Chris Harrison 0001

dblp:77/2637 · DBLP profile ↗
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117ranked-venue papers
24as first author
35since 2021 · last 2026
0000-0001-5312-3619ORCID · verified

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

Human-computer interaction and ubiquitous computing · 115 · 23 first-author · 35 since 2021Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
YearPublicationVenuePosition
2026 SoundBubble: Finger-Bound Virtual Microphone using Headset/Glasses Beamforming
abstract
Hands are the chief appendage with which we manipulate the world around us, creating sounds as they go. As such, they are a rich source of information that computers can leverage for input and context sensing. Indeed, many prior works in HCI have explored this idea by instrumenting users’ hands with a microphone, often integrated into a ring, wristband, or watch. In this work, we explore an alternative bare-hands approach — by using a microphone array integrated into a user’s headset/glasses, we can use beamforming to create a virtual microphone that tracks with the user’s fingers in 3D space. We show this method can capture even the subtle noise of a finger translating across surfaces, including skin-to-skin contact for micro-gestures, as well as passive widget interactions.
Daehwa Kim, Chris Harrison 0001
CHI2
2026 HiFiGaze: Improving Eye Tracking Accuracy Using Screen Content Knowledge
abstract
We present a new and accurate approach for gaze estimation on consumer computing devices. We take advantage of continued strides in the quality of user-facing cameras found in e.g., smartphones, laptops, and desktops — 4K or greater in high-end devices — such that it is now possible to capture the 2D reflection of a device’s screen in the user’s eyes. This alone is insufficient for accurate gaze tracking due to the near-infinite variety of screen content. Crucially, however, the device knows what is being displayed on its own screen — in this work, we show this information allows for robust segmentation of the reflection, the location and size of which encodes the user’s screen-relative gaze target. We explore several strategies to leverage this useful signal, quantifying performance in a user study. Our best performing model reduces mean tracking error by ~18% compared to a baseline appearance-based model. A supplemental study reveals an additional 10-20% improvement if the gaze-tracking camera is located at the bottom of the device.
Taejun Kim, Vimal Mollyn, Riku Arakawa, Chris Harrison 0001
CHI4
2025 Reel Feel: Rich Haptic XR Experiences Using an Active, Worn, Multi-String Device
Nathan Devrio, Chris Harrison 0001
CHI2
2025 PatternTrack: Multi-Device Tracking Using Infrared, Structured-Light Projections from Built-in LiDAR
Daehwa Kim, Robert Xiao, Chris Harrison 0001
CHI3
2025 EclipseTouch: Touch Segmentation on Ad Hoc Surfaces using Worn Infrared Shadow Casting
Vimal Mollyn, Nathan Devrio, Chris Harrison 0001
UIST3
2025 Kinethreads: Soft Full-Body Haptic Exosuit using Low-Cost Motor-Pulley Mechanisms
Vivian Shen, Chris Harrison 0001
UIST2
2024 Power-over-Skin: Full-Body Wearables Powered By Intra-Body RF Energy
abstract
Powerful computing devices are now small enough to be easily worn on the body. However, batteries pose a major design and user experience obstacle, adding weight and volume, and generally requiring periodic device removal and recharging. In response, we developed Power-over-Skin, an approach using the human body itself to deliver power to many distributed, battery-free, worn devices. We demonstrate power delivery from on-body distances as far as from head-to-toe, with sufficient energy to power microcontrollers capable of sensing and wireless communication. We share results from a study campaign that informed our implementation, as well as experiments that validate our final system. We conclude with several demonstration devices, ranging from input controllers to longitudinal bio-sensors, which highlight the efficacy and potential of our approach.
Andy Kong, Daehwa Kim, Chris Harrison 0001
UIST3
2024 EgoTouch: On-Body Touch Input Using AR/VR Headset Cameras
abstract
In augmented and virtual reality (AR/VR) experiences, a user’s arms and hands can provide a convenient and tactile surface for touch input. Prior work has shown on-body input to have significant speed, accuracy, and ergonomic benefits over in-air interfaces, which are common today. In this work, we demonstrate high accuracy, bare hands (i.e., no special instrumentation of the user) skin input using just an RGB camera, like those already integrated into all modern XR headsets. Our results show this approach can be accurate, and robust across diverse lighting conditions, skin tones, and body motion (e.g., input while walking). Finally, our pipeline also provides rich input metadata including touch force, finger identification, angle of attack, and rotation. We believe these are the requisite technical ingredients to more fully unlock on-skin interfaces that have been well motivated in the HCI literature but have lacked robust and practical methods.
Vimal Mollyn, Chris Harrison 0001
UIST2
2024 Expressive, Scalable, Mid-air Haptics with Synthetic Jets
abstract
Non-contact, mid-air haptic devices have been utilized for a wide variety of experiences, including those in extended reality, public displays, medical, and automotive domains. In this work, we explore the use of synthetic jets as a promising and under-explored mid-air haptic feedback method. We show how synthetic jets can scale from compact, low-powered devices, all the way to large, long-range, and steerable devices (Figure 1 ). We built seven functional prototypes targeting different application domains to illustrate the broad applicability of our approach. These example devices are capable of rendering complex haptic effects, varying in both time and space. We quantify the physical performance of our designs using spatial pressure and wind flow measurements and validate their compelling effect on users with stimuli recognition and qualitative studies.
Vivian Shen, Chris Harrison 0001, Craig D. Shultz
ACM Trans. Comput. Hum. Interact.2
2023 "An Instructor is [already] able to keep track of 30 students": Students' Perceptions of Smart Classrooms for Improving Teaching & Their Emergent Understandings of Teaching and Learning
abstract
Multi-modal classroom sensing systems can collect complex behaviors in the classroom at a scale and precision far greater than human observers to capture learning insights and provide personalized teaching feedback. As students are critical stakeholders in the adoption of smart classrooms for the improvement of teaching, open questions remain in understanding student perspectives on the use of their data to provide insights to instructors. We conducted a Speed Dating with storyboards study to explore student values and boundaries regarding the acceptance of classroom sensing systems in STEM college courses. We found that students have several emergent beliefs about teaching and learning that influence their views towards smart classroom technologies. Students also held contextual views on the boundaries of data use depending on the outcome. Our findings have implications for the design and communication of classroom sensing systems that reconcile student and instructor beliefs around teaching and learning.
Tricia Ngoon, David Kovalev, Prasoon Patidar, Chris Harrison 0001, Yuvraj Agarwal, John Zimmerman, Amy Ogan
Conference on Designing Interactive Systems4
2023 Surface I/O: Creating Devices with Functional Surface Geometry for Haptics and User Input
abstract
Surface I/O is a novel interface approach that functionalizes the exterior surface of devices to provide haptic and touch sensing without dedicated mechanical components. Achieving this requires a unique combination of surface features spanning the macro-scale (5cm ∼ 1mm), meso-scale (1mm ∼ 200μm), and micro-scale (<200μm). This approach simplifies interface creation, allowing designers to iterate on form geometry, haptic feeling, and sensing functionality without the limitations of mechanical mechanisms. We believe this can contribute to the concept of "invisible ubiquitous interactivity at scale", where the simplicity and easy implementation of the technique allows it to blend with objects around us. While we prototyped our designs using 3D printers and laser cutters, our technique is applicable to mass production methods, including injection molding and stamping, enabling passive goods with new levels of interactivity.
Yuran Ding, Craig D. Shultz, Chris Harrison 0001
CHI3
2023 IMUPoser: Full-Body Pose Estimation using IMUs in Phones, Watches, and Earbuds
abstract
Tracking body pose on-the-go could have powerful uses in fitness, mobile gaming, context-aware virtual assistants, and rehabilitation. However, users are unlikely to buy and wear special suits or sensor arrays to achieve this end. Instead, in this work, we explore the feasibility of estimating body pose using IMUs already in devices that many users own — namely smartphones, smartwatches, and earbuds. This approach has several challenges, including noisy data from low-cost commodity IMUs, and the fact that the number of instrumentation points on a user’s body is both sparse and in flux. Our pipeline receives whatever subset of IMU data is available, potentially from just a single device, and produces a best-guess pose. To evaluate our model, we created the IMUPoser Dataset, collected from 10 participants wearing or holding off-the-shelf consumer devices and across a variety of activity contexts. We provide a comprehensive evaluation of our system, benchmarking it on both our own and existing IMU datasets.
Vimal Mollyn, Riku Arakawa, Mayank Goel, Chris Harrison 0001, Karan Ahuja
CHI4
2023 Flat Panel Haptics: Embedded Electroosmotic Pumps for Scalable Shape Displays
abstract
Flat touch interfaces, with or without screens, pervade the modern world. However, their haptic feedback is minimal, prompting much research into haptic and shape-changing display technologies which are self-contained, fast acting, and offer millimeters of displacement while only being only millimeters thick. We present a new, miniaturizable type of shape-changing display using embedded electroosmotic pumps (EEOPs). Our pumps, controlled and powered directly by applied voltage, are 1.5mm in thickness, and allow complete stackups under 5mm. Nonetheless, they can move their entire volume’s worth of fluid in 1 second, and generate pressures of +/-50kPa, enough to create dynamic, millimeter-scale tactile features on a surface that can withstand typical interaction forces (<1N). These are the requisite technical ingredients to enable, for example, a pop-up keyboard on a flat smartphone. We experimentally quantify the mechanical and psychophysical performance of our displays and conclude with a set of example interfaces.
Craig D. Shultz, Chris Harrison 0001
CHI2
2023 SmartPoser: Arm Pose Estimation with a Smartphone and Smartwatch Using UWB and IMU Data
abstract
The ability to track a user’s arm pose could be valuable in a wide range of applications, including fitness, rehabilitation, augmented reality input, life logging, and context-aware assistants. Unfortunately, this capability is not readily available to consumers. Systems either require cameras, which carry privacy issues, or utilize multiple worn IMUs or markers. In this work, we describe how an off-the-shelf smartphone and smartwatch can work together to accurately estimate arm pose. Moving beyond prior work, we take advantage of more recent ultra-wideband (UWB) functionality on these devices to capture absolute distance between the two devices. This measurement is the perfect complement to inertial data, which is relative and suffers from drift. We quantify the performance of our software-only approach using off-the-shelf devices, showing it can estimate the wrist and elbow joints with a median positional error of 11.0 cm, without the user having to provide training data.
Nathan Devrio, Vimal Mollyn, Chris Harrison 0001
UIST3
2023 Pantœnna: Mouth pose estimation for ar/vr headsets using low-profile antenna and impedance characteristic sensing
abstract
Methods for faithfully capturing a user’s holistic pose have immediate uses in AR/VR, ranging from multimodal input to expressive avatars. Although body-tracking has received the most attention, the mouth is also of particular importance, given that it is the channel for both speech and facial expression. In this work, we describe a new RF-based approach for capturing mouth pose using an antenna integrated into the underside of a VR/AR headset. Our approach side-steps privacy issues inherent in camera-based methods, while simultaneously supporting silent facial expressions that audio-based methods cannot. Further, compared to bio-sensing methods such as EMG and EIT, our method requires no contact with the wearer’s body and can be fully self-contained in the headset, offering a high degree of physical robustness and user practicality. We detail our implementation along with results from two user studies, which show a mean 3D error of 2.6 mm for 11 mouth keypoints across worn sessions without re-calibration.
Daehwa Kim, Chris Harrison 0001
UIST2
2023 Fluid Reality: High-Resolution, Untethered Haptic Gloves using Electroosmotic Pump Arrays
abstract
Virtual and augmented reality headsets are making significant progress in audio-visual immersion and consumer adoption. However, their haptic immersion remains low, due in part to the limitations of vibrotactile actuators which dominate the AR/VR market. In this work, we present a new approach to create high-resolution shape-changing fingerpad arrays with 20 haptic pixels/cm2. Unlike prior pneumatic approaches, our actuators are low-profile (5mm thick), low-power (approximately 10mW/pixel), and entirely self-contained, with no tubing or wires running to external infrastructure. We show how multiple actuator arrays can be built into a five-finger, 160-actuator haptic glove that is untethered, lightweight (207g, including all drive electronics and battery), and has the potential to reach consumer price points at volume production. We describe the results from a technical performance evaluation and a suite of eight user studies, quantifying the diverse capabilities of our system. This includes recognition of object properties such as complex contact geometry, texture, and compliance, as well as expressive spatiotemporal effects.
