text:
@inproceedings{10.1145/3332165.3348235,
author = {Gerber, Elizabeth},
title = {How We Make Impact},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3348235},
doi = {10.1145/3332165.3348235},
abstract = {Nobel laureate, Herb Simon described design as changing existing situations into preferred situations. But Simon did not specify a medium by which we must design. As a technologist tackling challenges, I often over-rely on technology as my medium and limit my potential for impact. We can design technology, but we can also design services, processes, and organizations and much more. By more broadly understanding the media by which we can design, we can more systematically build the future in which we want to live.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {1},
numpages = {1},
keywords = {design research, collective innovation, crowd computing},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3348236,
author = {Lopes, Cristina V.},
title = {Virtual Conferences},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3348236},
doi = {10.1145/3332165.3348236},
abstract = {For the past 40 years, research communities have embraced a culture that relies heavily on physical meetings of people from around the world: we present our most important work in conferences, we meet our peers in conferences, and we even make life-long friends in conferences. Also at the same time, a broad scientific consensus has emerged that warns that human emissions of greenhouse gases are warming the earth. For many of us, travel to conferences may be a substantial or even dominant part of our individual contribution to climate change. A single round-trip flight from Paris to New Orleans emits the equivalent of about 2.5 tons of carbon dioxide (CO2e) per passenger, which is a significant fraction of the total yearly emissions for an average resident of the US or Europe. Moreover, these emissions have no near-term technological fix, since jet fuel is difficult to replace with renewable energy sources. In this talk, I want to first raise awareness of the conundrum we are in by relying so heavily in air travel for our work. I will present some of the possible solutions that go from adopting small, incremental changes to radical ones. The talk focuses one of the radical alternatives: virtual conferences. The technology for them is almost here and, for some time, I have been part of one community that organizes an annual conference in a virtual environment. Virtual conferences present many interesting challenges, some of them technological in nature, others that go beyond technology. Creating truly immersive conference experiences that make us feel "there" requires attention to personal and social experiences at physical conferences. Those experiences need to be recreated from the ground up in virtual spaces. But in that process, they can also be rethought to become experiences not possible in real life.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {3},
numpages = {1},
keywords = {climate change, air travel, virtual conferences},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368369,
author = {Whiting, Emily},
title = {Session Details: Session 1A: Knitting, Weaving, Fabrics},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368369},
doi = {10.1145/3368369},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347886,
author = {Hofmann, Megan and Albaugh, Lea and Sethapakadi, Ticha and Hodgins, Jessica and Hudson, Scott E. and McCann, James and Mankoff, Jennifer},
title = {KnitPicking Textures: Programming and Modifying Complex Knitted Textures for Machine and Hand Knitting},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347886},
doi = {10.1145/3332165.3347886},
abstract = {Knitting creates complex, soft fabrics with unique texture properties that can be used to create interactive objects.However, little work addresses the challenges of designing and using knitted textures computationally. We present KnitPick: a pipeline for interpreting hand-knitting texture patterns into KnitGraphs which can be output to machine and hand-knitting instructions. Using KnitPick, we contribute a measured and photographed data set of 472 knitted textures. Based on findings from this data set, we contribute two algorithms for manipulating KnitGraphs. KnitCarving shapes a graph while respecting a texture, and KnitPatching combines graphs with disparate textures while maintaining a consistent shape. KnitPick is the first system to bridge the gap between hand- and machine-knitting when creating complex knitted textures.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {5–16},
numpages = {12},
keywords = {knitspeak, compiler, fabrication, knitting, machine knitting, soft fabrication},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347913,
author = {Dementyev, Artem and Vega G\'{a}lvez, Tom\'{a}s and Olwal, Alex},
title = {SensorSnaps: Integrating Wireless Sensor Nodes into Fabric Snap Fasteners for Textile Interfaces},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347913},
doi = {10.1145/3332165.3347913},
abstract = {Adding electronics to textiles can be time-consuming and requires technical expertise. We introduce SensorSnaps, low-power wireless sensor nodes that seamlessly integrate into caps of fabric snap fasteners. SensorSnaps provide a new technique to quickly and intuitively augment any location on the clothing with sensing capabilities. SensorSnaps securely attach and detach from ubiquitous commercial snap fasteners. Using inertial measurement units, the SensorSnaps detect tap and rotation gestures, as well as track body motion. We optimized the power consumption for SensorSnaps to work continuously for 45 minutes and up to 4 hours in capacitive touch standby mode. We present applications in which the SensorSnaps are used as gestural interfaces for a music player controller, cursor control, and motion tracking suit. The user study showed that SensorSnap could be attached in around 71 seconds, similar to attaching off-the-shelf snaps, and participants found the gestures easy to learn and perform. SensorSnaps could allow anyone to effortlessly add sophisticated sensing capacities to ubiquitous snap fasteners.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {17–28},
numpages = {12},
keywords = {wireless sensor nodes, wearables, ubiquitous computing, textile interfaces, low-power},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347897,
author = {Gong, Jun and Wu, Yu and Yan, Lei and Seyed, Teddy and Yang, Xing-Dong},
title = {Tessutivo: Contextual Interactions on Interactive Fabrics with Inductive Sensing},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347897},
doi = {10.1145/3332165.3347897},
abstract = {We present Tessutivo, a contact-based inductive sensing technique for contextual interactions on interactive fabrics. Our technique recognizes conductive objects (mainly metallic) that are commonly found in households and workplaces, such as keys, coins, and electronic devices. We built a prototype containing six by six spiral-shaped coils made of conductive thread, sewn onto a four-layer fabric structure. We carefully designed the coil shape parameters to maximize the sensitivity based on a new inductance approximation formula. Through a ten-participant study, we evaluated the performance of our proposed sensing technique across 27 common objects. We yielded 93.9% real-time accuracy for object recognition. We conclude by presenting several applications to demonstrate the unique interactions enabled by our technique.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {29–41},
numpages = {13},
keywords = {inductive sensing, interactive fabrics, object recognition},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347896,
author = {Takahashi, Haruki and Kim, Jeeeun},
title = {3D Printed Fabric: Techniques for Design and 3D Weaving Programmable Textiles},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347896},
doi = {10.1145/3332165.3347896},
abstract = {We present a technique for fabricating soft and flexible textiles using a consumer grade fused deposition modeling (FDM) 3D printer. By controlling the movement of the print header, the FDM alternately weaves the stringing fibers across a row of pillars. Owing to the structure of the fibers, which supports and strengthens the pillars from each side, a 3D printer can print a thin sheet of fabric in an upright position while the fibers are being woven. In addition, this technique enables users to employ materials with various colors and/or properties when designing a pattern, and to prototype an interactive object using a variety of off-the-shelf materials such as a conductive filament. We also describe a technique for weaving textiles and introduce a list of parameters that enable users to design their own textile variations. Finally, we demonstrate examples showing the feasibility of our approach as well as numerous applications integrating printed textiles in a custom object design.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {43–51},
numpages = {9},
keywords = {fused deposition modeling, 3d printing, 3d printed textile, digital fabrication, printing technique},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347879,
author = {Kaspar, Alexandre and Makatura, Liane and Matusik, Wojciech},
title = {Knitting Skeletons: A Computer-Aided Design Tool for Shaping and Patterning of Knitted Garments},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347879},
doi = {10.1145/3332165.3347879},
abstract = {This work presents a novel interactive system for simple garment composition and surface patterning. Our approach makes it easier for casual users to customize machine-knitted garments, while enabling more advanced users to design their own composable templates. Our tool combines ideas from CAD software and image editing: it allows the composition of (1) parametric knitted primitives, and (2) stitch pattern layers with different resampling behaviours. By leveraging the regularity of our primitives, our tool enables interactive customization with automated layout and real-time patterning feedback. We show a variety of garments and patterns created with our tool, and highlight our ability to transfer shape and pattern customizations between users.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {53–65},
numpages = {13},
keywords = {shaping, computerized knitting, patterning, cad},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368370,
author = {Glassman, Elena},
title = {Session Details: Session 1B: Software and Hardware Development},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368370},
doi = {10.1145/3368370},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347908,
author = {Liu, Michael Xieyang and Hsieh, Jane and Hahn, Nathan and Zhou, Angelina and Deng, Emily and Burley, Shaun and Taylor, Cynthia and Kittur, Aniket and Myers, Brad A.},
title = {Unakite: Scaffolding Developers' Decision-Making Using the Web},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347908},
doi = {10.1145/3332165.3347908},
abstract = {Developers spend a significant portion of their time searching for solutions and methods online. While numerous tools have been developed to support this exploratory process, in many cases the answers to developers' questions involve trade-offs among multiple valid options and not just a single solution. Through interviews, we discovered that developers express a desire for help with decision-making and understanding trade-offs. Through an analysis of Stack Overflow posts, we observed that many answers describe such trade-offs. These findings suggest that tools designed to help a developer capture information and make decisions about trade-offs can provide crucial benefits for both the developers and others who want to understand their design rationale. In this work, we probe this hypothesis with a prototype system named Unakite that collects, organizes, and keeps track of information about trade-offs and builds a comparison table, which can be saved as a design rationale for later use. Our evaluation results show that Unakite reduces the cost of capturing tradeoff-related information by 45%, and that the resulting comparison table speeds up a subsequent developer's ability to understand the trade-offs by about a factor of three.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {67–80},
numpages = {14},
keywords = {decision making, trade-offs, programming support tools},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347932,
author = {Williams, Alex C. and Kaur, Harmanpreet and Iqbal, Shamsi and White, Ryen W. and Teevan, Jaime and Fourney, Adam},
title = {Mercury: Empowering Programmers' Mobile Work Practices with Microproductivity},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347932},
doi = {10.1145/3332165.3347932},
