EDBT 2026 Demo / reviewers in the wild / expert
Kenrick Kin
dblp:75/7078
· DBLP profile ↗
14ranked-venue papers
6as first author
4since 2021 · last 2024
0000-0002-3956-9793ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 6 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
9 papers |
Interaction techniques and input · 54% Immersive interaction · 25% Ubiquitous computing and smart environments · 14% | |
| Artificial intelligence
3 papers |
Learning paradigms · 51% Video understanding and tracking · 22% Face, body and person analysis · 16% | |
| Computer graphics and multimedia
4 papers |
Virtual and augmented reality · 70% Computer animation and physical simulation · 30% |
Topics — the 26 heaviest of 30, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Learning paradigms
continual learning |
0.8 | 1 | 2024 | POET: Prompt Offset Tuning for Continual Human Action Adaptation · ECCV (64) 2024 |
Interaction techniques and input › input sensing › gesture recognition
micro-gesture recognition |
0.8 | 1 | 2024 | STMG: A Machine Learning Microgesture Recognition System for Supporting Thumb-Based VR/AR Input · CHI 2024 |
Machine learning › Learning paradigms › continual learning
class-incremental learning |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Machine learning › Learning paradigms › continual learning › class-incremental learning
data-free class-incremental learning |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Computer vision › Face, body and person analysis › hand analysis
hand gesture recognition |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Computer vision › Video understanding and tracking › gesture recognition
skeleton-based gesture recognition |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Virtual and augmented reality
virtual reality |
0.4 | 1 | 2020 | Investigating Remote Tactile Feedback for Mid-Air Text-Entry in Virtual Reality · ISMAR 2020 |
Computer animation and physical simulation
motion capture |
0.3 | 1 | 2018 | Online optical marker-based hand tracking with deep labels · ACM Trans. Graph. 2018 |
Immersive interaction
mixed reality interaction |
0.3 | 1 | 2017 | DodecaPen: Accurate 6DoF Tracking of a Passive Stylus · UIST 2017 |
Interaction techniques and input
pen input |
0.3 | 1 | 2017 | DodecaPen: Accurate 6DoF Tracking of a Passive Stylus · UIST 2017 |
Interaction techniques and input
touch and gesture input |
0.3 | 2 | 2012 | Proton++: a customizable declarative multitouch framework · UIST 2012 Two-handed marking menus for multitouch devices · ACM Trans. Comput. Hum. Interact. 2011 |
Computer vision › Video understanding and tracking
action recognition |
0.2 | 1 | 2024 | POET: Prompt Offset Tuning for Continual Human Action Adaptation · ECCV (64) 2024 |
Computer vision › 3D vision › motion capture
skeleton tracking |
0.2 | 1 | 2024 | STMG: A Machine Learning Microgesture Recognition System for Supporting Thumb-Based VR/AR Input · CHI 2024 |
Machine learning › Efficient and distributed learning › model compression
knowledge distillation |
0.2 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Interaction techniques and input
gesture description language |
0.1 | 1 | 2012 | Proton: multitouch gestures as regular expressions · CHI 2012 |
User interface design and tools › interactive design tools
interface construction tools |
0.1 | 1 | 2012 | Proton++: a customizable declarative multitouch framework · UIST 2012 |
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback |
0.1 | 1 | 2020 | Investigating Remote Tactile Feedback for Mid-Air Text-Entry in Virtual Reality · ISMAR 2020 |
Interaction techniques and input › selection techniques › command selection › menu interaction
marking menus |
0.1 | 1 | 2011 | Two-handed marking menus for multitouch devices · ACM Trans. Comput. Hum. Interact. 2011 |
Interaction techniques and input › touch interaction
multi-touch interaction |
0.1 | 1 | 2011 | Eden: a professional multitouch tool for constructing virtual organic environments · CHI 2011 |
Virtual and augmented reality › immersive interaction
hand tracking |
0.1 | 1 | 2018 | Online optical marker-based hand tracking with deep labels · ACM Trans. Graph. 2018 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2018 | Online optical marker-based hand tracking with deep labels · ACM Trans. Graph. 2018 |
Virtual and augmented reality › mixed reality
mixed reality application |
0.1 | 1 | 2017 | DodecaPen: Accurate 6DoF Tracking of a Passive Stylus · UIST 2017 |
Programming languages and type systems › program specification
declarative specification |
0.0 | 1 | 2012 | Proton: multitouch gestures as regular expressions · CHI 2012 |
Virtual and augmented reality › virtual environment
virtual world construction |
