The convergence of Human-Computer Interaction (HCI) and Artificial Intelligence (AI) is shaping the future of human-technology engagement. Research in this interdisciplinary domain primarily addresses the design of intelligent systems that support human-AI collaboration, with an emphasis on adaptability, intuitive interaction, and explainability. Current investigations extend beyond task automation to focus on improving decision-making, creativity, and productivity. By integrating AI capabilities in perception, reasoning, and learning with HCI principles of usability and user experience, researchers seek to develop technologies that are centered on human needs. At the University of California, Los Angeles (UCLA), the HCI Research Lab (HiLab) focuses on adaptive interfaces, interactive machine learning, and innovative collaborative human-AI systems.
Watch Your Mouth: Silent Speech Recognition with Depth Sensing
Abstract:
Silent speech recognition is a promising technology that decodes human speech without requiring audio signals, enabling private human-computer interactions. In this paper, we propose Watch Your Mouth, a novel method that leverages depth sensing to enable accurate silent speech recognition. By leveraging depth information, our method provides unique resilience against environmental factors such as variations in lighting and device orientations, while further addressing privacy concerns by eliminating the need for sensitive RGB data. We started by building a deep-learning model that locates lips using depth data. We then designed a deep learning pipeline to effciently learn from point clouds and translate lip movements into commands and sentences. We evaluated our technique and found it effective across diverse sensor locations: On-Head, On-Wrist, and In-Environment. Watch Your Mouth out- performed the state-of-the-art RGB-based method, demonstrating its potential as an accurate and reliable input technique.
WheelPose
Abstract:
Existing pose estimation models perform poorly on wheelchair users due to a lack of representation in training data. We present a data synthesis pipeline to address this disparity in data collection and subsequently improve pose estimation performance for wheelchair users. Our confgurable pipeline generates synthetic data of wheelchair users using motion capture data and motion generation outputs simulated in the Unity game engine. We validated our pipeline by conducting a human evaluation, investigating perceived realism, diversity, and an AI performance evaluation on a set of synthetic datasets from our pipeline that synthesized differnt backgrounds, models, and postures. We found our generated datasets were perceived as realistic by human evaluators, had more diversity than existing image datasets, and had improved person
PaperFingerSwitches: UI Mobility Control in XR
Abstract:
Extended reality (XR) has the potential for seamless user interface (UI) transitions across people, objects, and environments. However, the design space, applications, and common practices of 3D UI transitions remain underexplored. To address this gap, we conducted a need-finding study with 11 participants, identifying and distilling a taxonomy based on three types of UI placements — affixed to static, dynamic, or self entities. We further surveyed 113 commercial applications to understand the common practices of 3D UI mobility control, where only 6.2% of these applications allowed users to transition UI between entities. In response, we built interaction prototypes to facilitate UI transitions between entities. We report on results from a qualitative user study (N=14) on 3D UI mobility control using our FingerSwitches technique, which suggests that perceived usefulness is affected by types of entities and environments. We aspire to tackle a vital need in UI mobility within XR.
PaperEmbodied Exploration: Remote Accessibility Assessment in VR
Abstract:
Acquiring accessibility information about unfamiliar places in advance is essential for wheelchair users to make better decisions about physical visits. Today’s assessment approaches such as phone calls, photos/videos, or 360◦ virtual tours often fall short of providing the specific accessibility details needed for individual differences. For example, they may not reveal crucial information like whether the legroom underneath a table is spacious enough or if the spatial configuration of an appliance is convenient for wheelchair users. In response, we present Embodied Exploration, a Virtual Reality (VR) technique to deliver the experience of a physical visit while keeping the convenience of remote assessment. Embodied Exploration allows wheelchair users to explore high-fidelity digital replicas of physical environments with themselves embodied by avatars, leveraging the increasingly affordable VR headsets. With a preliminary exploratory study, we investigated the needs and iteratively refined our techniques. Through a real-world user study with six wheelchair users, we found Embodied Exploration is able to facilitate remote and accurate accessibility assessment. We also discuss design implications for embodiment, safety, and practicality.
PaperTextureSight
Abstract:
Objects engaged by users’ hands contain rich contextual information for their strong correlation with user activities. Tools such as toothbrushes and wipes indicate cleansing and sanitation, while mice and keyboards imply work. Much research has been endeavored to sense hand-engaged objects to supply wearables with implicit interactions or ambient computing with personal informatics. We propose TextureSight, a smart-ring sensor that detects hand-engaged objects by detecting their distinctive surface textures using laser speckle imaging on a ring form factor. We conducted a two-day experience sampling study to investigate the unicity and repeatability of the object-texture combinations across routine objects. We grounded our sensing with a theoretical model and simulations, powered it with state-of-the-art deep neural net techniques, and evaluated it with a user study. TextureSight constitutes a valuable addition to the literature for its capability to sense passive objects without emission of EMI or vibration and its elimination of lens for preserving user privacy, leading to a new, practical method for activity recognition and context-aware computing.
