EDBT 2026 Demo / reviewers in the wild / expert
Aakar Gupta
dblp:70/11300
· DBLP profile ↗
35ranked-venue papers
12as first author
17since 2021 · last 2026
0000-0001-6435-3583ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 30 · 12 first-author · 15 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Evolving Enactions of Expertise: Software Engineers' Evaluation and Demonstration of Coding Expertise with AI Coding AssistantsabstractAI coding assistants are changing how software engineers engage in coding work. This shift raises a key question: does the changing of coding work also alter how software engineers evaluate and demonstrate coding expertise? We explore this question through a simulated live coding interview involving two software engineers, one as evaluator and the other as candidate, with AI tools allowed. Participants continued to rely on familiar criteria but adjusted the evidence they sought, as AI assistants both introduced new forms of demonstrating expertise and obscured some established workflows. The importance of these evolving enactions varied with evaluators’ emphasis on implementation versus planning. Lacking a clear link to expertise, heightened productivity expectations created additional tensions around these evolving enactions. We conclude by discussing how extended enactions can be supported through AI-focused tools and training, and how tensions between diminished enactions and productivity call for collaborative attention. Yeonju Jang, Mose Sakashita, Koichiro Niinuma, Aakar Gupta |
CHI | 4 |
| 2026 | DataSpeck: An AI-Driven Human-in-the-Loop System for Automating Transformations in Data Conversion WorkflowsabstractIn data-driven systems, integrating disparate data sources becomes challenging when incoming data does not conform to the system’s specifications. Despite advances in automated schema matching systems, data integration tasks involving complex semantic interrelationships still require users to manually identify and define transformations between datasets, which can be cognitively demanding and time-consuming. We present DataSpeck, an end-to-end system that automates the conversion of disparate data sources to fit any pre-existing data specification. DataSpeck employs an AI-driven human-in-the-loop design, using LLMs to analyze semantic relationships and generate step-by-step transformation pipelines autonomously, while only requesting user attention to resolve semantic ambiguities. In our technical evaluation, DataSpeck successfully automated ~86% of varied data transformations while generating interpretable strategies with confidence scores and targeted clarification requests. In a user study (N=12), participants completed data conversion tasks ~53% faster with significantly reduced cognitive load using DataSpeck compared to Microsoft Excel with Copilot. Adil Rahman, Koichiro Niinuma, Aakar Gupta |
CHI | 3 |
| 2026 | FuzzySeek: Multimodal Refinement of Imprecise Video Queries for Moment RetrievalabstractRecent AI advances have made it possible to retrieve specific moments from long-form videos using natural language queries. However, existing systems can struggle to align retrieval results with user intent due to the lack of means for users to express their intents in simple natural language text. Moreover, there is limited support for helping users express or refine their intents interactively. We present FuzzySeek, a video moment retrieval interface that supports the expression and specification of imprecise or broad exploratory queries through multimodal interaction. FuzzySeek proposes three key components (1) Multimodality-blended text querying to improve expressivity, enabling users to directly anchor multimodal content within their textual queries, (2) Proactive Multimodal Guidance, which identifies imprecise/broad terms and phrases and surfaces targeted clarifications across modalities to improve query specificity and, (3) Query rollback to enable iterative back and forth exploration to enable direct or exploratory searches. Through a technical evaluation, multiple illustrative use cases and a user study with 11 participants, we show that FuzzySeek improves clarification efficiency, reduces cognitive load, and better supports video moment retrieval for imprecise queries compared to a baseline system without such support. Aditi Mishra, Koichiro Niinuma, Aakar Gupta |
IUI | 3 |
| 2025 | AdaptiveSliders: User-aligned Semantic Slider-based Editing of Text-to-Image Model Output
Rahul Jain 0018, Amit Goel, Koichiro Niinuma, Aakar Gupta |
CHI | 4 |
