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Yan Ma 0006

dblp:31/1970-6 · DBLP profile ↗
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9ranked-venue papers
2as first author
9since 2021 · last 2026
0000-0001-8264-3103ORCID · verified

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

Human-computer interaction and ubiquitous computing · 9 · 2 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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

Human-computer interaction and pervasive computing
8 papers
Interaction techniques and input · 69% Accessibility and assistive technology · 19% Wearable and physiological sensing · 12%
Artificial intelligence
1 paper
Language models and text generation · 100%

Topics — the 15 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
3.552026
KeySense: LLM-Powered Hands-Down, Ten-Finger Typing on Commodity Touchscreens · CHI 2026
LLM Powered Text Entry Decoding and Flexible Typing on Smartphones · CHI 2025
TouchType-GAN: Modeling Touch Typing with Generative Adversarial Network · UIST 2023
Interaction techniques and input › text entry
gesture typing
1.522025
LLM Powered Text Entry Decoding and Flexible Typing on Smartphones · CHI 2025
WordGesture-GAN: Modeling Word-Gesture Movement with Generative Adversarial Network · CHI 2023
Interaction techniques and input › text entry
touchscreen keyboard
1.012026
KeySense: LLM-Powered Hands-Down, Ten-Finger Typing on Commodity Touchscreens · CHI 2026
Interaction techniques and input › text entry
touchscreen typing
1.012026
KeySense: LLM-Powered Hands-Down, Ten-Finger Typing on Commodity Touchscreens · CHI 2026
Wearable and physiological sensing
acoustic sensing
0.912025
SpellRing: Recognizing Continuous Fingerspelling in American Sign Language using a Ring · CHI 2025
Accessibility and assistive technology › assistive technology for visual impairment
braille input
0.912025
Enabling Auto-Correction on Soft Braille Keyboard · UIST 2025
Accessibility and assistive technology › sign language technologies › sign language recognition
fingerspelling recognition
0.912025
SpellRing: Recognizing Continuous Fingerspelling in American Sign Language using a Ring · CHI 2025
Accessibility and assistive technology › sign language technologies
sign language recognition
0.912025
SpellRing: Recognizing Continuous Fingerspelling in American Sign Language using a Ring · CHI 2025
Wearable and physiological sensing › smart wearable
smart ring
0.912025
SpellRing: Recognizing Continuous Fingerspelling in American Sign Language using a Ring · CHI 2025
Interaction techniques and input › text entry
virtual keyboard
0.912025
Enabling Auto-Correction on Soft Braille Keyboard · UIST 2025
Interaction techniques and input
gesture input
0.712023
WordGesture-GAN: Modeling Word-Gesture Movement with Generative Adversarial Network · CHI 2023
Interaction techniques and input
target selection
0.612022
Select or Suggest? Reinforcement Learning-based Method for High-Accuracy Target Selection on Touchscreens · CHI 2022
Interaction techniques and input
touch interaction
0.612022
Select or Suggest? Reinforcement Learning-based Method for High-Accuracy Target Selection on Touchscreens · CHI 2022
Natural language and speech › Language models and text generation › decoding
large language model decoding
0.312025
LLM Powered Text Entry Decoding and Flexible Typing on Smartphones · CHI 2025
Interaction techniques and input › input device
keyboard design
0.212023
TouchType-GAN: Modeling Touch Typing with Generative Adversarial Network · UIST 2023

