy and convenient. The concept is that the phone can be separated into pieces, so a child, friend, or even stranger can begin an access-controlled interaction with one piece, while the own-er retains another piece to continue their tasks and monitor activity. This is grounded in a survey capturing attitudes towards device lending, and an exploratory study probing how people might lend pieces of different kinds of modular smartphones. Design considerations are generated for a hardware form factor and software interface to support different lending scenarios. A functional prototype combining three smartphones into a single modular device is described and used to demonstrate a lending interaction design. A usability test validates the concept using the prototype.
Teddy Seyed, Xing-Dong Yang, Daniel Vogel 0001
UIST3
2017 Leveraging finger identification to integrate multi-touch command selection and parameter manipulation
Alix Goguey, Daniel Vogel 0001, Fanny Chevalier, Thomas Pietrzak, Nicolas Roussel 0001, Géry Casiez
Int. J. Hum. Comput. Stud.2
2016 Tap-Kick-Click: Foot Interaction for a Standing Desk
abstract
Foot interaction techniques for controlling conventional desktop applications at a standing desk are described. Indirect, discrete two-foot input using combinations of spatial kicks, taps, jumps, and standing postures are tracked using a depth camera and instrumented shoes. An implemented system shows how visual feedback and interface augmentation can make foot input compatible with existing desktop applications. Application scenarios using the system demonstrate productive pure foot input breaks with real application tasks like web browsing and code debugging, as well as using feet as a secondary input channel with mouse and keyboard. An evaluation validates the usability of the approach.
William Saunders, Daniel Vogel 0001
Conference on Designing Interactive Systems2
2016 The Performance and Preference of Different Fingers and Chords for Pointing, Dragging, and Object Transformation
abstract
The development of robust methods to identify which finger is causing each touch point, called "finger identification," will open up a new input space where interaction designers can associate system actions to different fingers. However, relatively little is known about the performance of specific fingers as single touch points or when used together in a "chord." We present empirical results for accuracy, throughput, and subjective preference gathered in five experiments with 48 participants exploring all 10 fingers and 7 two-finger chords. Based on these results, we develop design guidelines for reasonable target sizes for specific fingers and two-finger chords, and a relative ranking of the suitability of fingers and two-finger chords for common multi-touch tasks. Our work contributes new knowledge regarding specific finger and chord performance and can inform the design of future interaction techniques and interfaces utilizing finger identification.
Alix Goguey, Mathieu Nancel, Géry Casiez, Daniel Vogel 0001
CHI4
2016 Doppio: A Reconfigurable Dual-Face Smartwatch for Tangible Interaction
abstract
Doppio is a reconfigurable smartwatch with two touch sensitive display faces. The orientation of the top relative to the base and how the top is attached to the base, creates a very large interaction space. We define and enumerate possible configurations, transitions, and manipulations in this space. Using a passive prototype, we conduct an exploratory study to probe how people might use this style of smartwatch interaction. With an instrumented prototype, we conduct a controlled experiment to evaluate the transition times between configurations and subjective preferences. We use the combined results of these two studies to generate a set of characteristics and design considerations for applying this interaction space to smartwatch applications. These considerations are illustrated with a proof-of-concept hardware prototype demonstrating how Doppio interactions can be used for notifications, private viewing, task switching, temporary information access, application launching, application modes, input, and sharing the top.
Teddy Seyed, Xing-Dong Yang, Daniel Vogel 0001
CHI3
2016 Finger-Aware Shortcuts
abstract
We evaluate and demonstrate finger, hand, and posture identification as keyboard shortcuts. By detecting the hand and finger used to press a key, and open or closed hand postures, a key press can have multiple command mappings. A formative study reveals performance and preference patterns when using different fingers and postures to press a key. The results are used to develop a computer vision algorithm to identify fingers and hands on a keyboard captured by a built-in lap top camera and reflector. This algorithm is built into a background service to enable system-wide finger-aware shortcut keys in any application. A controlled experiment uses the service to compare the performance of Finger-Aware Shortcuts with existing methods. The results show Finger-Aware Shortcuts are comparable with a common class of shortcuts using multiple modifier keys. Finally, application demonstrations illustrate different use cases and mappings for Finger-Aware Shortcuts and extend the idea to two-handed key presses, continuous parameter control, and menu selection.