| 2025 | An Investigation of Multimodal Kinematic Template Matching for Ray Pointing Prediction for Target Selection in VRabstractWe explore the use of multimodal input to predict the landing position of a ray pointer while selecting targets in a virtual reality (VR) environment. We first extend a prior 2D Kinematic Template Matching technique to include head movements. This new technique, Head-Coupled Kinematic Template Matching, was found to improve upon the existing 2D approach, with an angular error of 10.0° when a user was 40% of the way through their movement. We then investigate two additional models that incorporated eye gaze, which were both found to further improve the predicted landing positions. The first model, Gaze-Coupled Kinematic Template Matching resulted in angular error of 6.8° for reciprocal target layouts and 9.1° for random target layouts, when a user was 40% of the way through their movement. The second model, Hybrid Kinematic Template Matching, resulted in angular error of 5.2° for reciprocal target layouts and 7.2° for random target layouts when a user was 40% of the way through their movement. We also found that using just the current gaze location resulted in sufficient predictions in many conditions. We reflect on our results by discussing the broader implications of utilizing multimodal input to inform selection predictions in VR. Marcello Giordano, Tovi Grossman, Aakar Gupta, Rorik Henrikson, Sean Trowbridge, Stephanie Santosa, Michael Glueck, Tanya R. Jonker, Hrvoje Benko, Daniel J. Wigdor |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2024 | A Meta-Bayesian Approach for Rapid Online Parametric Optimization for Wrist-based InteractionsabstractWrist-based input often requires tuning parameter settings in correspondence to between-user and between-session differences, such as variations in hand anatomy, wearing position, posture, etc. Traditionally, users either work with predefined parameter values not optimized for individuals or undergo time-consuming calibration processes. We propose an online Bayesian Optimization (BO)-based method for rapidly determining the user-specific optimal settings of wrist-based pointing. Specifically, we develop a meta-Bayesian optimization (meta-BO) method, differing from traditional human-in-the-loop BO: By incorporating meta-learning of prior optimization data from a user population with BO, meta-BO enables rapid calibration of parameters for new users with a handful of trials. We evaluate our method with two representative and distinct wrist-based interactions: absolute and relative pointing. On a weighted-sum metric that consists of completion time, aiming error, and trajectory quality, meta-BO improves absolute pointing performance by 22.92% and 21.35% compared to BO and manual calibration, and improves relative pointing performance by 25.43% and 13.60%. Yi-Chi Liao 0001, Ruta Desai, Alec M. Pierce, Krista E. Taylor, Hrvoje Benko, Tanya R. Jonker, Aakar Gupta |
CHI | 7 |
| 2023 | Investigating Wrist Deflection Scrolling Techniques for Extended RealityabstractScrolling in extended reality (XR) is currently performed using handheld controllers or vision-based arm-in-front gestures, which have the limitations of encumbering the user’s hands or requiring a specific arm posture, respectively. To address these limitations, we investigate freehand, posture-independent scrolling driven by wrist deflection. We propose two novel techniques: Wrist Joystick, which uses rate control, and Wrist Drag, which uses position control. In an empirical study of a rapid item acquisition task and a casual browsing task, both Wrist Drag and Wrist Joystick performed on par with a comparable state-of-the-art technique on one of the two tasks. Further, using a relaxed arm-at-side posture, participants retained their arm-in-front performance for both wrist techniques. Finally, we analyze behavioral and ergonomic data to provide design insights for wrist deflection scrolling. Our results demonstrate that wrist deflection provides a promising method for performant scrolling controls while offering additional benefits over existing XR interaction techniques. Jacqui Fashimpaur, Amy Karlson, Tanya R. Jonker, Hrvoje Benko, Aakar Gupta |
CHI | 5 |
| 2023 | Investigating Eyes-away Mid-air Typing in Virtual Reality using Squeeze haptics-based Postural ReinforcementabstractIn this paper, we investigate postural reinforcement haptics for mid-air typing using squeeze actuation on the wrist. We propose and validate eye-tracking based objective metrics that capture the impact of haptics on the user’s experience, which traditional performance metrics like speed and accuracy are not able to capture. To this end, we design four wrist-based haptic feedback conditions: no haptics, vibrations on keypress, squeeze+vibrations on keypress, and squeeze posture reinforcement + vibrations on keypress. We conduct a text input study with 48 participants to compare the four conditions on typing and gaze metrics. Our results show that for expert qwerty users, posture reinforcement haptics significantly benefit typing by reducing the visual attention on the keyboard by up to 44% relative to no haptics, thus enabling eyes-away behaviors. Aakar Gupta, Naveen Sendhilnathan, Jessica Hartcher-O'Brien, Evan Pezent, Hrvoje Benko, Tanya R. Jonker |
