Showing posts with label HCI. Show all posts
Showing posts with label HCI. Show all posts

29 April 2026

TVCG 2026 Article

Recently, I co-authored a journal paper that was published at IEEE Transactions on Visualization and Computer Graphics. The paper is entitled “Interaction Under Whole-Body User Rotations in VR Space”. The study investigated how changes in a user’s virtual pitch orientation affect interaction performance and subjective experience. Using a within-subject design, 30 seated participants were exposed to 12 virtual tilt conditions ranging from moderate to extreme angles (±180°), while measures of comfort, simulator sickness, perceptual responses, and task performance were collected.

Results showed no significant increases in nausea, disorientation, or discomfort, with moderate tilts performing similarly to baseline conditions; even extreme tilts produced only low levels of nausea. Performance outcomes were mixed, as forward tilts resulted in similar or slightly improved performance, whereas backward tilts caused modest but statistically insignificant declines. Overall, the findings suggest that VR experiences with virtual body orientations differing from the user’s physical posture can be implemented without compromising comfort or performance.

More information:

https://www.computer.org/csdl/journal/tg/5555/01/11475228/2fuM7XOCKcg

21 April 2026

Monkeys Navigate VR with Thought

Researchers have unveiled a new intracortical brain–computer interface (BCI) that enables macaque monkeys to navigate complex 3D virtual reality environments using only their brain activity. Developed using neural signals from multiple brain regions, including the primary motor cortex and both dorsal and ventral premotor cortices, the system significantly improves the precision and flexibility of decoding real-time movement compared to earlier BCIs. The study demonstrates how combining signals from these areas allows for more natural and continuous control in immersive digital spaces.

In experimental trials, the monkeys successfully completed navigation tasks in VR without any physical movement, relying solely on neural input. They also showed the ability to learn and improve performance over time, with the system generalizing across different tasks without requiring retraining. Researchers highlight the potential of this technology for real-world applications, particularly in assisting people with paralysis to control wheelchairs, prosthetic devices, or explore virtual environments. The findings mark an important step toward more intuitive and adaptive brain-controlled interfaces.

More information:

https://www.rdworldonline.com/new-brain-computer-interface-allows-monkeys-to-navigate-3d-virtual-reality/

09 April 2026

AI Sonar Hand Tracking

Researchers have developed a system called WatchHand that turns ordinary smartwatches into real-time hand-tracking devices using AI-powered sonar. Instead of relying on cameras or extra sensors, the smartwatch emits inaudible sound waves through its speaker; these waves bounce off the user’s hand and are captured by the microphone. A machine-learning model processes the returning echo profile to reconstruct the hand’s position and finger movements in 3D, in real time, all directly on the device.

This approach is significant because it works on off-the-shelf smartwatches without additional hardware, making it scalable and practical for everyday use. Tests with participants showed it can reliably track gestures like finger movements and wrist rotations, enabling applications such as gesture-based control of computers, AR/VR interaction, and assistive technologies. The system also preserves privacy by processing data locally, though it still has limitations, such as reduced accuracy while the user is moving and current compatibility mainly with Android devices.

More information:

https://interestingengineering.com/innovation/ai-smartwatch-hand-tracking-sonar-watchhand

22 January 2026

A Crawling Robotic Hand

Recently researchers introduced a novel robotic hand design that integrates both manipulation and autonomous mobility in a single device. Unlike traditional anthropomorphic hands, this system features a symmetrical, reversible finger architecture that enables grasping from either side and supports a broader range of grasp configurations. The hand can detach from a robotic arm and crawl independently, allowing it to retrieve objects outside the reach of the arm or perform loco-manipulation tasks. The design leverages optimization algorithms to balance finger placement, grasp dexterity, and crawling capability, achieving robust multi-object manipulation and extended functionality beyond conventional end-effector systems.

In experiments and simulations, the robotic hand demonstrates advanced capabilities such as executing standard grasp taxonomies, simultaneously holding multiple objects, and performing role switching between manipulation and locomotion. The reversible finger mechanism also improves recovery from failures (e.g., after a flip), simplifies motion planning, and enhances overall versatility. The researchers present detailed control strategies and a physical prototype that validate the hand’s performance, highlighting potential applications in industrial, service, and exploratory robotics where both dexterous interaction and autonomous movement are required.