Vivian Shen, Tucker Rae-Grant, Joe Mullenbach, Chris Harrison 0001, Craig D. Shultz
UIST4
2023 WorldPoint: Finger Pointing as a Rapid and Natural Trigger for In-the-Wild Mobile Interactions
abstract
Pointing with one's finger is a natural and rapid way to denote an area or object of interest. It is routinely used in human-human interaction to increase both the speed and accuracy of communication, but it is rarely utilized in human-computer interactions. In this work, we use the recent inclusion of wide-angle, rear-facing smartphone cameras, along with hardware-accelerated machine learning, to enable real-time, infrastructure-free, finger-pointing interactions on today's mobile phones. We envision users raising their hands to point in front of their phones as a "wake gesture". This can then be coupled with a voice command to trigger advanced functionality. For example, while composing an email, a user can point at a document on a table and say "attach". Our interaction technique requires no navigation away from the current app and is both faster and more privacy-preserving than the current method of taking a photo.
Daehwa Kim, Vimal Mollyn, Chris Harrison 0001
Proc. ACM Hum. Comput. Interact.3
2022 ControllerPose: Inside-Out Body Capture with VR Controller Cameras
abstract
We present a new and practical method for capturing user body pose in virtual reality experiences: integrating cameras into handheld controllers, where batteries, computation and wireless communication already exist. By virtue of the hands operating in front of the user during many VR interactions, our controller-borne cameras can capture a superior view of the body for digitization. Our pipeline composites multiple camera views together, performs 3D body pose estimation, uses this data to control a rigged human model with inverse kinematics, and exposes the resulting user avatar to end user applications. We developed a series of demo applications illustrating the potential of our approach and more leg-centric interactions, such as balancing games and kicking soccer balls. We describe our proof-of-concept hardware and software, as well as results from our user study, which point to imminent feasibility.
Karan Ahuja, Vivian Shen, Cathy Mengying Fang, Nathan Riopelle, Andy Kong, Chris Harrison 0001
CHI6
2022 ElectriPop: Low-Cost, Shape-Changing Displays Using Electrostatically Inflated Mylar Sheets
abstract
We describe how sheets of metalized mylar can be cut and then “inflated” into complex 3D forms with electrostatic charge for use in digitally-controlled, shape-changing displays. This is achieved by placing and nesting various cuts, slits and holes such that mylar elements repel from one another to reach an equilibrium state. Importantly, our technique is compatible with industrial and hobbyist cutting processes, from die and laser cutting to handheld exacto-knives and scissors. Given that mylar film costs <$1 per m2, we can create self-actuating 3D objects for just a few cents, opening new uses in low-cost consumer goods. We describe a design vocabulary, interactive simulation tool, fabrication guide, and proof-of-concept electrostatic actuation hardware. We detail our technique’s performance metrics along with qualitative feedback from a design study. We present numerous examples generated using our pipeline to illustrate the rich creative potential of our method.
Cathy Mengying Fang, Jianzhe Gu, Lining Yao, Chris Harrison 0001
CHI4
2022 Mouth Haptics in VR using a Headset Ultrasound Phased Array
abstract
Today’s consumer virtual reality (VR) systems offer limited haptic feedback via vibration motors in handheld controllers. Rendering haptics to other parts of the body is an open challenge, especially in a practical and consumer-friendly manner. The mouth is of particular interest, as it is a close second in tactile sensitivity to the fingertips, offering a unique opportunity to add fine-grained haptic effects. In this research, we developed a thin, compact, beamforming array of ultrasonic transducers, which can render haptic effects onto the mouth. Importantly, all components are integrated into the headset, meaning the user does not need to wear an additional accessory, or place any external infrastructure in their room. We explored several effects, including point impulses, swipes, and persistent vibrations. Our haptic sensations can be felt on the lips, teeth and tongue, which can be incorporated into new and interesting VR experiences.
Vivian Shen, Craig D. Shultz, Chris Harrison 0001
CHI3
2022 TriboTouch: Micro-Patterned Surfaces for Low Latency Touchscreens
abstract
Touchscreen tracking latency, often 80ms or more, creates a rubber-banding effect in everyday direct manipulation tasks such as dragging, scrolling, and drawing. This has been shown to decrease system preference, user performance, and overall realism of these interfaces. In this research, we demonstrate how the addition of a thin, 2D micro-patterned surface with 5 micron spaced features can be used to reduce motor-visual touchscreen latency. When a finger, stylus, or tangible is translated across this textured surface frictional forces induce acoustic vibrations which naturally encode sliding velocity. This acoustic signal is sampled at 192kHz using a conventional audio interface pipeline with an average latency of 28ms. When fused with conventional low-speed, but high-spatial-accuracy 2D touch position data, our machine learning model can make accurate predictions of real time touch location.
Craig D. Shultz, Daehwa Kim, Karan Ahuja, Chris Harrison 0001
CHI4
2022 RGBDGaze: Gaze Tracking on Smartphones with RGB and Depth Data
abstract
Tracking a user’s gaze on smartphones offers the potential for accessible and powerful multimodal interactions. However, phones are used in a myriad of contexts and state-of-the-art gaze models that use only the front-facing RGB cameras are too coarse and do not adapt adequately to changes in context. While prior research has showcased the efficacy of depth maps for gaze tracking, they have been limited to desktop-grade depth cameras, which are more capable than the types seen in smartphones, that must be thin and low-powered. In this paper, we present a gaze tracking system that makes use of today’s smartphone depth camera technology to adapt to the changes in distance and orientation relative to the user’s face. Unlike prior efforts that used depth sensors, we do not constrain the users to maintain a fixed head position. Our approach works across different use contexts in unconstrained mobile settings. The results show that our multimodal ML model has a mean gaze error of 1.89 cm; a 16.3% improvement over using RGB data alone (2.26 cm error). Our system and dataset offer the first benchmark of gaze tracking on smartphones using RGB+Depth data under different use contexts.
Riku Arakawa, Mayank Goel, Chris Harrison 0001, Karan Ahuja
ICMI3
2022 DynaTags: Low-Cost Fiducial Marker Mechanisms
abstract
Printed fiducial markers are inexpensive, easy to deploy, robust and deservedly popular. However, their data payload is also static, unable to express any state beyond being present. For this reason, more complex electronic tagging technologies exist, which can sense and change state, but either require special equipment to read or are orders of magnitude more expensive than printed markers. In this work, we explore an approach between these two extremes: one that retains the simple, low-cost nature of printed markers, yet has some of the expressive capabilities of dynamic tags. Our “DynaTags” are simple mechanisms constructed from paper that express multiple payloads, allowing practitioners and researchers to create new and compelling physical-digital experiences. We describe a library of 23 mechanisms that can be read by standard smartphone reader apps. Through a series of demo applications (augmenting reality through e.g., sounds, environmental lighting and graphics) we show how our tags can bring new interactivity to previously static experiences.
Cassandra Scheirer, Chris Harrison 0001
ICMI2
2022 Pull Gestures with Coordinated Graphics on Dual-Screen Devices
abstract
A new class of dual-touchscreen device is beginning to emerge, either constructed as two screens hinged together, or as a single display that can fold. The interactive experience on these devices is simply that of two 2D touchscreens, with little to no synergy between the interactive areas. In this work, we consider how this unique, emerging form factor creates an interesting 3D niche, in which out-of-plane interactions on one screen can be supported with coordinated graphics in the other orthogonal screen. Following insights from an elicitation study, we focus on "pull gestures", a multimodal interaction combining on-screen touch input with in air movement. These naturally complement traditional multitouch gestures such as tap and pinch, and are an intriguing and useful way to take advantage of the unique geometry of dual-screen devices.
Vivian Shen, Chris Harrison 0001
ICMI2
2022 DiscoBand: Multiview Depth-Sensing Smartwatch Strap for Hand, Body and Environment Tracking
abstract
Real-time tracking of a user’s hands, arms and environment is valuable in a wide variety of HCI applications, from context awareness to virtual reality. Rather than rely on fixed and external tracking infrastructure, the most flexible and consumer-friendly approaches are mobile, self-contained, and compatible with popular device form factors (e.g., smartwatches). In this vein, we contribute DiscoBand, a thin sensing strap not exceeding 1 cm in thickness. Sensors operating so close to the skin inherently face issues with occlusion. To help overcome this, our strap uses eight distributed depth sensors imaging the hand from different viewpoints, creating a sparse 3D point cloud. An additional eight depth sensors image outwards from the band to track the user’s body and surroundings. In addition to evaluating arm and hand pose tracking, we also describe a series of supplemental applications powered by our band’s data, including held object recognition and environment mapping.
Nathan Devrio, Chris Harrison 0001
UIST2
2022 EtherPose: Continuous Hand Pose Tracking with Wrist-Worn Antenna Impedance Characteristic Sensing
abstract
EtherPose is a continuous hand pose tracking system employing two wrist-worn antennas, from which we measure the real-time dielectric loading resulting from different hand geometries (i.e., poses). Unlike worn camera-based methods, our RF approach is more robust to occlusion from clothing and avoids capturing potentially sensitive imagery. Through a series of simulations and empirical studies, we designed a proof-of-concept, worn implementation built around compact vector network analyzers. Sensor data is then interpreted by a machine learning backend, which outputs a fully-posed 3D hand. In a user study, we show how our system can track hand pose with a mean Euclidean joint error of 11.6 mm, even when covered in fabric. We also studied 2DOF wrist angle and micro-gesture tracking. In the future, our approach could be miniaturized and extended to include more and different types of antennas, operating at different self resonances.
Daehwa Kim, Chris Harrison 0001
UIST2
2021 Vid2Doppler: Synthesizing Doppler Radar Data from Videos for Training Privacy-Preserving Activity Recognition
abstract
Millimeter wave (mmWave) Doppler radar is a new and promising sensing approach for human activity recognition, offering signal richness approaching that of microphones and cameras, but without many of the privacy-invading downsides. However, unlike audio and computer vision approaches that can draw from huge libraries of videos for training deep learning models, Doppler radar has no existing large datasets, holding back this otherwise promising sensing modality. In response, we set out to create a software pipeline that converts videos of human activities into realistic, synthetic Doppler radar data. We show how this cross-domain translation can be successful through a series of experimental results. Overall, we believe our approach is an important stepping stone towards significantly reducing the burden of training such as human sensing systems, and could help bootstrap uses in human-computer interaction.
Karan Ahuja, Yue Jiang 0002, Mayank Goel, Chris Harrison 0001
CHI4
2021 Pose-on-the-Go: Approximating User Pose with Smartphone Sensor Fusion and Inverse Kinematics
abstract
We present Pose-on-the-Go, a full-body pose estimation system that uses sensors already found in today’s smartphones. This stands in contrast to prior systems, which require worn or external sensors. We achieve this result via extensive sensor fusion, leveraging a phone’s front and rear cameras, the user-facing depth camera, touchscreen, and IMU. Even still, we are missing data about a user’s body (e.g., angle of the elbow joint), and so we use inverse kinematics to estimate and animate probable body poses. We provide a detailed evaluation of our system, benchmarking it against a professional-grade Vicon tracking system. We conclude with a series of demonstration applications that underscore the unique potential of our approach, which could be enabled on many modern smartphones with a simple software update.
Karan Ahuja, Sven Mayer, Mayank Goel, Chris Harrison 0001
CHI4
2021 Classroom Digital Twins with Instrumentation-Free Gaze Tracking
abstract
Classroom sensing is an important and active area of research with great potential to improve instruction. Complementing professional observers – the current best practice – automated pedagogical professional development systems can attend every class and capture fine-grained details of all occupants. One particularly valuable facet to capture is class gaze behavior. For students, certain gaze patterns have been shown to correlate with interest in the material, while for instructors, student-centered gaze patterns have been shown to increase approachability and immediacy. Unfortunately, prior classroom gaze-sensing systems have limited accuracy and often require specialized external or worn sensors. In this work, we developed a new computer-vision-driven system that powers a 3D “digital twin” of the classroom and enables whole-class, 6DOF head gaze vector estimation without instrumenting any of the occupants. We describe our open source implementation, and results from both controlled studies and real-world classroom deployments.
Karan Ahuja, Deval Shah, Sujeath Pareddy, Franceska Xhakaj, Amy Ogan, Yuvraj Agarwal, Chris Harrison 0001
CHI7
2021 PrivacyMic: Utilizing Inaudible Frequencies for Privacy Preserving Daily Activity Recognition
abstract
Sound presents an invaluable signal source that enables computing systems to perform daily activity recognition. However, microphones are optimized for human speech and hearing ranges: capturing private content, such as speech, while omitting useful, inaudible information that can aid in acoustic recognition tasks. We simulated acoustic recognition tasks using sounds from 127 everyday household/workplace objects, finding that inaudible frequencies can act as a substitute for privacy-sensitive frequencies. To take advantage of these inaudible frequencies, we designed a Raspberry Pi-based device that captures inaudible acoustic frequencies with settings that can remove speech or all audible frequencies entirely. We conducted a perception study, where participants “eavesdropped’’ on PrivacyMic’s filtered audio and found that none of our participants could transcribe speech. Finally, PrivacyMic’s real-world activity recognition performance is comparable to our simulated results, with over 95% classification accuracy across all environments, suggesting immediate viability in performing privacy-preserving daily activity recognition.