Jingjie Zheng, Daniel Vogel 0001
CHI2
2016 Targeted Mimicry Attacks on Touch Input Based Implicit Authentication Schemes
abstract
Touch input implicit authentication (``touch IA'') employs behavioural biometrics like touch location and pressure to continuously and transparently authenticate smartphone users. We provide the first ever evaluation of targeted mimicry attacks on touch IA and show that it fails against shoulder surfing and offline training attacks. Based on experiments with three diverse touch IA schemes and 256 unique attacker-victim pairs, we show that shoulder surfing attacks have a bypass success rate of 84% with the majority of successful attackers observing the victim's behaviour for less than two minutes. Therefore, the accepted assumption that shoulder surfing attacks on touch IA are infeasible due to the hidden nature of some features is incorrect. For offline training attacks, we created an open-source training app for attackers to train on their victims' touch data. With this training, attackers achieved bypass success rates of 86%, even with only partial knowledge of the underlying features used by the IA scheme. Previous work failed to find these severe vulnerabilities due to its focus on random, non-targeted attacks. Our work demonstrates the importance of considering targeted mimicry attacks to evaluate the security of an implicit authentication scheme. Based on our results, we conclude that touch IA is unsuitable from a security standpoint.
Hassan Khan 0002, Urs Hengartner, Daniel Vogel 0001
MobiSys3
2016 Authoring Illustrations of Human Movements by Iterative Physical Demonstration
abstract
Illustrations of human movements are used to communicate ideas and convey instructions in many domains, but creating them is time-consuming and requires skill. We introduce DemoDraw, a multi-modal approach to generate these illustrations as the user physically demonstrates the movements. In a Demonstration Interface, DemoDraw segments speech and 3D joint motion into a sequence of motion segments, each characterized by a key pose and salient joint trajectories. Based on this sequence, a series of illustrations is automatically generated using a stylistically rendered 3D avatar annotated with arrows to convey movements. During demonstration, the user can navigate using speech and amend or re-perform motions if needed. Once a suitable sequence of steps has been created, a Refinement Interface enables fine control of visualization parameters. In a three-part evaluation, we validate the effectiveness of the generated illustrations and the usability of DemoDraw. Our results show 4 to 7-step illustrations can be created in 5 or 10 minutes on average.
Pei-Yu Chi, Daniel Vogel 0001, Mira Dontcheva, Wilmot Li, Björn Hartmann
UIST2
2016 Next-Point Prediction Metrics for Perceived Spatial Errors
abstract
Touch screens have a delay between user input and corresponding visual interface feedback, called input 'latency' (or 'lag'). Visual latency is more noticeable during continuous input actions like dragging, so methods to display feedback based on the most likely path for the next few input points have been described in research papers and patents. Designing these 'next-point prediction' methods is challenging, and there have been no standard metrics to compare different approaches. We introduce metrics to quantify the probability of 7 spatial error 'side-effects' caused by next-point prediction methods. Types of side-effects are derived using a thematic analysis of comments gathered in a 12 participants study covering drawing, dragging, and panning tasks using 5 state-of-the-art next-point predictors. Using experiment logs of actual and predicted input points, we develop quantitative metrics that correlate positively with the frequency of perceived side-effects. These metrics enable practitioners to compare next-point predictors using only input logs.