CHI | 1 |
| 2023 | Gaze Speedup: Eye Gaze Assisted Gesture Typing in Virtual RealityabstractMid-air text input in augmented or virtual reality (AR/VR) is an open problem. One proposed solution is gesture typing where the user performs a gesture trace over the keyboard. However, this requires the user to move their hands precisely and continuously, potentially causing arm fatigue. With eye tracking available on AR/VR devices, multiple works have proposed gaze-driven gesture typing techniques. However, such techniques require the explicit use of gaze which are prone to Midas touch problems, conflicting with other gaze activities in the same moment. In this work, the user is not made aware that their gaze is being used to improve the interaction, making the use of gaze completely implicit. We observed that a user’s implicit gaze fixation location during gesture typing is usually the gesture cursor’s target location if the gesture cursor is moving toward it. Based on this observation, we propose the Speedup method in which we speed up the gesture cursor toward the user’s gaze fixation location, the speedup rate depends on how well the gesture cursor’s moving direction aligns with the gaze fixation. To reduce the overshooting near the target in the Speedup method, we further proposed the Gaussian Speedup method in which the speedup rate is dynamically reduced with a Gaussian function when the gesture cursor gets nearer to the gaze fixation. Using a wrist IMU as input, a 12-person study demonstrated that the Speedup method and Gaussian Speedup method reduced users’ hand movement by and respectively without any loss of typing speed or accuracy. Maozheng Zhao, Alec M. Pierce, Ran Tan, Ting Zhang 0013, Tianyi Wang 0004, Tanya R. Jonker, Hrvoje Benko, Aakar Gupta |
IUI | 8 |
| 2023 | STAR: Smartphone-analogous Typing in Augmented RealityabstractWhile text entry is an essential and frequent task in Augmented Reality (AR) applications, devising an efficient and easy-to-use text entry method for AR remains an open challenge. This research presents STAR, a smartphone-analogous AR text entry technique that leverages a user’s familiarity with smartphone two-thumb typing. With STAR, a user performs thumb typing on a virtual QWERTY keyboard that is overlain on the skin of their hands. During an evaluation study of STAR, participants achieved a mean typing speed of 21.9 WPM (i.e., 56% of their smartphone typing speed), and a mean error rate of 0.3% after 30 minutes of practice. We further analyze the major factors implicated in the performance gap between STAR and smartphone typing, and discuss ways this gap could be narrowed. Taejun Kim, Amy Karlson, Aakar Gupta, Tovi Grossman, Jason Wu 0001, Parastoo Abtahi, Christopher Collins 0001, Michael Glueck, Hemant Bhaskar Surale |
UIST | 3 |
| 2023 | Evaluating the Performance of Hand-Based Probabilistic Text Input Methods on a Mid-Air Virtual Qwerty KeyboardabstractIntegrated hand-tracking on modern virtual reality (VR) headsets can be readily exploited to deliver mid-air virtual input surfaces for text entry. These virtual input surfaces can closely replicate the experience of typing on a Qwerty keyboard on a physical touchscreen, thereby allowing users to leverage their pre-existing typing skills. However, the lack of passive haptic feedback, unconstrained user motion, and potential tracking inaccuracies or observability issues encountered in this interaction setting typically degrades the accuracy of user articulations. We present a comprehensive exploration of error-tolerant probabilistic hand-based input methods to support effective text input on a mid-air virtual Qwerty keyboard. Over three user studies we examine the performance potential of hand-based text input under both gesture and touch typing paradigms. We demonstrate typical entry rates in the range of 20 to 30 wpm and average peak entry rates of 40 to 45 wpm. John J. Dudley, Jingyao Zheng, Aakar Gupta, Hrvoje Benko, Matt Longest, Robert Wang 0002, Per Ola Kristensson |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2022 | InfraredTags: Embedding Invisible AR Markers and Barcodes Using Low-Cost, Infrared-Based 3D Printing and Imaging ToolsabstractExisting approaches for embedding unobtrusive tags inside 3D objects require either complex fabrication or high-cost imaging equipment. We present InfraredTags, which are 2D markers and barcodes imperceptible to the naked eye that can be 3D printed as part of objects, and detected rapidly by low-cost near-infrared cameras. We achieve this by printing objects from an infrared-transmitting filament, which infrared cameras can see through, and by having air gaps inside for the tag’s bits, which appear at a different intensity in the infrared image. Mustafa Doga Dogan, Ahmad Taka, Michael Lu, Yunyi Zhu, Akshat Kumar, Aakar Gupta, Stefanie Mueller 0001 |
CHI | 6 |