Yasha Iravantchi, Karan Ahuja, Mayank Goel, Chris Harrison 0001, Alanson P. Sample
CHI4
2021 Super-Resolution Capacitive Touchscreens
abstract
Capacitive touchscreens are near-ubiquitous in today’s touch-driven devices, such as smartphones and tablets. By using rows and columns of electrodes, specialized touch controllers are able to capture a 2D image of capacitance at the surface of a screen. For over a decade, capacitive “pixels” have been around 4 millimeters in size – a surprisingly low resolution that precludes a wide range of interesting applications. In this paper, we show how super-resolution techniques, long used in fields such as biology and astronomy, can be applied to capacitive touchscreen data. By integrating data from many frames, our software-only process is able to resolve geometric details finer than the original sensor resolution. This opens the door to passive tangibles with higher-density fiducials and also recognition of every-day metal objects, such as keys and coins. We built several applications to illustrate the potential of our approach and report the findings of a multipart evaluation.
Sven Mayer, Xiangyu Xu 0002, Chris Harrison 0001
CHI3
2021 Vibrosight++: City-Scale Sensing Using Existing Retroreflective Signs and Markers
abstract
Today’s smart cities use thousands of physical sensors distributed across the urban landscape to support decision making in areas such as infrastructure monitoring, public health, and resource management. These weather-hardened devices require power and connectivity, and often cost thousands just to install, let alone maintain. In this paper, we show how long-range laser vibrometry can be used for low-cost, city-scale sensing. Although typically limited to just a few meters of sensing range, the use of retroreflective markers can boost this to 1km or more. Fortuitously, cities already make extensive use of retroreflective materials for street signs, construction barriers, road studs, license plates, and many other markings. We describe how our prototype system can co-opt these existing markers at very long ranges and use them as unpowered accelerometers for use in a wide variety of sensing applications.
Yang Zhang 0041, Sven Mayer, Jesse T. Gonzalez, Chris Harrison 0001
CHI4
2021 EyeMU Interactions: Gaze + IMU Gestures on Mobile Devices
abstract
As smartphone screens have grown in size, single-handed use has become more cumbersome. Interactive targets that are easily seen can be hard to reach, particularly notifications and upper menu bar items. Users must either adjust their grip to reach distant targets, or use their other hand. In this research, we show how gaze estimation using a phone’s user-facing camera can be paired with IMU-tracked motion gestures to enable a new, intuitive, and rapid interaction technique on handheld phones. We describe our proof-of-concept implementation and gesture set, built on state-of-the-art techniques and capable of self-contained execution on a smartphone. In our user study, we found a mean euclidean gaze error of 1.7 cm and a seven-class motion gesture classification accuracy of 97.3%.
Andy Kong, Karan Ahuja, Mayank Goel, Chris Harrison 0001
ICMI4
2021 3D Hand Pose Estimation on Conventional Capacitive Touchscreens
abstract
Contemporary mobile devices with touchscreens capture the X/Y position of finger tips on the screen and pass these coordinates to applications as though the input were points in space. Of course, human hands are much more sophisticated, able to form rich 3D poses capable of far more complex interactions than poking at a screen. In this paper, we describe how conventional capacitive touchscreens can be used to estimate 3D hand pose, enabling richer interaction opportunities. Importantly, our software-only approach requires no special or new sensors, either internal or external. As a proof of concept, we use an off-the-shelf Samsung Tablet flashed with a custom kernel. After describing our software pipeline, we report findings from our user study, we conclude with several example applications we built to illustrate the potential of our approach.
Frederick Choi, Sven Mayer, Chris Harrison 0001
MobileHCI3
2021 Retargeted Self-Haptics for Increased Immersion in VR without Instrumentation
abstract
Today’s consumer virtual reality (VR) systems offer immersive graphics and audio, but haptic feedback is rudimentary – delivered through controllers with vibration feedback or is non-existent (i.e., the hands operating freely in the air). In this paper, we explore an alternative, highly mobile and controller-free approach to haptics, where VR applications utilize the user’s own body to provide physical feedback. To achieve this, we warp (retarget) the locations of a user’s hands such that one hand serves as a physical surface or prop for the other hand. For example, a hand holding a virtual nail can serve as a physical backstop for a hand that is virtually hammering, providing a sense of impact in an air-borne and uninstrumented experience. To illustrate this rich design space, we implemented twelve interactive demos across three haptic categories. We conclude with a user study from which we draw design recommendations.
Cathy Mengying Fang, Chris Harrison 0001
UIST2
2020 Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics
abstract
Today's virtual reality (VR) systems allow users to explore immersive new worlds and experiences through sight. Unfortunately, most VR systems lack haptic feedback, and even high-end consumer systems use only basic vibration motors. This clearly precludes realistic physical interactions with virtual objects. Larger obstacles, such as walls, railings, and furniture are not simulated at all. In response, we developed Wireality, a self-contained worn system that allows for individual joints on the hands to be accurately arrested in 3D space through the use of retractable wires that can be programmatically locked. This allows for convincing tangible interactions with complex geometries, such as wrapping fingers around a railing. Our approach is lightweight, low-cost, and low-power, criteria important for future, worn consumer uses. In our studies, we further show that our system is fast-acting, spatially-accurate, high-strength, comfortable, and immersive.
Cathy Fang, Yang Zhang 0041, Matthew Dworman, Chris Harrison 0001
CHI4
2020 Digital Ventriloquism: Giving Voice to Everyday Objects
abstract
Smart speakers with voice agents are becoming increasingly common. However, the agent's voice always emanates from the device, even when that information is contextually and spatially relevant elsewhere. Digital Ventriloquism allows smart speakers to render sound onto everyday objects, such that it appears they are speaking and are interactive. This can be achieved without any modification of objects or the environment. For this, we used a highly directional pan-tilt ultrasonic array. By modulating a 40 kHz ultrasonic signal, we can emit sound that is inaudible "in flight" and demodulates to audible frequencies when impacting a surface through acoustic parametric interaction. This makes it appear as though the sound originates from an object and not the speaker. We ran a study in which we projected speech onto five objects in three environments, and found that participants were able to correctly identify the source object 92% of the time and correctly repeat the spoken message 100% of the time, demonstrating our digital ventriloquy is both directional and intelligible.
Yasha Iravantchi, Mayank Goel, Chris Harrison 0001
CHI3
2020 Enhancing Mobile Voice Assistants with WorldGaze
abstract
Contemporary voice assistants require that objects of inter-est be specified in spoken commands. Of course, users are often looking directly at the object or place of interest ? fine-grained, contextual information that is currently unused. We present WorldGaze, a software-only method for smartphones that provides the real-world gaze location of a user that voice agents can utilize for rapid, natural, and precise interactions. We achieve this by simultaneously opening the front and rear cameras of a smartphone. The front-facing camera is used to track the head in 3D, including estimating its direction vector. As the geometry of the front and back cameras are fixed and known, we can raycast the head vector into the 3D world scene as captured by the rear-facing camera. This allows the user to intuitively define an object or region of interest using their head gaze. We started our investigations with a qualitative exploration of competing methods, before developing a functional, real-time implementation. We conclude with an evaluation that shows WorldGaze can be quick and accurate, opening new multimodal gaze+voice interactions for mobile voice agents.
Sven Mayer, Gierad Laput, Chris Harrison 0001
CHI3
2020 Automated Class Discovery and One-Shot Interactions for Acoustic Activity Recognition
abstract
Acoustic activity recognition has emerged as a foundational element for imbuing devices with context-driven capabilities, enabling richer, more assistive, and more accommodating computational experiences. Traditional approaches rely either on custom models trained in situ, or general models pre-trained on preexisting data, with each approach having accuracy and user burden implications. We present Listen Learner, a technique for activity recognition that gradually learns events specific to a deployed environment while minimizing user burden. Specifically, we built an end-to-end system for self-supervised learning of events labelled through one-shot interaction. We describe and quantify system performance 1) on preexisting audio datasets, 2) on real-world datasets we collected, and 3) through user studies which uncovered system behaviors suitable for this new type of interaction. Our results show that our system can accurately and automatically learn acoustic events across environments (e.g., 97% precision, 87% recall), while adhering to users' preferences for non-intrusive interactive behavior.
Jason Wu 0001, Chris Harrison 0001, Jeffrey P. Bigham, Gierad Laput
CHI2
2020 Gaze-based Screening of Autistic Traits for Adolescents and Young Adults using Prosaic Videos
abstract
Autism Spectrum Disorder (ASD) is a universal and often lifelong neuro-developmental disorder. Individuals with ASD often present comorbidities such as epilepsy, depression, and anxiety. In the United States, in 2014, 1 out of 68 people was affected by autism, but worldwide, the number of affected people drops to 1 in 160. This disparity is primarily due to underdiagnosis and unreported cases in resource-constrained environments. Wiggins et al. 1 found that, in the US, children of color are under-identified with ASD. Missing a diagnosis is not without consequences; approximately 26% of adults with ASD are under-employed, and are under-enrolled in higher education.
Karan Ahuja, Abhishek Bose, Kuntal Dey, Anil Joshi, Krishnaveni Achary, Blessin Varkey, Chris Harrison 0001, Mayank Goel
COMPASS8
2020 VibroComm: Using Commodity Gyroscopes for Vibroacoustic Data Reception
abstract
Inertial Measurement Units (IMUs) with gyroscopic sensors are standard in today's mobile devices. We show that these sensors can be co-opted for vibroacoustic data reception. Our approach, called VibroComm, requires direct physical contact to a transmitting (i.e., vibrating) surface. This makes interactions targeted and explicit in nature, making it well suited for contexts with many targets or requiring and intent. It also offers an orthogonal dimension of physical security to wireless technologies like Blue-tooth and NFC. Using our implementation, we achieve a transfer rate over 2000 bits/sec with less than 5% packet loss – an order of magnitude faster than prior IMU-based approaches at a quarter of the loss rate, opening new, powerful and practical use cases that could be enabled on mobile devices with a simple software update.
Robert Xiao, Sven Mayer, Chris Harrison 0001
MobileHCI3
2020 Direction-of-Voice (DoV) Estimation for Intuitive Speech Interaction with Smart Devices Ecosystems
abstract
Future homes and offices will feature increasingly dense ecosystems of IoT devices, such as smart lighting, speakers, and domestic appliances. Voice input is a natural candidate for interacting with out-of-reach and often small devices that lack full-sized physical interfaces. However, at present, voice agents generally require wake-words and device names in order to specify the target of a spoken command (e.g., 'Hey Alexa, kitchen lights to full bright-ness'). In this research, we explore whether speech alone can be used as a directional communication channel, in much the same way visual gaze specifies a focus. Instead of a device's microphones simply receiving and processing spoken commands, we suggest they also infer the Direction of Voice (DoV). Our approach innately enables voice commands with addressability (i.e., devices know if a command was directed at them) in a natural and rapid manner. We quantify the accuracy of our implementation across users, rooms, spoken phrases, and other key factors that affect performance and usability. Taken together, we believe our DoV approach demonstrates feasibility and the promise of making distributed voice interactions much more intuitive and fluid.
Karan Ahuja, Andy Kong, Mayank Goel, Chris Harrison 0001
UIST4
2019 BeamBand: Hand Gesture Sensing with Ultrasonic Beamforming
abstract
BeamBand is a wrist-worn system that uses ultrasonic beamforming for hand gesture sensing. Using an array of small transducers, arranged on the wrist, we can ensem-ble acoustic wavefronts to project acoustic energy at spec-ified angles and focal lengths. This allows us to interro-gate the surface geometry of the hand with inaudible sound in a raster-scan-like manner, from multiple view-points. We use the resulting, characteristic reflections to recognize hand pose at 8 FPS. In our user study, we found that BeamBand supports a six-class hand gesture set at 94.6% accuracy. Even across sessions, when the sensor is removed and reworn later, accuracy remains high: 89.4%. We describe our software and hardware, and future ave-nues for integration into devices such as smartwatches and VR controllers.
