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- demonstrationOctober 2024
DualPad: Exploring Non-Dominant Hand Interaction on Dual-Screen Laptop Touchpads
UIST Adjunct '24: Adjunct Proceedings of the 37th Annual ACM Symposium on User Interface Software and TechnologyArticle No.: 34, Pages 1–4https://doi.org/10.1145/3672539.3686751Dual-touchscreen laptops present opportunities for providing an expansive touchpad on the lower touchscreen. This expanded touchpad offers space for the engagement of both the dominant and non-dominant hands. In this context, it is necessary to redefine ...
- ArticleOctober 2024
A Deep Learning Approach for Placing Magnetic Resonance Spectroscopy Voxels in Brain Tumors
- Sangyoon Lee,
- Francesca Branzoli,
- Thanh Nguyen,
- Ovidiu Andronesi,
- Alexander Lin,
- Roberto Liserre,
- Gerd Melkus,
- Clark Chen,
- Małgorzata Marjańska,
- Patrick J. Bolan
Medical Image Computing and Computer Assisted Intervention – MICCAI 2024Pages 543–552https://doi.org/10.1007/978-3-031-72384-1_51AbstractMagnetic resonance spectroscopy (MRS) of brain tumors provides useful metabolic information for diagnosis, treatment response, and prognosis. Single-voxel MRS requires precise planning of the acquisition volume to produce a high-quality signal ...
- ArticleOctober 2023
CT Kernel Conversion Using Multi-domain Image-to-Image Translation with Generator-Guided Contrastive Learning
Medical Image Computing and Computer Assisted Intervention – MICCAI 2023Pages 344–354https://doi.org/10.1007/978-3-031-43999-5_33AbstractComputed tomography (CT) image can be reconstructed by various types of kernels depending on what anatomical structure is evaluated. Also, even if the same anatomical structure is analyzed, the kernel being used differs depending on whether it is ...
- research-articleOctober 2023
ExpanStick: Augmenting Gamepad Thumbstick using Force at the Limit
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 396, Pages 588–610https://doi.org/10.1145/3611042We present ExpanStick, a novel thumbstick that augments video game interaction using the force that the user applies at the physical limit of the gamepad. Gamers frequently manipulate a thumbstick leaning on the limit, or physical boundary around it, ...
- otherJuly 2023
The Reminiscence - The Monologues of Being Seen
SIGGRAPH '23: ACM SIGGRAPH 2023 Art GalleryArticle No.: 13, Pages 1–2https://doi.org/10.1145/3588428.3593829The Reminiscence - The Monologues of Being Seen is the third-generation interactive media installation based on the Posture Portraits Project (PPP). PPP is an interdisciplinary project which examines how bodies have historically been created/made ...
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- Work in ProgressApril 2023
HapticPalmrest: Haptic Feedback through the Palm for the Laptop Keyboard
CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing SystemsArticle No.: 153, Pages 1–6https://doi.org/10.1145/3544549.3585663Programmable haptic feedback on touchscreen keyboards enriches user experiences but is hard to realize for physical keyboards because this requires individually augmenting each key with an actuator. As an alternative approach, we propose HapticPalmrest, ...
- abstractNovember 2022
QuadStretch: A Forearm-wearable Skin Stretch Display for Immersive VR Experience
SA '22: SIGGRAPH Asia 2022 Emerging TechnologiesArticle No.: 7, Pages 1–2https://doi.org/10.1145/3550471.3564761Force feedback is important for immersive VR experience but requires a cumbersome device restricting the use of the hand. An alternative to work around this problem is the use of substituted tactile feedback. QuadStretch is a lightweight and flexible ...
- research-articleMay 2021Honorable Mention
ThroughHand: 2D Tactile Interaction to Simultaneously Recognize and Touch Multiple Objects
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 29, Pages 1–13https://doi.org/10.1145/3411764.3445530Users with visual impairments find it difficult to enjoy real-time 2D interactive applications on the touchscreen. Touchscreen applications such as sports games often require simultaneous recognition of and interaction with multiple moving targets ...
- research-articleMay 2021Honorable Mention
Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 331, Pages 1–14https://doi.org/10.1145/3411764.3445217In first-person shooters (FPS), professional players (a.k.a., Gosu) outperform amateur players. The secrets behind the performance of professional FPS players have been debated in online communities with many conjectures; however, attempts of ...