Mathieu Nancel, Daniel Vogel 0001, Bruno Rodrigues De Araújo, Ricardo Jota, Géry Casiez
UIST2
2015 Myopoint: Pointing and Clicking Using Forearm Mounted Electromyography and Inertial Motion Sensors
abstract
We describe a mid-air, barehand pointing and clicking interaction technique using electromyographic (EMG) and inertial measurement unit (IMU) input from a consumer armband device. The technique uses enhanced pointer feedback to convey state, a custom pointer acceleration function tuned for angular inertial motion, and correction and filtering techniques to minimize side-effects when combining EMG and IMU input. By replicating a previous large display study using a motion capture pointing technique, we show the EMG and IMU technique is only 430 to 790 ms slower and has acceptable error rates for targets greater than 48 mm. Our work demonstrates that consumer-level EMG and IMU sensing is practical for distant pointing and clicking on large displays.
Faizan Haque, Mathieu Nancel, Daniel Vogel 0001
CHI3
2015 Clutching Is Not (Necessarily) the Enemy
abstract
Clutching is usually assumed to be triggered by a lack of physical space and detrimental to pointing performance. We conduct a controlled experiment using a laptop trackpad where the effect of clutching on pointing performance is dissociated from the effects of control-to-display transfer functions. Participants performed a series of target acquisition tasks using typical cursor acceleration functions with and without clutching. All pointing tasks were feasible without clutching, but clutch-less movements were harder to perform, caused more errors, required more preparation time, and were not faster than clutch-enabled movements.
Mathieu Nancel, Daniel Vogel 0001, Edward Lank
CHI2
2015 Soft-Constraints to Reduce Legacy and Performance Bias to Elicit Whole-body Gestures with Low Arm Fatigue
abstract
Participant biases can influence proposed gestures in elicitation studies. There is a legacy bias from previous experience with, or even knowledge of, existing input devices, interfaces, and technologies. There is also a performance bias, where the artificial study setting does not encourage consideration of long-term aspects such as fatigue. These biases make it especially difficult to uncover gestures appropriate for whole-body gestural input. We propose using soft constraints to correct for legacy and performance biases by penalizing physical movements. We use wrist weights as a soft constraint to elicit whole-body gestures with low arm fatigue. We show soft constraints encourage a wider range of gestures using subtler arm movements or alternate body parts and lower consumed endurance for arm movements.
Jaime Ruiz 0002, Daniel Vogel 0001
CHI2
2015 The performance of indirect foot pointing using discrete taps and kicks while standing
William Saunders, Daniel Vogel 0001
Graphics Interface2
2015 Usability and Security Perceptions of Implicit Authentication: Convenient, Secure, Sometimes Annoying
Hassan Khan 0002, Urs Hengartner, Daniel Vogel 0001
SOUPS3
2015 Gunslinger: Subtle Arms-down Mid-air Interaction
abstract
We describe Gunslinger, a mid-air interaction technique using barehand postures and gestures. Unlike past work, we explore a relaxed arms-down position with both hands interacting at the sides of the body. It features "hand-cursor" feedback to communicate recognized hand posture, command mode and tracking quality; and a simple, but flexible hand posture recognizer. Although Gunslinger is suitable for many usage contexts, we focus on integrating mid-air gestures with large display touch input. We show how the Gunslinger form factor enables an interaction language that is equivalent, coherent, and compatible with large display touch input. A four-part study evaluates Midas Touch, posture recognition feedback, pointing and clicking, and general usability.
Mathieu Nancel, Daniel Vogel 0001
UIST3
2015 Pin-and-Cross: A Unimanual Multitouch Technique Combining Static Touches with Crossing Selection
abstract
We define, explore, and demonstrate a new multitouch interaction space called "pin-and-cross." It combines one or more static touches ("pins") with another touch to cross a radial target, all performed with one hand. A formative study reveals pin-and-cross kinematic characteristics and evaluates fundamental performance and preference for target angles. These results are used to form design guidelines and recognition heuristics for pin-and-cross menus invoked with one and two pin fingers on first touch or after a drag. These guidelines are used to implement different pin-and-cross techniques. A controlled experiment compares a one finger pin-and-cross contextual menu to a Marking Menu and partial Pie Menu: pin-and-cross is just as accurate and 27% faster when invoked on a draggable object. A photo app demonstrates more pin-and-cross variations for extending two-finger scrolling, selecting modes while drawing, constraining two-finger transformations, and combining pin-and-cross with a Marking Menu.