Yasha Iravantchi, Mayank Goel, Chris Harrison 0001
CHI3
2019 Interferi: Gesture Sensing using On-Body Acoustic Interferometry
abstract
Interferi is an on-body gesture sensing technique using acoustic interferometry. We use ultrasonic transducers resting on the skin to create acoustic interference patterns inside the wearer's body, which interact with anatomical features in complex, yet characteristic ways. We focus on two areas of the body with great expressive power: the hands and face. For each, we built and tested a series of worn sensor configurations, which we used to identify useful transducer arrangements and machine learning fea-tures. We created final prototypes for the hand and face, which our study results show can support eleven- and nine-class gestures sets at 93.4% and 89.0% accuracy, re-spectively. We also evaluated our system in four continu-ous tracking tasks, including smile intensity and weight estimation, which never exceed 9.5% error. We believe these results show great promise and illuminate an inter-esting sensing technique for HCI applications.
Yasha Iravantchi, Yang Zhang 0041, Evi Bernitsas, Mayank Goel, Chris Harrison 0001
CHI5
2019 SurfaceSight: A New Spin on Touch, User, and Object Sensing for IoT Experiences
abstract
IoT appliances are gaining consumer traction, from smart thermostats to smart speakers. These devices generally have limited user interfaces, most often small buttons and touchscreens, or rely on voice control. Further, these devices know little about their surroundings unaware of objects, people and activities happening around them. Consequently, interactions with these "smart" devices can be cumbersome and limited. We describe SurfaceSight, an approach that enriches IoT experiences with rich touch and object sensing, offering a complementary input channel and increased contextual awareness. For sensing, we incorporate LIDAR into the base of IoT devices, providing an expansive, ad hoc plane of sensing just above the surface on which devices rest. We can recognize and track a wide array of objects, including finger input and hand gestures. We can also track people and estimate which way they are facing. We evaluate the accuracy of these new capabilities and illustrate how they can be used to power novel and contextually-aware interactive experiences.
Gierad Laput, Chris Harrison 0001
CHI2
2019 Sensing Fine-Grained Hand Activity with Smartwatches
abstract
Capturing fine-grained hand activity could make computational experiences more powerful and contextually aware. Indeed, philosopher Immanuel Kant argued, "the hand is the visible part of the brain." However, most prior work has focused on detecting whole-body activities, such as walking, running and bicycling. In this work, we explore the feasibility of sensing hand activities from commodity smartwatches, which are the most practical vehicle for achieving this vision. Our investigations started with a 50 participant, in-the-wild study, which captured hand activity labels over nearly 1000 worn hours. We then studied this data to scope our research goals and inform our technical approach. We conclude with a second, in-lab study that evaluates our classification stack, demonstrating 95.2% accuracy across 25 hand activities. Our work highlights an underutilized, yet highly complementary contextual channel that could unlock a wide range of promising applications.
Gierad Laput, Chris Harrison 0001
CHI2
2019 MeCap: Whole-Body Digitization for Low-Cost VR/AR Headsets
abstract
Low-cost, smartphone-powered VR/AR headsets are becoming more popular. These basic devices - little more than plastic or cardboard shells - lack advanced features, such as controllers for the hands, limiting their interactive capability. Moreover, even high-end consumer headsets lack the ability to track the body and face. For this reason, interactive experiences like social VR are underdeveloped. We introduce MeCap, which enables commodity VR headsets to be augmented with powerful motion capture ("MoCap") and user-sensing capabilities at very low cost (under $5). Using only a pair of hemi-spherical mirrors and the existing rear-facing camera of a smartphone, MeCap provides real-time estimates of a wearer's 3D body pose, hand pose, facial expression, physical appearance and surrounding environment - capabilities which are either absent in contemporary VR/AR systems or which require specialized hardware and controllers. We evaluate the accuracy of each of our tracking features, the results of which show imminent feasibility.
Karan Ahuja, Chris Harrison 0001, Mayank Goel, Robert Xiao
UIST2
2019 LightAnchors: Appropriating Point Lights for Spatially-Anchored Augmented Reality Interfaces
abstract
Augmented reality requires precise and instant overlay of digital information onto everyday objects. We present our work on LightAnchors, a new method for displaying spatially-anchored data. We take advantage of pervasive point lights - such as LEDs and light bulbs - for both in-view anchoring and data transmission. These lights are blinked at high speed to encode data. We built a proof-of-concept ap-plication that runs on iOS without any hardware or software modifications. We also ran a study to characterize the performance of LightAnchors and built eleven example demos to highlight the potential of our approach.
Karan Ahuja, Sujeath Pareddy, Robert Xiao, Mayank Goel, Chris Harrison 0001
UIST5
2019 Sozu: Self-Powered Radio Tags for Building-Scale Activity Sensing
abstract
Robust, wide-area sensing of human environments has been a long-standing research goal. We present Sozu, a new low-cost sensing system that can detect a wide range of events wirelessly, through walls and without line of sight, at whole-building scale. To achieve this in a battery-free manner, Sozu tags convert energy from activities that they sense into RF broadcasts, acting like miniature self-powered radio stations. We describe the results from a series of iterative studies, culminating in a deployment study with 30 instrumented objects. Results show that Sozu is very accurate, with true positive event detection exceeding 99%, with almost no false positives. Beyond event detection, we show that Sozu can be extended to detect richer signals, such as the state, intensity, count, and rate of events.
Yang Zhang 0041, Yasha Iravantchi, Haojian Jin, Swarun Kumar, Chris Harrison 0001
UIST5
2019 ActiTouch: Robust Touch Detection for On-Skin AR/VR Interfaces
abstract
Contemporary AR/VR systems use in-air gestures or handheld controllers for interactivity. This overlooks the skin as a convenient surface for tactile, touch-driven interactions, which are generally more accurate and comfortable than free space interactions. In response, we developed ActiTouch, a new electrical method that enables precise on-skin touch segmentation by using the body as an RF waveguide. We combine this method with computer vision, enabling a system with both high tracking precision and robust touch detection. Our system requires no cumbersome instrumentation of the fingers or hands, requiring only a single wristband (e.g., smartwatch) and sensors integrated into an AR/VR headset. We quantify the accuracy of our approach through a user study and demonstrate how it can enable touchscreen-like interactions on the skin.
Yang Zhang 0041, Wolf Kienzle, Yanjun Ma, Shiu S. Ng, Hrvoje Benko, Chris Harrison 0001
UIST6
2018 LumiWatch: On-Arm Projected Graphics and Touch Input
abstract
Compact, worn computers with projected, on-skin touch interfaces have been a long-standing yet elusive goal, largely written off as science fiction. Such devices offer the potential to mitigate the significant human input/output bottleneck inherent in worn devices with small screens. In this work, we present the first fully functional and self-contained projection smartwatch implementation, containing the requisite compute, power, projection and touch-sensing capabilities. Our watch offers roughly 40 sq. cm of interactive surface area -- more than five times that of a typical smartwatch display. We demonstrate continuous 2D finger tracking with interactive, rectified graphics, transforming the arm into a touchscreen. We discuss our hardware and software implementation, as well as evaluation results regarding touch accuracy and projection visibility.
Robert Xiao, Teng Cao, Jun Zhuo, Yang Zhang 0041, Chris Harrison 0001
CHI6
2018 Pulp Nonfiction: Low-Cost Touch Tracking for Paper
abstract
Paper continues to be a versatile and indispensable material in the 21st century. Of course, paper is a passive medium with no inherent interactivity, precluding us from computationally-enhancing a wide variety of paper-based activities. In this work, we present a new technical approach for bringing the digital and paper worlds closer together, by enabling paper to track finger input and also drawn input with writing implements. Importantly, for paper to still be considered paper, our method had to be very low cost. This necessitated research into materials, fabrication methods and sensing techniques. We describe the outcome of our investigations and show that our method can be sufficiently low-cost and accurate to enable new interactive opportunities with this pervasive and venerable material.
Yang Zhang 0041, Chris Harrison 0001
CHI2
2018 Wall++: Room-Scale Interactive and Context-Aware Sensing
abstract
Human environments are typified by walls, homes, offices, schools, museums, hospitals and pretty much every indoor context one can imagine has walls. In many cases, they make up a majority of readily accessible indoor surface area, and yet they are static their primary function is to be a wall, separating spaces and hiding infrastructure. We present Wall++, a low-cost sensing approach that allows walls to become a smart infrastructure. Instead of merely separating spaces, walls can now enhance rooms with sensing and interactivity. Our wall treatment and sensing hardware can track users' touch and gestures, as well as estimate body pose if they are close. By capturing airborne electromagnetic noise, we can also detect what appliances are active and where they are located. Through a series of evaluations, we demonstrate Wall++ can enable robust room-scale interactive and context-aware applications.
Yang Zhang 0041, Chouchang Yang, Scott E. Hudson, Chris Harrison 0001, Alanson P. Sample
CHI4
2018 Ubicoustics: Plug-and-Play Acoustic Activity Recognition
abstract
Despite sound being a rich source of information, computing devices with microphones do not leverage audio to glean useful insights about their physical and social context. For example, a smart speaker sitting on a kitchen countertop cannot figure out if it is in a kitchen, let alone know what a user is doing in a kitchen - a missed opportunity. In this work, we describe a novel, real-time, sound-based activity recognition system. We start by taking an existing, state-of-the-art sound labeling model, which we then tune to classes of interest by drawing data from professional sound effect libraries traditionally used in the entertainment industry. These well-labeled and high-quality sounds are the perfect atomic unit for data augmentation, including amplitude, reverb, and mixing, allowing us to exponentially grow our tuning data in realistic ways. We quantify the performance of our approach across a range of environments and device categories and show that microphone-equipped computing devices already have the requisite capability to unlock real-time activity recognition comparable to human accuracy.
Gierad Laput, Karan Ahuja, Mayank Goel, Chris Harrison 0001
UIST4
2018 Vibrosight: Long-Range Vibrometry for Smart Environment Sensing
abstract
Smart and responsive environments rely on the ability to detect physical events, such as appliance use and human activities. Currently, to sense these types of events, one must either upgrade to "smart" appliances, or attach aftermarket sensors to existing objects. These approaches can be expensive, intrusive and inflexible. In this work, we present Vibrosight, a new approach to sense activities across entire rooms using long-range laser vibrometry. Unlike a microphone, our approach can sense physical vibrations at one specific point, making it robust to interference from other activities and noisy environments. This property enables detection of simultaneous activities, which has proven challenging in prior work. Through a series of evaluations, we show that Vibrosight can offer high accuracies at long range, allowing our sensor to be placed in an inconspicuous location. We also explore a range of additional uses, including data transmission, sensing user input and modes of appliance operation, and detecting human movement and activities on work surfaces.
Yang Zhang 0041, Gierad Laput, Chris Harrison 0001
UIST3
2017 Thumprint: Socially-Inclusive Local Group Authentication Through Shared Secret Knocks
abstract
Small, local groups who share protected resources (e.g., families, work teams, student organizations) have unmet authentication needs. For these groups, existing authentication strategies either create unnecessary social divisions (e.g., biometrics), do not identify individuals (e.g., shared passwords), do not equitably distribute security responsibility (e.g., individual passwords), or make it difficult to share or revoke access (e.g., physical keys). To explore an alternative, we designed Thumprint: inclusive group authentication with a shared secret knock. All group members share one secret knock, but individual expressions of the secret are discernible. We evaluated the usability and security of our concept through two user studies with 30 participants. Our results suggest that (1) individuals who enter the same shared thumprint are distinguishable from one another, (2) that people can enter thumprints consistently over time, and (3) that thumprints are resilient to casual adversaries.
Sauvik Das, Gierad Laput, Chris Harrison 0001, Jason I. Hong
CHI3
2017 Synthetic Sensors: Towards General-Purpose Sensing
abstract
The promise of smart environments and the Internet of Things (IoT) relies on robust sensing of diverse environmental facets. Traditional approaches rely on direct and distributed sensing, most often by measuring one particular aspect of an environment with a special purpose sensor. This approach can be costly to deploy, hard to maintain, and aesthetically and socially obtrusive. In this work, we explore the notion of general purpose sensing, wherein a single enhanced sensor can indirectly monitor a large context, without direct instrumentation of objects. Further, through what we call Synthetic Sensors, we can virtualize raw sensor data into actionable feeds, whilst simultaneously mitigating immediate privacy issues. A series of structured, formative studies informed the development of our new sensor hardware and accompanying information architecture. We deployed our system across many months and environments, the results of which show the versatility, accuracy and potential utility of our approach.
