Anhong Guo

ORCID: 0000-0002-4447-7818
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About
Contact & Profiles
Research Areas
  • Tactile and Sensory Interactions
  • Interactive and Immersive Displays
  • Mobile Crowdsensing and Crowdsourcing
  • Augmented Reality Applications
  • Advanced Image and Video Retrieval Techniques
  • Multimodal Machine Learning Applications
  • Ethics and Social Impacts of AI
  • Digital Accessibility for Disabilities
  • Virtual Reality Applications and Impacts
  • Innovative Human-Technology Interaction
  • Gaze Tracking and Assistive Technology
  • Explainable Artificial Intelligence (XAI)
  • Advanced Manufacturing and Logistics Optimization
  • Domain Adaptation and Few-Shot Learning
  • Assistive Technology in Communication and Mobility
  • Artificial Intelligence in Healthcare and Education
  • Usability and User Interface Design
  • Video Analysis and Summarization
  • 3D Shape Modeling and Analysis
  • Personal Information Management and User Behavior
  • Impact of Technology on Adolescents
  • Spreadsheets and End-User Computing
  • Computer Graphics and Visualization Techniques
  • Subtitles and Audiovisual Media
  • Video Surveillance and Tracking Methods

University of Michigan
2021-2024

Michigan United
2021-2024

National Taiwan University
2024

IT University of Copenhagen
2024

Carnegie Mellon University
2015-2020

Microsoft (United States)
2020

Google (United States)
2018

Georgia Institute of Technology
2014-2015

The study of algorithms to automatically answer visual questions currently is motivated by question answering (VQA) datasets constructed in artificial VQA settings. We propose VizWiz, the first goal-oriented dataset arising from a natural setting. VizWiz consists over 31,000 originating blind people who each took picture using mobile phone and recorded spoken about it, together with 10 crowdsourced answers per question. differs many existing because (1) images are captured photographers so...

10.1109/cvpr.2018.00380 article EN 2018-06-01

Common appliances have shifted toward flat interface panels, making them inaccessible to blind people. Although people can label with Braille stickers, doing so generally requires sighted assistance identify the original functions and apply labels. We introduce Facade - a crowdsourced fabrication pipeline help independently make physical interfaces accessible by adding 3D printed augmentation of tactile buttons overlaying panel. users capture photo appliance readily available fiducial marker...

10.1145/3025453.3025845 article EN 2017-05-02

AI technologies have the potential to dramatically impact lives of people with disabilities (PWD). Indeed, improving PWD is a motivator for many state-of-the-art systems, such as automated speech recognition tools that can caption videos who are deaf and hard hearing, or language prediction algorithms augment communication cognitive disabilities. However, widely deployed systems may not work properly PWD, worse, actively discriminate against them. These considerations regarding fairness in...

10.1145/3386296.3386298 article EN ACM SIGACCESS Accessibility and Computing 2020-03-02

We introduce the first visual privacy dataset originating from people who are blind in order to better understand their disclosures and encourage development of algorithms that can assist preventing unintended disclosures. It includes 8,862 regions showing private content across 5,537 images taken by people. Of these, 1,403 paired with questions 62\% those directly ask about content. Experiments demonstrate utility this data for predicting whether an image shows information a question asks...

10.1109/cvpr.2019.00103 article EN 2022 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) 2019-06-01

Content creators are instructed to write textual descriptions of visual content make it accessible; yet existing guidelines lack specifics on how about people's appearance, particularly while remaining mindful consequences (mis)representation. In this paper, we report interviews with screen reader users who were also Black, Indigenous, People Color, Non-binary, and/or Transgender their current image description practices and preferences, experiences negotiating theirs others' appearances...

10.1145/3411764.3445498 article EN 2021-05-06

Wearable and contextually aware technologies have great applicability in task guidance systems. Order picking is the of collecting items from inventory a warehouse sorting them for distribution; this process accounts about 60% total operational costs these warehouses. Current practice industry includes paper pick lists pick-by-light We evaluated order assisted by four approaches: head-up display (HUD); cart-mounted (CMD); pick-by-light; list. report accuracy, error types, time, subjective...