| 2022 | Optimizing the Timing of Intelligent Suggestion in Virtual RealityabstractIntelligent suggestion techniques can enable low-friction selection-based input within virtual or augmented reality (VR/AR) systems. Such techniques leverage probability estimates from a target prediction model to provide users with an easy-to-use method to select the most probable target in an environment. For example, a system could highlight the predicted target and enable a user to select it with a simple click. However, as the probability estimates can be made at any time, it is unclear when an intelligent suggestion should be presented. Earlier suggestions could save a user time and effort but be less accurate. Later suggestions, on the other hand, could be more accurate but save less time and effort. This paper thus proposes a computational framework that can be used to determine the optimal timing of intelligent suggestions based on user-centric costs and benefits. A series of studies demonstrated the value of the framework for minimizing task completion time and maximizing suggestion usage and showed that it was both theoretically and empirically effective at determining the optimal timing for intelligent suggestions. Difeng Yu, Ruta Desai, Ting Zhang 0013, Hrvoje Benko, Tanya R. Jonker, Aakar Gupta |
UIST | 6 |
| 2022 | RIDS: Implicit Detection of a Selection Gesture Using Hand Motion Dynamics During Freehand Pointing in Virtual RealityabstractFreehand interactions with augmented and virtual reality are growing in popularity, but they lack reliability and robustness. Implicit behavior from users, such as hand or gaze movements, might provide additional signals to improve the reliability of input. In this paper, the primary goal is to improve the detection of a selection gesture in VR during point-and-click interaction. Thus, we propose and investigate the use of information contained within the hand motion dynamics that precede a selection gesture. We built two models that classified if a user is likely to perform a selection gesture at the current moment in time. We collected data during a pointing-and-selection task from 15 participants and trained two models with different architectures, i.e., a logistic regression classifier was trained using predefined hand motion features and a temporal convolutional network (TCN) classifier was trained using raw hand motion data. Leave-one-subject-out cross-validation PR-AUCs of 0.36 and 0.90 were obtained for each model respectively, demonstrating that the models performed well above chance (=0.13). The TCN model was found to improve the precision of a noisy selection gesture by 11.2% without sacrificing recall performance. An initial analysis of the generalizability of the models demonstrated above-chance performance, suggesting that this approach could be scaled to other interaction tasks in the future. Ting Zhang 0013, Zhenhong Hu, Aakar Gupta, Chihao Wu 0001, Hrvoje Benko, Tanya R. Jonker |
UIST | 3 |
| 2021 | Understanding, Detecting and Mitigating the Effects of Coactivations in Ten-Finger Mid-Air Typing in Virtual RealityabstractTyping with ten fingers on a virtual keyboard in virtual or augmented reality exposes a challenging input interpretation problem. There are many sources of noise in this interaction context and these exacerbate the challenge of accurately translating human actions into text. A particularly challenging input noise source arises from the physiology of the hand. Intentional finger movements can produce unintentional coactivations in other fingers. On a physical keyboard, the resistance of the keys alleviates this issue. On a virtual keyboard, coactivations are likely to introduce spurious input events under a naïve solution to input detection. In this paper we examine the features that discriminate intentional activations from coactivations. Based on this analysis, we demonstrate three alternative coactivation detection strategies with high discrimination power. Finally, we integrate coactivation detection into a probabilistic decoder and demonstrate its ability to further reduce uncorrected character error rates by approximately 10% relative and 0.9% absolute. Conor R. Foy, John J. Dudley, Aakar Gupta, Hrvoje Benko, Per Ola Kristensson |
CHI | 3 |
| 2021 | PocketView: Through-Fabric Information DisplaysabstractPeople 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 |
UIST | 4 |
| 2021 | RotoWrist: Continuous Infrared Wrist Angle Tracking using a WristbandabstractWe introduce RotoWrist, an infrared (IR) light based solution for continuously and reliably tracking 2-degree-of-freedom (DoF) relative angle of the wrist with respect to the forearm using a wristband. The tracking system consists of eight time-of-flight (ToF) IR light modules distributed around a wristband. We developed a computationally simple tracking approach to reconstruct the orientation of the wrist without any runtime training, ensuring user independence. An evaluation study demonstrated that RotoWrist achieves a cross-user median tracking error of 5.9° in flexion/extension and 6.8° in radial and ulnar deviation with no calibration required as measured with optical ground truth. We further demonstrate the performance of RotoWrist for a pointing task and compare it against ground truth tracking. Farshid Salemi Parizi, Wolf Kienzle, Eric Whitmire, Aakar Gupta, Hrvoje Benko |