Gierad Laput, Yang Zhang 0041, Chris Harrison 0001
CHI3
2017 Deus EM Machina: On-Touch Contextual Functionality for Smart IoT Appliances
abstract
Homes, offices and many other environments will be increasingly saturated with connected, computational appliances, forming the "Internet of Things" (IoT). At present, most of these devices rely on mechanical inputs, webpages, or smartphone apps for control. However, as IoT devices proliferate, these existing interaction methods will become increasingly cumbersome. Will future smart-home owners have to scroll though pages of apps to select and dim their lights? We propose an approach where users simply tap a smartphone to an appliance to discover and rapidly utilize contextual functionality. To achieve this, our prototype smartphone recognizes physical contact with uninstrumented appliances, and summons appliance-specific interfaces. Our user study suggests high accuracy 98.8% recognition accuracy among 17 appliances. Finally, to underscore the immediate feasibility and utility of our system, we built twelve example applications, including six fully functional end-to-end demonstrations.
Robert Xiao, Gierad Laput, Yang Zhang 0041, Chris Harrison 0001
CHI4
2017 Electrick: Low-Cost Touch Sensing Using Electric Field Tomography
abstract
Current touch input technologies are best suited for small and flat applications, such as smartphones, tablets and kiosks. In general, they are too expensive to scale to large surfaces, such as walls and furniture, and cannot provide input on objects having irregular and complex geometries, such as tools and toys. We introduce Electrick, a low-cost and versatile sensing technique that enables touch input on a wide variety of objects and surfaces, whether small or large, flat or irregular. This is achieved by using electric field tomography in concert with an electrically conductive material, which can be easily and cheaply added to objects and surfaces. We show that our technique is compatible with commonplace manufacturing methods, such as spray/brush coating, vacuum forming, and casting/molding enabling a wide range of possible uses and outputs. Our technique can also bring touch interactivity to rapidly fabricated objects, including those that are laser cut or 3D printed. Through a series of studies and illustrative example uses, we show that Electrick can enable new interactive opportunities on a diverse set of objects and surfaces that were previously static.
Yang Zhang 0041, Gierad Laput, Chris Harrison 0001
CHI3
2017 Supporting Responsive Cohabitation Between Virtual Interfaces and Physical Objects on Everyday Surfaces
abstract
Systems for providing mixed physical-virtual interaction on desktop surfaces have been proposed for decades, though no such systems have achieved widespread use. One major factor contributing to this lack of acceptance may be that these systems are not designed for the variety and complexity of actual work surfaces, which are often in flux and cluttered with physical objects. In this paper, we use an elicitation study and interviews to synthesize a list of ten interactive behaviors that desk-bound, digital interfaces should implement to support responsive cohabitation with physical objects. As a proof of concept, we implemented these interactive behaviors in a working augmented desk system, demonstrating their imminent feasibility.
Robert Xiao, Scott E. Hudson, Chris Harrison 0001
Proc. ACM Hum. Comput. Interact.3
2016 SkinTrack: Using the Body as an Electrical Waveguide for Continuous Finger Tracking on the Skin
abstract
SkinTrack is a wearable system that enables continuous touch tracking on the skin. It consists of a ring, which emits a continuous high frequency AC signal, and a sensing wristband with multiple electrodes. Due to the phase delay inherent in a high-frequency AC signal propagating through the body, a phase difference can be observed between pairs of electrodes. SkinTrack measures these phase differences to compute a 2D finger touch coordinate. Our approach can segment touch events at 99% accuracy, and resolve the 2D location of touches with a mean error of 7.6mm. As our approach is compact, non-invasive, low-cost and low-powered, we envision the technology being integrated into future smartwatches, supporting rich touch interactions beyond the confines of the small touchscreen.
Yang Zhang 0041, Junhan Zhou, Gierad Laput, Chris Harrison 0001
CHI4
2016 SweepSense: Ad Hoc Configuration Sensing Using Reflected Swept-Frequency Ultrasonics
abstract
Devices can be made more intelligent if they have the ability to sense their surroundings and physical configuration. However, adding extra, special purpose sensors increases size, price and build complexity. Instead, we use speakers and microphones already present in a wide variety of devices to open new sensing opportunities. Our technique sweeps through a range of inaudible frequencies and measures the intensity of reflected sound to deduce information about the immediate environment, chiefly the materials and geometry of proximate surfaces. We offer several example uses, two of which we implemented as self-contained demos, and conclude with an evaluation that quantifies their performance and demonstrates high accuracy.
Gierad Laput, Xiang 'Anthony' Chen, Chris Harrison 0001
IUI3
2016 DIRECT: Making Touch Tracking on Ordinary Surfaces Practical with Hybrid Depth-Infrared Sensing
abstract
Several generations of inexpensive depth cameras have opened the possibility for new kinds of interaction on everyday surfaces. A number of research systems have demonstrated that depth cameras, combined with projectors for output, can turn nearly any reasonably flat surface into a touch-sensitive display. However, even with the latest generation of depth cameras, it has been difficult to obtain sufficient sensing fidelity across a table-sized surface to get much beyond a proof-of-concept demonstration. In this paper we present DIRECT, a novel touch-tracking algorithm that merges depth and infrared imagery captured by a commodity sensor. This yields significantly better touch tracking than from depth data alone, as well as any prior system. Further extending prior work, DIRECT supports arbitrary user orientation and requires no prior calibration or background capture. We describe the implementation of our system and quantify its accuracy through a comparison study of previously published, depth-based touch-tracking algorithms. Results show that our technique boosts touch detection accuracy by 15% and reduces positional error by 55% compared to the next best-performing technique.
Robert Xiao, Scott E. Hudson, Chris Harrison 0001
ISS3
2016 CapCam: Enabling Rapid, Ad-Hoc, Position-Tracked Interactions Between Devices
abstract
We present CapCam, a novel technique that enables smartphones (and similar devices) to establish quick, ad-hoc connections with a host touchscreen device, simply by pressing a device to the screen's surface. Pairing data, used to bootstrap a conventional wireless connection, is transmitted optically to the phone's rear camera. This approach utilizes the near-ubiquitous rear camera on smart devices, making it applicable to a wide range of devices, both new and old. CapCam also tracks phones' physical positions on the host capacitive touchscreen without any instrumentation, enabling a wide range of targeted interactions. We quantify the communication performance of our pairing approach and demonstrate data transmission rates up to four times faster than prior camera-based techniques. To demonstrate the unique capability and utility of our system, we built a series of example applications, highlighting different interaction techniques CapCam enables.
Robert Xiao, Scott E. Hudson, Chris Harrison 0001
ISS3
2016 ViBand: High-Fidelity Bio-Acoustic Sensing Using Commodity Smartwatch Accelerometers
abstract
Smartwatches and wearables are unique in that they reside on the body, presenting great potential for always-available input and interaction. Their position on the wrist makes them ideal for capturing bio-acoustic signals. We developed a custom smartwatch kernel that boosts the sampling rate of a smartwatch's existing accelerometer to 4 kHz. Using this new source of high-fidelity data, we uncovered a wide range of applications. For example, we can use bio-acoustic data to classify hand gestures such as flicks, claps, scratches, and taps, which combine with on-device motion tracking to create a wide range of expressive input modalities. Bio-acoustic sensing can also detect the vibrations of grasped mechanical or motor-powered objects, enabling passive object recognition that can augment everyday experiences with context-aware functionality. Finally, we can generate structured vibrations using a transducer, and show that data can be transmitted through the human body. Overall, our contributions unlock user interface techniques that previously relied on special-purpose and/or cumbersome instrumentation, making such interactions considerably more feasible for inclusion in future consumer devices.
Gierad Laput, Robert Xiao, Chris Harrison 0001
UIST3
2016 Advancing Hand Gesture Recognition with High Resolution Electrical Impedance Tomography
abstract
Electrical Impedance Tomography (EIT) was recently employed in the HCI domain to detect hand gestures using an instrumented smartwatch. This prior work demonstrated great promise for non-invasive, high accuracy recognition of gestures for interactive control. We introduce a new system that offers improved sampling speed and resolution. In turn, this enables superior interior reconstruction and gesture recognition. More importantly, we use our new system as a vehicle for experimentation ' we compare two EIT sensing methods and three different electrode resolutions. Results from in-depth empirical evaluations and a user study shed light on the future feasibility of EIT for sensing human input.
Yang Zhang 0041, Robert Xiao, Chris Harrison 0001
UIST3
2016 AuraSense: Enabling Expressive Around-Smartwatch Interactions with Electric Field Sensing
abstract
Existing smartwatches rely on touchscreens for display and input, which inevitably leads to finger occlusion and confines interactivity to a small area. In this work, we introduce AuraSense, which enables rich, around-device, smartwatch interactions using electric field sensing as an adapted device. To explore how this sensing approach could enhance smartwatch interactions, we considered different antenna configurations and how they could enable useful interaction modalities. We identified four configurations that can support six well-known modalities of particular interest and utility, including gestures above or in close proximity to watches, and touchscreen-like finger tracking on the skin. We quantify the feasibility of these input modalities, suggesting that AuraSense can be low latency and robust across users and environments.
Junhan Zhou, Yang Zhang 0041, Gierad Laput, Chris Harrison 0001
UIST4
2015 Acoustruments: Passive, Acoustically-Driven, Interactive Controls for Handheld Devices
abstract
We introduce Acoustruments: low-cost, passive, and power-less mechanisms, made from plastic, that can bring rich, tangible functionality to handheld devices. Through a structured exploration, we identified an expansive vocabulary of design primitives, providing building blocks for the construction of tangible interfaces utilizing smartphones' existing audio functionality. By combining design primitives, familiar physical mechanisms can all be constructed from passive elements. On top of these, we can create end-user applications with rich, tangible interactive functionalities. Our experiments show that Acoustruments can achieve 99% accuracy with minimal training, is robust to noise, and can be rapidly prototyped. Acoustruments adds a new method to the toolbox HCI practitioners and researchers can draw upon, while introducing a cheap and passive method for adding interactive controls to consumer products.
Gierad Laput, Eric Brockmeyer, Scott E. Hudson, Chris Harrison 0001
CHI4
2015 Zensors: Adaptive, Rapidly Deployable, Human-Intelligent Sensor Feeds
abstract
The promise of "smart" homes, workplaces, schools, and other environments has long been championed. Unattractive, however, has been the cost to run wires and install sensors. More critically, raw sensor data tends not to align with the types of questions humans wish to ask, e.g., do I need to restock my pantry? Although techniques like computer vision can answer some of these questions, it requires significant effort to build and train appropriate classifiers. Even then, these systems are often brittle, with limited ability to handle new or unexpected situations, including being repositioned and environmental changes (e.g., lighting, furniture, seasons). We propose Zensors, a new sensing approach that fuses real-time human intelligence from online crowd workers with automatic approaches to provide robust, adaptive, and readily deployable intelligent sensors. With Zensors, users can go from question to live sensor feed in less than 60 seconds. Through our API, Zensors can enable a variety of rich end-user applications and moves us closer to the vision of responsive, intelligent environments.
Gierad Laput, Walter S. Lasecki, Jason Wiese, Robert Xiao, Jeffrey P. Bigham, Chris Harrison 0001
CHI6
2015 3D Printing Pneumatic Device Controls with Variable Activation Force Capabilities
abstract
We explore 3D printing physical controls whose tactile response can be manipulated programmatically through pneumatic actuation. In particular, by manipulating the internal air pressure of various pneumatic elements, we can create mechanisms that require different levels of actuation force and can also change their shape. We introduce and discuss a series of example 3D printed pneumatic controls, which demonstrate the feasibility of our approach. This includes conventional controls, such as buttons, knobs and sliders, but also extends to domains such as toys and deformable interfaces. We describe the challenges that we faced and the methods that we used to overcome some of the limitations of current 3D printing technology. We conclude with example applications and thoughts on future avenues of research.
Marynel Vázquez, Eric Brockmeyer, Ruta Desai, Chris Harrison 0001, Scott E. Hudson
CHI4
2015 Gaze+Gesture: Expressive, Precise and Targeted Free-Space Interactions
abstract
Humans rely on eye gaze and hand manipulations extensively in their everyday activities. Most often, users gaze at an object to perceive it and then use their hands to manipulate it. We propose applying a multimodal, gaze plus free-space gesture approach to enable rapid, precise and expressive touch-free interactions. We show the input methods are highly complementary, mitigating issues of imprecision and limited expressivity in gaze-alone systems, and issues of targeting speed in gesture-alone systems. We extend an existing interaction taxonomy that naturally divides the gaze+gesture interaction space, which we then populate with a series of example interaction techniques to illustrate the character and utility of each method. We contextualize these interaction techniques in three example scenarios. In our user study, we pit our approach against five contemporary approaches; results show that gaze+gesture can outperform systems using gaze or gesture alone, and in general, approach the performance of "gold standard" input systems, such as the mouse and trackpad.