Yuexing Luo, Daniel Vogel 0001
UIST2
2014 Crossing-based selection with direct touch input
abstract
Fundamental performance results for crossing-based selec-tion tasks with direct touch input are presented. A close adaptation of Accot and Zhai's indirect stylus crossing ex-periment reveals similar trends for direct touch input: touch crossing task time is faster or equivalent to touch pointing; continuous selection of large orthogonal crossing targets is most effective; and continuous selection of small collinear targets is least effective. Unlike indirect stylus and mouse crossing, not every kind of direct touch pointing perfor-mance is modeled accurately with standard Fitts' law. Instead, Fitts' law, used previously for touch pointing with small targets, is used to more accurately model discrete touch crossing with a directionally constrained target. In addition, visual touch feedback is shown to have a strong effect on absolute accuracy. Our work empirically validates touch crossing as a practical and efficient selection technique, and motivates the exploration of novel forms of expressive multi-touch crossing.
Yuexing Luo, Daniel Vogel 0001
CHI2
2014 The effect of interior bezel presence and width on magnitude judgement
James R. Wallace, Daniel Vogel 0001, Edward Lank
Graphics Interface2
2014 Pinch-to-zoom-plus: an enhanced pinch-to-zoom that reduces clutching and panning
abstract
Despite its popularity, the classic pinch-to-zoom gesture used in modern multi-touch interfaces has drawbacks: specifically, the need to support an extended range of scales and the need to keep content within the view window on the display can result in the need to clutch and pan. In two formative studies of unimanual and bimanual pinch-to-zoom, we found patterns: zooming actions follows a predictable ballistic velocity curve, and users tend to pan the point-of-interest towards the center of the screen. We apply these results to design an enhanced zooming technique called Pinch-to-Zoom-Plus (PZP) that reduces clutching and panning operations compared to standard pinch-to-zoom behaviour.
Jeff Avery, Mark Choi, Daniel Vogel 0001, Edward Lank
UIST3
2012 Territoriality and behaviour on and around large vertical publicly-shared displays
abstract
We investigate behaviours on, and around, large vertical displays during concurrent usage. Using an observational field study, we identify fundamental patterns of how people use existing public displays: their orientation, positioning, group identification, and behaviour within and between social groups just-before, during, and just-after usage. These results are then used to motivate a controlled experiment where two individuals or two pairs of individuals complete tasks concurrently on a simulated large vertical display. Results from our controlled study demonstrates that vertical surface territories are similar to those found in horizontal tabletops in function, but their definitions and social conventions are different. In addition, the nature of use-while-standing systems results in more complex and dynamic physical territories around the display. We show that the anthropological notion of personal space must be slightly refined for application to vertical displays.
Alec Azad, Jaime Ruiz 0002, Daniel Vogel 0001, Mark S. Hancock, Edward Lank
Conference on Designing Interactive Systems3
2012 1 € filter: a simple speed-based low-pass filter for noisy input in interactive systems
abstract
The 1 € filter ("one Euro filter") is a simple algorithm to filter noisy signals for high precision and responsiveness. It uses a first order low-pass filter with an adaptive cutoff frequency: at low speeds, a low cutoff stabilizes the signal by reducing jitter, but as speed increases, the cutoff is increased to reduce lag. The algorithm is easy to implement, uses very few resources, and with two easily understood parameters, it is easy to tune. In a comparison with other filters, the 1 € filter has less lag using a reference amount of jitter reduction.
Géry Casiez, Nicolas Roussel 0001, Daniel Vogel 0001
CHI3
2012 Hand occlusion on a multi-touch tabletop
abstract
We examine the shape of hand and forearm occlusion on a multi-touch table for different touch contact types and tasks. Individuals have characteristic occlusion shapes, but with commonalities across tasks, postures, and handedness. Based on this, we create templates for designers to justify occlusion-related decisions and we propose geometric models capturing the shape of occlusion. A model using diffused illumination captures performed well when augmented with a forearm rectangle, as did a modified circle and rectangle model with ellipse "fingers" suitable when only X-Y contact positions are available. Finally, we describe the corpus of detailed multi-touch input data we generated which is available to the community.
