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Hao Lü

dblp:23/4237 · DBLP profile ↗
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11ranked-venue papers
7as first author
0since 2021 · last 2015
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 9 · 7 first-authorSoftware engineering, systems software and programming languages · 2Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
6 papers
Interaction techniques and input · 73% User interface design and tools · 25% Accessibility and assistive technology · 3%
Software engineering, system software, and programming languages
2 papers
Debugging and program repair · 23% Software maintenance and evolution · 23% Concurrent programming · 20%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.532014
Gesture script: recognizing gestures and their structure using rendering scripts and interactively trained parts · CHI 2014
Gesture studio: authoring multi-touch interactions through demonstration and declaration · CHI 2013
Gesture coder: a tool for programming multi-touch gestures by demonstration · CHI 2012
Interaction techniques and input
mobile interaction
0.322015
Gesture On: Enabling Always-On Touch Gestures for Fast Mobile Access from the Device Standby Mode · CHI 2015
Gesture avatar: a technique for operating mobile user interfaces using gestures · CHI 2011
Interaction techniques and input
touch interaction
0.212014
Optimistic Programming of Touch Interaction · ACM Trans. Comput. Hum. Interact. 2014
Debugging and program repair
automated program repair
0.212013
Automatically repairing broken workflows for evolving GUI applications · ISSTA 2013
User interface design and tools › end-user programming
programming by demonstration
0.112012
Gesture coder: a tool for programming multi-touch gestures by demonstration · CHI 2012
Concurrent programming
concurrency bugs
0.112012
Finding errors in multithreaded GUI applications · ISSTA 2012
Program analysis
static analysis
0.112012
Finding errors in multithreaded GUI applications · ISSTA 2012
User interface design and tools › interactive design tools
gesture design tool
0.122014
Gesture script: recognizing gestures and their structure using rendering scripts and interactively trained parts · CHI 2014
Gesture coder: a tool for programming multi-touch gestures by demonstration · CHI 2012
Software testing
GUI testing
0.122013
Automatically repairing broken workflows for evolving GUI applications · ISSTA 2013
Finding errors in multithreaded GUI applications · ISSTA 2012
Biometric security › biometric authentication › behavioral biometric authentication
gesture-based authentication
0.112015
Gesture On: Enabling Always-On Touch Gestures for Fast Mobile Access from the Device Standby Mode · CHI 2015
User interface design and tools
developer tools
0.112014
Optimistic Programming of Touch Interaction · ACM Trans. Comput. Hum. Interact. 2014

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

continuous touch sensing · 0.4accidental touch rejection · 0.4user study · 0.3rendering scripts · 0.2programming by demonstration · 0.2inference algorithm · 0.2declarative guidance · 0.2video-authoring metaphor · 0.2static analysis · 0.2random testing · 0.2dynamic profiling · 0.2code export · 0.2code generation · 0.1
YearPublicationVenuePosition
2015 Gesture On: Enabling Always-On Touch Gestures for Fast Mobile Access from the Device Standby Mode
abstract
A significant percentage of mobile interaction involves short-period usages that originate from the standby mode-users wake up a device by pressing the power button, unlock the device by authenticating themselves, and then search for a target app or functionality on the device. These additional steps preceding a target task imposes significant overhead on users for each mobile device access. To address the issue, we developed Gesture On, a system that enables gesture shortcuts in the standby mode by which a user can draw a gesture on the touchscreen before the screen is turned on. Based on the gesture, our system directly brings up a target item onto the screen that bypasses all these additional steps in a mobile access. This paper examines several challenges in realizing Gesture On, including robustly rejecting accidental touches when the device is in standby, battery consumption incurred for continuous sensing and gesture-based user authentication methods for automatically device unlocking. Our analyses based on a set of user data indicated that Gesture On demonstrates a feasible approach for leveraging the standby mode for fast access to mobile content.