Ishan Chatterjee, Robert Xiao, Chris Harrison 0001
ICMI3
2015 3D Printed Hair: Fused Deposition Modeling of Soft Strands, Fibers, and Bristles
abstract
We introduce a technique for furbricating 3D printed hair, fibers and bristles, by exploiting the stringing phenomena inherent in 3D printers using fused deposition modeling. Our approach offers a range of design parameters for controlling the properties of single strands and also of hair bundles. We further detail a list of post-processing techniques for refining the behavior and appearance of printed strands. We provide several examples of output, demonstrating the immediate feasibility of our approach using a low cost, commodity printer. Overall, this technique extends the capabilities of 3D printing in a new and interesting way, without requiring any new hardware.
Gierad Laput, Xiang 'Anthony' Chen, Chris Harrison 0001
UIST3
2015 EM-Sense: Touch Recognition of Uninstrumented, Electrical and Electromechanical Objects
abstract
Most everyday electrical and electromechanical objects emit small amounts of electromagnetic (EM) noise during regular operation. When a user makes physical contact with such an object, this EM signal propagates through the user, owing to the conductivity of the human body. By modifying a small, low-cost, software-defined radio, we can detect and classify these signals in real-time, enabling robust on-touch object detection. Unlike prior work, our approach requires no instrumentation of objects or the environment; our sensor is self-contained and can be worn unobtrusively on the body. We call our technique EM-Sense and built a proof-of-concept smartwatch implementation. Our studies show that discrimination between dozens of objects is feasible, independent of wearer, time and local environment.
Gierad Laput, Chouchang Yang, Robert Xiao, Alanson P. Sample, Chris Harrison 0001
UIST5
2015 Tomo: Wearable, Low-Cost Electrical Impedance Tomography for Hand Gesture Recognition
abstract
We present Tomo, a wearable, low-cost system using Electrical Impedance Tomography (EIT) to recover the interior impedance geometry of a user's arm. This is achieved by measuring the cross-sectional impedances between all pairs of eight electrodes resting on a user's skin. Our approach is sufficiently compact and low-powered that we integrated the technology into a prototype wrist- and armband, which can monitor and classify gestures in real-time. We conducted a user study that evaluated two gesture sets, one focused on gross hand gestures and another using thumb-to-finger pinches. Our wrist location achieved 97% and 87% accuracies on these gesture sets respectively, while our arm location achieved 93% and 81%. We ultimately envision this technique being integrated into future smartwatches, allowing hand gestures and direct touch manipulation to work synergistically to support interactive tasks on small screens.
Yang Zhang 0041, Chris Harrison 0001
UIST2
2014 Implications of location and touch for on-body projected interfaces
abstract
Very recently, there has been a perfect storm of technical advances that has culminated in the emergence of a new interaction modality: on-body interfaces. Such systems enable the wearer to use their body as an input and output platform with interactive graphics. Projects such as PALMbit and Skinput sought to answer the initial and fundamental question: whether or not on-body interfaces were technologically possible. Although considerable technical work remains, we believe it is important to begin shifting the question away from how and what, and towards where, and ultimately why. These are the class of questions that inform the design of next generation systems. To better understand and explore this expansive space, we employed a mixed-methods research process involving more than two thousand individuals. This started with high-resolution, but low-detail crowdsourced data. We then combined this with rich, expert interviews, exploring aspects ranging from aesthetics to kinesthetics. The results of this complimentary, structured exploration, point the way towards more comfortable, efficacious, and enjoyable on-body user experiences.
Chris Harrison 0001, Haakon Faste
Conference on Designing Interactive Systems1
2014 TouchTools: leveraging familiarity and skill with physical tools to augment touch interaction
abstract
The average person can skillfully manipulate a plethora of tools, from hammers to tweezers. However, despite this remarkable dexterity, gestures on today's touch devices are simplistic, relying primarily on the chording of fingers: one-finger pan, two-finger pinch, four-finger swipe and similar. We propose that touch gesture design be inspired by the manipulation of physical tools from the real world. In this way, we can leverage user familiarity and fluency with such tools to build a rich set of gestures for touch interaction. With only a few minutes of training on a proof-of-concept system, users were able to summon a variety of virtual tools by replicating their corresponding real-world grasps.
Chris Harrison 0001, Robert Xiao, Julia Schwarz, Scott E. Hudson
CHI1
2014 Probabilistic palm rejection using spatiotemporal touch features and iterative classification
abstract
Tablet computers are often called upon to emulate classical pen-and-paper input. However, touchscreens typically lack the means to distinguish between legitimate stylus and finger touches and touches with the palm or other parts of the hand. This forces users to rest their palms elsewhere or hover above the screen, resulting in ergonomic and usability problems. We present a probabilistic touch filtering approach that uses the temporal evolution of touch contacts to reject palms. Our system improves upon previous approaches, reducing accidental palm inputs to 0.016 per pen stroke, while correctly passing 98% of stylus inputs.
Julia Schwarz, Robert Xiao, Jennifer Mankoff, Scott E. Hudson, Chris Harrison 0001
CHI5
2014 Expanding the input expressivity of smartwatches with mechanical pan, twist, tilt and click
abstract
Smartwatches promise to bring enhanced convenience to common communication, creation and information retrieval tasks. Due to their prominent placement on the wrist, they must be small and otherwise unobtrusive, which limits the sophistication of interactions we can perform. This problem is particularly acute if the smartwatch relies on a touchscreen for input, as the display is small and our fingers are relatively large. In this work, we propose a complementary input approach: using the watch face as a multi-degree-of-freedom, mechanical interface. We developed a proof of concept smartwatch that supports continuous 2D panning and twist, as well as binary tilt and click. To illustrate the potential of our approach, we developed a series of example applications, many of which are cumbersome -- or even impossible -- on today's smartwatch devices.
Robert Xiao, Gierad Laput, Chris Harrison 0001
CHI3
2014 Around-body interaction: sensing & interaction techniques for proprioception-enhanced input with mobile devices
abstract
The space around the body provides a large interaction volume that can allow for big interactions on small mobile devices. However, interaction techniques making use of this opportunity are underexplored, primarily focusing on distributing information in the space around the body. We demonstrate three types of around-body interaction including canvas, modal and context-aware interactions in six demonstration applications. We also present a sensing solution using standard smartphone hardware: a phone's front camera, accelerometer and inertia measurement units. Our solution allows a person to interact with a mobile device by holding and positioning it between a normal field of view and its vicinity around the body. By leveraging a user's proprioceptive sense, around-body Interaction opens a new input channel that enhances conventional interaction on a mobile device without requiring additional hardware.
Xiang 'Anthony' Chen, Julia Schwarz, Chris Harrison 0001, Jennifer Mankoff, Scott E. Hudson
Mobile HCI3
2014 Toffee: enabling ad hoc, around-device interaction with acoustic time-of-arrival correlation
abstract
The simple fact that human fingers are large and mobile devices are small has led to the perennial issue of limited surface area for touch-based interactive tasks. In response, we have developed Toffee, a sensing approach that extends touch interaction beyond the small confines of a mobile device and onto ad hoc adjacent surfaces, most notably tabletops. This is achieved using a novel application of acoustic time differences of arrival (TDOA) correlation. Previous time-of-arrival based systems have required semi-permanent instrumentation of the surface and were too large for use in mobile devices. Our approach requires only a hard tabletop and gravity -- the latter acoustically couples mobile devices to surfaces. We conducted an evaluation, which shows that Toffee can accurately resolve the bearings of touch events (mean error of 4.3° with a laptop prototype). This enables radial interactions in an area many times larger than a mobile device; for example, virtual buttons that lie above, below and to the left and right.
Robert Xiao, Greg Lew, James Marsanico, Divya Hariharan, Scott E. Hudson, Chris Harrison 0001
Mobile HCI6
2014 Air+touch: interweaving touch & in-air gestures
abstract
We present Air+Touch, a new class of interactions that interweave touch events with in-air gestures, offering a unified input modality with expressiveness greater than each input modality alone. We demonstrate how air and touch are highly complementary: touch is used to designate targets and segment in-air gestures, while in-air gestures add expressivity to touch events. For example, a user can draw a circle in the air and tap to trigger a context menu, do a finger 'high jump' between two touches to select a region of text, or drag and in-air 'pigtail' to copy text to the clipboard. Through an observational study, we devised a basic taxonomy of Air+Touch interactions, based on whether the in-air component occurs before, between or after touches. To illustrate the potential of our approach, we built four applications that showcase seven exemplar Air+Touch interactions we created.
Xiang 'Anthony' Chen, Julia Schwarz, Chris Harrison 0001, Jennifer Mankoff, Scott E. Hudson
UIST3
2014 Skin buttons: cheap, small, low-powered and clickable fixed-icon laser projectors
abstract
Smartwatches are a promising new interactive platform, but their small size makes even basic actions cumbersome. Hence, there is a great need for approaches that expand the interactive envelope around smartwatches, allowing human input to escape the small physical confines of the device. We propose using tiny projectors integrated into the smartwatch to render icons on the user's skin. These icons can be made touch sensitive, significantly expanding the interactive region without increasing device size. Through a series of experiments, we show that these 'skin buttons' can have high touch accuracy and recognizability, while being low cost and power-efficient.
Gierad Laput, Robert Xiao, Xiang 'Anthony' Chen, Scott E. Hudson, Chris Harrison 0001
UIST5
2013 ZoomBoard: a diminutive qwerty soft keyboard using iterative zooming for ultra-small devices
abstract
The proliferation of touchscreen devices has made soft keyboards a routine part of life. However, ultra-small computing platforms like the Sony SmartWatch and Apple iPod Nano lack a means of text entry. This limits their potential, despite the fact they are quite capable computers. In this work, we present a soft keyboard interaction technique called ZoomBoard that enables text entry on ultra-small devices. Our approach uses iterative zooming to enlarge otherwise impossibly tiny keys to comfortable size. We based our design on a QWERTY layout, so that it is immediately familiar to users and leverages existing skill. As the ultimate test, we ran a text entry experiment on a keyboard measuring just 16 x 6mm - smaller than a US penny. After eight practice trials, users achieved an average of 9.3 words per minute, with accuracy comparable to a full-sized physical keyboard. This compares favorably to existing mobile text input methods.
Steve Oney, Chris Harrison 0001, Amy Ogan, Jason Wiese
CHI2
2013 WorldKit: rapid and easy creation of ad-hoc interactive applications on everyday surfaces
abstract
Instant access to computing, when and where we need it, has long been one of the aims of research areas such as ubiquitous computing. In this paper, we describe the WorldKit system, which makes use of a paired depth camera and projector to make ordinary surfaces instantly interactive. Using this system, touch-based interactivity can, without prior calibration, be placed on nearly any unmodified surface literally with a wave of the hand, as can other new forms of sensed interaction. From a user perspective, such interfaces are easy enough to instantiate that they could, if desired, be recreated or modified "each time we sat down" by "painting" them next to us. From the programmer's perspective, our system encapsulates these capabilities in a simple set of abstractions that make the creation of interfaces quick and easy. Further, it is extensible to new, custom interactors in a way that closely mimics conventional 2D graphical user interfaces, hiding much of the complexity of working in this new domain. We detail the hardware and software implementation of our system, and several example applications built using the library.
Robert Xiao, Chris Harrison 0001, Scott E. Hudson
CHI2
2013 Lumitrack: low cost, high precision, high speed tracking with projected m-sequences
abstract
We present Lumitrack, a novel motion tracking technology that uses projected structured patterns and linear optical sensors. Each sensor unit is capable of recovering 2D location within the projection area, while multiple sensors can be combined for up to six degree of freedom (DOF) tracking. Our structured light approach is based on special patterns, called m-sequences, in which any consecutive sub-sequence of m bits is unique. Lumitrack can utilize both digital and static projectors, as well as scalable embedded sensing configurations. The resulting system enables high-speed, high precision, and low-cost motion tracking for a wide range of interactive applications. We detail the hardware, operation, and performance characteristics of our approach, as well as a series of example applications that highlight its immediate feasibility and utility.