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

user study · 1.7flexible typing · 1.7LLM-based decoder · 1.7conditional generative adversarial network · 1.3large language model decoding · 1.0cognitive-motor timing · 1.0inertial measurement unit · 0.9deep learning · 0.9connectionist temporal classification · 0.9autocorrection · 0.9
YearPublicationVenuePosition
2026 KeySense: LLM-Powered Hands-Down, Ten-Finger Typing on Commodity Touchscreens
abstract
Existing touchscreen software keyboards prevent users from resting their hands, forcing slow and fatiguing index-finger tapping (“chicken typing”) instead of familiar hands-down ten-finger typing. We present KeySense, a purely software solution that preserves physical keyboard motor skills. KeySense isolates intentional taps from resting-finger noise with cognitive–motor timing patterns, and then uses a fine-tuned LLM decoder to turn the resulting noisy letter sequence into the intended word. In controlled component tests, this decoder substantially outperforms 2 statistical baselines (top-1 accuracy 84.8% vs 75.7% and 79.3%). A 12-participant study shows clear ergonomic and performance benefits: compared with the conventional hover-style keyboard, users rated KeySense as markedly less physically demanding (NASA-TLX median 1.5 vs 4.0), and after brief practice, typed significantly faster (WPM 28.3 vs 26.2, p <0.01). These results indicate that KeySense enables accurate, efficient and comfortable ten-finger text entry on commodity touchscreens, without any extra hardware.
Tony Li, Yan Ma 0006, Zhuojun Li, Chun Yu, I. V. Ramakrishnan, Xiaojun Bi 0001
CHI2
2025 SpellRing: Recognizing Continuous Fingerspelling in American Sign Language using a Ring
abstract
Fingerspelling is a critical part of American Sign Language (ASL) recognition and has become an accessible optional text entry method for Deaf and Hard of Hearing (DHH) individuals. In this paper, we introduce SpellRing, a single smart ring worn on the thumb that recognizes words continuously fingerspelled in ASL. SpellRing uses active acoustic sensing (via a microphone and speaker) and an inertial measurement unit (IMU) to track handshape and movement, which are processed through a deep learning algorithm using Connectionist Temporal Classification (CTC) loss. We evaluated the system with 20 ASL signers (13 fluent and 7 learners), using the MacKenzie-Soukoref Phrase Set of 1,164 words and 100 phrases. Offline evaluation yielded top-1 and top-5 word recognition accuracies of 82.45% (9.67%) and 92.42% (5.70%), respectively. In real-time, the system achieved a word error rate (WER) of 0.099 (0.039) on the phrases. Based on these results, we discuss key lessons and design implications for future minimally obtrusive ASL recognition wearables.
Hyunchul Lim, Nam Anh Dang, Dylan Lee, Tianhong Catherine Yu, Jane Lu, Franklin Mingzhe Li, Yiqi Jin, Yan Ma 0006, Xiaojun Bi 0001, François Guimbretière, Cheng Zhang 0022
CHI8
2025 LLM Powered Text Entry Decoding and Flexible Typing on Smartphones
abstract
decoder, and 95.4% on real-word tap typing data. In particular, our decoder supports Flexible Typing, allowing users to enter a word with taps, gestures, multi-stroke gestures, and tap-gesture combinations. User study results show that Flexible Typing is beneficial and well-received by participants, where 35.9% of words were entered using word gestures, 29.0% with taps, 6.1% with multi-stroke gestures, and the remaining 29.0% using tap-gestures. Our investigation suggests that the LLM-based decoder improves decoding accuracy over existing word gesture decoders while enabling the Flexible Typing method, which enhances the overall typing experience and accommodates diverse user preferences.
Yan Ma 0006, Dan Zhang 0021, I. V. Ramakrishnan, Xiaojun Bi 0001
CHI1
2025 Enabling Auto-Correction on Soft Braille Keyboard
Dan Zhang 0021, Yan Ma 0006, Glenn Dausch, William H. Seiple, Xianfeng Gu, I. V. Ramakrishnan, Xiaojun Bi 0001
UIST2
2023 WordGesture-GAN: Modeling Word-Gesture Movement with Generative Adversarial Network
abstract
Word-gesture production models that can synthesize word-gestures are critical to the training and evaluation of word-gesture keyboard decoders. We propose WordGesture-GAN, a conditional generative adversarial network that takes arbitrary text as input to generate realistic word-gesture movements in both spatial (i.e., (x, y) coordinates of touch points) and temporal (i.e., timestamps of touch points) dimensions. WordGesture-GAN introduces a Variational Auto-Encoder to extract and embed variations of user-drawn gestures into a Gaussian distribution which can be sampled to control variation in generated gestures. Our experiments on a dataset with 38k gesture samples show that WordGesture-GAN outperforms existing gesture production models including the minimum jerk model [37] and the style-transfer GAN [31, 32] in generating realistic gestures. Overall, our research demonstrates that the proposed GAN structure can learn variations in user-drawn gestures, and the resulting WordGesture-GAN can generate word-gesture movement and predict the distribution of gestures. WordGesture-GAN can serve as a valuable tool for designing and evaluating gestural input systems.