0.0 | 1 | 2011 | Eden: a professional multitouch tool for constructing virtual organic environments · CHI 2011 |
User interface design and tools › user interface design
interface design process |
0.0 | 1 | 2011 | Eden: a professional multitouch tool for constructing virtual organic environments · CHI 2011 |
Interaction techniques and input
two-handed input |
0.0 | 1 | 2011 | Two-handed marking menus for multitouch devices · ACM Trans. Comput. Hum. Interact. 2011 |
Methods — techniques the papers use, named apart from their topics
machine learning · 1.5user study · 0.9micro-metrics analysis · 0.9prompt tuning · 0.8prompt offset tuning · 0.8signal processing · 0.7model inversion · 0.7max-margin classification · 0.7machine learning pipeline · 0.7boundary-aware prototypical sampling · 0.7sparse pose estimation · 0.6model-based tracking · 0.6dense alignment · 0.6shape primitive inference · 0.4grip recognition · 0.4keypoint regression · 0.3convolutional neural network · 0.3static analysis · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | STMG: A Machine Learning Microgesture Recognition System for Supporting Thumb-Based VR/AR InputabstractAR/VR devices have started to adopt hand tracking, in lieu of controllers, to support user interaction. However, today’s hand input rely primarily on one gesture: pinch. Moreover, current mappings of hand motion to use cases like VR locomotion and content scrolling involve more complex and larger arm motions than joystick or trackpad usage. STMG increases the gesture space by recognizing additional small thumb-based microgestures from skeletal tracking running on a headset. We take a machine learning approach and achieve a 95.1% recognition accuracy across seven thumb gestures performed on the index finger surface: four directional thumb swipes (left, right, forward, backward), thumb tap, and fingertip pinch start and pinch end. We detail the components to our machine learning pipeline and highlight our design decisions and lessons learned in producing a well generalized model. We then demonstrate how these microgestures simplify and reduce arm motions for hand-based locomotion and scrolling interactions. Kenrick Kin, Chengde Wan, Ken Koh, Andrei Marin, Necati Cihan Camgöz, Yujun Cai, Fedor Kovalev, Moshe Ben-Zacharia, Shannon Hoople, Marcos Nunes-Ueno, Mariel Sanchez-Rodriguez, Ayush Bhargava, Robert Wang 0002, Eric Sauser, Shugao Ma |
CHI | 1 |
| 2024 | POET: Prompt Offset Tuning for Continual Human Action Adaptation
Prachi Garg, K. J. Joseph, Vineeth N. Balasubramanian, Necati Cihan Camgöz, Chengde Wan, Kenrick Kin, Weiguang Si, Shugao Ma, Fernando De la Torre |
ECCV (64) | 6 |
| 2023 | SAWSense: Using Surface Acoustic Waves for Surface-bound Event RecognitionabstractEnabling computing systems to understand user interactions with everyday surfaces and objects can drive a wide range of applications. However, existing vibration-based sensors (e.g., accelerometers) lack the sensitivity to detect light touch gestures or the bandwidth to recognize activity containing high-frequency components. Conversely, microphones are highly susceptible to environmental noise, degrading performance. Each time an object impacts a surface, Surface Acoustic Waves (SAWs) are generated that propagate along the air-to-surface boundary. This work repurposes a Voice PickUp Unit (VPU) to capture SAWs on surfaces (including smooth surfaces, odd geometries, and fabrics) over long distances and in noisy environments. Our custom-designed signal acquisition, processing, and machine learning pipeline demonstrates utility in both interactive and activity recognition applications, such as classifying trackpad-style gestures on a desk and recognizing 16 cooking-related activities, all with >97% accuracy. Ultimately, SAWs offer a unique signal that can enable robust recognition of user touch and on-surface events. Yasha Iravantchi, Kenrick Kin, Alanson P. Sample |
CHI | 3 |
| 2023 | Data-Free Class-Incremental Hand Gesture RecognitionabstractThis paper investigates data-free class-incremental learning (DFCIL) for hand gesture recognition from 3D skeleton sequences. In this class-incremental learning (CIL) setting, while incrementally registering the new classes, we do not have access to the training samples (i.e. data-free) of the already known classes due to privacy. Existing DFCIL methods primarily focus on various forms of knowledge distillation for model inversion to mitigate catastrophic forgetting. Unlike SOTA methods, we delve deeper into the choice of the best samples for inversion. Inspired by the well-grounded theory of max-margin classification, we find that the best samples tend to lie close to the approximate decision boundary within a reasonable margin. To this end, we propose BOAT-MI – a simple and effective boundary-aware prototypical sampling mechanism for model inversion for DFCIL. Our sampling scheme outperforms SOTA methods significantly on two 3D skeleton gesture datasets, the publicly available SHREC 2017, and EgoGesture3D – which we extract from a publicly available RGBD dataset. Both our codebase and the EgoGesture3D skeleton dataset are publicly available: https://github.com/humansensinglab/dfcil-hgr. Shubhra Aich, Jesús Ruiz-Santaquiteria, Prachi Garg, K. J. Joseph, Alvaro Fernandez Garcia, Vineeth N. Balasubramanian, Kenrick Kin, Chengde Wan, Necati Cihan Camgöz, Shugao Ma, Fernando De la Torre |