Robert Xiao, Chris Harrison 0001, Karl D. D. Willis, Ivan Poupyrev, Scott E. Hudson
UIST2
2012 Using shear as a supplemental two-dimensional input channel for rich touchscreen interaction
abstract
Touch input is constrained, typically only providing finger X/Y coordinates. To access and switch between different functions, valuable screen real estate must be allocated to buttons and menus, or users must perform special actions, such as touch-and-hold, double tap, or multi-finger chords. Even still, this only adds a few bits of additional information, leaving touch interaction unwieldy for many tasks. In this work, we suggest using a largely unutilized touch input dimension: shear (force tangential to a screen's surface). Similar to pressure, shear can be used in concert with conventional finger positional input. However, unlike pressure, shear provides a rich, analog 2D input space, which has many powerful uses. We put forward five classes of advanced interaction that considerably expands the envelope of interaction possible on touchscreens.
Chris Harrison 0001, Scott E. Hudson
CHI1
2012 Unlocking the expressivity of point lights
abstract
Small point lights (e.g., LEDs) are used as indicators in a wide variety of devices today, from digital watches and toasters, to washing machines and desktop computers. Although exceedingly simple in their output - varying light intensity over time - their design space can be rich. Unfortunately, a survey of contemporary uses revealed that the vocabulary of lighting expression in popular use today is small, fairly unimaginative, and generally ambiguous in meaning. In this paper, we work through a structured design process that points the way towards a much richer set of expressive forms and more effective communication for this very simple medium. In this process, we make use of five different data gathering and evaluation components to leverage the knowledge, opinions and expertise of people outside our team. Our work starts by considering what information is typically conveyed in this medium. We go on to consider potential expressive forms -- how information might be conveyed. We iteratively refine and expand these sets, concluding with ideas gathered from a panel of designers. Our final step was to make use of thousands of human judgments, gathered in a crowd-sourced fashion (265 participants), to measure the suitability of different expressive forms for conveying different information content. This results in a set of recommended light behaviors that mobile devices, such as smartphones, could readily employ.
Chris Harrison 0001, John Horstman, Gary Hsieh, Scott E. Hudson
CHI1
2012 Touché: enhancing touch interaction on humans, screens, liquids, and everyday objects
abstract
Touché proposes a novel Swept Frequency Capacitive Sensing technique that can not only detect a touch event, but also recognize complex configurations of the human hands and body. Such contextual information significantly enhances touch interaction in a broad range of applications, from conventional touchscreens to unique contexts and materials. For example, in our explorations we add touch and gesture sensitivity to the human body and liquids. We demonstrate the rich capabilities of Touché with five example setups from different application domains and conduct experimental studies that show gesture classification accuracies of 99% are achievable with our technology.
Munehiko Sato, Ivan Poupyrev, Chris Harrison 0001
CHI3
2012 Phone as a pixel: enabling ad-hoc, large-scale displays using mobile devices
abstract
We present Phone as a Pixel: a scalable, synchronization-free, platform-independent system for creating large, ad-hoc displays from a collection of smaller devices. In contrast to most tiled-display systems, the only requirement for participation is for devices to have an internet connection and a web browser. Thus, most smartphones, tablets, laptops and similar devices can be used. Phone as a Pixel uses a color-transition encoding scheme to identify and locate displays. This approach has several advantages: devices can be arbitrarily arranged (i.e., not in a grid) and infrastructure consists of a single conventional camera. Further, additional devices can join at any time without re-calibration. These are desirable properties to enable collective displays in contexts like sporting events, concerts and political rallies. In this paper we describe our system, show results from proof-of-concept setups, and quantify the performance of our approach on hundreds of displays.
Julia Schwarz, David Klionsky, Chris Harrison 0001, Paul H. Dietz, Andrew D. Wilson
CHI3
2012 Touché: touch and gesture sensing for the real world
abstract
Touché proposes a novel Swept Frequency Capacitive Sensing technique that can not only detect a touch event, but also recognize complex configurations of the human hands and body. Such contextual information significantly enhances touch interaction in a broad range of applications, from conventional touchscreens to unique contexts and materials. For example, in our explorations we add touch and gesture sensitivity to the human body and liquids. We demonstrate the rich capabilities of Touché with five example setups from different application domains and conduct experimental studies that show gesture classification accuracies of 99% are achievable with our technology.
Ivan Poupyrev, Chris Harrison 0001, Munehiko Sato
UbiComp2
2012 On-body interaction: armed and dangerous
abstract
Recent technological advances in input sensing, as well as ultra-small projectors, have opened up new opportunities for interaction -- the use of the body itself as both an input and output platform. Such on-body interfaces offer new interactive possibilities, and the promise of access to computation, communication and information literally in the palm of our hands. The unique context of on-body interaction allows us to take advantage of extra dimensions of input our bodies naturally afford us. In this paper, we consider how the arms and hands can be used to enhance on-body interactions, which is typically finger input centric. To explore this opportunity, we developed Armura, a novel interactive on-body system, supporting both input and graphical output. Using this platform as a vehicle for exploration, we proto-typed many applications and interactions. This helped to confirm chief use modalities, identify fruitful interaction approaches, and in general, better understand how interfaces operate on the body. We highlight the most compelling techniques we uncovered. Further, this paper is the first to consider and prototype how conventional interaction issues, such as cursor control and clutching, apply to the on-body domain. Finally, we bring to light several new and unique interaction techniques.
Chris Harrison 0001, Shilpa Ramamurthy, Scott E. Hudson
TEI1
2012 Capacitive fingerprinting: exploring user differentiation by sensing electrical properties of the human body
abstract
At present, touchscreens can differentiate multiple points of contact, but not who is touching the device. In this work, we consider how the electrical properties of humans and their attire can be used to support user differentiation on touchscreens. We propose a novel sensing approach based on Swept Frequency Capacitive Sensing, which measures the impedance of a user to the environment (i.e., ground) across a range of AC frequencies. Different people have different bone densities and muscle mass, wear different footwear, and so on. This, in turn, yields different impedance profiles, which allows for touch events, including multitouch gestures, to be attributed to a particular user. This has many interesting implications for interactive design. We describe and evaluate our sensing approach, demonstrating that the technique has considerable promise. We also discuss limitations, how these might be overcome, and next steps.
Chris Harrison 0001, Munehiko Sato, Ivan Poupyrev
UIST1
2012 Acoustic barcodes: passive, durable and inexpensive notched identification tags
abstract
We present acoustic barcodes, structured patterns of physical notches that, when swiped with e.g., a fingernail, produce a complex sound that can be resolved to a binary ID. A single, inexpensive contact microphone attached to a surface or object is used to capture the waveform. We present our method for decoding sounds into IDs, which handles variations in swipe velocity and other factors. Acoustic barcodes could be used for information retrieval or to triggering interactive functions. They are passive, durable and inexpensive to produce. Further, they can be applied to a wide range of materials and objects, including plastic, wood, glass and stone. We conclude with several example applications that highlight the utility of our approach, and a user study that explores its feasibility.
Chris Harrison 0001, Robert Xiao, Scott E. Hudson
UIST1
2011 Kineticons: using iconographic motion in graphical user interface design
abstract
Icons in graphical user interfaces convey information in a mostly universal fashion that allows users to immediately interact with new applications, systems and devices. In this paper, we define Kineticons - an iconographic scheme based on motion. By motion, we mean geometric manipulations applied to a graphical element over time (e.g., scale, rotation, deformation). In contrast to static graphical icons and icons with animated graphics, kineticons do not alter the visual content or "pixel-space" of an element. Although kineticons are not new - indeed, they are seen in several popular systems - we formalize their scope and utility. One powerful quality is their ability to be applied to GUI elements of varying size and shape from a something as small as a close button, to something as large as dialog box or even the entire desktop. This allows a suite of system-wide kinetic behaviors to be reused for a variety of uses. Part of our contribution is an initial kineticon vocabulary, which we evaluated in a 200 participant study. We conclude with discussion of our results and design recommendations.
Chris Harrison 0001, Gary Hsieh, Karl D. D. Willis, Jodi Forlizzi, Scott E. Hudson
CHI1
2011 Enabling and scaling biomolecular simulations of 100 million atoms on petascale machines with a multicore-optimized message-driven runtime
abstract
A 100-million-atom biomolecular simulation with NAMD is one of the three benchmarks for the NSF-funded sustainable petascale machine. Simulating this large molecular system on a petascale machine presents great challenges, including handling I/O, large memory footprint and getting good strong-scaling results. In this paper, we present parallel I/O techniques to enable the simulation. A new SMP model is designed to efficiently utilize ubiquitous wide multicore clusters by extending the Charm++ asynchronous message-driven runtime. We exploit node-aware techniques to optimize both the application and the underlying SMP runtime. Hierarchical load balancing is further exploited to scale NAMD to the full Jaguar PF Cray XT5 (224,076 cores) at Oak Ridge National Laboratory, both with and without PME full electrostatics, achieving 93% parallel efficiency (vs 6720 cores) at 9 ms per step for a simple cutoff calculation. Excellent scaling is also obtained on 65,536 cores of the Intrepid Blue Gene/P at Argonne National Laboratory.
Yanhua Sun, Gengbin Zheng, Eric J. Bohm, Laxmikant V. Kalé, James C. Phillips, Chris Harrison 0001
SC7
2011 SurfaceMouse: supplementing multi-touch interaction with a virtual mouse
abstract
We present SurfaceMouse, a virtual mouse for multi-touch surface computing. Although moving away from the direct touch manipulation paradigm, our system brings many sig-nificant benefits seen in absolute clutched devices to sur-face computing. Features include high and variable control device gains, several degrees of freedom in a single hand gesture, ability to target small GUI items, and a familiar method for reaching far areas of large displays. Importantly, this benefit is realized by leveraging what users already know and have tremendous experience with - physical mice. Results from our proof-of-concept evaluation reflect this; users were able to use and recognize our system with-out training or prompts. Being entirely virtual, Surface-Mouse can be implemented in existing systems with little more than a software update.
Tom Bartindale, Chris Harrison 0001, Patrick Olivier, Scott E. Hudson
TEI2
2011 Pediluma: motivating physical activity through contextual information and social influence
abstract
We present Pediluma, a shoe accessory that tracks and visualizes the wearer's physical activity by varying the intensity of a lighted enclosure. In particular, the more physically active the wearer is, the more the device glows. We hoped the desire to maintain a positive, "glowing" state would encourage users to engage in more physical activity. We describe our two-week, four-condition, 18-participant deployment and user study. Results indicate participants wearing our device were more physically active than participants in our three control groups (each isolating different design and experimental factors). We share the many lessons we learned from our iterative design, post-deployment data analysis and interviewers with participants.
Brian Y. Lim, Aubrey Shick, Chris Harrison 0001, Scott E. Hudson
TEI3
2011 OmniTouch: wearable multitouch interaction everywhere
abstract
OmniTouch is a wearable depth-sensing and projection system that enables interactive multitouch applications on everyday surfaces. Beyond the shoulder-worn system, there is no instrumentation of the user or environment. Foremost, the system allows the wearer to use their hands, arms and legs as graphical, interactive surfaces. Users can also transiently appropriate surfaces from the environment to expand the interactive area (e.g., books, walls, tables). On such surfaces - without any calibration - OmniTouch provides capabilities similar to that of a mouse or touchscreen: X and Y location in 2D interfaces and whether fingers are "clicked" or hovering, enabling a wide variety of interactions. Reliable operation on the hands, for example, requires buttons to be 2.3cm in diameter. Thus, it is now conceivable that anything one can do on today's mobile devices, they could do in the palm of their hand.
Chris Harrison 0001, Hrvoje Benko, Andrew D. Wilson
UIST1
2011 A new angle on cheap LCDs: making positive use of optical distortion
abstract
Most LCD screens exhibit color distortions when viewed at oblique angles. Engineers have invested significant time and resources to alleviate this effect. However, the massive manufacturing base, as well as millions of in-the-wild monitors, means this effect will be common for many years to come. We take an opposite stance, embracing these optical peculiarities, and consider how they can be used in productive ways. This paper discusses how a special palette of colors can yield visual elements that are invisible when viewed straight-on, but visible at oblique angles. In essence, this allows conventional, unmodified LCD screens to output two images simultaneously - a feature normally only available in far more complex setups. We enumerate several applications that could take advantage of this ability.
Chris Harrison 0001, Scott E. Hudson
UIST1
2011 TapSense: enhancing finger interaction on touch surfaces
abstract
We present TapSense, an enhancement to touch interaction that allows conventional surfaces to identify the type of object being used for input. This is achieved by segmenting and classifying sounds resulting from an object's impact. For example, the diverse anatomy of a human finger allows different parts to be recognized including the tip, pad, nail and knuckle - without having to instrument the user. This opens several new and powerful interaction opportunities for touch input, especially in mobile devices, where input is extremely constrained. Our system can also identify different sets of passive tools. We conclude with a comprehensive investigation of classification accuracy and training implications. Results show our proof-of-concept system can support sets with four input types at around 95% accuracy. Small, but useful input sets of two (e.g., pen and finger discrimination) can operate in excess of 99% accuracy.