VRST | 4 |
| 2020 | Replicate and Reuse: Tangible Interaction Design for Digitally-Augmented Physical Media ObjectsabstractTechnology 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 |
CHI | 1 |
| 2020 | PneuSleeve: In-fabric Multimodal Actuation and Sensing in a Soft, Compact, and Expressive Haptic SleeveabstractIntegration of soft haptic devices into garments can improve their usability and wearability for daily computing interactions. In this paper, we introduce PneuSleeve, a fabric-based, compact, and highly expressive forearm sleeve which can render a broad range of haptic stimuli including compression, skin stretch, and vibration. The haptic stimuli are generated by controlling pneumatic pressure inside embroidered stretchable tubes. The actuation configuration includes two compression actuators on the proximal and distal forearm, and four uniformly distributed linear actuators around and tangent to the forearm. Further, to ensure a suitable grip force, two soft mutual capacitance sensors are fabricated and integrated into the compression actuators, and a closed-loop force controller is implemented. We physically characterize the static and dynamic behavior of the actuators, as well as the performance of closed-loop control. We quantitatively evaluate the psychophysical characteristics of the six actuators in a set of user studies. Finally, we show the expressiveness of PneuSleeve by evaluating combined haptic stimuli using subjective assessments. Mengjia Zhu, Amirhossein H. Memar, Aakar Gupta, Majed Samad, Priyanshu Agarwal, Yon Visell, Sean J. Keller, Nick Colonnese |
CHI | 3 |
| 2020 | Investigating Remote Tactile Feedback for Mid-Air Text-Entry in Virtual RealityabstractIn this paper, we investigate the utility of remote tactile feedback for freehand text-entry on a mid-air Qwerty keyboard in VR. To that end, we use insights from prior work to design a virtual keyboard along with different forms of tactile feedback, both spatial and non-spatial, for fingers and for wrists. We report on a multi-session text-entry study with 24 participants where we investigated four vibrotactile feedback conditions: on-fingers, on-wrist spatialized, on-wrist non-spatialized, and audio-visual only. We use micro-metrics analyses and participant interviews to analyze the mechanisms underpinning the observed performance and user experience. The results show comparable performance across feedback types. However, participants overwhelmingly prefer the tactile feedback conditions and rate on-fingers feedback as significantly lower in mental demand, frustration, and effort. Results also show that spatialization of vibrotactile feedback on the wrist as a way to provide finger-specific feedback is comparable in performance and preference to a single vibration location. The micro-metrics analyses suggest that users compensated for the lack of tactile feedback with higher visual and cognitive attention, which ensured similar performance but higher user effort. Aakar Gupta, Majed Samad, Kenrick Kin, Per Ola Kristensson, Hrvoje Benko |
ISMAR | 1 |
| 2020 | Acustico: Surface Tap Detection and Localization using Wrist-based Acoustic TDOA SensingabstractIn this paper, we present Acustico, a passive acoustic sensing approach that enables tap detection and 2D tap localization on uninstrumented surfaces using a wrist-worn device. Our technique uses a novel application of acoustic time differences of arrival (TDOA) analysis. We adopt a sensor fusion approach by taking both 'surface waves' (i.e., vibrations through surface) and 'sound waves' (i.e., vibrations through air) into analysis to improve sensing resolution. We carefully design a sensor configuration to meet the constraints of a wristband form factor. We built a wristband prototype with four acoustic sensors, two accelerometers and two microphones. Through a 20-participant study, we evaluated the performance of our proposed sensing technique for tap detection and localization. Results show that our system reliably detects taps with an F1-score of 0.9987 across different environmental noises and yields high localization accuracies with root-mean-square-errors of 7.6mm (X-axis) and 4.6mm (Y-axis) across different surfaces and tapping techniques. Jun Gong 0002, Aakar Gupta, Hrvoje Benko |
UIST | 2 |
| 2019 | RotoSwype: Word-Gesture Typing using a RingabstractWe 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 |
CHI | 1 |
| 2019 | TabletInVR: Exploring the Design Space for Using a Multi-Touch Tablet in Virtual RealityabstractComplex 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 |