Daniel Vogel 0001, Géry Casiez
CHI1
2012 Giving a hand to the eyes: leveraging input accuracy for subpixel interaction
abstract
We argue that the current practice of using integer positions for pointing events artificially constrains human precision capabilities. The high sensitivity of current input devices can be harnessed to enable precise direct manipulation ""in between"" pixels, called subpixel interaction. We provide detailed analysis of subpixel theory and implementation, including the critical component of revised control-display gain transfer functions. A prototype implementation is described with several illustrative examples. Guidelines for subpixel domain applicability are provided and an overview of required changes to operating systems and graphical user interface frameworks are discussed.
Nicolas Roussel 0001, Géry Casiez, Jonathan Aceituno, Daniel Vogel 0001
UIST4
2011 Estimating the Perceived Difficulty of Pen Gestures
Radu-Daniel Vatavu, Daniel Vogel 0001, Géry Casiez, Laurent Grisoni
INTERACT (2)2
2011 Conté: multimodal input inspired by an artist's crayon
abstract
Conté is a small input device inspired by the way artists manipulate a real Conté crayon. By changing which corner, edge, end, or side is contacting the display, the operator can switch interaction modes using a single hand. Conté's rectangular prism shape enables both precise pen-like input and tangible handle interaction. Conté also has a natural compatibility with multi-touch input: it can be tucked in the palm to interleave same-hand touch input, or used to expand the vocabulary of bimanual touch. Inspired by informal interviews with artists, we catalogue Conté's characteristics, and use these to outline a design space. We describe a prototype device using common materials and simple electronics. With this device, we demonstrate interaction techniques in a test-bed drawing application. Finally, we discuss alternate hardware designs and future human factors research to study this new class of input.
Daniel Vogel 0001, Géry Casiez
UIST1
2010 Occlusion-aware interfaces
abstract
We define occlusion-aware interfaces as interaction techniques which know what area of the display is currently occluded, and use this knowledge to counteract potential problems and/or utilize the hidden area. As a case study, we describe the Occlusion-Aware Viewer, which identifies important regions hidden beneath the hand and displays them in a non-occluded area using a bubble-like callout. To determine what is important, we use an application agnostic image processing layer. For the occluded area, we use a user configurable, real-time version of Vogel et al.'s [21] geometric model. In an evaluation with a simultaneous monitoring task, we find the technique can successfully mitigate the effects of occlusion, although issues with ambiguity and stability suggest further refinements. Finally, we present designs for three other occlusion-aware techniques for pop-ups, dragging, and a hidden widget.
Daniel Vogel 0001, Ravin Balakrishnan
CHI1
2010 Direct Pen Interaction With a Conventional Graphical User Interface
abstract
We examine the usability and performance of Tablet PC direct pen input with a conventional graphical user interface (GUI). We use a qualitative observational study design with 16 participants divided into 4 groups: 1 mouse group for a baseline control and 3 Tablet PC groups recruited according to their level of experience. The study uses a scripted scenario of realistic tasks and popular office applications designed to exercise standard GUI components and cover typical interactions such as parameter selection, object manipulation, text selection, and ink annotation. We capture a rich set of logging data including 3D motion capture, video taken from the participants' point-of-view, screen capture video, and pen events such as movement and taps. To synchronize, segment, and annotate these logs, we used our own custom analysis software. We find that pen participants make more errors, perform inefficient movements, and express frustration during many tasks. Our observations reveal overarching problems with direct pen input: poor precision when tapping and dragging, errors caused by hand occlusion, instability and fatigue due to ergonomics and reach, cognitive differences between pen and mouse usage, and frustration due to limited input capabilities. We believe these to be the primary causes of nontext errors, which contribute to user frustration when using a pen with a conventional GUI. Finally, we discuss how researchers could address these issues without sacrificing the consistency of current GUIs and applications by making improvements at three levels: hardware, base interaction, and widget behavior.