10.1145/2634317.2634321 article EN 2014-09-13

The world is full of physical interfaces that are inaccessible to blind people, from microwaves and information kiosks thermostats checkout terminals. Blind people cannot independently use such devices without at least first learning their layout, usually only after labeling them with sighted assistance. We introduce VizLens - an accessible mobile application supporting backend can robustly interactively help nearly any interface they encounter. users capture a photo send it multiple crowd...

10.1145/2984511.2984518 article EN 2016-10-16

The physical constraints of smartwatches limit the range and complexity tasks that can be completed. Despite interface improvements on smartwatches, promise enabling productive work remains largely unrealized. This paper presents WearWrite, a system enables users to write documents from their by leveraging crowd help translate ideas into text. WearWrite dictate tasks, respond questions, receive notifications major edits watch. Using dynamic task queue, receives issued watch user generic...

10.1145/2858036.2858169 article EN 2016-05-05

Disaggregated evaluations of AI systems, in which system performance is assessed and reported separately for different groups people, are conceptually simple. However, their design involves a variety choices. Some these choices influence the results that will be obtained, thus conclusions can drawn; others impacts---both beneficial harmful---that disaggregated evaluation have on including people whose data used to conduct evaluation. We argue deeper understanding enable researchers...

10.1145/3461702.3462610 article EN 2021-07-21

Blind users rely on alternative text (alt-text) to understand an image; however, alt-text is often missing. AI-generated captions are a more scalable alternative, but they miss crucial details or completely incorrect, which may still falsely trust. In this work, we sought determine how additional information could help better judge the correctness of captions. We developed ImageExplorer, touch-based multi-layered image exploration system that allows explore spatial layout and hierarchies...

10.1145/3491102.3501966 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

Existing assistive technologies (AT) often fail to support the unique needs of blind and visually impaired (BVI) people. Thus, BVI people have become domain experts in customizing 'hacking' AT, creatively suiting their needs. We aim understand this behavior depth, how envision creating future DIY personalized AT. conducted a multi-part qualitative study with 12 participants: an interview on uses two-week diary log use cases, scenario-based design session imagine technologies. found that...

10.1145/3544548.3581249 article EN 2023-04-19

The COVID-19 pandemic has forced institutions to rapidly alter their behavior, which typically disproportionate negative effects on people with disabilities as accessibility is overlooked. To investigate these issues, we analyzed Twitter data examine problems surfaced by the crisis. We identified three key domains at intersection of and technology: (i) allocation product delivery services, (ii) transition remote education, (iii) dissemination public health information. found that essential...

10.1145/3373625.3417023 article EN cc-by 2020-10-26

Immersive authoring tools allow users to intuitively create and manipulate 3D scenes while immersed in Virtual Reality (VR). Collaboratively designing these is a creative process that involves numerous edits, explorations of design alternatives, frequent communication with collaborators. Version Control Systems (VCSs) help achieve this by keeping track the version history creating shared hub for communication. However, most VCSs are unsuitable managing VR content because their underlying...

10.1145/3544548.3581136 article EN 2023-04-19

Experiments suggest that using head-up displays like Google Glass to support parts picking for distribution results in fewer errors than current processes. Making opaque instead of transparent further improves selection efficiency. The Web extra at http://youtu.be/yUZFaCP6rP4 is a video demonstrating order assisted by display (HUD) faster, has errors, requires less workload, and preferred pick-by-light, paper pick list, cart-mounted (CMD). second http://youtu.be/RApBJ0U3XpI with an three...

10.1109/mc.2015.166 article EN Computer 2015-06-01

The growing accessibility of 3D printing to everyday users has led the rapid adoption, sharing models on sites such as Thingiverse.com, and visions a future in which customization is norm can solve variety real-world problems. However, practice, creating difficult many end simply print created by others. In this paper, we explore specific area model design that challenge for users' measurement. When must conform real world goal once printed, it important precisely specified. We demonstrate...

10.1145/3064663.3064690 article EN 2017-06-08

We introduce Blocks, a mobile application that enables people to co-create AR structures persist in the physical environment. Using end users can collaborate synchronously or asynchronously, whether they are colocated remote. Additionally, be tied location accessed from anywhere. evaluated how used Blocks through series of lab and field deployment studies with over 160 participants, explored interplay between two collaborative dimensions: space time. found participants preferred creating...