Hao Lü, Yang Li 0058
CHI1
2014 Gesturemote: interacting with remote displays through touch gestures
abstract
We present Gesturemote, a technique for interacting with remote displays through touch gestures on a handheld touch surface. By combining a variety of different touch gestures and connecting them smoothly, Gesturemote supports a wide range of interaction behaviors, from low pixel-level interaction such as pointing and clicking, to medium-level interaction such as structured navigation of a user interface, to high-level interaction such as invoking a function directly (e.g. shortcuts). Gesturemote requires no visual attention to use and thus is eyes-free. We received positive initial feedback for Gesturemote from the participants in an interview where we walked them through the design. In addition, we investigated the usability of our gesture-based target acquisition technique by comparing it with a trackpad in a target acquisition task. The results indicate that Gesturemote performs better when visual search is required and is preferable to a general-purpose trackpad.
Hao Lü, Matei Negulescu, Yang Li 0058
AVI1
2014 Gesture script: recognizing gestures and their structure using rendering scripts and interactively trained parts
abstract
Gesture-based interactions have become an essential part of the modern user interface. However, it remains challenging for developers to create gestures for their applications. This paper studies unistroke gestures, an important category of gestures defined by their single-stroke trajectories. We present Gesture Script, a tool for creating unistroke gesture recognizers. Gesture Script enhances example-based learning with interactive declarative guidance through rendering scripts and interactively trained parts. The structural information from the rendering scripts allows Gesture Script to synthesize gesture variations and generate a more accurate recognizer that also automatically extracts gesture attributes needed by applications. The results of our study with developers show that Gesture Script preserves the threshold of familiar example based gesture tools, while raising the ceiling of the recognizers created in such tools.
Hao Lü, James Fogarty, Yang Li 0058
CHI1
2014 Optimistic Programming of Touch Interaction
abstract
Touch-sensitive surfaces have become a predominant input medium for computing devices. In particular, multitouch capability of these devices has given rise to developing rich interaction vocabularies for “real” direct manipulation of user interfaces. However, the richness and flexibility of touch interaction often comes with significant complexity for programming these behaviors. Particularly, finger touches, though intuitive, are imprecise and lead to ambiguity. Touch input often involves coordinated movements of multiple fingers as opposed to the single pointer of a traditional WIMP interface. It is challenging in not only detecting the intended motion carried out by these fingers but also in determining the target objects being manipulated due to multiple focus points. Currently, developers often need to build touch behaviors by dealing with raw touch events that is effort consuming and error-prone. In this article, we present Touch, a tool that allows developers to easily specify their desired touch behaviors by demonstrating them live on a touch-sensitive device or selecting them from a list of common behaviors. Developers can then integrate these touch behaviors into their application as resources and via an API exposed by our runtime framework. The integrated tool support enables developers to think and program optimistically about how these touch interactions should behave, without worrying about underlying complexity and technical details in detecting target behaviors and invoking application logic. We discuss the design of several novel inference algorithms that underlie these tool supports and evaluate them against a multitouch dataset that we collected from end users. We also demonstrate the usefulness of our system via an example application.
Yang Li 0058, Hao Lü, Haimo Zhang
ACM Trans. Comput. Hum. Interact.2
2013 Gesture studio: authoring multi-touch interactions through demonstration and declaration
abstract
The prevalence of multi-touch devices opens the space for rich interactions. However, the complexity for creating multi-touch interactions hinders this potential. In this paper, we present Gesture Studio, a tool for creating multi-touch interaction behaviors by combining the strength of two distinct but complementary approaches: programming by demonstration and declaration. We employ an intuitive video-authoring metaphor for developers to demonstrate touch gestures, compose complicated behaviors, test these behaviors in the tool and export them as source code that can be integrated into the developers' project.