Daniel Vogel 0001, Ravin Balakrishnan
Hum. Comput. Interact.1
2009 Hand occlusion with tablet-sized direct pen input
abstract
We present results from an experiment examining the area occluded by the hand when using a tablet-sized direct pen input device. Our results show that the pen, hand, and forearm can occlude up to 47% of a 12 inch display. The shape of the occluded area varies between participants due to differences in pen grip rather than simply anatomical differences. For the most part, individuals adopt a consistent posture for long and short selection tasks. Overall, many occluded pixels are located higher relative to the pen than previously thought. From the experimental data, a five-parameter scalable circle and pivoting rectangle geometric model is presented which captures the general shape of the occluded area relative to the pen position. This model fits the experimental data much better than the simple bounding box model often used implicitly by designers. The space of fitted parameters also serves to quantify the shape of occlusion. Finally, an initial design for a predictive version of the model is discussed.
Daniel Vogel 0001, Matthew Cudmore, Géry Casiez, Ravin Balakrishnan, Liam Keliher
CHI1
2008 The effect of spring stiffness and control gain with an elastic rate control pointing device
abstract
Isometric and elastic devices are most compatible with a rate control mapping. However, the effect of elastic stiffness has not been thoroughly investigated nor its interaction with control gain. In a controlled experiment, these factors are investigated along with user feedback regarding ease-of-use and fatigue. The results reveal a U-shaped profile of control gain vs. movement time, with different profiles for different stiffness levels. Using the optimum control gain for each stiffness level, performance across stiffness levels were similar. However, users preferred lower stiffness and lower control gain levels due to increased controller displacement. Based on these results, design guidelines for elastic rate control devices are given.
Géry Casiez, Daniel Vogel 0001
CHI2
2008 The Impact of Control-Display Gain on User Performance in Pointing Tasks
abstract
We theoretically and empirically examine the impact of control display (CD) gain on mouse pointing performance. Two techniques for modifying CD gain are considered: constant gain (CG) where CD gain is uniformly adjusted by a constant multiplier, and pointer acceleration (PA) where CD gain is adjusted using a nonuniform function depending on movement characteristics. Both CG and PA are evaluated at various levels of relationship between mouse and cursor movement: from low levels, which have a near one-to-one mapping, through to high levels that aggressively amplify mouse movement. We further derive a model predicting the modification in motor-space caused by pointer acceleration. Experiments are then conducted on a standard desktop display and on a very large high-resolution display, allowing us to measure performance in high index of difficulty tasks where the effect of clutching may be pronounced. The evaluation apparatus was designed to minimize device quantization effects and used accurate 3D motion tracking equipment to analyze users' limb movements. On both displays, and in both gain techniques, we found that low levels of CD gain had a marked negative effect on performance, largely because of increased clutching and maximum limb speeds. High gain levels had relatively little impact on performance, with only a slight increase in time when selecting very small targets at high levels of constant gain. On the standard desktop display, pointer acceleration resulted in 3.3% faster pointing than constant gain and up to 5.6% faster with small targets. This supported the theoretical prediction of motor-space modification but fell short of the theoretical potential, possibly because PA caused an increase in target overshooting. Both techniques were accurately modeled by Fitts' law in all gain settings except for when there was a significant amount of clutching. From our results, we derive a usable range of CD gain settings between thresholds of speed and accuracy given the capabilities of a pointing device, display, and the expected range of target widths and distances.
