Muscle-Computer Interfaces
Many human-computer interaction technologies are currently mediated by physical transducers
such as mice, keyboards, pens, dials, and touch-sensitive surfaces. While these transducers
have enabled powerful interaction paradigms and leverage our human expertise in interacting
with physical objects, they tether computation to a physical artifact that has to be within
reach of the user.
As computing and displays begin to integrate more seamlessly into our environment and are used
in situations where the user is not always focused on the computing task, it is important to
consider mechanisms for acquiring human input that may not necessarily require direct manipulation
of a physical implement. We explore the feasibility of muscle-computer input: an
interaction methodology that directly senses and decodes human muscular activity rather than
relying on physical device actuation or user actions that are externally visible or audible.
All versions of our original UIST 2009 Video Figure on YouTube:
mine,
CHI,
and TechFlash.
Tongue-Computer Input
Many patients with paralyzing injuries or medical conditions
retain the use of their cranial nerves, which control
the eyes, jaw, and tongue. While researchers have explored
eye-tracking, speech recognition, and other technologies for
these patients, we believe there is potential for directly sensing explicit tongue
movement for controlling computers.
In our work, we explore
a novel approach of using infrared optical sensors
embedded within a dental retainer to sense tongue gestures.
Our first prototype discriminates among four simple gestures:
swiping left, swiping right, taping up, and holding up. We have
demonstrated using these gestures for real-time control of
applications through the game Tetris.
Checkout our
Tech Note from UIST '09 describing our approach and initial prototype system.
Below is a video of someone playing Tetris with just their tongue:
previous projects (from my days at UW)
VoiceLabel: Using Speech to Label Mobile Sensor Data
Many mobile machine learning applications require collecting and labeling data, and a traditional GUI on a mobile device
may not be an appropriate or viable method for this task. We present an alternative approach to mobile labeling of sensor
data called VoiceLabel. VoiceLabel consists of two components: (1) a speech-based data collection tool for mobile devices,
and (2) a desktop tool for offline segmentation of recorded data and recognition of spoken labels.
VoicePen: Augmenting Pen Input with Simultaneous Non-Linguisitic Vocalization
Non-linguistic vocalizations, such as vowel sounds,
variation of pitch, or control of loudness have the potential to
provide fluid continuous input concurrently with pen interaction.
VoicePen is a set of interaction techniques that leverage the
combination of voice and pen input when performing both
creative drawing and object manipulation tasks.
SketchWizard
SketchWizard is a tool for wizarding sketch based interfaces over the network.
Design Patterns for the Digital Home
Whether design patterns are a useful means to disseminate design knowledge in emerging
domains such as the digital home is an open question. We have developed a set of design
patterns for the digital home and have evaluated the extent to which these are useful
to design professionals empirically with 44 designers.
Twice
Twice is a toolkit for wizarding UbiComp environments.
Ubiquitous Broadcast Computing
As we traverse physical spaces we seek and consume information relatively anonymously and harmlessly.
We hypothesize there is much more information that providers are willing to make public electronically
to local physical areas. However, we believe it is challenging to provide public information while
ensuring provider security and user privacy under current wireless network schemes. We have developed
a toolkit for broadcasting public information over private wireless networks and a suite of
applications that employ this approach.