- research-articleOctober 2020
FS-Pad: Video Game Interactions Using Force Feedback Gamepad
UIST '20: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and TechnologyPages 938–950https://doi.org/10.1145/3379337.3415850Force feedback has not been fully explored in modern gaming environments where a gamepad is the main interface. We developed various game interaction scenarios where force feedback through the thumbstick of the gamepad can be effective, and categorized ...
- abstractApril 2020
Verge-it: Gaze Interaction for a Binocular Head-Worn Display using Modulated Disparity Vergence Eye Movement
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–7https://doi.org/10.1145/3334480.3382908The Midas touch problem is a well-known problem in eye gaze interaction techniques. We present Verge-it as a Midas touch free input technique using modulated disparity vergence eye movement for a binocular head-worn display. We conducted a feasibility ...
- research-articleApril 2020
MirrorPad: Mirror on Touchpad for Direct Pen Interaction in the Laptop Environment
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–9https://doi.org/10.1145/3313831.3376212There are needs for pen interaction on a laptop, and the market sees many pen-enabled laptop products. Many of these laptops can be transformed into tablets, when pen interaction is needed. In a real situation, however, a workflow often requires both ...
- research-articleApril 2020
Voice+Tactile: Augmenting In-vehicle Voice User Interface with Tactile Touchpad Interaction
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376863Promisingly, driving is adapting to a Voice User Interface (VUI) that lets drivers utilize diverse applications with little effort. However, the VUI has innate usability issues, such as a turn-taking problem, a short-term memory workload, inefficient ...
- demonstrationNovember 2019
MirrorPad: A Touchpad for Direct Pen Interaction on a Laptop
ISS '19: Proceedings of the 2019 ACM International Conference on Interactive Surfaces and SpacesPages 351–353https://doi.org/10.1145/3343055.3360750There are needs for pen interaction on a laptop, and the market sees many pen-enabled laptop products. Many of them can be transformed into tablets when pen interaction is needed. In a real situation, however, users use multiple applications ...
- research-articleNovember 2019
Quantification of Gender Representation Bias in Commercial Films based on Image Analysis
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 3, Issue CSCWArticle No.: 198, Pages 1–29https://doi.org/10.1145/3359300In film directing, a bias towards the representation of a particular gender can cause the audience to form a distorted stereotype of the gender role. The Bechdel test has been widely used to objectively judge the existence of such bias in films. However, ...
- research-articleMay 2019
Diagnosing and Coping with Mode Errors in Korean-English Dual-language Keyboard
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 25, Pages 1–12https://doi.org/10.1145/3290605.3300255In countries where languages with non-Latin characters are prevalent, people use a keyboard with two language modes namely, the native language and English, and often experience mode errors. To diagnose the mode error problem, we conducted a field study ...
- research-articleApril 2019
Evaluation of learning curve and peripheral awareness using a novel multiresolution foveated laparoscope
MSM '19: Proceedings of the Modeling and Simulation in Medicine SymposiumArticle No.: 10, Pages 1–9Laparoscopic surgery relies on effective visualization of areas of interest and surrounding tissue. The limited field of view of traditional laparoscopes increases the risk of peripheral tissue injury. To address this limitation, a multiresolution ...
- research-articleSeptember 2018
Auto-switching list search interface for touchscreen smartwatches
MobileHCI '18: Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and ServicesArticle No.: 45, Pages 1–10https://doi.org/10.1145/3229434.3229471As smartwatch functions expand, target selection among many items will probably become a common task. List search interfaces (LSIs) for a smartwatch use a prefix matching query to search for items, and need two modes because of the small screen size: ...
- research-articleMay 2016
Effects of Optical Combiner and IPD Change for Convergence on Near-Field Depth Perception in an Optical See-Through HMD
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 22, Issue 5Pages 1540–1554https://doi.org/10.1109/TVCG.2015.2440272Many error sources have been explored in regards to the depth perception problem in augmented reality environments using optical see-through head-mounted displays (OST-HMDs). Nonetheless, two error sources are commonly neglected: the ray-shift phenomenon ...
- research-articleApril 2016
Effects of Configuration of Optical Combiner on Near-Field Depth Perception in Optical See-Through Head-Mounted Displays
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 22, Issue 4Pages 1432–1441https://doi.org/10.1109/TVCG.2016.2518138The ray-shift phenomenon means the apparent distance shift in the display image plane between virtual and physical objects. It is caused by the difference in the refraction of virtual display and see-through optical paths derived from optical combiners ...