Géry Casiez, Daniel Vogel 0001, Ravin Balakrishnan, Andy Cockburn
Hum. Comput. Interact.2
2007 Shift: a technique for operating pen-based interfaces using touch
abstract
Retrieving the stylus of a pen-based device takes time and requires a second hand. Especially for short intermittent interactions many users therefore choose to use their bare fingers. Although convenient, this increases targeting times and error rates. We argue that the main reasons are the occlusion of the target by the user's finger and ambiguity about which part of the finger defines the selection point. We propose a pointing technique we call Shift that is designed to address these issues. When the user touches the screen, Shift creates a callout showing a copy of the occluded screen area and places it in a non-occluded location. The callout also shows a pointer representing the selection point of the finger. Using this visual feedback, users guide the pointer into the target by moving their finger on the screen surface and commit the target acquisition by lifting the finger. Unlike existing techniques, Shift is only invoked when necessary--over large targets no callout is created and users enjoy the full performance of an unaltered touch screen. We report the results of a user study showing that with Shift participants can select small targets with much lower error rates than an unaided touch screen and that Shift is faster than Offset Cursor for larger targets.
Daniel Vogel 0001, Patrick Baudisch
CHI1
2007 RubberEdge: reducing clutching by combining position and rate control with elastic feedback
abstract
Position control devices enable precise selection, but significant clutching degrades performance. Clutching can be reduced with high control-display gain or pointer acceleration, but there are human and device limits. Elastic rate control eliminates clutching completely, but can make precise selection difficult. We show that hybrid position-rate control can outperform position control by 20% when there is significant clutching, even when using pointer acceleration. Unlike previous work, our RubberEdge technique eliminates trajectory and velocity discontinuities. We derive predictive models for position control with clutching and hybrid control, and present a prototype RubberEdge position-rate control device including initial user feedback.
Géry Casiez, Daniel Vogel 0001, Christophe Chaillou
UIST2
2007 Specifying label layout style by example
abstract
Creating high-quality label layouts in a particular visual style is a time-consuming process. Although automated labeling algorithms can aid the layout process, expert design knowledge is required to tune these algorithms so that they produce layouts which meet the designer's expectations. We propose a system which can learn a labellayout style from a single example layout and then apply this style to new labeling problems. Because designers find it much easier to create example layouts than tune algorithmic parameters, our system provides a more natural workflow for graphic designers. We demonstrate that our system is capable of learning a variety of label layout styles from examples.
Ian Vollick, Daniel Vogel 0001, Maneesh Agrawala, Aaron Hertzmann
UIST2
2006 HybridPointing: fluid switching between absolute and relative pointing with a direct input device
abstract
We present HybridPointing, a technique that lets users easily switch between absolute and relative pointing with a direct input device such as a pen. Our design includes a new graphical element, the Trailing Widget, which remains "close at hand" but does not interfere with normal cursor operation. The use of visual feedback to aid the user's understanding of input state is discussed, and several novel visual aids are presented. An experiment conducted on a large, wall-sized display validates the benefits of HybridPointing under certain conditions. We also discuss other situations in which HybridPointing may be useful. Finally, we present an extension to our technique that allows for switching between absolute and relative input in the middle of a single drag-operation.
Clifton Forlines, Daniel Vogel 0001, Ravin Balakrishnan
UIST2
2005 Distant freehand pointing and clicking on very large, high resolution displays
abstract
We explore the design space of freehand pointing and clicking interaction with very large high resolution displays from a distance. Three techniques for gestural pointing and two for clicking are developed and evaluated. In addition, we present subtle auditory and visual feedback techniques to compensate for the lack of kinesthetic feedback in freehand interaction, and to promote learning and use of appropriate postures.
Daniel Vogel 0001, Ravin Balakrishnan
UIST1
2004 Interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users
abstract
We develop design principles and an interaction framework for sharable, interactive public ambient displays that support the transition from implicit to explicit interaction with both public and personal information. A prototype system implementation that embodies these design principles is described. We use novel display and interaction techniques such as simple hand gestures and touch screen input for explicit interaction and contextual body orientation and position cues for implicit interaction. Techniques are presented for subtle notification, self-revealing help, privacy controls, and shared use by multiple people each in their own context. Initial user feedback is also presented, and future directions discussed.
Daniel Vogel 0001, Ravin Balakrishnan
UIST1