abstract = {There has been considerable research on how software can enhance programmers' productivity within their workspace. In this paper, we instead explore how software might help programmers make productive use of their time while away from their workspace. We interviewed 10 software engineers and surveyed 78 others and found that while programmers often do work while mobile, their existing mobile work practices are primarily exploratory (e.g., capturing thoughts or performing online research). In contrast, they want to be doing work that is more grounded in their existing code (e.g., code review or bug triage). Based on these findings, we introduce Mercury, a system that guides programmers in making progress on-the-go with auto-generated microtasks derived from their source code's current state. A study of Mercury with 20 programmers revealed that they could make meaningful progress with Mercury while mobile with little effort or attention. Our findings suggest an opportunity exists to support the continuation of programming tasks across devices and help programmers resume coding upon returning to their workspace.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {81–94},
numpages = {14},
keywords = {microtask, programming, mobile, continuation, interruption},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347890,
author = {Kim, Donghwi and Park, Sooyoung and Ko, Jihoon and Ko, Steven Y. and Lee, Sung-Ju},
title = {X-Droid: A Quick and Easy Android Prototyping Framework with a Single-App Illusion},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347890},
doi = {10.1145/3332165.3347890},
abstract = {We present X-Droid, a framework that provides Android app developers an ability to quickly and easily produce functional prototypes. Our work is motivated by the need for such ability and the lack of tools that provide it. Developers want to produce a functional prototype rapidly to test out potential features in real-life situations. However, current prototyping tools for mobile apps are limited to creating non-functional UI mockups that do not demonstrate actual features. With X-Droid, developers can create a new app that imports various kinds of functionality provided by other existing Android apps. In doing so, developers do not need to understand how other Android apps are implemented or need access to their source code. X-Droid provides a developer tool that enables developers to use the UIs of other Android apps and import desired functions into their prototypes. X-Droid also provides a run-time system that executes other apps' functionality in the background on off-the-shelf Android devices for seamless integration. Our evaluation shows that with the help of X-Droid, a developer imported a function from an existing Android app into a new prototype with only 51 lines of Java code, while the function itself requires 10,334 lines of Java code to implement (i.e., 200\texttimes{} improvement).},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {95–108},
numpages = {14},
keywords = {development frameworks, programming by demonstration (pbd), android, functional prototyping},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347920,
author = {Davis, Josh Urban and Gong, Jun and Sun, Yunxin and Chilana, Parmit and Yang, Xing-Dong},
title = {CircuitStyle: A System for Peripherally Reinforcing Best Practices in Hardware Computing},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347920},
doi = {10.1145/3332165.3347920},
abstract = {Instructors of hardware computing face many challenges including maintaining awareness of student progress, allocating their time adequately between lecturing and helping individual students, and keeping students engaged even while debugging problems. Based on formative interviews with 5 electronics instructors, we found that many circuit style behaviors could help novice users prevent or efficiently debug common problems. Drawing inspiration from the software engineering practice of coding style, these circuit style behaviors consist of best-practices and guidelines for implementing circuit prototypes that do not interfere with the functionality of the circuit, but help a circuit be more readable, less error-prone, and easier to debug. To examine if these circuit style behaviors could be peripherally enforced, aid an in-person instructor's ability to facilitate a workshop, and not monopolize instructor's attention, we developed CircuitStyle, a teaching aid for in-person hardware computing workshops. To evaluate the effectiveness of our tool, we deployed our system in an in-person maker-space workshop. The instructor appreciated CircuitStyle's ability to provide a broad understanding of the workshop's progress and the potential for our system to help instructors of various backgrounds better engage and understand the needs of their classroom.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {109–120},
numpages = {12},
keywords = {software learning, hardware, real-time teaching assistance},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347938,
author = {Wu, Te-Yen and Gong, Jun and Seyed, Teddy and Yang, Xing-Dong},
title = {Proxino: Enabling Prototyping of Virtual Circuits with Physical Proxies},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347938},
doi = {10.1145/3332165.3347938},
abstract = {We propose blending the virtual and physical worlds for prototyping circuits using physical proxies. With physical proxies, real-world components (e.g. a motor, or light sensor) can be used with a virtual counterpart for a circuit designed in software. We demonstrate this concept in Proxino, and elucidate the new scenarios it enables for makers, such as remote collaboration with physically distributed electronics components. We compared our hybrid system and its output with designs of real circuits to determine the difference through a system evaluation and observed minimal differences. We then present the results of an informal study with 9 users, where we gathered feedback on the effectiveness of our system in different working conditions (with a desktop, using a mobile, and with a remote collaborator). We conclude by sharing our lessons learned from our system and discuss directions for future research that blend physical and virtual prototyping for electronic circuits.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {121–132},
numpages = {12},
keywords = {circuit construction, breadboard, remote collaboration},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368371,
author = {Xiao, Robert},
title = {Session Details: Session 2A: Augmented and Mixed Reality},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368371},
doi = {10.1145/3368371},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347904,
author = {Qian, Jing and Ma, Jiaju and Li, Xiangyu and Attal, Benjamin and Lai, Haoming and Tompkin, James and Hughes, John F. and Huang, Jeff},
title = {Portal-Ble: Intuitive Free-Hand Manipulation in Unbounded Smartphone-Based Augmented Reality},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347904},
doi = {10.1145/3332165.3347904},
abstract = {Smartphone augmented reality (AR) lets users interact with physical and virtual spaces simultaneously. With 3D hand tracking, smartphones become apparatus to grab and move virtual objects directly. Based on design considerations for interaction, mobility, and object appearance and physics, we implemented a prototype for portable 3D hand tracking using a smartphone, a Leap Motion controller, and a computation unit. Following an experience prototyping procedure, 12 researchers used the prototype to help explore usability issues and define the design space. We identified issues in perception (moving to the object, reaching for the object), manipulation (successfully grabbing and orienting the object), and behavioral understanding (knowing how to use the smartphone as a viewport). To overcome these issues, we designed object-based feedback and accommodation mechanisms and studied their perceptual and behavioral effects via two tasks: picking up distant objects, and assembling a virtual house from blocks. Our mechanisms enabled significantly faster and more successful user interaction than the initial prototype in picking up and manipulating stationary and moving objects, with a lower cognitive load and greater user preference. The resulting system---Portal-ble---improves user intuition and aids free-hand interactions in mobile situations.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {133–145},
numpages = {13},
keywords = {3d hand manipulation, mid-air gesture, smartphone, augmented reality},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347945,
author = {Lindlbauer, David and Feit, Anna Maria and Hilliges, Otmar},
title = {Context-Aware Online Adaptation of Mixed Reality Interfaces},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347945},
doi = {10.1145/3332165.3347945},
abstract = {We present an optimization-based approach for Mixed Reality (MR) systems to automatically control when and where applications are shown, and how much information they display. Currently, content creators design applications, and users then manually adjust which applications are visible and how much information they show. This choice has to be adjusted every time users switch context, i.e., whenever they switch their task or environment. Since context switches happen many times a day, we believe that MR interfaces require automation to alleviate this problem. We propose a real-time approach to automate this process based on users' current cognitive load and knowledge about their task and environment. Our system adapts which applications are displayed, how much information they show, and where they are placed. We formulate this problem as a mix of rule-based decision making and combinatorial optimization which can be solved efficiently in real-time. We present a set of proof-of-concept applications showing that our approach is applicable in a wide range of scenarios. Finally, we show in a dual-task evaluation that our approach decreased secondary tasks interactions by 36%.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {147–160},
numpages = {14},
keywords = {mixed reality, context-awareness, ui optimization},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347872,
author = {Thoravi Kumaravel, Balasaravanan and Anderson, Fraser and Fitzmaurice, George and Hartmann, Bjoern and Grossman, Tovi},
title = {Loki: Facilitating Remote Instruction of Physical Tasks Using Bi-Directional Mixed-Reality Telepresence},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347872},
doi = {10.1145/3332165.3347872},
abstract = {Remotely instructing and guiding users in physical tasks has offered promise across a wide variety of domains. While it has been the subject of many research projects, current approaches are often limited in the communication bandwidth (lacking context, spatial information) or interactivity (unidirectional, asynchronous) between the expert and the learner. Systems that use Mixed-Reality systems for this purpose have rigid configurations for the expert and the learner. We explore the design space of bi-directional mixed-reality telepresence systems for teaching physical tasks, and present Loki, a novel system which explores the various dimensions of this space. Loki leverages video, audio and spatial capture along with mixed-reality presentation methods to allow users to explore and annotate the local and remote environments, and record and review their own performance as well as their peer's. The system design of Loki also enables easy transitions between different configurations within the explored design space. We validate its utility through a varied set of scenarios and a qualitative user study.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {161–174},
numpages = {14},
keywords = {remote guidance, mixed reality, physical tasks, learning},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347954,
author = {Yang, Jackie (Junrui) and Landay, James A.},
title = {InfoLED: Augmenting LED Indicator Lights for Device Positioning and Communication},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347954},
doi = {10.1145/3332165.3347954},
abstract = {Augmented Reality (AR) has the potential to expand our capability for interacting with and comprehending our surrounding environment. However, current AR devices treat electronic appliances no different than common non-interactive objects, which substantially limits the functionality of AR. We present InfoLED, a positioning and communication system based on indicator lights that enables appliances to transmit their location, device IDs, and status information to the AR client without changing their visual design. By leveraging human insensitivity to high-frequency brightness flickering, InfoLED transmits all of that information without disturbing the original function as an indicator light. We envision InfoLED being used in three categories of application: malfunctioning device diagnosis, appliances control, and multi-appliance configuration. We conducted three user studies, measuring the performance of the InfoLED system, the human readability of the patterns and colors displayed on the InfoLED, and users' overall preference for InfoLED. The study results showed that InfoLED can work properly from a distance of up to 7 meters in indoor conditions and it did not interfere with our participants' ability to comprehend the high-level patterns and colors of the indicator light. Overall, study subjects prefer InfoLED to an ArUco 2D barcode-based baseline system and reported less cognitive load when using our system.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {175–187},
