- Interactive and Immersive Displays
- Virtual Reality Applications and Impacts
- Usability and User Interface Design
- Augmented Reality Applications
- Personal Information Management and User Behavior
- Mobile Crowdsensing and Crowdsourcing
- Innovative Human-Technology Interaction
- Web Data Mining and Analysis
- Tactile and Sensory Interactions
- Mobile and Web Applications
- Multimedia Communication and Technology
- Semantic Web and Ontologies
- Web Applications and Data Management
- Open Source Software Innovations
- Business Process Modeling and Analysis
- Context-Aware Activity Recognition Systems
- Advanced Database Systems and Queries
- Image and Video Quality Assessment
- User Authentication and Security Systems
- Teaching and Learning Programming
- Spreadsheets and End-User Computing
- Service-Oriented Architecture and Web Services
- Hand Gesture Recognition Systems
- Peer-to-Peer Network Technologies
- Data Visualization and Analytics
University of Michigan
2016-2024
Michigan United
2019-2024
META Health
2024
Carnegie Mellon University
2015-2016
ETH Zurich
2010-2015
Monash University
2008
Universität Ulm
2008
Australian Regenerative Medicine Institute
2008
What is Mixed Reality (MR)? To revisit this question given the many recent developments, we conducted interviews with ten AR/VR experts from academia and industry, as well a literature survey of 68 papers. We find that, while there are prominent examples, no universally agreed on, one-size-fits-all definition MR. Rather, identified six partially competing notions experts' responses. then started to isolate different aspects reality relevant for MR experiences, going beyond primarily visual...
Augmented Reality (AR) and Virtual (VR) devices are becoming easier to access use, but the barrier entry for creating AR/VR applications remains high. Although recent spike in HCI research on novel tools is promising, we lack insights into how creators use today's state-of-the-art authoring as well types of challenges that they face. We interviewed 21 creators, which grouped hobbyists, domain experts, professional designers. Despite having a variety motivations skillsets, described similar...
There are many technical and design challenges in creating new, usable useful AR/VR applications. In particular, non-technical designers end-users facing a lack of tools to quickly easily prototype test new user experiences. We review classify existing authoring characterize three primary issues with these based on our case study. To address the issues, we discuss two designed support for rapid prototyping content gesture-based interactions geared towards without knowledge gesture...
We explore 360 paper prototyping to rapidly create AR/VR prototypes from and bring them life on devices. Our approach is based a set of emerging templates specifically for AR/VR. These resemble the key components many interfaces, including 2D representations immersive environments, AR marker overlays face masks, VR controller models menus, screens HUDs. To make with these effective, we developed 360proto, suite three novel physical--digital tools: (1) 360proto Camera capturing mockups all...
The latest generations of smartphones with built-in AR capabilities enable a new class mobile apps that merge digital and real-world content depending on user's task, context, preference. But even experienced app designers face significant challenges: creating 2D/3D remains difficult time-consuming, current prototyping tools do not support views. There are separate for this; however, they require technical skill. This paper presents ProtoAR which supplements rapid physical using Play-Doh...
Current GUI builders provide a design environment for user interfaces that target either single type or fixed set of devices, and little support scenarios in which the interface, parts it, are distributed over multiple devices. Distributed have received increasing attention past years. There different, often model-based, approaches focus on technical issues. This paper presents XDStudio--a new builder designed to interactive development cross-device web interfaces. XDStudio implements two...
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...
Immersive authoring is an increasingly popular technique to design AR/VR scenes because and testing can be done concurrently. Most existing systems, however, are single-user limited either AR or VR, thus constrained in the interaction techniques. We present XRDirector, a role-based collaborative immersive system that enables designers freely express interactions using VR devices as puppets manipulate virtual objects 3D physical space. In we adapt roles known from filmmaking structure process...
There is increased interest in using virtual reality education, but it often remains an isolated experience that difficult to integrate into current instructional experiences. In this work, we adapt production techniques from filmmaking enable mixed capture of instructors so they appear be standing directly the scene. We also capitalize on growing popularity live streaming software for video conferencing and production. With XRStudio, develop a pipeline giving lectures VR, enabling...
Dark patterns are deceptive designs that influence a user’s interactions with an interface to benefit someone other than the user. Prior work has identified dark in windows, icons, menus, and pointer (WIMP) interfaces ubicomp environments, but how can manifest Augmented Virtual Reality (collectively XR) requires more attention. We therefore conducted 10 co-design workshops 20 experts XR design. Our participants co-designed 42 scenarios containing patterns, based on application archetypes...
Significant tool support exists for the development of mixed reality (MR) applications; however, there is a lack tools analyzing MR experiences. We elicit requirements future through interviews with 8 university research, instructional, and media teams using AR/VR in variety domains. While we find common need capturing how users perform tasks MR, primary differences were terms heuristics metrics relevant to each project. Particularly early project stages, uncertain about what data should,...