Jeremy Chu, Dongsheng An, Yan Ma 0006, Wenzhe Cui, Shumin Zhai, Xianfeng Gu, Xiaojun Bi 0001
CHI3
2023 TouchType-GAN: Modeling Touch Typing with Generative Adversarial Network
abstract
Models that can generate touch typing tasks are important to the development of touch typing keyboards. We propose TouchType-GAN, a Conditional Generative Adversarial Network that can simulate locations and time stamps of touch points in touch typing. TouchType-GAN takes arbitrary text as input to generate realistic touch typing both spatially (i.e., (x, y) coordinates of touch points) and temporally (i.e., timestamps of touch points). TouchType-GAN introduces a variational generator that estimates Gaussian Distributions for every target letter to prevent mode collapse. Our experiments on a dataset with 3k typed sentences show that TouchType-GAN outperforms existing touch typing models, including the Rotational Dual Gaussian model [36] for simulating the distribution of touch points, and the Finger-Fitts Euclidean Model [30] for simulating typing time. Overall, our research demonstrates that the proposed GAN structure can learn the distribution of user typed touch points, and the resulting TouchType-GAN can also estimate typing movements. TouchType-GAN can serve as a valuable tool for designing and evaluating touch typing input systems.
Jeremy Chu, Yan Ma 0006, Shumin Zhai, Xianfeng Gu, Xiaojun Bi 0001
UIST2
2022 Select or Suggest? Reinforcement Learning-based Method for High-Accuracy Target Selection on Touchscreens
abstract
Suggesting multiple target candidates based on touch input is a possible option for high-accuracy target selection on small touchscreen devices. But it can become overwhelming if suggestions are triggered too often. To address this, we propose SATS, a Suggestion-based Accurate Target Selection method, where target selection is formulated as a sequential decision problem. The objective is to maximize the utility: the negative time cost for the entire target selection procedure. The SATS decision process is dictated by a policy generated using reinforcement learning. It automatically decides when to provide suggestions and when to directly select the target. Our user studies show that SATS reduced error rate and selection time over Shift [51], a magnification-based method, and MUCS, a suggestion-based alternative that optimizes the utility for the current selection. SATS also significantly reduced error rate over BayesianCommand [58], which directly selects targets based on posteriors, with only a minor increase in selection time.
Zhi Li 0052, Maozheng Zhao, Hang Zhao 0005, Yan Ma 0006, Wanyu Liu 0001, Michel Beaudouin-Lafon, Fusheng Wang 0001, I. V. Ramakrishnan, Xiaojun Bi 0001
CHI5
2022 Using Deep Learning to Detect Motor Impairment in Early Parkinson's Disease from Touchscreen Typing
Sophia Gu, Yan Ma 0006, Zhi Li 0052, Xiangmin Fan, Feng Tian 0001, Xiaojun Bi 0001
Graphics Interface2
2021 Modeling Touch Point Distribution with Rotational Dual Gaussian Model
abstract
Touch point distribution models are important tools for designing touchscreen interfaces. In this paper, we investigate how the finger movement direction affects the touch point distribution, and how to account for it in modeling. We propose the Rotational Dual Gaussian model, a refinement and generalization of the Dual Gaussian model, to account for the finger movement direction in predicting touch point distribution. In this model, the major axis of the prediction ellipse of the touch point distribution is along the finger movement direction, and the minor axis is perpendicular to the finger movement direction. We also propose using projected target width and height, in lieu of nominal target width and height to model touch point distribution. Evaluation on three empirical datasets shows that the new model reflects the observation that the touch point distribution is elongated along the finger movement direction, and outperforms the original Dual Gaussian Model in all prediction tests. Compared with the original Dual Gaussian model, the Rotational Dual Gaussian model reduces the RMSE of touch error rate prediction from 8.49% to 4.95%, and more accurately predicts the touch point distribution in target acquisition. Using the Rotational Dual Gaussian model can also improve the soft keyboard decoding accuracy on smartwatches.
Yan Ma 0006, Shumin Zhai, I. V. Ramakrishnan, Xiaojun Bi 0001
UIST1