More information:

https://www.nature.com/articles/s41467-025-67675-8

13 January 2026

OriRing VR Ring

Researchers at Sungkyunkwan University, in collaboration with EPFL, have developed a novel wearable haptic device called OriRing. This ring-shaped interface uses a 3-axis force sensor to provide users with realistic sensations of the weight and stiffness of virtual objects when interacting in VR. Unlike traditional haptic systems that rely on simple vibrations or bulky mechanisms, OriRing is ultra-lightweight (about 18 g) and capable of sensing multi-directional forces through micro-structured polymer surfaces, allowing precise tactile feedback directly at the fingertip.

Testing showed that users can not only perceive object properties like size and hardness but also adjust virtual object characteristics in real time using just finger movements. Because of its high force-to-weight performance and compact wearable form, OriRing offers advantages over glove-type devices and has potential applications beyond VR and gaming, such as rehabilitation, medical use, and remote robotic control. The research was published in Nature Electronics and marks a step forward in creating more immersive and physically grounded human-computer interaction technologies.

More information:

https://www.dongascience.com/en/news/75940

31 December 2025

XR4ED Invited Talk at UnitedXR Europe 2025

On the 8th of December 2025, I presented at UnitedXR Europe in Brussels an overview and results of the XR4ED EU Project. XR4ED focuses on fostering innovation in education through extended reality (XR) technologies. The project created a sustainable, centralised platform where educators, developers, and learners can access XR tools, applications, and resources tailored for learning and training purposes. By uniting the EdTech and XR communities across multiple EU member states, XR4ED overcomes fragmentation in the digital education technology ecosystem and supports the development and market readiness of immersive educational solutions that go beyond traditional teaching methods.

Throughout the presentation, project results are highlighted, including efforts to create an open marketplace for XR content, support for start-ups and SMEs via open calls and grants, and building links with related initiatives to strengthen Europe’s leadership in XR for education. The XR4ED platform is designed to enable personalised, innovative, and inclusive learning experiences, facilitating hands-on engagement and skills-based teaching. XR4ED also considers ethical, privacy, and inclusivity standards as part of its ecosystem, while encouraging adoption of immersive tools across schools, universities, industry training, and research communities.

More information:

https://youtu.be/tAi76BlXWis

24 November 2025

PropType AR Interface

Researchers developed PropType, a novel AR interface that allows users to turn everyday objects (i.e., water bottles, mugs, books or soda cans) into usable typing surfaces. Instead of relying on floating virtual keyboards or external hardware, PropType overlays a virtual keyboard layout onto a physical object being held or manipulated, leveraging the object’s real tactile feedback and adapting the layout to the object’s shape and how the user grips it.

To create this system, the team conducted a study with 16 participants to understand how people hold different props and type using them; they then developed custom keyboard layouts and a configuration/editing tool so users can tailor their typing surface and visual feedback. Because people are already interacting with a tangible object, the approach promises better comfort (avoiding gorilla arm fatigue) and more intuitive text input in mobile or device-free AR scenarios.

More information:

https://interestingengineering.com/innovation/proptype-ar-interface-keyboard

15 November 2025

ISMAR 2025 Article

Recently, a paper I co-authored with colleagues from CYENS was presented at 2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) in Daejeon, Korea. The paper is entitled "VR as a 'Drop-In' Well-Being Tool for Knowledge Workers" and explores how VR can meet the diverse physical and mental needs of knowledge workers. We developed Tranquil Loom, a VR app offering stretching, guided meditation, and open exploration across four environments. The app includes an AI assistant that suggests activities based on users’ emotional states.

We conducted a two-phase mixed-methods study: (1) interviews with 10 knowledge workers to guide the apps design, and (2) deployment with 35 participants gathering usage data, well-being measures, and interviews. Results showed increases in mindfulness and reductions in anxiety. Participants enjoyed both structured and open-ended activities, often using the app playfully. While AI suggestions were used infrequently, they prompted ideas for future personalization. Overall, participants viewed VR as a flexible, 'dropin' tool, highlighting its value for situational rather than prescriptive well-being support.