numpages = {13},
keywords = {internet of things, smartphone, select and control, augmented reality, visible light communication, indicator light},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347884,
author = {Ahuja, Karan and Pareddy, Sujeath and Xiao, Robert and Goel, Mayank and Harrison, Chris},
title = {LightAnchors: Appropriating Point Lights for Spatially-Anchored Augmented Reality Interfaces},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347884},
doi = {10.1145/3332165.3347884},
abstract = {Augmented reality requires precise and instant overlay of digital information onto everyday objects. We present our work on LightAnchors, a new method for displaying spatially-anchored data. We take advantage of pervasive point lights - such as LEDs and light bulbs - for both in-view anchoring and data transmission. These lights are blinked at high speed to encode data. We built a proof-of-concept ap-plication that runs on iOS without any hardware or software modifications. We also ran a study to characterize the performance of LightAnchors and built eleven example demos to highlight the potential of our approach.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {189–196},
numpages = {8},
keywords = {visible light communication, smartphones, augmented reality, markers, mobile interaction, tags},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347933,
author = {Gebhardt, Christoph and Hecox, Brian and van Opheusden, Bas and Wigdor, Daniel and Hillis, James and Hilliges, Otmar and Benko, Hrvoje},
title = {Learning Cooperative Personalized Policies from Gaze Data},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347933},
doi = {10.1145/3332165.3347933},
abstract = {An ideal Mixed Reality (MR) system would only present virtual information (e.g., a label) when it is useful to the person. However, deciding when a label is useful is challenging: it depends on a variety of factors, including the current task, previous knowledge, context, etc. In this paper, we propose a Reinforcement Learning (RL) method to learn when to show or hide an object's label given eye movement data. We demonstrate the capabilities of this approach by showing that an intelligent agent can learn cooperative policies that better support users in a visual search task than manually designed heuristics. Furthermore, we show the applicability of our approach to more realistic environments and use cases (e.g., grocery shopping). By posing MR object labeling as a model-free RL problem, we can learn policies implicitly by observing users' behavior without requiring a visual search model or data annotation.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {197–208},
numpages = {12},
keywords = {reinforcement learning, mixed reality, eye tracking},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368372,
author = {Igarashi, Takeo},
title = {Session Details: Session 2B: Media Authoring},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368372},
doi = {10.1145/3368372},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347878,
author = {Huang, Forrest and Canny, John F.},
title = {Sketchforme: Composing Sketched Scenes from Text Descriptions for Interactive Applications},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347878},
doi = {10.1145/3332165.3347878},
abstract = {Sketching is an effective communication medium that augments and enhances what can be communicated in text. We introduce Sketchforme, the first neural-network-based system that can generate complex sketches based on text descriptions specified by users. Sketchforme's key contribution is to factor complex sketch rendering into layout and rendering subtasks using neural networks. The sketches composed by Sketchforme are expressive and realistic: we show in our user study that these sketches convey descriptions better than human-generated sketches in several cases, and 36.5% of those sketches were identified as human-generated. We develop some interactive applications using these generated sketches, and show that Sketchforme can significantly improve language learning applications and support intelligent language-based sketching assistants.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {209–220},
numpages = {12},
keywords = {interactive applications, interactive machine learning, neural networks, natural language, sketching, transformer, generative models, deep learning},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347893,
author = {E, Jane L. and Fried, Ohad and Agrawala, Maneesh},
title = {Optimizing Portrait Lighting at Capture-Time Using a 360 Camera as a Light Probe},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347893},
doi = {10.1145/3332165.3347893},
abstract = {We present a capture-time tool designed to help casual photographers orient their subject to achieve a user-specified target facial appearance. The inputs to our tool are an HDR environment map of the scene captured using a 360 camera, and a target facial appearance, selected from a gallery of common studio lighting styles. Our tool computes the optimal orientation for the subject to achieve the target lighting using a computationally efficient precomputed radiance transfer-based approach. It then tells the photographer how far to rotate about the subject. Optionally, our tool can suggest how to orient a secondary external light source (e.g. a phone screen) about the subject's face to further improve the match to the target lighting. We demonstrate the effectiveness of our approach in a variety of indoor and outdoor scenes using many different subjects to achieve a variety of looks. A user evaluation suggests that our tool reduces the mental effort required by photographers to produce well-lit portraits.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {221–232},
numpages = {12},
keywords = {environment map, 360 camera, portrait lighting},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347912,
author = {Klokmose, Clemens N. and Remy, Christian and Kristensen, Janus Bager and Bagge, Rolf and Beaudouin-Lafon, Michel and Mackay, Wendy},
title = {Videostrates: Collaborative, Distributed and Programmable Video Manipulation},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347912},
doi = {10.1145/3332165.3347912},
abstract = {We present Videostrates, a concept and a toolkit for creating real-time collaborative video editing tools. Videostrates supports both live and recorded video composition with a declarative HTML-based notation, combining both simple and sophisticated editing tools that can be used collaboratively. Videostrates is programmable and unleashes the power of the modern web platform for video manipulation. We demonstrate its potential through three use scenarios: collaborative video editing with multiple tools and devices; orchestration of multiple live streams that are recorded and broadcast to a popular streaming platform; and programmatic creation of video using WebGL and shaders for blue screen effects. These scenarios only scratch the surface of Videostrates' potential, which opens up a design space for novel collaborative video editors with fully programmable interfaces.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {233–247},
numpages = {15},
keywords = {video editing, information substrates, collaborative video},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347887,
author = {Liu, Sean J. and Agrawala, Maneesh and DiVerdi, Stephen and Hertzmann, Aaron},
title = {View-Dependent Video Textures for 360° Video},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347887},
doi = {10.1145/3332165.3347887},
abstract = {A major concern for filmmakers creating 360° video is ensuring that the viewer does not miss important narrative elements because they are looking in the wrong direction. This paper introduces gated clips which do not play the video past a gate time until a filmmaker-defined viewer gaze condition is met, such as looking at a specific region of interest (ROI). Until the condition is met, we seamlessly loop video playback using view-dependent video textures, a new variant of standard video textures that adapt the looping behavior to the portion of the scene that is within the viewer's field of view. We use our desktop GUI to edit live action and computer animated 360° videos. In a user study with casual viewers, participants prefer our looping videos over the standard versions and are able to successfully see all of the looping videos' ROIs without fear of missing important narrative content.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {249–262},
numpages = {14},
keywords = {view-dependent video texture, cinematography, virtual reality, gaze guidance, 360 video},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347876,
author = {Xing, Jun and Nagano, Koki and Chen, Weikai and Xu, Haotian and Wei, Li-yi and Zhao, Yajie and Lu, Jingwan and Kim, Byungmoon and Li, Hao},
title = {HairBrush for Immersive Data-Driven Hair Modeling},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347876},
doi = {10.1145/3332165.3347876},
abstract = {While hair is an essential component of virtual humans, it is also one of the most challenging digital assets to create. Existing automatic techniques lack the generality and flexibility to create rich hair variations, while manual authoring interfaces often require considerable artistic skills and efforts, especially for intricate 3D hair structures that can be difficult to navigate. We propose an interactive hair modeling system that can help create complex hairstyles in minutes or hours that would otherwise take much longer with existing tools. Modelers, including novice users, can focus on the overall hairstyles and local hair deformations, as our system intelligently suggests the desired hair parts. Our method combines the flexibility of manual authoring and the convenience of data-driven automation. Since hair contains intricate 3D structures such as buns, knots, and strands, they are inherently challenging to create using traditional 2D interfaces. Our system provides a new 3D hair authoring interface for immersive interaction in virtual reality (VR). Users can draw high-level guide strips, from which our system predicts the most plausible hairstyles via a deep neural network trained from a professionally curated dataset. Each hairstyle in our dataset is composed of multiple variations, serving as blend-shapes to fit the user drawings via global blending and local deformation. The fitted hair models are visualized as interactive suggestions that the user can select, modify, or ignore. We conducted a user study to confirm that our system can significantly reduce manual labor while improve the output quality for modeling a variety of head and facial hairstyles that are challenging to create via existing techniques.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {263–279},
numpages = {17},
keywords = {hair, virtual reality, user interface, machine learning, modeling, data-driven},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347925,
author = {Hempel, Brian and Lubin, Justin and Chugh, Ravi},
title = {Sketch-n-Sketch: Output-Directed Programming for SVG},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347925},
doi = {10.1145/3332165.3347925},
abstract = {For creative tasks, programmers face a choice: Use a GUI and sacrifice flexibility, or write code and sacrifice ergonomics?To obtain both flexibility and ease of use, a number of systems have explored a workflow that we call output-directed programming. In this paradigm, direct manipulation of the program's graphical output corresponds to writing code in a general-purpose programming language, and edits not possible with the mouse can still be enacted through ordinary text edits to the program. Such capabilities provide hope for integrating graphical user interfaces into what are currently text-centric programming environments.To further advance this vision, we present a variety of new output-directed techniques that extend the expressive power of Sketch-n-Sketch, an output-directed programming system for creating programs that generate vector graphics. To enable output-directed interaction at more stages of program construction, we expose intermediate execution products for manipulation and we present a mechanism for contextual drawing. Looking forward to output-directed programming beyond vector graphics, we also offer generic refactorings through the GUI, and our techniques employ a domain-agnostic provenance tracing scheme.To demonstrate the improved expressiveness, we implement a dozen new parametric designs in Sketch-n-Sketch without text-based edits. Among these is the first demonstration of building a recursive function in an output-directed programming setting.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {281–292},