CHI | 2 |
| 2019 | WRIST: Watch-Ring Interaction and Sensing Technique for Wrist Gestures and Macro-Micro PointingabstractTo 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 |
MobileHCI | 4 |
| 2018 | Asterisk and Obelisk: Motion Codes for Passive TaggingabstractMachine readable passive tags for tagging physical objects are ubiquitous today. We propose Motion Codes, a passive tagging mechanism that is based on the kinesthetic motion of the user's hand. Here, the tag comprises of a visual pattern that is displayed on a physical surface. To scan the tag and receive the encoded information, the user simply traces their finger over the pattern. The user wears an inertial motion sensing (IMU) ring on the finger that records the traced pattern. We design two motion code schemes, Asterisk and Obelisk that rely on directional vector data processed from the IMU. We evaluate both schemes for the effects of orientation, size, and data density on their accuracies. We further conduct an in-depth analysis of the sources of motion deviations in the ring data as compared to the ground truth finger movement data. Overall, Asterisk achieves a 95% accuracy for an information capacity of 16.8 million possible sequences. Aakar Gupta, Jiushan Yang, Ravin Balakrishnan |
UIST | 1 |
| 2017 | Summon and Select: Rapid Interaction with Interface Controls in Mid-airabstractCurrent freehand interactions with large displays rely on point & select as the dominant paradigm. However, constant hand movement in air for pointer navigation leads to hand fatigue quickly. We introduce summon & select, a new model for freehand interaction where, instead of navigating to the control, the user summons it into focus and then manipulates it. Summon & select solves the problems of constant pointer navigation, need for precise selection, and out-of-bounds gestures that plague point & select. We describe the design and conduct two studies to evaluate the design and compare it against point & select in a multi-button selection study. The results show that summon & select is significantly faster and has less physical and mental demand than point & select. Aakar Gupta, Thomas Pietrzak, Cleon Yau, Nicolas Roussel 0001, Ravin Balakrishnan |
ISS | 1 |
| 2017 | HapticClench: Investigating Squeeze Sensations using Memory AlloysabstractSqueezing sensations are one of the most common and intimate forms of human contact. In this paper, we investigate HapticClench, a device that generates squeezing sensations using shape memory alloys. We define squeezing feedback in terms of it perceptual properties and conduct a psychophysical evaluation of HapticClench. HapticClench is capable of generating up to four levels of distinguishable load and works well in distracted scenarios. HapticClench has a high spatial acuity and can generate spatial patterns on the wrist that the user can accurately recognize. We also demonstrate the use of HapticClench for communicating gradual progress of an activity, and for generating squeezing sensations using rings and loose bracelets. Aakar Gupta, Antony Irudayaraj, Ravin Balakrishnan |
UIST | 1 |
| 2016 | DualKey: Miniature Screen Text Entry via Finger IdentificationabstractFast and accurate access to keys for text entry remains an open question for miniature screens. Existing works typically use a cumbersome two-step selection process, first to zero-in on a particular zone and second to make the key selection. We introduce DualKey, a miniature screen text entry technique with a single selection step that relies on finger identification. We report on the results of a 10 day longitudinal study with 10 participants that evaluated speed, accuracy, and learning. DualKey outperformed the existing techniques on long-term performance with a speed of 19.6 WPM. We then optimized the keyboard layout for reducing finger switching time based on the study data. A second 10 day study with eight participants showed that the new sweqty layout improved upon DualKey even further to 21.59 WPM for long-term speed, was comparable to existing techniques on novice speed and outperformed existing techniques on novice accuracy rate. Aakar Gupta, Ravin Balakrishnan |
CHI | 1 |
| 2016 | Direct Manipulation in Tactile DisplaysabstractTactile displays have predominantly been used for information transfer using patterns or as assistive feedback for interactions. With recent advances in hardware for conveying increasingly rich tactile information that mirrors visual information, and the increasing viability of wearables that remain in constant contact with the skin, there is a compelling argument for exploring tactile interactions as rich as visual displays. Direct Manipulation underlies much of the advances in visual interactions. In this work, we introduce the concept of a Direct Manipulation-enabled Tactile display (DMT). We define the concepts of a tactile screen, tactile pixel, tactile pointer, and tactile target which enable tactile pointing, selection and drag & drop. We build a proof of concept tactile display and study its precision limits. We further develop a performance model for DMTs based on a tactile target acquisition study. Finally, we study user performance in a real-world DMT menu application. The results show that users are able to use the application with relative ease and speed. Aakar Gupta, Thomas Pietrzak, Nicolas Roussel 0001, Ravin Balakrishnan |