More information:

https://www.computer.org/csdl/proceedings-article/ismar/2025/876100b213/2byA7RS10ze

27 October 2025

Man With Brain Implant Controls Another Person’s Hand

Researchers at the Feinstein Institutes for Medical Research and the Donald and Barbara Zucker School of Medicine at Hofstra/Northwell have demonstrated a cutting-edge BCI that allows a person with paralysis to control another person’s hand and even feel what she feels. In the experiment, a man with a spinal cord injury used implanted sensors in his motor cortex, along with AI decoding and flexible electrode patches, to send signals to another volunteer’s arm, enabling her to perform tasks such as pouring water. 

 

This inter-human neural bypass opens new possibilities for cooperative rehabilitation, where users with different degrees of mobility can work together: the paralysed man helped a woman with partial paralysis improve her hand strength, while experiencing control and touch again himself. The trial suggests that by closing both movement and sensation loops, the technology could restore more natural sensorimotor function and perhaps motivate the body to repair itself. However, the study is still limited to a small group and long-term outcomes remain to be seen.

More information:

https://singularityhub.com/2025/10/23/one-mind-two-bodies-man-with-brain-implant-controls-another-persons-hand-and-feels-what-she-feels/

26 September 2025

CHI Greece 2025 Article I

Today, a paper I co-authored with colleagues from CYENS, University of Cyprus and cognitiveux which was presented at CHI Greece 2025. The paper is entitled “The Reel Deal: Designing and Evaluating LLM-Generated Short-Form Educational Videos”. It presents a web-based system that uses large language models (LLMs) to automatically generate structured short-form video (i.e., reels) from lecture long-form videos while preserving instructor-authored material.

In a between-subject user study with 62 university students, we evaluated ReelsEd and demonstrated that it outperformed traditional long-form videos in engagement, quiz performance, and task efficiency without increasing cognitive load. Learners expressed high trust in our system and valued its clarity, usefulness, and ease of navigation. Our findings point to new design opportunities for integrating generative AI into educational tools that prioritize usability, learner agency, and pedagogical alignment.

More information:

https://dl.acm.org/doi/10.1145/3749012.3749048

25 September 2025

Re-Inventing the Mouse

Researchers from Nazarbayev University in Kazakhstan introduced two entirely new ergonomic mouse designs. The first, called the Fleximouse, is a squeezable, pink mesh blob that allows users to move the cursor by making slight adjustments to their grip. The second, a vertical A-frame design somewhat resembling a drawing compass, was intended to keep the hand in a more comfortable position that requires less wrist movement overall.

A pink plastic object with a pink object in the middle

AI-generated content may be incorrect.

And while the conventional computer mouse is far from perfect, testing suggests that its general adaptability to a wide range of hand shapes and sizes may contribute to its longevity. Still, the researchers say their findings could help inform the design of future mice by incorporating softer, less rigid features that more naturally align with the subtle movements of the human hand.

More information:

https://www.popsci.com/technology/squeezable-computer-mouse/

28 July 2025

Wristband Hand Gestures Interaction

Meta has developed a prototype wristband that uses electromyography to detect electrical signals from forearm muscles, enabling touch-free control of digital devices. These signals, generated by alpha motor neurons before physical movement occurs, allow the device to interpret user intent.

In particular, the device operates using surface electromyography, a non-invasive way to track the electrical activity of muscles. The wristband captures the signals externally and can move cursors, open apps, or even transcribe air-written text in real time.

More information:

https://mashable.com/article/meta-research-device-wrist-control

05 July 2025

BCI Finger-Level Milestone

In a first-of-its-kind achievement for EEG-based BCI researchers employed a real-time, non-invasive robotic control system that utilized movement execution and motor imagery of individual finger movements to drive corresponding robotic finger motions. Just by thinking about it, human subjects were able to successfully perform two- and three-finger control tasks.

This was accomplished with the assistance of a novel deep-learning decoding strategy and a network fine-tuning mechanism for continuous decoding from non-invasive EEG signals. The goal moving forward is to build on this work to achieve more refined finger-level tasks, for instance, typing.

More information:

https://www.nanowerk.com/news2/robotics/newsid=67128.php