numpages = {12},
keywords = {sketch-n-sketch, svg, output-directed programming},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368373,
author = {Olwal, Alex},
title = {Session Details: Session 3A: Soft, Silky, Stretchy},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368373},
doi = {10.1145/3368373},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347901,
author = {Narumi, Koya and Qin, Fang and Liu, Siyuan and Cheng, Huai-Yu and Gu, Jianzhe and Kawahara, Yoshihiro and Islam, Mohammad and Yao, Lining},
title = {Self-Healing UI: Mechanically and Electrically Self-Healing Materials for Sensing and Actuation Interfaces},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347901},
doi = {10.1145/3332165.3347901},
abstract = {Living things in nature have long been utilizing the ability to "heal" their wounds on the soft bodies to survive in the outer environment. In order to impart this self-healing property to our daily life interface, we propose Self-healing UI, a soft-bodied interface that can intrinsically self-heal damages without external stimuli or glue. The key material to achieving Self-healing UI is MWCNTs-PBS, a composite material of a self-healing polymer polyborosiloxane (PBS) and a filler material multi-walled carbon nanotubes (MWCNTs), which retains mechanical and electrical self-healability. We developed a hybrid model that combines PBS, MWCNTs-PBS, and other common soft materials including fabric and silicone to build interface devices with self-healing, sensing, and actuation capability. These devices were implemented by layer-by-layer stacking fabrication without glue or any post-processing, by leveraging the materials' inherent self-healing property between two layers. We then demonstrated sensing primitives and interactive applications that extend the design space of shape-changing interfaces with their ability to transform, conform, reconfigure, heal, and fuse, which we believe can enrich the toolbox of human-computer interaction (HCI).},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {293–306},
numpages = {14},
keywords = {radical atoms, soft matters, sensing and actuation system, bio-inspired interfaces, shape-changing interfaces, material-driven interfaces, self-healing materials},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347943,
author = {Teyssier, Marc and Bailly, Gilles and Pelachaud, Catherine and Lecolinet, Eric and Conn, Andrew and Roudaut, Anne},
title = {Skin-On Interfaces: A Bio-Driven Approach for Artificial Skin Design to Cover Interactive Devices},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347943},
doi = {10.1145/3332165.3347943},
abstract = {We propose a paradigm called Skin-On interfaces, in which interactive devices have their own (artificial) skin, thus enabling new forms of input gestures for end-users (e.g. twist, scratch). Our work explores the design space of Skin-On interfaces by following a bio-driven approach: (1) From a sensory point of view, we study how to reproduce the look and feel of the human skin through three user studies;(2) From a gestural point of view, we explore how gestures naturally performed on skin can be transposed to Skin-On interfaces; (3) From a technical point of view, we explore and discuss different ways of fabricating interfaces that mimic human skin sensitivity and can recognize the gestures observed in the previous study; (4) We assemble the insights of our three exploratory facets to implement a series of Skin-On interfaces and we also contribute by providing a toolkit that enables easy reproduction and fabrication.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {307–322},
numpages = {16},
keywords = {interaction techniques, deformable, artificial skin, malleable, skin-on, sensing},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347955,
author = {Boldu, Roger and Jain, Sambhav and Forero Cortes, Juan Pablo and Zhang, Haimo and Nanayakkara, Suranga},
title = {M-Hair: Creating Novel Tactile Feedback by Augmenting the Body Hair to Respond to Magnetic Field},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347955},
doi = {10.1145/3332165.3347955},
abstract = {In this paper, we present M-Hair, a novel method for providing tactile feedback by stimulating only the body hair without touching the skin. It works by applying passive magnetic materials to the body hair, which is actuated by external magnetic fields. Our user study suggested that the value of the M-hair mechanism is in inducing affective sensations such as pleasantness, rather than effectively discriminating features such as shape, size, and direction. This work invites future research to use this method in applications that induce emotional responses or affective states, and as a research tool for investigations of this novel sensation.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {323–328},
numpages = {6},
keywords = {non-contact tactile stimulation, hair, hair interfaces, magnetic actuation},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347949,
author = {Tao, Ye and Do, Youngwook and Yang, Humphrey and Lee, Yi-Chin and Wang, Guanyun and Mondoa, Catherine and Cui, Jianxun and Wang, Wen and Yao, Lining},
title = {Morphlour: Personalized Flour-Based Morphing Food Induced by Dehydration or Hydration Method},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347949},
doi = {10.1145/3332165.3347949},
abstract = {In this paper, we explore personalized morphing food that enhances traditional food with new HCI capabilities, rather than replacing the chef and authentic ingredients (e.g. flour) with an autonomous machine and heterogeneous mixtures (e.g. gel). Thus, we contribute a unique transformation mechanism of kneaded and sheeted flour-based dough, with an integrated design strategy for morphing food during two general cooking methods: dehydration (e.g. baking) or hydration (e.g. water boiling). We also enrich the design space of morphing food by demonstrating several applications. We end by discussing hybrid cooking between human and a design tool that we developed to ensure accuracy while preserving customizability for morphing food.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {329–340},
numpages = {12},
keywords = {dehydration, interactive food, hydration, hybrid cooking, design tool, morphing food, programmable material},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347892,
author = {Khan, Arshad and Roo, Joan Sol and Kraus, Tobias and Steimle, J\"{u}rgen},
title = {Soft Inkjet Circuits: Rapid Multi-Material Fabrication of Soft Circuits Using a Commodity Inkjet Printer},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347892},
doi = {10.1145/3332165.3347892},
abstract = {Despite the increasing popularity of soft interactive devices, their fabrication remains complex and time consuming. We contribute a process for rapid do-it-yourself fabrication of soft circuits using a conventional desktop inkjet printer. It supports inkjet printing of circuits that are stretchable, ultrathin, high resolution, and integrated with a wide variety of materials used for prototyping. We introduce multi-ink functional printing on a desktop printer for realizing multi-material devices, including conductive and isolating inks. We further present DIY techniques to enhance compatibility between inks and substrates and the circuits' elasticity. This enables circuits on a wide set of materials including temporary tattoo paper, textiles, and thermoplastic. Four application cases demonstrate versatile uses for realizing stretchable devices, e-textiles, body-based and re-shapeable interfaces.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {341–354},
numpages = {14},
keywords = {ubiquitous and wearable computing, printed electronics, circuits, new materials, conductive inkjet printing, fabrication},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368374,
author = {Chen, Xiang Anthony},
title = {Session Details: Session 3B: Accessibility},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368374},
doi = {10.1145/3368374},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347877,
author = {Kleinberger, Rebecca and Rieger, Alexandra and Sands, Janelle and Baker, Janet},
title = {Supporting Elder Connectedness through Cognitively Sustainable Design Interactions with the Memory Music Box},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347877},
doi = {10.1145/3332165.3347877},
abstract = {Isolation is one of the largest contributors to a lack of wellbeing, increased anxiety and loneliness in older adults. In collaboration with elders in living facilities, we designed the Memory Music Box; a low-threshold platform to increase connectedness. The HCI community has contributed notable research in support of elders through monitoring, tracking and memory augmentation. Despite the Information and Communication Technologies field (ICT) advances in providing new opportunities for connection, challenges in accessibility increase the gap between elders and their loved ones. We approach this challenge by embedding a familiar form factor with innovative applications, performing design evaluations with our key target group to incorporate multi-iteration learnings. These findings culminate in a novel design that facilitates elders in crossing technology and communication barriers. Based on these findings, we discuss how future inclusive technologies for the older adults' can balance ease of use, subtlety and elements of Cognitively Sustainable Design.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {355–369},
numpages = {15},
keywords = {technology for older adults, familiar object, music and memory, cognitively sustainable design, inter-generational connection},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347873,
author = {Guo, Anhong and Kong, Junhan and Rivera, Michael and Xu, Frank F. and Bigham, Jeffrey P.},
title = {StateLens: A Reverse Engineering Solution for Making Existing Dynamic Touchscreens Accessible},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347873},
doi = {10.1145/3332165.3347873},
abstract = {Blind people frequently encounter inaccessible dynamic touchscreens in their everyday lives that are difficult, frustrating, and often impossible to use independently. Touchscreens are often the only way to control everything from coffee machines and payment terminals, to subway ticket machines and in-flight entertainment systems. Interacting with dynamic touchscreens is difficult non-visually because the visual user interfaces change, interactions often occur over multiple different screens, and it is easy to accidentally trigger interface actions while exploring the screen. To solve these problems, we introduce StateLens - a three-part reverse engineering solution that makes existing dynamic touchscreens accessible. First, StateLens reverse engineers the underlying state diagrams of existing interfaces using point-of-view videos found online or taken by users using a hybrid crowd-computer vision pipeline. Second, using the state diagrams, StateLens automatically generates conversational agents to guide blind users through specifying the tasks that the interface can perform, allowing the StateLens iOS application to provide interactive guidance and feedback so that blind users can access the interface. Finally, a set of 3D-printed accessories enable blind people to explore capacitive touchscreens without the risk of triggering accidental touches on the interface. Our technical evaluation shows that StateLens can accurately reconstruct interfaces from stationary, hand-held, and web videos; and, a user study of the complete system demonstrates that StateLens successfully enables blind users to access otherwise inaccessible dynamic touchscreens.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {371–385},
numpages = {15},
keywords = {computer vision, crowdsourcing, accessibility, conversational agents, reverse engineering, dynamic interfaces, touchscreen appliances},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347906,
author = {Zhao, Yuhang and Kupferstein, Elizabeth and Castro, Brenda Veronica and Feiner, Steven and Azenkot, Shiri},
title = {Designing AR Visualizations to Facilitate Stair Navigation for People with Low Vision},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347906},
doi = {10.1145/3332165.3347906},
