• Publications
  • Influence
Approximate Data Collection in Sensor Networks using Probabilistic Models
TLDR
We propose a robust approximate technique called Ken that uses replicated dynamic probabilistic models to minimize communication from sensor nodes to the network’s PC base station. Expand
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Fast app launching for mobile devices using predictive user context
TLDR
We have designed and built FALCON to remedy slow app launch, a novel cost-benefit learning algorithm that has strong predictive performance and low runtime overhead. Expand
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ConText: An Algorithm for Identifying Contextual Features from Clinical Text
TLDR
We developed and evaluated an algorithm called ConText, an extension of the NegEx negation algorithm, which relies on trigger terms, pseudo-trigger terms, and termination terms for identifying the values of three contextual features. Expand
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FlashBack: Immersive Virtual Reality on Mobile Devices via Rendering Memoization
TLDR
We present FLASHBACK, an unorthodox design point for HMD VR that eschews all real-time scene rendering. Expand
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The design and implementation of a declarative sensor network system
TLDR
We present a declarative language, compiler and runtime suitable for programming a broad range of sensornet applications. Expand
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Practical prediction and prefetch for faster access to applications on mobile phones
TLDR
We design an app prediction algorithm, APPM, that requires no prior training, adapts to usage dynamics, predicts not only which app will be used next, and provides high accuracy without requiring additional sensor context. Expand
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Leveraging directional antenna capabilities for fine-grained gesture recognition
This paper presents a recognition scheme for fine-grain gestures. The scheme leverages directional antenna and short-range wireless propagation properties to recognize a vocabulary of action-orientedExpand
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Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming
TLDR
In this paper, we present Outatime, a speculative execution system for mobile cloud gaming that is able to mask up to 120ms of network latency. Expand
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SwordFight: enabling a new class of phone-to-phone action games on commodity phones
TLDR
We design FAR, a new ranging scheme for Phone-to-Phone Mobile Motion Games that can localize at 12Hz with 2cm median error while withstanding up to 0dB noise, multipath and Doppler effect issues. Expand
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On the feasibility of real-time phone-to-phone 3D localization
TLDR
We present a solution for achieving high speed 3D continuous localization for phone-to-phone scenarios using acoustic cues based on time-of-arrival and power level. Expand
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