ICCV | 8 |
| 2020 | Gripmarks: Using Hand Grips to Transform In-Hand Objects into Mixed Reality InputabstractWe introduce Gripmarks, a system that enables users to opportunistically use objects they are already holding as input surfaces for mixed reality head-mounted displays (HMD). Leveraging handheld objects reduces the need for users to free up their hands or acquire a controller to interact with their HMD. Gripmarks associate a particular hand grip with the shape primitive of the physical object without the need of object recognition or instrumenting the object. From the grip pose and shape primitive we can infer the surface of the object. With an activation gesture, we can enable the object for use as input to the HMD. With five gripmarks we demonstrate a recognition rate of 94.2%; we show that our grip detection benefits from the physical constraints of holding an object. We explore two categories of input objects 1) tangible surfaces and 2) tangible tools and present two representative applications. We discuss the design and technical challenges for expanding the concept. Sarah Sykes, Sidney S. Fels, Kenrick Kin |
CHI | 4 |
| 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 | 3 |
| 2018 | Online optical marker-based hand tracking with deep labelsabstractOptical marker-based motion capture is the dominant way for obtaining high-fidelity human body animation for special effects, movies, and video games. However, motion capture has seen limited application to the human hand due to the difficulty of automatically identifying (or labeling) identical markers on self-similar fingers. We propose a technique that frames the labeling problem as a keypoint regression problem conducive to a solution using convolutional neural networks. We demonstrate robustness of our labeling solution to occlusion, ghost markers, hand shape, and even motions involving two hands or handheld objects. Our technique is equally applicable to sparse or dense marker sets and can run in real-time to support interaction prototyping with high-fidelity hand tracking and hand presence in virtual reality. Shangchen Han, Robert Wang 0002, Yuting Ye, Christopher D. Twigg, Kenrick Kin |
ACM Trans. Graph. | 6 |
| 2017 | DodecaPen: Accurate 6DoF Tracking of a Passive StylusabstractWe propose a system for real-time six degrees of freedom (6DoF) tracking of a passive stylus that achieves sub-millimeter accuracy, which is suitable for writing or drawing in mixed reality applications. Our system is particularly easy to implement, requiring only a monocular camera, a 3D printed dodecahedron, and hand-glued binary square markers. The accuracy and performance we achieve are due to model-based tracking using a calibrated model and a combination of sparse pose estimation and dense alignment. We demonstrate the system performance in terms of speed and accuracy on a number of synthetic and real datasets, showing that it can be competitive with state-of-the-art multi-camera motion capture systems. We also demonstrate several applications of the technology ranging from 2D and 3D drawing in VR to general object manipulation and board games. Po-Chen Wu, Robert Wang 0002, Kenrick Kin, Christopher D. Twigg, Shangchen Han, Ming-Hsuan Yang 0001, Shao-Yi Chien |
UIST | 3 |
| 2012 | Proton: multitouch gestures as regular expressionsabstractCurrent multitouch frameworks require application developers to write recognition code for custom gestures; this code is split across multiple event-handling callbacks. As the number of custom gestures grows it becomes increasingly difficult to 1) know if new gestures will conflict with existing gestures, and 2) know how to extend existing code to reliably recognize the complete gesture set. Proton is a novel framework that addresses both of these problems. Using Proton, the application developer declaratively specifies each gesture as a regular expression over a stream of touch events. Proton statically analyzes the set of gestures to report conflicts, and it automatically creates gesture recognizers for the entire set. To simplify the creation of complex multitouch gestures, Proton introduces gesture tablature, a graphical notation that concisely describes the sequencing of multiple interleaved touch actions over time. Proton contributes a graphical editor for authoring tablatures and automatically compiles tablatures into regular expressions. We present the architecture and implementation of Proton, along with three proof-of-concept applications. These applications demonstrate the expressiveness of the framework and show how Proton simplifies gesture definition and conflict resolution. Kenrick Kin, Björn Hartmann, Tony DeRose, Maneesh Agrawala |