abstract = {Navigating stairs is a dangerous mobility challenge for people with low vision, who have a visual impairment that falls short of blindness. Prior research contributed systems for stair navigation that provide audio or tactile feedback, but people with low vision have usable vision and don't typically use nonvisual aids. We conducted the first exploration of augmented reality (AR) visualizations to facilitate stair navigation for people with low vision. We designed visualizations for a projection-based AR platform and smartglasses, considering the different characteristics of these platforms. For projection-based AR, we designed visual highlights that are projected directly on the stairs. In contrast, for smartglasses that have a limited vertical field of view, we designed visualizations that indicate the user's position on the stairs, without directly augmenting the stairs themselves. We evaluated our visualizations on each platform with 12 people with low vision, finding that the visualizations for projection-based AR increased participants' walking speed. Our designs on both platforms largely increased participants' self-reported psychological security.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {387–402},
numpages = {16},
keywords = {accessibility, low vision, augmented reality, visualization},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347881,
author = {Patil, Shishir G. and Dennis, Don Kurian and Pabbaraju, Chirag and Shaheer, Nadeem and Simhadri, Harsha Vardhan and Seshadri, Vivek and Varma, Manik and Jain, Prateek},
title = {GesturePod: Enabling On-Device Gesture-Based Interaction for White Cane Users},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347881},
doi = {10.1145/3332165.3347881},
abstract = {People using white canes for navigation find it challenging to concurrently access devices such as smartphones. Building on prior research on abandonment of specialized devices, we explore a new touch free mode of interaction wherein a person with visual impairment can perform gestures on their existing white cane to trigger tasks on their smartphone. We present GesturePod, an easy-to-integrate device that clips on to any white cane, and detects gestures performed with the cane. With GesturePod, a user can perform common tasks on their smartphone without touch or even removing the phone from their pocket or bag. We discuss the challenges in building the device and our design choices. We propose a novel, efficient machine learning pipeline to train and deploy the gesture recognition model. Our in-lab study shows that GesturePod achieves 92% gesture recognition accuracy and can help perform common smartphone tasks faster. Our in-wild study suggests that GesturePod is a promising tool to improve smartphone access for people with VI, especially in constrained outdoor scenarios.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {403–415},
numpages = {13},
keywords = {gesture recognition, white cane, resource constrained machine learning, visual impairment, smartphone access},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368375,
author = {DiVerdi, Stephen},
title = {Session Details: Session 4A: VR Headsets},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368375},
doi = {10.1145/3368375},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347946,
author = {Tseng, Wen-Jie and Wang, Li-Yang and Chan, Liwei},
title = {FaceWidgets: Exploring Tangible Interaction on Face with Head-Mounted Displays},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347946},
doi = {10.1145/3332165.3347946},
abstract = {We present FaceWidgets, a device integrated with the backside of a head-mounted display (HMD) that enables tangible interactions using physical controls. To allow for near range-to-eye interactions, our first study suggested displaying the virtual widgets at 20 cm from the eye positions, which is 9 cm from the HMD backside. We propose two novel interactions, widget canvas and palm-facing gesture, that can help users avoid double vision and allow them to access the interface as needed. Our second study showed that displaying a hand reference improved performance of face widgets interactions. We developed two applications of FaceWidgets, a fixed-layout 360 video player and a contextual input for smart home control. Finally, we compared four hand visualizations against the two applications in an exploratory study. Participants considered the transparent hand as the most suitable and responded positively to our system.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {417–427},
numpages = {11},
keywords = {back-of-device interaction, head-mounted display, direct manipulation, mobile vr, virtual reality},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347931,
author = {Tsai, Hsin-Ruey and Chen, Bing-Yu},
title = {ElastImpact: 2.5D Multilevel Instant Impact Using Elasticity on Head-Mounted Displays},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347931},
doi = {10.1145/3332165.3347931},
abstract = {Impact is a common effect in both daily life and virtual reality (VR) experiences, e.g., being punched, hit or bumped. Impact force is instantly produced, which is distinct from other force feedback, e.g., push and pull. We propose ElastImpact to provide 2.5D instant impact on a head-mounted display (HMD) for realistic and versatile VR experiences. ElastImpact consists of three impact devices, also called impactors. Each impactor blocks an elastic band with a mechanical brake using a servo motor and extending it using a DC motor to store the impact power. When releasing the brake, it provides impact instantly. Two impactors are affixed on both sides of the head and connected with the HMD to provide the normal direction impact toward the face (i.e., 0.5D in z-axis). The other impactor is connected with a proxy collider in a barrel in front of the HMD and rotated by a DC motor in the tangential plane of the face to provide 2D impact (i.e., xy-plane). By performing a just-noticeable difference (JND) study, we realize users' impact force perception distinguishability on the heads in the normal direction and tangential plane, separately. Based on the results, we combine normal and tangential impact as 2.5D impact, and performed a VR experience study to verify that the proposed 2.5D impact significantly enhances realism.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {429–437},
numpages = {9},
keywords = {wearable device, virtual reality, impact, haptic feedback, force feedback, elastic force},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347898,
author = {Wang, Chi and Huang, Da-Yuan and Hsu, Shuo-wen and Hou, Chu-En and Chiu, Yeu-Luen and Chang, Ruei-Che and Lo, Jo-Yu and Chen, Bing-Yu},
title = {Masque: Exploring Lateral Skin Stretch Feedback on the Face with Head-Mounted Displays},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347898},
doi = {10.1145/3332165.3347898},
abstract = {We propose integrating an array of skin stretch modules with an head-mounted display (HMD) to provide two-dimensional skin stretch feedback on the user's face. Skin stretch has been found effective to induce the perception of force (e.g. weight or inertia) and to enable directional haptic cues. However, its potential as an HMD output for virtual reality (VR) remains to be exploited. Our explorative study firstly investigated the design of shear tactors. Based on our results, Masque has been implemented as an HMD prototype actuating six shear tactors positioned on the HMD's face interface. A comfort study was conducted to ensure that skin stretches generated by Masque are acceptable to all participants. The following two perception-based studies examined the minimum changes in skin stretch distance and stretch angles that are detectable by participants. The results help us to design haptic profiles as well as our prototype applications. Finally, the user evaluation indicates that participants welcomed Masque and regarded skin stretch feedback as a worthwhile addition to HMD output.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {439–451},
numpages = {13},
keywords = {skin stretch, virtual reality, haptics, shear tactor, hmd prototype},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347889,
author = {Ahuja, Karan and Harrison, Chris and Goel, Mayank and Xiao, Robert},
title = {MeCap: Whole-Body Digitization for Low-Cost VR/AR Headsets},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347889},
doi = {10.1145/3332165.3347889},
abstract = {Low-cost, smartphone-powered VR/AR headsets are becoming more popular. These basic devices - little more than plastic or cardboard shells - lack advanced features, such as controllers for the hands, limiting their interactive capability. Moreover, even high-end consumer headsets lack the ability to track the body and face. For this reason, interactive experiences like social VR are underdeveloped. We introduce MeCap, which enables commodity VR headsets to be augmented with powerful motion capture ("MoCap") and user-sensing capabilities at very low cost (under $5). Using only a pair of hemi-spherical mirrors and the existing rear-facing camera of a smartphone, MeCap provides real-time estimates of a wearer's 3D body pose, hand pose, facial expression, physical appearance and surrounding environment - capabilities which are either absent in contemporary VR/AR systems or which require specialized hardware and controllers. We evaluate the accuracy of each of our tracking features, the results of which show imminent feasibility.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {453–462},
numpages = {10},
keywords = {motion cap-ture, on-body sensing, augmented reality, hand gestures, headset, virtual reality},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347942,
author = {Arora, Rahul and Kazi, Rubaiat Habib and Kaufman, Danny M. and Li, Wilmot and Singh, Karan},
title = {MagicalHands: Mid-Air Hand Gestures for Animating in VR},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347942},
doi = {10.1145/3332165.3347942},
abstract = {We explore the use of hand gestures for authoring animations in virtual reality (VR). We first perform a gesture elicitation study to understand user preferences for a spatiotemporal, bare-handed interaction system in VR. Specifically, we focus on creating and editing dynamic, physical phenomena (e.g., particle systems, deformations, coupling), where the mapping from gestures to animation is ambiguous and indirect. We present commonly observed mid-air gestures from the study that cover a wide range of interaction techniques, from direct manipulation to abstract demonstrations. To this end, we extend existing gesture taxonomies to the rich spatiotemporal interaction space of the target domain and distill our findings into a set of guidelines that inform the design of natural user interfaces for VR animation. Finally, based on our guidelines, we develop a proof-of-concept gesture-based VR animation system, MagicalHands. Our results, as well as feedback from user evaluation, suggest that the expressive qualities of hand gestures help users animate more effectively in VR.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {463–477},
numpages = {15},
keywords = {hand gestures, gesture elicitation, virtual reality, animation},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368376,
author = {Lasecki, Walter},
title = {Session Details: Session 4B: Human-Robot Interaction},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368376},
doi = {10.1145/3368376},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347957,
author = {Porfirio, David and Fisher, Evan and Saupp\'{e}, Allison and Albarghouthi, Aws and Mutlu, Bilge},
title = {Bodystorming Human-Robot Interactions},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347957},
doi = {10.1145/3332165.3347957},
abstract = {Designing and implementing human-robot interactions requires numerous skills, from having a rich understanding of social interactions and the capacity to articulate their subtle requirements, to the ability to then program a social robot with the many facets of such a complex interaction. Although designers are best suited to develop and implement these interactions due to their inherent understanding of the context and its requirements, these skills are a barrier to enabling designers to rapidly explore and prototype ideas: it is impractical for designers to also be experts on social interaction behaviors, and the technical challenges associated with programming a social robot are prohibitive. In this work, we introduce Synth\'{e}, which allows designers to act out, or bodystorm, multiple demonstrations of an interaction. These demonstrations are automatically captured and translated into prototypes for the design team using program synthesis. We evaluate Synth\'{e} in multiple design sessions involving pairs of designers bodystorming interactions and observing the resulting models on a robot. We build on the findings from these sessions to improve the capabilities of Synth\'{e} and demonstrate the use of these capabilities in a second design session.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {479–491},
numpages = {13},
keywords = {human-robot interaction, program synthesis, bodystorming, interaction design, design tools, ideation},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347911,
