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Kevin A. Li

dblp:85/3830 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 2 first-authorComputer networks · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
8 papers
Interaction techniques and input · 29% Ubiquitous computing and smart environments · 19% Haptics and multimodal interaction · 16%
Computer graphics and multimedia
1 paper
Multimedia analysis and retrieval · 100%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
mobile interaction
0.342011
ShadowPuppets: supporting collocated interaction with mobile projector phones using hand shadows · CHI 2011
A diary study of mobile information needs · CHI 2008
Place-Its: A Study of Location-Based Reminders on Mobile Phones · UbiComp 2005
Human-AI interaction
affective computing
0.212013
Your reactions suggest you liked the movie: automatic content rating via reaction sensing · UbiComp 2013
Collaborative and social computing
computer-mediated communication
0.112011
CoupleVIBE: mobile implicit communication to improve awareness for (long-distance) couples · CSCW 2011
Human-robot interaction › robot communication
implicit communication
0.112011
CoupleVIBE: mobile implicit communication to improve awareness for (long-distance) couples · CSCW 2011
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.112008
Blindsight: eyes-free access to mobile phones · CHI 2008
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.112008
Tapping and rubbing: exploring new dimensions of tactile feedback with voice coil motors · UIST 2008
Ubiquitous computing and smart environments › location-based services
location-based reminder
0.112005
Place-Its: A Study of Location-Based Reminders on Mobile Phones · UbiComp 2005
Collaborative and social computing › social interaction
co-located interaction
0.012011
ShadowPuppets: supporting collocated interaction with mobile projector phones using hand shadows · CHI 2011
Haptics and multimodal interaction › tactile communication
vibrotactile cues
0.012011
CoupleVIBE: mobile implicit communication to improve awareness for (long-distance) couples · CSCW 2011
Ubiquitous computing and smart environments
mobile sensing
0.012008
Peopletones: a system for the detection and notification of buddy proximity on mobile phones · MobiSys 2008

Methods — techniques the papers use, named apart from their topics

tablet motion sensing · 0.3acoustic sensing · 0.3user study · 0.1technology probe · 0.1prototype design · 0.1tapping · 0.1rubbing · 0.1diary study · 0.1
YearPublicationVenuePosition
2013 Your reactions suggest you liked the movie: automatic content rating via reaction sensing
abstract
This paper describes a system for automatically rating content - mainly movies and videos - at multiple granularities. Our key observation is that the rich set of sensors available on today's smartphones and tablets could be used to capture a wide spectrum of user reactions while users are watching movies on these devices. Examples range from acoustic signatures of laughter to detect which scenes were funny, to the stillness of the tablet indicating intense drama. Moreover, unlike in most conventional systems, these ratings need not result in just one numeric score, but could be expanded to capture the user's experience. We combine these ideas into an Android based prototype called Pulse, and test it with 11 users each of whom watched 4 to 6 movies on Samsung tablets. Encouraging results show consistent correlation between the user's actual ratings and those generated by the system. With more rigorous testing and optimization, Pulse could be a candidate for real-world adoption.
Xuan Bao, Songchun Fan, Alexander Varshavsky, Kevin A. Li, Romit Roy Choudhury
UbiComp4
2011 ShadowPuppets: supporting collocated interaction with mobile projector phones using hand shadows
abstract
Pico projectors attached to mobile phones allow users to view phone content using a large display. However, to provide input to projector phones, users have to look at the device, diverting their attention from the projected image. Additionally, other collocated users have no way of interacting with the device.
Lisa G. Cowan, Kevin A. Li
CHI2
2011 CoupleVIBE: mobile implicit communication to improve awareness for (long-distance) couples
abstract
Long-distance couples face considerable communication challenges in their relationships. Unlike collocated couples, long-distance couples lack awareness cues associated with physical proximity and must use technologies such as SMS or telephony to stay in sync. We posit that long-distance couples have needs that are not met by prevailing communication technologies, which require explicit action from the sender as well as the receiver. We built CoupleVIBE to explore the properties of an implicit messaging channel and observe how couples would use such a technology. CoupleVIBE is a mobile application that automatically pushes a user's location-information to her partner's mobile phone via vibrotactile cues. We present qualitative results of a four-week user study, studying how seven couples used CoupleVIBE. A key result is that CoupleVIBE's implicit communication modality operated as a foundation that helps keep couples in sync, with other modalities being brought into play when further interaction was needed.
Elizabeth S. Bales, Kevin A. Li, William G. Griswold
CSCW2
2008 Blindsight: eyes-free access to mobile phones
abstract
Many mobile phones integrate services such as personal calendars. Given the social nature of the stored data, however, users often need to access such information as part of a phone conversation. In typical non-headset use, this re-quires users to interrupt their conversations to look at the screen.
Kevin A. Li, Patrick Baudisch, Ken Hinckley
CHI1
2008 A diary study of mobile information needs
abstract
Being mobile influences not only the types of information people seek but also the ways they attempt to access it. Mobile contexts present challenges of changing location and social context, restricted time for information access, and the need to share attentional resources among concurrent activities. Understanding mobile information needs and associated interaction challenges is fundamental to improving designs for mobile phones and related devices. We conducted a two-week diary study to better understand mobile information needs and how they are addressed. Our study revealed that depending on the time and resources available, as well as the situational context, people use diverse and, at times, ingenious ways to obtain needed information. We summarize key findings and discuss design implications for mobile technology.
Timothy Sohn, Kevin A. Li, William G. Griswold, James D. Hollan
CHI2
2008 Peopletones: a system for the detection and notification of buddy proximity on mobile phones
abstract
Mobile phones have the potential to be useful agents for their owners by detecting and reporting situations that are of interest. Several challenges emerge in the case of detecting and reporting nice to know situations. Being alerted of these events may not be of critical importance but may be useful if the user is not busy. For detection, the precision of sensing must be high enough to minimize annoying false notifications, despite the constraints imposed by the inaccuracy of commodity sensors and the limited battery power available on mobile phones. For reporting, the notifications cannot be too obtrusive to the user or those in the vicinity. Peripheral cues are appropriate for conveying information like proximity, but have been studied primarily in settings like offices where sensors and cueing mechanisms can be controlled.
Kevin A. Li, Timothy Sohn, Steven Huang, William G. Griswold
MobiSys1
2008 Tapping and rubbing: exploring new dimensions of tactile feedback with voice coil motors
abstract
Tactile feedback allows devices to communicate with users when visual and auditory feedback are inappropriate. Unfortunately, current vibrotactile feedback is abstract and not related to the content of the message. This often clash-es with the nature of the message, for example, when sending a comforting message.
Kevin A. Li, Patrick Baudisch, William G. Griswold, James D. Hollan
UIST1
2005 Place-Its: A Study of Location-Based Reminders on Mobile Phones
Timothy Sohn, Kevin A. Li, Gunny Lee, Ian E. Smith, James Scott, William G. Griswold
UbiComp2