10.1145/3351241 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2019-09-09

Augmented Reality (AR) technology creates new immersive experiences in entertainment, games, education, retail, and social media. AR content is often primarily visual it challenging to enable access non-visually due the mix of virtual real-world content. In this paper, we identify common constituent tasks by analyzing existing mobile applications for iOS, characterize design space that require accessible alternatives. For each major task categories, create prototype alternatives evaluate a...

10.1145/3373625.3417006 preprint EN 2020-10-26

Smartphone overuse poses risks to people's physical and mental health. However, current intervention techniques mainly focus on explicitly changing screen content (i.e., output) often fail persistently reduce smartphone due being over-restrictive or over-flexible. We present the design implementation of InteractOut, a suite implicit input manipulation that leverage interaction proxies weakly inhibit natural execution common user gestures mobile devices. space for manipulations demonstrate 8...

10.1145/3613904.3642317 preprint EN 2024-05-11

User identification and differentiation have implications in many application domains, including security, personalization, co-located multiuser systems. In response, dozens of approaches been developed, from fingerprint retinal scans, to hand gestures RFID tags. this work, we propose CapAuth, a technique that uses existing, low-level touchscreen data, combined with machine learning classifiers, provide real-time authentication even users. As proof-of-concept, ran our software on an...

10.1145/2817721.2817722 article EN 2015-01-01

Blind people frequently encounter inaccessible dynamic touchscreens in their everyday lives that are difficult, frustrating, and often impossible to use independently. Touchscreens the only way control everything from coffee machines payment terminals, subway ticket in-flight entertainment systems. Interacting with is difficult non-visually because visual user interfaces change, interactions occur over multiple different screens, it easy accidentally trigger interface actions while exploring...

10.1145/3332165.3347873 preprint EN 2019-10-17

AI technologies have the potential to dramatically impact lives of people with disabilities (PWD). Indeed, improving PWD is a motivator for many state-of-the-art systems, such as automated speech recognition tools that can caption videos who are deaf and hard hearing, or language prediction algorithms augment communication cognitive disabilities. However, widely deployed systems may not work properly PWD, worse, actively discriminate against them. These considerations regarding fairness in...

10.48550/arxiv.1907.02227 preprint EN other-oa arXiv (Cornell University) 2019-01-01

Sensing technologies that implicitly and explicitly mediate digital experiences are an increasingly pervasive part of daily living; it is vital to ensure these work appropriately for people with physical disabilities. We conducted on online survey 40 adults disabilities, gathering open-ended descriptions about respondents' a variety sensing systems, including motion sensors, biometric speech input, as well touch gesture systems. present findings regarding the many challenges status quo...

10.1145/3373625.3416990 article EN 2020-10-26

Because smartwatches are worn on the wrist, they do not require users to hold device, leaving at least one hand free engage in other activities. Unfortunately, this benefit is thwarted by typical interaction model of smartwatches; for interactions beyond glancing information or using speech, must utilize their manipulate a touchscreen and/or hardware buttons. In order enable no-touch, wrist-only smartwatch so that can, example, cup coffee while controlling we explore two tilt-based...

10.1145/2935334.2935345 article EN 2016-08-26

A large number of Internet-of-Things (IoT) devices will soon populate our physical environments. Yet, IoT devices' reliance on mobile applications and voice-only assistants as the primary interface limits their scalability expressiveness. Building off classic 'Put-That-There' system, we contribute an exploration design space voice + gesture interaction with spatially-distributed devices. Our decomposes users' commands into two components—selection interaction. We articulate how permutations...

10.1145/3357251.3357581 article EN Symposium on Spatial User Interaction 2019-10-15

Collaborative document editing tools are widely used in professional and academic workplaces. While these provide basic accessibility support, it is challenging for blind users to gain collaboration awareness that sighted people can easily obtain using visual cues (e.g., who where what). Through a series of co-design sessions with coauthor, we identified the current practices challenges collaborative editing, iteratively designed CollabAlly, system makes accessible users. CollabAlly extracts...

10.1145/3491102.3517635 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28
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