author = {Suzuki, Ryo and Zheng, Clement and Kakehi, Yasuaki and Yeh, Tom and Do, Ellen Yi-Luen and Gross, Mark D. and Leithinger, Daniel},
title = {ShapeBots: Shape-Changing Swarm Robots},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347911},
doi = {10.1145/3332165.3347911},
abstract = {We introduce shape-changing swarm robots. A swarm of self-transformable robots can both individually and collectively change their configuration to display information, actuate objects, act as tangible controllers, visualize data, and provide physical affordances. ShapeBots is a concept prototype of shape-changing swarm robots. Each robot can change its shape by leveraging small linear actuators that are thin (2.5 cm) and highly extendable (up to 20cm) in both horizontal and vertical directions. The modular design of each actuator enables various shapes and geometries of self-transformation. We illustrate potential application scenarios and discuss how this type of interface opens up possibilities for the future of ubiquitous and distributed shape-changing interfaces.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {493–505},
numpages = {13},
keywords = {swarm user interfaces, shape-changing user interfaces},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347953,
author = {Temma, Ryotaro and Takashima, Kazuki and Fujita, Kazuyuki and Sueda, Koh and Kitamura, Yoshifumi},
title = {Third-Person Piloting: Increasing Situational Awareness Using a Spatially Coupled Second Drone},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347953},
doi = {10.1145/3332165.3347953},
abstract = {We propose Third-Person Piloting, a novel drone manipulation interface that increases situational awareness using an interactive third-person perspective from a second, spatially coupled drone. The pilot uses a controller with a manipulatable miniature drone. Our algorithm understands the relationship between the pilot's eye position and the miniature drone and ensures that the same spatial relationship is maintained between the two real drones in the sky. This allows the pilot to obtain various third-person perspectives by changing the orientation of the miniature drone while maintaining standard primary drone control using the conventional controller. We design and implement a working prototype with programmable drones and propose several representative operation scenarios. We gather user feedback to obtain the initial insights of our interface design from novices, advanced beginners, and experts. Our result suggests that the interactive third-person perspective provided by the second drone offers sufficient potential for increasing situational awareness and supporting their primary drone operations.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {507–519},
numpages = {13},
keywords = {aerial photography, first-person view, tangible interface, third-person view},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347902,
author = {Cao, Yuanzhi and Wang, Tianyi and Qian, Xun and Rao, Pawan S. and Wadhawan, Manav and Huo, Ke and Ramani, Karthik},
title = {GhostAR: A Time-Space Editor for Embodied Authoring of Human-Robot Collaborative Task with Augmented Reality},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347902},
doi = {10.1145/3332165.3347902},
abstract = {We present GhostAR, a time-space editor for authoring and acting Human-Robot-Collaborative (HRC) tasks in-situ. Our system adopts an embodied authoring approach in Augmented Reality (AR), for spatially editing the actions and programming the robots through demonstrative role-playing. We propose a novel HRC workflow that externalizes user's authoring as demonstrative and editable AR ghost, allowing for spatially situated visual referencing, realistic animated simulation, and collaborative action guidance. We develop a dynamic time warping (DTW) based collaboration model which takes the real-time captured motion as inputs, maps it to the previously authored human actions, and outputs the corresponding robot actions to achieve adaptive collaboration. We emphasize an in-situ authoring and rapid iterations of joint plans without an offline training process. Further, we demonstrate and evaluate the effectiveness of our workflow through HRC use cases and a three-session user study.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {521–534},
numpages = {14},
keywords = {augmented reality, embodied authoring, human-robot collaboration, embodied interaction, program-by-demonstration, human-robot interaction, time-space editing},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347885,
author = {Katakura, Shohei and Kuroki, Yuto and Watanabe, Keita},
title = {A 3D Printer Head as a Robotic Manipulator},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347885},
doi = {10.1145/3332165.3347885},
abstract = {We introduce new ways of using a 3D printer head as a 3-axis robotic manipulator to enable advanced fabrication and usage such as assembling separately printed parts, breaking support materials and actuating printed objects on a build-plate. To achieve these manipulations, we customize a low-cost fused deposition modeling (FDM) 3D printer that can attach/detach printed end-effectors which change the function of the 3D printer head (e.g. grab, break, and rotate printed objects). These techniques afford the 3D printer to fabricate and assemble complete kinetic objects such as automatons without manual processing (i.e. removing support materials and assembling objects). We conclude that a small modification to a standard 3D printer, allows us to fabricate and assemble objects without human intervention.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {535–548},
numpages = {14},
keywords = {robotics, fused deposition modeling, fabrication, 3d printing},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368377,
author = {Klemmer, Scott},
title = {Session Details: Session 5A: Statistics and Interactive Machine Learning},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368377},
doi = {10.1145/3368377},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347866,
author = {Mannino, Miro and Abouzied, Azza},
title = {Is This Real? Generating Synthetic Data That Looks Real},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347866},
doi = {10.1145/3332165.3347866},
abstract = {Synner is a tool that helps users generate real-looking synthetic data by visually and declaratively specifying the properties of the dataset such as each field's statistical distribution, its domain, and its relationship to other fields. It provides instant feedback on every user interaction by updating multiple visualizations of the generated dataset and even suggests data generation specifications from a few user examples and interactions. Synner visually communicates the inherent randomness of statistical data generation. Our evaluation of Synner demonstrates its effectiveness at generating realistic data when compared with Mockaroo, a popular data generation tool, and with hired developers who coded data generation scripts for a fee.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {549–561},
numpages = {13},
keywords = {uncertainty visualization, mixed-initiative ui, data generation},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347944,
author = {Vaithilingam, Priyan and Guo, Philip J.},
title = {Bespoke: Interactively Synthesizing Custom GUIs from Command-Line Applications By Demonstration},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347944},
doi = {10.1145/3332165.3347944},
abstract = {Programmers, researchers, system administrators, and data scientists often build complex workflows based on command-line applications. To give these power users the well-known benefits of GUIs, we created Bespoke, a system that synthesizes custom GUIs by observing user demonstrations of command-line apps. Bespoke unifies the two main forms of desktop human-computer interaction (command-line and GUI) via a hybrid approach that combines the flexibility and composability of the command line with the usability and discoverability of GUIs. To assess the versatility of Bespoke, we ran an open-ended study where participants used it to create their own GUIs in domains that personally motivated them. They made a diverse set of GUIs for use cases such as cloud computing management, machine learning prototyping, lecture video transcription, integrated circuit design, remote code deployment, and gaming server management. Participants reported that the benefit of these bespoke GUIs was that they exposed only the most relevant subset of options required for their specific needs. In contrast, vendor-made GUIs usually include far more panes, menus, and settings since they must accommodate a wider range of use cases.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {563–576},
numpages = {14},
keywords = {pbd, gui synthesis, command-line interfaces},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347899,
author = {Li, Toby Jia-Jun and Radensky, Marissa and Jia, Justin and Singarajah, Kirielle and Mitchell, Tom M. and Myers, Brad A.},
title = {PUMICE: A Multi-Modal Agent That Learns Concepts and Conditionals from Natural Language and Demonstrations},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347899},
doi = {10.1145/3332165.3347899},
abstract = {Natural language programming is a promising approach to enable end users to instruct new tasks for intelligent agents. However, our formative study found that end users would often use unclear, ambiguous or vague concepts when naturally instructing tasks in natural language, especially when specifying conditionals. Existing systems have limited support for letting the user teach agents new concepts or explaining unclear concepts. In this paper, we describe a new multi-modal domain-independent approach that combines natural language programming and programming-by-demonstration to allow users to first naturally describe tasks and associated conditions at a high level, and then collaborate with the agent to recursively resolve any ambiguities or vagueness through conversations and demonstrations. Users can also define new procedures and concepts by demonstrating and referring to contents within GUIs of existing mobile apps. We demonstrate this approach in PUMICE, an end-user programmable agent that implements this approach. A lab study with 10 users showed its usability.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {577–589},
numpages = {13},
keywords = {programming by demonstration, end user development, multi-modal interaction, natural language programming},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347940,
author = {Jun, Eunice and Daum, Maureen and Roesch, Jared and Chasins, Sarah and Berger, Emery and Just, Rene and Reinecke, Katharina},
title = {Tea: A High-Level Language and Runtime System for Automating Statistical Analysis},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347940},
doi = {10.1145/3332165.3347940},
abstract = {Though statistical analyses are centered on research questions and hypotheses, current statistical analysis tools are not. Users must first translate their hypotheses into specific statistical tests and then perform API calls with functions and parameters. To do so accurately requires that users have statistical expertise. To lower this barrier to valid, replicable statistical analysis, we introduce Tea, a high-level declarative language and runtime system. In Tea, users express their study design, any parametric assumptions, and their hypotheses. Tea compiles these high-level specifications into a constraint satisfaction problem that determines the set of valid statistical tests and then executes them to test the hypothesis. We evaluate Tea using a suite of statistical analyses drawn from popular tutorials. We show that Tea generally matches the choices of experts while automatically switching to non-parametric tests when parametric assumptions are not met. We simulate the effect of mistakes made by non-expert users and show that Tea automatically avoids both false negatives and false positives that could be produced by the application of incorrect statistical tests.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {591–603},
numpages = {13},
keywords = {declarative programming language, pre-registration, reproducibility, statistical analysis, automated statistical analysis, constraint-based system, data science},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347936,
author = {Zhang, Xiong and Guo, Philip J.},
title = {Mallard: Turn the Web into a Contextualized Prototyping Environment for Machine Learning},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347936},
doi = {10.1145/3332165.3347936},