CHI | 1 |
| 2012 | Proton++: a customizable declarative multitouch frameworkabstractProton++ is a declarative multitouch framework that allows developers to describe multitouch gestures as regular expressions of touch event symbols. It builds on the Proton framework by allowing developers to incorporate custom touch attributes directly into the gesture description. These custom attributes increase the expressivity of the gestures, while preserving the benefits of Proton: automatic gesture matching, static analysis of conflict detection, and graphical gesture creation. We demonstrate Proton++'s flexibility with several examples: a direction attribute for describing trajectory, a pinch attribute for detecting when touches move towards one another, a touch area attribute for simulating pressure, an orientation attribute for selecting menu items, and a screen location attribute for simulating hand ID. We also use screen location to simulate user ID and enable simultaneous recognition of gestures by multiple users. In addition, we show how to incorporate timing into Proton++ gestures by reporting touch events at a regular time interval. Finally, we present a user study that suggests that users are roughly four times faster at interpreting gestures written using Proton++ than those written in procedural event-handling code commonly used today. Kenrick Kin, Björn Hartmann, Tony DeRose, Maneesh Agrawala |
UIST | 1 |
| 2011 | Eden: a professional multitouch tool for constructing virtual organic environmentsabstractSet construction is the process of selecting and positioning virtual geometric objects to create a virtual environment used in a computer-animated film. Set construction artists often have a clear mental image of the set composition, but find it tedious to build their intended sets with current mouse and keyboard interfaces. We investigate whether multitouch input can ease the process of set construction. Working with a professional set construction artist at Pixar Animation Studios, we designed and developed Eden, a fully functional multitouch set construction application. In this paper, we describe our design process and how we balanced the advantages and disadvantages of multitouch input to develop usable gestures for set construction. Based on our design process and the user experiences of two set construction artists, we present a general set of lessons we learned regarding the design of a multitouch interface. Kenrick Kin, Tom Miller, Björn Bollensdorff, Tony DeRose, Björn Hartmann, Maneesh Agrawala |
CHI | 1 |
| 2011 | Two-handed marking menus for multitouch devicesabstractWe investigate multistroke marking menus for multitouch devices and we show that using two hands can improve performance. We present two new two-handed multistroke marking menu variants in which users either draw strokes with both hands simultaneously or alternate strokes between hands. In a pair of studies we find that using two hands simultaneously is faster than using a single, dominant-handed marking menu by 10--15%. Alternating strokes between hands doubles the number of accessible menu items for the same number of strokes, and is similar in performance to using a one-handed marking menu. We also examine how stroke direction affects performance. When using thumbs on an iPod Touch, drawing strokes upwards and inwards is faster than other directions. For two-handed simultaneous menus, stroke pairs that are bilaterally symmetric or share the same direction are fastest. We conclude with design guidelines and sample applications to aid multitouch application developers interested in using one- and two-handed marking menus. Kenrick Kin, Björn Hartmann, Maneesh Agrawala |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2009 | Determining the benefits of direct-touch, bimanual, and multifinger input on a multitouch workstation
Kenrick Kin, Maneesh Agrawala, Tony DeRose |
Graphics Interface | 1 |
| 2006 | Directing Gaze in 3D Models with Stylized Focus
Forrester Cole, Douglas DeCarlo, Adam Finkelstein, Kenrick Kin, R. Keith Morley, Anthony Santella |
Rendering Techniques | 4 |