Chris Harrison 0001, Julia Schwarz, Scott E. Hudson
UIST1
2011 PocketTouch: through-fabric capacitive touch input
abstract
PocketTouch is a capacitive sensing prototype that enables eyes-free multitouch input on a handheld device without having to remove the device from the pocket of one's pants, shirt, bag, or purse. PocketTouch enables a rich set of gesture interactions, ranging from simple touch strokes to full alphanumeric text entry. Our prototype device consists of a custom multitouch capacitive sensor mounted on the back of a smartphone. Similar capabilities could be enabled on most existing capacitive touchscreens through low-level access to the capacitive sensor. We demonstrate how touch strokes can be used to initialize the device for interaction and how strokes can be processed to enable text recognition of characters written over the same physical area. We also contribute a comparative study that empirically measures how different fabrics attenuate touch inputs, providing insight for future investigations. Our results suggest that PocketTouch will work reliably with a wide variety of fabrics used in today's garments, and is a viable input method for quick eyes-free operation of devices in pockets.
T. Scott Saponas, Chris Harrison 0001, Hrvoje Benko
UIST2
2010 Evaluation of progressive image loading schemes
abstract
Although network bandwidth has increased dramatically, high-resolution images often take several seconds to load, and considerably longer on mobile devices over wireless connections. Progressive image loading techniques allow for some visual content to be displayed prior to the whole file being downloaded. In this note, we present an empirical evaluation of popular progressive image loading methods, and derive one novel technique from our findings. Results suggest a spiral variation of bilinear interlacing can yield an improvement in content recognition time.
Chris Harrison 0001, Anind K. Dey, Scott E. Hudson
CHI1
2010 Minput: enabling interaction on small mobile devices with high-precision, low-cost, multipoint optical tracking
abstract
We present Minput, a sensing and input method that enables intuitive and accurate interaction on very small devices -- ones too small for practical touch screen use and with limited space to accommodate physical buttons. We achieve this by incorporating two, inexpensive and high-precision optical sensors (like those found in optical mice) into the underside of the device. This allows the entire device to be used as an input mechanism, instead of the screen, avoiding occlusion by fingers. In addition to x/y translation, our system also captures twisting motion, enabling many interesting interaction opportunities typically found in larger and far more complex systems.
Chris Harrison 0001, Scott E. Hudson
CHI1
2010 Skinput: appropriating the body as an input surface
abstract
We present Skinput, a technology that appropriates the human body for acoustic transmission, allowing the skin to be used as an input surface. In particular, we resolve the location of finger taps on the arm and hand by analyzing mechanical vibrations that propagate through the body. We collect these signals using a novel array of sensors worn as an armband. This approach provides an always available, naturally portable, and on-body finger input system. We assess the capabilities, accuracy and limitations of our technique through a two-part, twenty-participant user study. To further illustrate the utility of our approach, we conclude with several proof-of-concept applications we developed.
Chris Harrison 0001, Desney S. Tan, Dan Morris 0001
CHI1
2010 Faster progress bars: manipulating perceived duration with visual augmentations
abstract
Human perception of time is fluid, and can be manipulated in purposeful and productive ways. In this note, we propose and evaluate variations on two visual designs for progress bars that alter users' perception of time passing, and "appear" faster when in fact they are not. As a baseline, we use standard, solid-color progress bars, prevalent in many user interfaces. In a series of direct comparison tests, we are able to rank how these augmentations compare to one another. We then show that these designs yield statistically significantly shorter perceived durations than progress bars seen in many modern interfaces, including Mac OSX. Progress bars with animated ribbing that move backwards in a decelerating manner proved to have the strongest effect. In a final experiment, we measured the effect of this particular progress bar design and showed that it reduces the perceived duration among our participants by 11%.
Chris Harrison 0001, Zhiquan Yeo, Scott E. Hudson
CHI1
2010 Cord input: an intuitive, high-accuracy, multi-degree-of-freedom input method for mobile devices
abstract
A cord, although simple in form, has many interesting physical affordances that make it powerful as an input device. Not only can a length of cord be grasped in different locations, but also pulled, twisted and bent---four distinct and expressive dimensions that could potentially act in concert. Such an input mechanism could be readily integrated into headphones, backpacks, and clothing. Once grasped in the hand, a cord can be used in an eyes-free manner to control mobile devices, which often feature small screens and cramped buttons. In this note, we describe a proof-of-concept cord-based sensor, which senses three of the four input dimensions we propose. In addition to a discussion of potential uses, we also present results from our preliminary user study. The latter sought to compare the targeting performance and selection accuracy of different cord-based input modalities. We conclude with brief set of design recommendations drawn upon results from our study.
Julia Schwarz, Chris Harrison 0001, Scott E. Hudson, Jennifer Mankoff
CHI2
2010 Whack gestures: inexact and inattentive interaction with mobile devices
abstract
We introduce Whack Gestures, an inexact and inattentive interaction technique. This approach seeks to provide a simple means to interact with devices with minimal attention from the user -- in particular, without the use of fine motor skills or detailed visual attention (requirements found in nearly all conventional interaction techniques). For mobile devices, this could enable interaction without "getting it out," grasping, or even glancing at the device. This class of techniques is suitable for a small number of simple but common interactions that could be carried out in an extremely lightweight fashion without disrupting other activities. With Whack Gestures, users can interact by striking a device with the open palm or heel of the hand. We briefly discuss the development and use of a preliminary version of this technique and show that implementations with high accuracy and a low false positive rate are feasible.
Scott E. Hudson, Chris Harrison 0001, Beverly L. Harrison, Anthony LaMarca
TEI2
2010 TeslaTouch: electrovibration for touch surfaces
abstract
We present a new technology for enhancing touch interfaces with tactile feedback. The proposed technology is based on the electrovibration principle, does not use any moving parts and provides a wide range of tactile feedback sensations to fingers moving across a touch surface. When combined with an interactive display and touch input, it enables the design of a wide variety of interfaces that allow the user to feel virtual elements through touch. We present the principles of operation and an implementation of the technology. We also report the results of three controlled psychophysical experiments and a subjective user evaluation that describe and characterize users' perception of this technology. We conclude with an exploration of the design space of tactile touch screens using two comparable setups, one based on electrovibration and another on mechanical vibrotactile actuation.
Olivier Bau, Ivan Poupyrev, Ali Israr, Chris Harrison 0001
UIST4
2009 Providing dynamically changeable physical buttons on a visual display
abstract
Physical buttons have the unique ability to provide low-attention and vision-free interactions through their intuitive tactile clues. Unfortunately, the physicality of these interfaces makes them static, limiting the number and types of user interfaces they can support. On the other hand, touch screen technologies provide the ultimate interface flexibility, but offer no inherent tactile qualities. In this paper, we describe a technique that seeks to occupy the space between these two extremes - offering some of the flexibility of touch screens, while retaining the beneficial tactile properties of physical interfaces.
Chris Harrison 0001, Scott E. Hudson
CHI1
2009 Texture displays: a passive approach to tactile presentation
abstract
In this paper, we consider a passive approach to tactile presentation based on changing the surface textures of objects that might naturally be handled by a user. This may allow devices and other objects to convey small amounts of information in very unobtrusive ways and with little attention demand. This paper considers several possible uses for this style of display and explores implementation issues. We conclude with results from our user study, which indicate that users can detect upwards of four textural states accurately with even simple materials.
Chris Harrison 0001, Scott E. Hudson
CHI1
2009 Where to locate wearable displays?: reaction time performance of visual alerts from tip to toe
abstract
Advances in electronics have brought the promise of wearable computers to near reality. Such systems can offer a highly personal and mobile information and communication infrastructure. Previous research has investigated where wearable computers can be located on the human body - critical for successful development and acceptance. However, for a location to be truly useful, it needs to not only be accessible for interaction, socially acceptable, comfortable and sufficiently stable for electronics, but also effective at conveying information. In this paper, we describe the results from a study that evaluated reaction time performance to visual stimuli at seven different body locations. Results indicate that there are numerous and statistically significant differences in the reaction time performance characteristics of these locations. We believe our findings can be used to inform the design and placement of future wearable computing applications and systems.
Chris Harrison 0001, Brian Y. Lim, Aubrey Shick, Scott E. Hudson
CHI1
2009 Abracadabra: wireless, high-precision, and unpowered finger input for very small mobile devices
abstract
We present Abracadabra, a magnetically driven input technique that offers users wireless, unpowered, high fidelity finger input for mobile devices with very small screens. By extending the input area to many times the size of the device's screen, our approach is able to offer a high C-D gain, enabling fine motor control. Additionally, screen occlusion can be reduced by moving interaction off of the display and into unused space around the device. We discuss several example applications as a proof of concept. Finally, results from our user study indicate radial targets as small as 16 degrees can achieve greater than 92% selection accuracy, outperforming comparable radial, touch-based finger input.
Chris Harrison 0001, Scott E. Hudson
UIST1
2008 Lean and zoom: proximity-aware user interface and content magnification
abstract
The size and resolution of computer displays has increased dramatically, allowing more information than ever to be rendered on-screen. However, items can now be so small or screens so cluttered that users need to lean forward to properly examine them. This behavior may be detrimental to a user's posture and eyesight. Our Lean and Zoom system detects a user's proximity to the display using a camera and magnifies the on-screen content proportionally. This alleviates dramatic leaning and makes items more readable. Results from a user study indicate people find the technique natural and intuitive. Most participants found on-screen content easier to read, and believed the technique would improve both their performance and comfort.
Chris Harrison 0001, Anind K. Dey
CHI1
2008 Pseudo-3D Video Conferencing with a Generic Webcam
abstract
When conversing with someone via video conference, you are provided with a virtual window into their space. However, this currently remains both flat and fixed, limiting its immersiveness. Previous research efforts have explored the use of 3D in telecommunication, and show that the additional realism can enrich the video conference experience. However, existing systems require complex sensor and cameras setups that make them infeasible for widespread adoption. We present a method for producing a pseudo-3D experience using only a single generic webcam at each end. This means nearly any computer currently able to video conference can use our technique, making it readily adoptable. Although using comparatively simple techniques, the 3D result is convincing.
Chris Harrison 0001, Scott E. Hudson
ISM1
2008 Scratch input: creating large, inexpensive, unpowered and mobile finger input surfaces
abstract
We present Scratch Input, an acoustic-based input technique that relies on the unique sound produced when a fingernail is dragged over the surface of a textured material, such as wood, fabric, or wall paint. We employ a simple sensor that can be easily coupled with existing surfaces, such as walls and tables, turning them into large, unpowered and ad hoc finger input surfaces. Our sensor is sufficiently small that it could be incorporated into a mobile device, allowing any suitable surface on which it rests to be appropriated as a gestural input surface. Several example applications were developed to demonstrate possible interactions. We conclude with a study that shows users can perform six Scratch Input gestures at about 90% accuracy with less than five minutes of training and on wide variety of surfaces.
Chris Harrison 0001, Scott E. Hudson
UIST1
2008 Lightweight material detection for placement-aware mobile computing
abstract
Numerous methods have been proposed that allow mobile devices to determine where they are located (e.g., home or office) and in some cases, predict what activity the user is currently engaged in (e.g., walking, sitting, or driving). While useful, this sensing currently only tells part of a much richer story. To allow devices to act most appropriately to the situation they are in, it would also be very helpful to know about their placement - for example whether they are sitting on a desk, hidden in a drawer, placed in a pocket, or held in one's hand - as different device behaviors may be called for in each of these situations. In this paper, we describe a simple, small, and inexpensive multispectral optical sensor for identifying materials in proximity to a device. This information can be used in concert with e.g., location information, to estimate, for example, that the device is "sitting on the desk at home", or "in the pocket at work". This paper discusses several potential uses of this technology, as well as results from a two-part study, which indicates that this technique can detect placement at 94.4% accuracy with real-world placement sets.
Chris Harrison 0001, Scott E. Hudson
UIST1
2007 Rethinking the progress bar
abstract
Progress bars are prevalent in modern user interfaces. Typically, a linear function is employed such that the progress of the bar is directly proportional to how much work has been completed. However, numerous factors cause progress bars to proceed at non-linear rates. Additionally, humans perceive time in a non-linear way. This paper explores the impact of various progress bar behaviors on user perception of process duration. The results are used to suggest several design considerations that can make progress bars appear faster and ultimately improve users' computing experience.
Chris Harrison 0001, Brian Amento, Stacey Kuznetsov, Robert Bell
UIST1