abstract = {Machine learning (ML) can be hard to master, but what first trips up novices is something much more mundane: the incidental complexities of installing and configuring software development environments. Everyone has a web browser, so can we let people experiment with ML within the context of any webpage they visit? This paper's contribution is the idea that the web can serve as a contextualized prototyping environment for ML by enabling analyses to occur within the context of data on actual webpages rather than in isolated silos. We realized this idea by building Mallard, a browser extension that scaffolds acquiring and parsing web data, prototyping with pretrained ML models, and augmenting webpages with ML-driven results and interactions. To demonstrate the versatility of Mallard, we performed a case study where we used it to prototype nine ML-based browser apps, including augmenting Amazon and Twitter websites with sentiment analysis, augmenting restaurant menu websites with OCR-based search, using real-time face tracking to control a Pac-Man game, and style transfer on Google image search results. These case studies show that Mallard is capable of supporting a diverse range of hobbyist-level ML prototyping projects.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {605–618},
numpages = {14},
keywords = {ml prototyping, contextualized machine learning},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368378,
author = {Harrison, Chris},
title = {Session Details: Session 5B: Physical Displays},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368378},
doi = {10.1145/3368378},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347923,
author = {Ishii, Ayaka and Siio, Itiro},
title = {BubBowl: Display Vessel Using Electrolysis Bubbles in Drinkable Beverages},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347923},
doi = {10.1145/3332165.3347923},
abstract = {Research was conducted regarding a display that presents digital information using bubbles. Conventional bubble displays require moving parts, because it is common to use air taken from outside of the water to represent pixels. However, it is difficult to increase the number of pixels at a low cost. We propose a liquid-surface display using pixels of bubble clusters generated from electrolysis, and present the cup-type device BubBowl, which generates a 10\texttimes{}10 pixel dot matrix pattern on the surface of a beverage. Our technique requires neither a gas supply from the outside nor moving parts. Using the proposed electrolysis method, a higher-resolution display can easily be realized using a PCB with a higher density of matrix electrodes.Moreover, the method is simple and practical, and can be utilized in daily life, such as for presenting information using bubbles on the surface of coffee in a cup.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {619–623},
numpages = {5},
keywords = {edible, ambient display, electrolysis, bubble display},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347948,
author = {Makiguchi, Motohiro and Sakamoto, Daisuke and Takada, Hideaki and Honda, Kengo and Ono, Tetsuo},
title = {Interactive 360-Degree Glasses-Free Tabletop 3D Display},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347948},
doi = {10.1145/3332165.3347948},
abstract = {We present an interactive 360-degree tabletop display system for collaborative work around a round table. Users are able to see 3D objects on the tabletop display anywhere around the table without 3D glasses. The system uses a visual perceptual mechanism for smooth motion parallax in the horizontal direction with fewer projectors than previous works. A 360-degree camera mounted above the table and image recognition software detects users' positions around the table and the heights of their faces (eyes) as they move around the table in real-time. Those mechanics help display correct vertical and horizontal direction motion parallax for different users simultaneously. Our system also has a user interaction function with a tablet device that manipulates 3D objects displayed on the table. These functions support collaborative work and communication between users. We implemented a prototype system and demonstrated the collaborative features of the 360-degree tabletop display system.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {625–637},
numpages = {13},
keywords = {tabletop display, smooth motion parallax, linear blending, autostereoscopic 3d},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347958,
author = {Teng, Shan-Yuan and Lin, Cheng-Lung and Chiang, Chi-huan and Kuo, Tzu-Sheng and Chan, Liwei and Huang, Da-Yuan and Chen, Bing-Yu},
title = {TilePoP: Tile-Type Pop-up Prop for Virtual Reality},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347958},
doi = {10.1145/3332165.3347958},
abstract = {We present TilePoP, a new type of pneumatically-actuated interface deployed as floor tiles which dynamically pop up by inflating into large shapes constructing proxy objects for whole-body interactions in Virtual Reality. TilePoP consists of a 2D array of stacked cube-shaped airbags designed with specific folding structures, enabling each airbag to be inflated into a physical proxy and then deflated down back to its original tile shape when not in use. TilePoP is capable of providing haptic feedback for the whole body and can even support human body weight. Thus, it allows new interaction possibilities in VR. Herein, the design and implementation of TilePoP are described in detail along with demonstrations of its applications and the results of a preliminary user evaluation conducted to understand the users' experience with TilePoP.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {639–649},
numpages = {11},
keywords = {haptics, airbag, virtual reality, shape-changing interface},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347882,
author = {Morales, Rafael and Marzo, Asier and Subramanian, Sriram and Mart\'{\i}nez, Diego},
title = {LeviProps: Animating Levitated Optimized Fabric Structures Using Holographic Acoustic Tweezers},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347882},
doi = {10.1145/3332165.3347882},
abstract = {LeviProps are tangible structures used to create interactive mid-air experiences. They are composed of an acoustically- transparent lightweight piece of fabric and attached beads that act as levitated anchors. This combination enables real- time 6 Degrees-of-Freedom control of levitated structures which are larger and more diverse than those possible with previous acoustic manipulation techniques. LeviProps can be used as free-form interactive elements and as projection surfaces. We developed an authoring tool to support the creation of LeviProps. Our tool considers the outline of the prop and the user constraints to compute the optimum locations for the anchors (i.e. maximizing trapping forces), increasing prop stability and maximum size. The tool produces a final LeviProp design which can be fabricated following a simple procedure. This paper explains and evaluates our approach and showcases example applications, such as interactive storytelling, games and mid-air displays.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {651–661},
numpages = {11},
keywords = {fabrication, design methods, mid-air uis, levitation, tools},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347956,
author = {Lu, Qiuyu and Ou, Jifei and Wilbert, Jo\~{a}o and Haben, Andr\'{e} and Mi, Haipeng and Ishii, Hiroshi},
title = {MilliMorph -- Fluid-Driven Thin Film Shape-Change Materials for Interaction Design},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347956},
doi = {10.1145/3332165.3347956},
abstract = {This paper presents a design space, a fabrication system and applications of creating fluidic chambers and channels at millimeter scale for tangible actuated interfaces. The ability to design and fabricate millifluidic chambers allows one to create high frequency actuation, sequential control of flows and high resolution design on thin film materials. We propose a four dimensional design space of creating these fluidic chambers, a novel heat sealing system that enables easy and precise millifluidics fabrication, and application demonstrations of the fabricated materials for haptics, ambient devices and robotics. As shape-change materials are increasingly integrated in designing novel interfaces, milliMorph enriches the library of fluid-driven shape-change materials, and demonstrates new design opportunities that is unique at millimeter scale for product and interaction design.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {663–672},
numpages = {10},
keywords = {pneumatic, millifludic, shape-changing interfaces, fabrication, microfludic},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368379,
author = {Annett, Michelle},
title = {Session Details: Session 6A: Fabrication},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368379},
doi = {10.1145/3368379},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347894,
author = {Li, Jiahao and Kim, Jeeeun and Chen, Xiang 'Anthony'},
title = {Robiot: A Design Tool for Actuating Everyday Objects with Automatically Generated 3D Printable Mechanisms},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347894},
doi = {10.1145/3332165.3347894},
abstract = {Users can now easily communicate digital information with an Internet of Things; in contrast, there remains a lack of support to automate physical tasks that involve legacy static objects, e.g. adjusting a desk lamp's angle for optimal brightness, turning on/off a manual faucet when washing dishes, sliding a window to maintain a preferred indoor temperature. Automating these simple physical tasks has the potential to improve people's quality of life, which is particularly important for people with a disability or in situational impairment.We present Robiot -- a design tool for generating mechanisms that can be attached to, motorized, and actuating legacy static objects to perform simple physical tasks. Users only need to take a short video manipulating an object to demonstrate an intended physical behavior. Robiot then extracts requisite parameters and automatically generates 3D models of the enabling actuation mechanisms by performing a scene and motion analysis of the 2D video in alignment with the object's 3D model. In an hour-long design session, six participants used Robiot to actuate seven everyday objects, imbuing them with the robotic capability to automate various physical tasks.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {673–685},
numpages = {13},
keywords = {design tool, everyday objects, actuation, generative design},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347915,
author = {Valkeneers, Tom and Leen, Danny and Ashbrook, Daniel and Ramakers, Raf},
title = {StackMold: Rapid Prototyping of Functional Multi-Material Objects with Selective Levels of Surface Details},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347915},
doi = {10.1145/3332165.3347915},
abstract = {We present StackMold, a DIY molding technique to prototype multi-material and multi-colored objects with embedded electronics. The key concept of our approach is a novel multi-stage mold buildup in which casting operations are interleaved with the assembly of the mold to form independent compartments for casting different materials. To build multi-stage molds, we contribute novel algorithms that computationally design and optimize the mold and casting procedure. By default, the multi-stage mold is fabricated in slices using a laser cutter. For regions that require more surface detail, a high-fidelity 3D-printed mold subsection can be incorporated. StackMold is an integrated end-to-end system, supporting all stages of the process: it provides a UI to specify material and detail regions of a 3D~object; it generates fabrication files for the molds; and it produces a step-by-step casting instruction manual.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {687–699},
numpages = {13},
keywords = {computational design, molding, multi-material fabrication},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347905,
author = {Jin, Yuhua and Qamar, Isabel and Wessely, Michael and Adhikari, Aradhana and Bulovic, Katarina and Punpongsanon, Parinya and Mueller, Stefanie},
title = {Photo-Chromeleon: Re-Programmable Multi-Color Textures Using Photochromic Dyes},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347905},
doi = {10.1145/3332165.3347905},
abstract = {In this paper, we present a method to create re-programmable multi-color textures that are made from a single material only. The key idea builds on the use of photochromic inks that can switch their appearance from transparent to colored when exposed to light of a certain wavelength. By mixing cyan, magenta, and yellow (CMY) photochromic dyes into a single solution and leveraging the different absorption spectra of each dye, we can control each color channel in the solution separately. Our approach can transform single-material fabrication techniques, such as coating, into high-resolution multi-color processes. We discuss the material mixing procedure, modifications to the light source, and the algorithm to control each color channel. We then show the results from an experiment in which we evaluated the available color space and the resolution of our textures. Finally, we demonstrate our user interface that allows users to transfer virtual textures onto physical objects and show a range of application examples.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {701–712},