The ability to quickly interact with any nearby appliance from a mobile device would allow people perform wide range of one-time tasks (e.g., printing document in an unfamiliar office location). However, users currently lack this capability, and must instead manually configure their devices for each they want use. To address problem, we created Snap-To-It, system that allows opportunistically simply by taking picture it. Snap-To-It shares the image user wants over local area network....
Extended Reality (AR/VR/MR) technology is becoming increasingly affordable and capable, ever more interwoven with everyday life. HCI research has focused largely on innovation around XR technology, exploring new use cases interaction techniques, understanding how this used appropriated etc. However, equally important the investigation consideration of risks posed by such advances, specifically in contributing to vulnerabilities attack vectors regards security, safety, privacy that are unique...
Prior work has demonstrated augmented reality's benefits to education, but current tools are difficult integrate with traditional instructional methods. We present Paper Trail, an immersive authoring system designed explore how enable instructors create AR educational experiences, leaving paper at the core of interaction and enhancing it various forms digital media, animations for dynamic illustrations, clipping masks guide learning. To inform design, we developed five scenarios exploring...
Current research in augmented, virtual, and mixed reality (XR) reveals a lack of tool support for designing and, particular, prototyping XR applications. While recent tools is often motivated by studying the requirements non-technical designers end-user developers, perspective industry practitioners less well understood. In an interview study with 17 from different sectors working on professional projects, we establish design practices industry, early project stages to final product. To...
The HCI community has explored new interaction designs for collaborative AR interfaces in terms of usability and feasibility; however, security & privacy (S&P) are often not considered the design process left to S&P professionals. To produce proposals with mind, we extend user-driven elicitation method a scenario-based approach that incorporates threat model involving access control multi-user AR. We conducted an study two conditions, pairing AR/AR experts one condition AR/S&P other,...
Interactive systems set in multi-device environments continue to attract increasing attention, prompting researchers experiment with emerging technologies. This paper presents XDKinect--a lightweight framework that facilitates development of cross-device applications using Kinect mediate user interactions. The main benefits XDKinect include its simplicity, adaptability and extensibility based on a flexible client-server architecture. Our features time-based API handle full-body interactions,...
Augmented Reality (AR) developers face a proliferation of new platforms, devices, and frameworks. This often leads to applications being limited single platform makes it hard support collaborative AR scenarios involving multiple different devices. paper presents XD-AR, cross-device application development framework designed unify input output across hand-held, head-worn, projective displays. XD-AR's design was informed by challenging for applications, technical review existing survey 30...
Web designers currently face the increased proliferation and diversity of new touch devices which pose major challenges to design task. This paper presents W3Touch - an interface instrumentation toolkit for web collect user performance data different device characteristics in order help them identify potential problems interaction. can visualise aggregated by use simple metrics automate adaptation process many viewing interaction contexts. In a series experiments with users, we show that is...
While traditional usability testing methods can be both time consuming and expensive, tools for automated evaluation tend to oversimplify the problem by limiting themselves supporting only certain criteria, settings, tasks scenarios. We present CrowdStudy, a general web toolkit that combines support with crowdsourcing facilitate large-scale online user testing. CrowdStudy is based on existing techniques recruiting workers guiding them through complex tasks, but implements mechanisms...
There is a significant gap in the body of research on cross-device interfaces. Research has largely focused enabling them technically, but when and how users want to use interfaces not well understood. This paper presents an exploratory user study with XDBrowser, web browser we are developing enable non-technical adapt existing single-device for while viewing browser. We demonstrate that end-user customization tool like XDBrowser powerful means conduct user-driven elicitation studies useful...
System design using novel forms of interaction is commonly argued to be best driven by user-driven elicitation studies. This paper describes the challenges faced, and lessons learned, in replicating Morris's Web on Wall guessability study which used Wizard Oz elicit multimodal interactions around Kinect. Our replication involved three steps. First, based study, we developed a system, Kinect Browser, that supports 10 common browser functions popular gestures speech commands. Second, custom...
Several recent studies have highlighted the need to support parallel usage of multiple devices for cross-device use. Yet, most interfaces today are still designed single-device use and require re-authoring enable interaction. This paper presents two inform design a new web browser with semi-automatic generation interfaces. Based on results study in which users manually customized pages use, our first elicits from how they might want trigger popular patterns transform designs relatively...
In traditional sport settings, players with mobility disabilities typically do not have opportunities to engage in physical play their peers without aids and vice versa. this paper, we present an interactive floor projection system, iGYM, designed enable people compete on par with, the same environment as, disabilities. At core of iGYM are concept peripersonal circle interaction adjustable game mechanics, which individualized calibration wheelchair-accessible manipulation virtual targets...