Related papers: Exploring Uni-manual Around Ear Off-Device Gesture…
Accurately identifying hands in images is a key sub-task for human activity understanding with wearable first-person point-of-view cameras. Traditional hand segmentation approaches rely on a large corpus of manually labeled data to generate…
Handheld grippers are increasingly used to collect human demonstrations due to their ease of deployment and versatility. However, most existing designs lack tactile sensing, despite the critical role of tactile feedback in precise…
Music composition using digital audio sequence editors is increasingly performed in a visual workspace where sound complexes are built from discrete sound objects, called gestures that are arranged in time and space to generate a continuous…
One of the open questions in the field of interaction design is "what inputs or interaction techniques should be used with augmented reality devices?" The transition from a touchpad and a keyboard to a multi-touch device was relatively…
Modeling 3D objects in domains like Computer Aided Design (CAD) is time-consuming and comes with a steep learning curve needed to master the design process as well as tool complexities. In order to simplify the modeling process, we designed…
For human-like agents, including virtual avatars and social robots, making proper gestures while speaking is crucial in human--agent interaction. Co-speech gestures enhance interaction experiences and make the agents look alive. However, it…
Many individuals struggle to understand conversation partners in noisy settings, particularly amid background speakers or due to hearing impairments. Emerging wearables like smartglasses offer a transformative opportunity to enhance speech…
Interpersonal spoken communication is central to human interaction and the exchange of information. Such interactive processes involve not only speech and spoken language but also non-verbal cues such as hand gestures, facial expressions,…
Background: Upper-limb weakness and tremor (4--12 Hz) limit activities of daily living (ADL) and reduce adherence to home rehabilitation. Objective: To assess technical feasibility and clinician-relevant signals of a sensor-fused wearable…
Electromyography (EMG) has been explored as an HCI input modality following a long history of success for prosthesis control. While EMG has the potential to address a range of hands-free interaction needs, it has yet to be widely accepted…
Selecting out-of-reach objects is a fundamental task in mixed reality (MR). Existing methods rely on a single cue or deterministically fuse multiple cues, leading to performance degradation when the dominant cue becomes unreliable. In this…
Grounded haptic devices can provide a variety of forces but have limited working volumes. Wearable haptic devices operate over a large volume but are relatively restricted in the types of stimuli they can generate. We propose the concept of…
Handwriting recognition is improving in leaps and bounds, and this opens up new opportunities for stylus-based interactions. In particular, note-taking applications can become a more intelligent user interface, incorporating new features…
Underneath the ear skin there are richly branching vascular and neural networks that ultimately connecting to our heart and brain. Hence, the three-dimensional (3D) mapping of auricular electrophysiological signals could provide a new…
This study presents a comprehensive approach for the clustering and classification of upper-limb surface electromyography (sEMG) signals during functional reach and grasp movements. The methodology was applied to the NINAPRO DB4 dataset,…
In augmented and virtual reality (AR/VR) experiences, a user's arms and hands can provide a convenient and tactile surface for touch input. Prior work has shown on-body input to have significant speed, accuracy, and ergonomic benefits over…
With the rise of wearables, haptic interfaces are increasingly favored to communicate information in an ambient manner. Despite this expectation, existing guidelines are developed in studies where the participant's focus is entirely on the…
We introduce a real-time, human-in-the-loop gesture control framework that can dynamically adapt audio and music based on human movement by analyzing live video input. By creating a responsive connection between visual and auditory stimuli,…
Wearable robotic hand rehabilitation devices can allow greater freedom and flexibility than their workstation-like counterparts. However, the field is generally lacking effective methods by which the user can operate the device: such…
A central challenge in building robotic prostheses is the creation of a sensor-based system able to read physiological signals from the lower limb and instruct a robotic hand to perform various tasks. Existing systems typically perform…