Teng Han

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Foot-based gestures have recently received attention as an alternative interaction mechanism in situations where the hands are pre-occupied or unavailable. This paper investigates suitable real-world mappings of foot gestures to invoke commands and interact with virtual workspaces. Our first study identified user preferences for mapping common mobile-device(More)
In this paper we describe the use of kick gestures for interaction with mobile devices. Kicking is a well-st udied leg action that can be harnessed in mobile contexts where the hands are busy or too dirty to interact with the phone. In this paper we examine the design space of kicki ng as an interaction technique through two user studies. The first study(More)
Emerging smartphones and other handheld devices are now being fitted with a set of new embedded technologies such as pico-projection. They are usually designed with the pico-projector embedded in the top of the device. Despite the potential of personal mobile projection to support new forms of interactivity such as augmented reality techniques, these(More)
We present LensGesture, a pure software approach for augmenting mobile interactions with back-of-device finger gestures. LensGesture detects full and partial occlusion as well as the dynamic swiping of fingers on the camera lens by analyzing image sequences captured by the built-in camera in real time. We report the feasibility and implementation of(More)
BodyAvatar is a Kinect-based interactive system that allows users without professional skills to create freeform 3D avatars using body gestures. Unlike existing gesture-based 3D modeling tools, BodyAvatar centers around a first-person "you're the avatar" metaphor, where the user treats their own body as a physical proxy of the virtual avatar. Based on an(More)
Heart rate monitoring is widely used in clinical care, fitness training, and stress management. However, tracking individuals' heart rates faces two major challenges, namely equipment availability and user motivation. In this paper, we present a novel technique, LivePulse Games (LPG), to measure users' heart rates in real time by having them play games on(More)
Heart rate monitoring is widely used in clinical care, fitness training, and stress management. However, tracking individuals' heart rate faces two major challenges, namely equipment availability and user motivation. In this paper, we present a novel technique, LivePulse Games (LPG), to measure users' heart rate in real time by having them play casual games(More)
Vibrational signals that are generated when a finger is swept over an uneven surface can be reliably detected via low-cost sensors that are in proximity to the interaction surface. Such interactions provide an alternative to touchscreens by enabling always-available input. In this paper we demonstrate that Inertial Measurement Units (known as IMUs) embedded(More)
Current wearable interfaces are designed to support short-duration tasks known as micro-interactions. To support productive interfaces for everyday analytic tasks, designers can leverage natural input methods such as direct manipulation and pointing. Such natural methods are now available in virtual, mobile environments thanks to miniature depth cameras(More)
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