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Touch is the first sense among human senses. Not only that, but it is also one of the most important senses that are indispensable. However, compared to sight and hearing, it is often neglected. In particular, since humans use the tactile…
A player plays a game by sending messages into the game world using an interaction technique. These messages are then translated into actions performed on or by game objects towards achieving the game's objectives. A game's interaction…
While voice user interfaces offer increased accessibility due to hands-free and eyes-free interactions, older adults often have challenges such as constructing structured requests and perceiving how such devices operate. Voice-first user…
The presented study explores the extent to which tactile-force stimulus delivered to a hand holding a joystick can serve as a platform for a brain computer interface (BCI). The four pressure directions are used to evoke tactile brain…
Eye movements play a vital role in perceiving the world. Eye gaze can give a direct indication of the users point of attention, which can be useful in improving human-computer interaction. Gaze estimation in a non-intrusive manner can make…
This work deals with a practical everyday problem: stable object placement on flat surfaces starting from unknown initial poses. Common object-placing approaches require either complete scene specifications or extrinsic sensor measurements,…
As the largest organ in the human body, the skin provides the important sensory channel for humans to receive external stimulations based on touch. By the information perceived through touch, people can feel and guess the properties of…
Aiming to replicate human-like dexterity, perceptual experiences, and motion patterns, we explore learning from human demonstrations using a bimanual system with multifingered hands and visuotactile data. Two significant challenges exist:…
In-hand manipulation tasks, particularly in human-inspired robotic systems, must rely on distributed tactile sensing to achieve precise control across a wide variety of tasks. However, the optimal configuration of this network of sensors is…
Gait based biometric aims to discriminate among people by the way or manner they walk. It represents a biometric at distance which has many advantages over other biometric modalities. State-of-the-art methods require a limited cooperation…
Tactile sensors are breaking into the field of robotics to provide direct information related to contact surfaces, including contact events, slip events and even texture identification. These events are especially important for robotic hand…
Computer-use agents (CUAs) automate on-screen work, as illustrated by GPT-5.4 and Claude. Yet their reliability on complex, low-frequency interactions is still poor, limiting user trust. Our analysis of failure cases from advanced models…
While recommender systems with multi-modal item representations (image, audio, and text), have been widely explored, learning recommendations from multi-modal user interactions (e.g., clicks and speech) remains an open problem. We study the…
In the process of developing a new digital music interface, the author faced three questions that have attracted little to no attention in the literature. By tracking body joints, a performer can use body parts to directly control a digital…
Breathing is a spontaneous but controllable body function that can be used for hands-free interaction. Our work introduces "iBreath", a novel system to detect breathing gestures similar to clicks using bio-impedance. We evaluated iBreath's…
The current state-of-the-art in user mobility research has extensively relied on open-source mobility traces captured from pedestrian and vehicular activity through a variety of communication technologies as users engage in a wide-range of…
Voice assistants have recently achieved remarkable commercial success. However, the current generation of these devices is typically capable of only reactive interactions. In other words, interactions have to be initiated by the user, which…
The current software development tools show the same form of interaction as when they started back, in the mid 70's. However, since the appearance of visual languages and due to their own nature, they can be handled by tools which have…
Compared to real world tasks, completing tasks in a virtual environment (VE) seldom involves the whole spectrum of skills the human body offers. User input in a VE is commonly accomplished through simple finger gestures, such as walking in…
We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing the inner states of users using physiological signals such as heart rate or brain activity. Tobe can take the form of a tangible avatar displaying live…