Hao Lü, Yang Li 0058
CHI1
2013 Automatically repairing broken workflows for evolving GUI applications
abstract
A workflow is a sequence of UI actions to complete a specific task. In the course of a GUI application's evolution, changes ranging from a simple GUI refactoring to a complete rearchitecture can break an end-user's well-established workflow. It can be challenging to find a replacement workflow. To address this problem, we present a technique (and its tool implementation, called FlowFixer) that repairs a broken workflow. FlowFixer uses dynamic profiling, static analysis, and random testing to suggest a replacement UI action that fixes a broken workflow.
Sai Zhang 0001, Hao Lü, Michael D. Ernst
ISSTA2
2012 Gesture coder: a tool for programming multi-touch gestures by demonstration
abstract
Multi-touch gestures have become popular on a wide range of touchscreen devices, but the programming of these gestures remains an art. It is time-consuming and error-prone for a developer to handle the complicated touch state transitions that result from multiple fingers and their simultaneous movements. In this paper, we present Gesture Coder, which by learning from a few examples given by the developer automatically generates code that recognizes multi-touch gestures, tracks their state changes and invokes corresponding application actions. Developers can easily test the generated code in Gesture Coder, refine it by adding more examples, and once they are satisfied with its performance integrate the code into their applications. We evaluated our learning algorithm exhaustively with various conditions over a large set of noisy data. Our results show that it is sufficient for rapid prototyping and can be improved with higher quality and more training data. We also evaluated Gesture Coder's usability through a within-subject study in which we asked participants to implement a set of multi-touch interactions with and without Gesture Coder. The results show overwhelmingly that Gesture Coder significantly lowers the threshold of programming multi-touch gestures.
Hao Lü, Yang Li 0058
CHI1
2012 Finding errors in multithreaded GUI applications
abstract
To keep a Graphical User Interface (GUI) responsive and active, a GUI application often has a main UI thread (or event dispatching thread) and spawns separate threads to handle lengthy operations in the background, such as expensive computation, I/O tasks, and network requests. Many GUI frameworks require all GUI objects to be accessed exclusively by the UI thread. If a GUI object is accessed from a non-UI thread, an invalid thread access error occurs and the whole application may abort.
Sai Zhang 0001, Hao Lü, Michael D. Ernst
ISSTA2
2011 Gesture avatar: a technique for operating mobile user interfaces using gestures
abstract
Finger-based touch input has become a major interaction modality for mobile user interfaces. However, due to the low precision of finger input, small user interface components are often difficult to acquire and operate on a mobile device. It is even harder when the user is on the go and unable to pay close attention to the interface. In this paper, we present Gesture Avatar, a novel interaction technique that allows users to operate existing arbitrary user interfaces using gestures. It leverages the visibility of graphical user interfaces and the casual interaction of gestures. Gesture Avatar can be used to enhance a range of mobile interactions. A user study we conducted showed that compared to Shift (an alternative technique for target acquisition tasks), Gesture Avatar performed at a much lower error rate on various target sizes and significantly faster on small targets (1mm). It also showed that using Gesture Avatar while walking did not significantly impact its performance, which makes it suitable for mobile uses.
Hao Lü, Yang Li 0058
CHI1
2011 Analysis of social gameplay macros in the Foldit cookbook
abstract
As games grow in complexity, gameplay needs to provide players with powerful means of managing this complexity. One approach is to give automation tools to players. In this paper, we analyze an in-game automation tool, the Foldit cookbook, for the scientific discovery game Foldit. The cookbook allows players to write recipes that can automate their strategies. Through analysis of cookbook usage, we observe that players take advantage of social mechanisms in the game to share, run, and modify recipes. Further, players take advantage of both a simplified visual programming interface and a text-based scripting interface for creating recipes. This indicates that there is potential for using automation tools to disseminate expert knowledge, and that it is useful to provide support for multiple authoring styles, especially for games where the final game goal is unbounded or hard to attain.
Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lü, Janos Barbero, David Baker 0001, James Fogarty, Zoran Popovic
FDG4
2008 Cascaded treemaps: examining the visibility and stability of structure in treemaps
Hao Lü, James Fogarty
Graphics Interface1