PaperT2IRay: Thumb-to-Index Indirect Pointing
Abstract:
Free-hand interactions have been widely deployed for AR/VR interfaces to promote a natural and seamless interaction experience. Among various types of hand interactions, microgestures are still limited in supporting discrete inputs and in lacking a continuous interaction theme. To this end, we propose a new pointing technique, T2IRay, which enables continuous indirect pointing through microgestures for continuous spatial input. We employ our own local coordinate system based on the thumb-to-index finger relationship to map the computed raycasting direction for indirect pointing in a virtual environment. Furthermore, we examine various mapping methodologies and collect thumb-click behaviors to formulate thumb-to-index microgesture design guidelines to foster continuous, reliable input. We evaluate the design parameters for mapping indirect pointing with acceptable speed, depth, and range. We collect and analyze the characteristics of click behaviors for future implementation. Our research demonstrates the potential and practicality of free-hand micro-finger input methods for advancing future interaction paradigms.
PaperHeadar
Abstract:
Nod and shake of one’s head are intuitive and universal gestures in communication. As smartwatches become increasingly intelligent through advances in user activity sensing technologies, many use scenarios of smartwatches demand quick responses from users in confirmation dialogs, to accept or dismiss proposed actions. Such proposed actions include making emergency calls, taking service recommendations, and starting or stopping exercise timers. Head gestures in these scenarios could be preferable to touch interactions for being hands-free and easy to perform. We propose Headar to recognize these gestures on smartwatches using wearable millimeter wave sensing. We first surveyed head gestures to understand how they are performed in conversational settings. We then investigated positions and orientations to which users raise their smartwatches. Insights from these studies guided the implementation of Headar. Additionally, we conducted modeling and simulation to verify our sensing principle. We developed a real-time sensing and inference pipeline using contemporary deep learning techniques, and proved the feasibility of our proposed approach with a user study (n=15) and a live test (n=8). Our evaluation yielded an average accuracy of 84.0% in the user study across 9 classes including nod and shake as well as seven other signals – still, speech, touch interaction, and four non-gestural head motions (i.e., head up, left, right, and down). Furthermore, we obtained an accuracy of 72.6% in the live test which reveals rich insights into the performance of our approach in various realistic conditions.
PaperCubeSense++ (Smart Environment Sensing)
Abstract:
Smart environment sensing provides valuable contextual information by detecting occurrences of events such as human activities and changes of object status, enabling computers to collect personal and environmental informatics to perform timely responses to user’s needs. Conventional approaches either rely on tags that require batteries and frequent maintenance, or have limited detection capabilities bounded by only a few coarsely predefined activities. In response, this paper explores corner reflector mechanisms that encode user interactions with everyday objects into structured responses to millimeter wave radar, which has the potential for integration into smart environment entities such as speakers, light bulbs, thermostats, and autonomous vehicles. We presented the design space of 3D printed reflectors and gear mechanisms, which are low-cost, durable, battery-free, and can retrofit to a wide array of objects. These mechanisms convert the kinetic energy from user interactions into rotational motions of corner reflectors which we computationally designed with a genetic algorithm. We built an end-to-end radar detection pipeline to recognize fine-grained activity information such as state, direction, rate, count, and usage based on the characteristics of radar responses. We conducted studies for multiple instrumented objects in both indoor and outdoor environments, with promising results demonstrating the feasibility of the proposed approach.
PaperInteraction Harvesting / Interaction-Powered Widgets
Abstract:
Whenever a user interacts with a device, mechanical work is performed to actuate the user interface elements; the resulting energy is typically wasted, dissipated as sound and heat. Previous work has shown that many devices can be powered entirely from this otherwise wasted user interface energy. For these devices, wires and batteries, along with the related hassles of replacement and charging, become unnecessary and onerous. So far, these works have been restricted to proof-of-concept demonstrations; a specific bespoke harvesting and sensing circuit is constructed for the application at hand. The challenge of harvesting energy while simultaneously sensing fine-grained input signals from diverse modalities makes prototyping new devices difficult. To fill this gap, we present a hardware toolkit which provides a common electrical interface for harvesting energy from user interface elements. This facilitates exploring the composability, utility, and breadth of enabled applications of interaction-powered smart devices. We design a set of "energy as input" harvesting circuits, a standard connective interface with 3D printed enclosures, and software libraries to enable the exploration of devices where the user action generates the energy needed to perform the device’s primary function. This exploration culminated in a demonstration campaign where we prototype several exemplar popular toys and gadgets, including battery-free Bop-It— a popular 90s rhythm game, an electronic Etch-a-sketch, a "Simon-Says"-style memory game, and a service rating device. We run exploratory user studies to understand how generativity, creativity, and composability are hampered or facilitated by these devices. These demonstrations, user study takeaways, and the toolkit itself provide a foundation for building interactive and user-focused gadgets whose usability is not affected by battery charge and whose service lifetime is not limited by battery wear.
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