CHI | 1 |
| 2016 | Porous Interfaces for Small Screen Multitasking using Finger IdentificationabstractThe lack of dedicated multitasking interface features in smartphones has resulted in users attempting a sequential form of multitasking via frequent app switching. In addition to the obvious temporal cost, it requires physical and cognitive effort which increases multifold as the back and forth switching becomes more frequent. We propose porous interfaces, a paradigm that combines the concept of translucent windows with finger identification to support efficient multitasking on small screens. Porous interfaces enable partially transparent app windows overlaid on top of each other, each of them being accessible simultaneously using a different finger as input. We design porous interfaces to include a broad range of multitasking interactions with and between windows, while ensuring fidelity with the existing smartphone interactions. We develop an end-to-end smartphone interface that demonstrates porous interfaces. In a qualitative study, participants found porous interfaces intuitive, easy, and useful for frequent multitasking scenarios. Aakar Gupta, Muhammed Anwar, Ravin Balakrishnan |
UIST | 1 |
| 2016 | Haptic Learning of Semaphoric Finger GesturesabstractHaptic learning of gesture shortcuts has never been explored. In this paper, we investigate haptic learning of a freehand semaphoric finger tap gesture shortcut set using haptic rings. We conduct a two-day study of 30 participants where we couple haptic stimuli with visual and audio stimuli, and compare their learning performance with wholly visual learning. The results indicate that with <30 minutes of learning, haptic learning of finger tap semaphoric gestures is comparable to visual learning and maintains its recall on the second day. Aakar Gupta, Antony Irudayaraj, Vimal Chandran, Goutham Palaniappan, Khai N. Truong, Ravin Balakrishnan |
UIST | 1 |
| 2012 | mClerk: enabling mobile crowdsourcing in developing regionsabstractGlobal crowdsourcing platforms could offer new employment opportunities to low-income workers in developing countries. However, the impact to date has been limited because poor communities usually lack access to computers and the Internet. Aakar Gupta, William Thies, Edward Cutrell, Ravin Balakrishnan |
CHI | 1 |
| 2012 | Biometric Monitoring as a Persuasive Technology: Ensuring Patients Visit Health Centers in India's Slums
Nupur Bhatnagar, Abhishek Sinha, Navkar Samdaria, Aakar Gupta, Shelly Batra, Manish Bhardwaj, William Thies |
PERSUASIVE | 4 |
| 2010 | Collage: a presentation tool for school teachersabstractWe present Collage, a software application designed for classroom presentations for school teachers in the developing world. An in-depth investigation of teaching practices in several schools in India led us to believe that a simple tool that enabled the display of images and textbook materials while facilitating blackboard-like interactions would be very helpful for these teachers. Collage is a simple media viewer with a small number of features that enables teachers to prepare lessons with little overhead and then present them in classrooms with maximum flexibility. The tool was piloted in three schools in suburban India for use in real-world classroom teaching. All teachers who used Collage uniformly praised it, and students' learning of visual concepts seemed to improve through it. Interestingly, some teachers continue to use the tool now for their own teaching needs and have spontaneously shared it with colleagues from other schools. Saurabh Panjwani, Aakar Gupta, Navkar Samdaria, Edward Cutrell, Kentaro Toyama |
ICTD | 2 |
| 2009 | DISHA: Disease and health awareness for children on multiple input devicesabstractMuch recent work in multiple input use scenarios for childrens learning software has focused either on math or on English language learning. The persistence of under-information among children in the developing world on issues of hygiene and disease prevention remains a massive challenge within the scholarly community in public health, especially in the developing regions that multiple input learning technologies are designed for. DISHA is a collaborative platform for public health information for children in low-income regions using multiple mice. The system is designed towards collaborative use of screen resources. Aakar Gupta, Navkar Samdaria, Praveen Shekhar, Joyojeet Pal |
ICTD | 2 |