numpages = {12},
keywords = {personal fabrication, multi-color textures, color change, programmable matter, photochromic},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347918,
author = {Tian, Rundong and Saran, Vedant and Kritzler, Mareike and Michahelles, Florian and Paulos, Eric},
title = {Turn-by-Wire: Computationally Mediated Physical Fabrication},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347918},
doi = {10.1145/3332165.3347918},
abstract = {Advances in digital fabrication have simultaneously created new capabilities while reinforcing outdated workflows that constrain how, and by whom, these fabrication tools are used. In this paper, we investigate how a new class of hybrid-controlled machines can collaborate with novice and expert users alike to yield a more lucid making experience. We demonstrate these ideas through our system, Turn-by-Wire. By combining the capabilities of a traditional lathe with haptic input controllers that modulate both position and force, we detail a series of novel interaction metaphors that invite a more fluid making process spanning digital, model-centric, computer control, and embodied, adaptive, human control. We evaluate our system through a user study and discuss how these concepts generalize to other fabrication tools.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {713–725},
numpages = {13},
keywords = {haptics, digital companions, interactive fabrication, digital fabrication, augmented tools},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347930,
author = {Roumen, Thijs and Shigeyama, Jotaro and Rudolph, Julius Cosmo Romeo and Grzelka, Felix and Baudisch, Patrick},
title = {SpringFit: Joints and Mounts That Fabricate on Any Laser Cutter},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347930},
doi = {10.1145/3332165.3347930},
abstract = {Joints are crucial to laser cutting as they allow making three-dimensional objects; mounts are crucial because they allow embedding technical components, such as motors. Unfortunately, mounts and joints tend to fail when trying to fabricate a model on a different laser cutter or from a different material. The reason for this lies in the way mounts and joints hold objects in place, which is by forc-ing them into slightly smaller openings. Such "press fit" mechanisms unfortunately are susceptible to the small changes in diameter that occur when switching to a ma-chine that removes more or less material ("kerf"), as well as to changes in stiffness, as they occur when switching to a different material. We present a software tool called springFit that resolves this problem by replacing the problematic press fit-based mounts and joints with what we call canti¬lever-based mounts and joints. A cantilever spring is simply a long thin piece of material that pushes against the object to be held. Unlike press fits, cantilever springs are robust against variations in kerf and material; they can even handle very high variations, simply by using longer springs. SpringFit converts models in the form of 2D cutting plans by replacing all contained mounts, notch joints, finger joints, and t-joints. In our technical evaluation, we used springFit to convert 14 models downloaded from the web.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {727–738},
numpages = {12},
keywords = {laser cutting, portability, reuse, fabrication},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347951,
author = {He, Liang and Peng, Huaishu and Lin, Michelle and Konjeti, Ravikanth and Guimbreti\`{e}re, Fran\c{c}ois and Froehlich, Jon E.},
title = {Ondul\'{e}: Designing and Controlling 3D Printable Springs},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347951},
doi = {10.1145/3332165.3347951},
abstract = {We present Ondul\'{e}-an interactive design tool that allows novices to create parameterizable deformation behaviors in 3D-printable models using helical springs and embedded joints. Informed by spring theory and our empirical mechanical experiments, we introduce spring and joint-based design techniques that support a range of parameterizable deformation behaviors, including compress, extend, twist, bend, and various combinations. To enable users to design and add these deformations to their models, we introduce a custom design tool for Rhino. Here, users can convert selected geometries into springs, customize spring stiffness, and parameterize their design with mechanical constraints for desired behaviors. To demonstrate the feasibility of our approach and the breadth of new designs that it enables, we showcase a set of example 3D-printed applications from launching rocket toys to tangible storytelling props. We conclude with a discussion of key challenges and open research questions.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {739–750},
numpages = {12},
keywords = {cad, digital fabrication, parameterizable deformation behaviors, parametric design tool, spring, 3d printing},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3368380,
author = {Anderson, Fraser},
title = {Session Details: Session 6B: Haptics and Illusions},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3368380},
doi = {10.1145/3368380},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
numpages = {1},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347870,
author = {Sagheb, Shahabedin and Liu, Frank Wencheng and Bahremand, Alireza and Kidane, Assegid and LiKamWa, Robert},
title = {SWISH: A Shifting-Weight Interface of Simulated Hydrodynamics for Haptic Perception of Virtual Fluid Vessels},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347870},
doi = {10.1145/3332165.3347870},
abstract = {Current VR/AR systems are unable to reproduce the physical sensation of fluid vessels, due to the shifting nature of fluid motion. To this end, we introduce SWISH, an ungrounded mixed-reality interface, capable of affording the users a realistic haptic sensation of fluid behaviors in vessels. The chief mechanism behind SWISH is in the use of virtual reality tracking and motor actuation to actively relocate the center of gravity of a handheld vessel, emulating the moving center of gravity of a handheld vessel that contains fluid. In addition to solving challenges related to reliable and efficient motor actuation, our SWISH designs place an emphasis on reproducibility, scalability, and availability to the maker culture. Our virtual-to-physical coupling uses Nvidia Flex's Unity integration for virtual fluid dynamics with a 3D printed augmented vessel containing a motorized mechanical actuation system. To evaluate the effectiveness and perceptual efficacy of SWISH, we conduct a user study with 24 participants, 7 vessel actions, and 2 virtual fluid viscosities in a virtual reality environment. In all cases, the users on average reported that the SWISH bucket generates accurate tactile sensations for the fluid behavior. This opens the potential for multi-modal interactions with programmable fluids in virtual environments for chemistry education, worker training, and immersive entertainment.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {751–761},
numpages = {11},
keywords = {ungrounded haptic feedback, fluid dynamics, virtual reality},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347926,
author = {Je, Seungwoo and Kim, Myung Jin and Lee, Woojin and Lee, Byungjoo and Yang, Xing-Dong and Lopes, Pedro and Bianchi, Andrea},
title = {Aero-Plane: A Handheld Force-Feedback Device That Renders Weight Motion Illusion on a Virtual 2D Plane},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347926},
doi = {10.1145/3332165.3347926},
abstract = {Force feedback is said to be the next frontier in virtual reality (VR). Recently, with consumers pushing forward with untethered VR, researchers turned away from solutions based on bulky hardware (e.g., exoskeletons and robotic arms) and started exploring smaller portable or wearable devices. However, when it comes to rendering inertial forces, such as when moving a heavy object around or when interacting with objects with unique mass properties, current ungrounded force feedback devices are unable to provide quick weight shifting sensations that can realistically simulate weight changes over 2D surfaces. In this paper we introduce Aero-plane, a force-feedback handheld controller based on two miniature jet propellers that can render shifting weights of up to 14 N within 0.3 seconds. Through two user studies we: (1) characterize the users' ability to perceive and correctly recognize different motion paths on a virtual plane while using our device; and, (2) tested the level of realism and immersion of the controller when used in two VR applications (a rolling ball on a plane, and using kitchen tools of different shapes and sizes). Lastly, we present a set of applications that further explore different usage cases and alternative form-factors for our device.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {763–775},
numpages = {13},
keywords = {vrcontroller, virtual reality, weight motion illusion, force-feedback},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347919,
author = {Marwecki, Sebastian and Wilson, Andrew D. and Ofek, Eyal and Gonzalez Franco, Mar and Holz, Christian},
title = {Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain Sight},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347919},
doi = {10.1145/3332165.3347919},
abstract = {Creating or arranging objects at runtime is needed in many virtual reality applications, but such changes are noticed when they occur inside the user's field of view. We present Mise-Unseen, a software system that applies such scene changes covertly inside the user's field of view. Mise-Unseen leverages gaze tracking to create models of user attention, intention, and spatial memory to determine if and when to inject a change. We present seven applications of Mise-Unseen to unnoticeably modify the scene within view (i) to hide that task difficulty is adapted to the user, (ii) to adapt the experience to the user's preferences, (iii) to time the use of low fidelity effects, (iv) to detect user choice for passive haptics even when lacking physical props, (v) to sustain physical locomotion despite a lack of physical space, (vi) to reduce motion sickness during virtual locomotion, and (vii) to verify user understanding during story progression. We evaluated Mise-Unseen and our applications in a user study with 15 participants and find that while gaze data indeed supports obfuscating changes inside the field of view, a change is rendered unnoticeably by using gaze in combination with common masking techniques.},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {777–789},
numpages = {13},
keywords = {change blindness, eye-tracking, inattentional blindness, staging, virtual reality},
location = {New Orleans, LA, USA},
series = {UIST '19}
}

@inproceedings{10.1145/3332165.3347874,
author = {Ye, Yuan-Syun and Chen, Hsin-Yu and Chan, Liwei},
title = {Pull-Ups: Enhancing Suspension Activities in Virtual Reality with Body-Scale Kinesthetic Force Feedback},
year = {2019},
isbn = {9781450368162},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3332165.3347874},
doi = {10.1145/3332165.3347874},
abstract = {We present Pull-Ups, a suspension kit that can suggest a range of body postures and thus enables various exercise styles of users perceiving the kinesthetic force feedback by suspending their weight with arm exertion during the interaction. Pull-Ups actuates the user's body to move up to 15 cm by pulling his or her hands using a pair of pneumatic artificial muscle groups. Our studies informed the discernible kinesthetic force feedbacks that were then exploited for the design of kinesthetic force feedback in three physical activities: kitesurfing, paragliding, and space invader. Our final study on user experiences suggested that a passive suspension kit alone added substantially to users' perceptions of realism and enjoyment (all above neutral) with passive physical support, while sufficient active feedback can further level them up. In addition, we found that both passive and active feedback of the suspension kit significantly reduced motion sickness in simulated kitesurfing and paragliding compared to when no suspension kit (thus no feedback) was provided. This work suggests that a passive suspension kit is cost-effective as a home exercise kit, while active feedback can further level up user experience, though at the cost of the installation (e.g., an air compressor in our prototype).},
booktitle = {Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology},
pages = {791–80

license: Unlicense

repository: goyalkaraniit/acm-cr

repo_name: goyalkaraniit/acm-cr

branch_name: refs/heads/main