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Vinh P. Nguyen

dblp:151/0154 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2015
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 2 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
1 paper
Personal fabrication and tangible interfaces · 77% Games and playful interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces › tangible interaction
deformable input devices
0.212014
BendID: flexible interface for localized deformation recognition · UbiComp 2014
Games and playful interaction › game control
game controller
0.112014
BendID: flexible interface for localized deformation recognition · UbiComp 2014

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

support vector machine · 0.2polynomial regression · 0.2
YearPublicationVenuePosition
2015 SOFTii: Soft Tangible Interface for Continuous Control of Virtual Objects with Pressure-based Input
abstract
We present SOFTii, a flexible input system for topography design and continuous control via external force. Our intent is to provide a tactile metaphor for pressure-based surface input. In this study, two prototypes of SOFTii have been fabricated: (a) The first prototype has one pressure surface for topography design with everyday tangible objects, (b) the second prototype, having two force input surfaces, performs as a deformable controller for video games and continuous shape modeling using a SVM algorithm. Both prototypes of SOFTii are constructed by layering Polymethylsiloxane (PDMS), ITO coated PET film, and conductive fabric and foam. The layer configuration allows the capturing of local pressure on the SOFTii surface via distributed electrodes. Here we further discuss the implementation of the device with possible usage scenarios.
Vinh P. Nguyen, Sang Ho Yoon, Ansh Verma, Karthik Ramani
TEI1
2015 TIMMi: Finger-worn Textile Input Device with Multimodal Sensing in Mobile Interaction
abstract
We introduce TIMMi, a textile input device for mobile interactions. TIMMi is worn on the index finger to provide a multimodal sensing input metaphor. The prototype is fabricated on a single layer of textile where the conductive silicone rubber is painted and the conductive threads are stitched. The sensing area comprises of three equally spaced dots and a separate wide line. Strain and pressure values are extracted from the line and three dots, respectively via voltage dividers. Regression analysis is performed to model the relationship between sensing values and finger pressure and bending. A multi-level thresholding is applied to capture different levels of finger bending and pressure. A temporal position tracking algorithm is implemented to capture the swipe gesture. In this preliminary study, we demonstrate TIMMi as a finger-worn input device with two applications: controlling music player and interacting with smartglasses.
Sang Ho Yoon, Ke Huo, Vinh P. Nguyen, Karthik Ramani
TEI3
2014 BendID: flexible interface for localized deformation recognition
abstract
We present BendID, a bendable input device that recognizes the location, magnitude and direction of its deformation. We use BendID to provide users with a tactile metaphor for pressure based input. The device is constructed by layering an array of indium tin oxide (ITO)-coated PET film electrodes on a Polymethylsiloxane (PDMS) sheet, which is sandwiched between conductive foams. The pressure values that are interpreted from the ITO electrodes are classified using a Support Vector Machine (SVM) algorithm via the Weka library to identify the direction and location of bending. A polynomial regression model is also employed to estimate the overall magnitude of the pressure from the device. A model then maps these variables to a GUI to perform tasks. In this preliminary paper, we demonstrate this device by implementing it as an interface for 3D shape bending and a game controller.
Vinh P. Nguyen, Sang Ho Yoon, Ansh Verma, Karthik Ramani
UbiComp1