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Jiawen Chen


Publications by Jiawen Chen (bibliography)

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Kim, David, Hilliges, Otmar, Izadi, Shahram, Butler, Alex D., Chen, Jiawen, Oikonomidis, Iason and Olivier, Patrick (2012): Digits: freehand 3D interactions anywhere using a wrist-worn gloveless sensor. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 167-176. http://dx.doi.org/10.1145/2380116.2380139

Digits is a wrist-worn sensor that recovers the full 3D pose of the user's hand. This enables a variety of freehand interactions on the move. The system targets mobile settings, and is specifically designed to be low-power and easily reproducible using only off-the-shelf hardware. The electronics are self-contained on the user's wrist, but optically image the entirety of the user's hand. This data is processed using a new pipeline that robustly samples key parts of the hand, such as the tips and lower regions of each finger. These sparse samples are fed into new kinematic models that leverage the biomechanical constraints of the hand to recover the 3D pose of the user's hand. The proposed system works without the need for full instrumentation of the hand (for example using data gloves), additional sensors in the environment, or depth cameras which are currently prohibitive for mobile scenarios due to power and form-factor considerations. We demonstrate the utility of Digits for a variety of application scenarios, including 3D spatial interaction with mobile devices, eyes-free interaction on-the-move, and gaming. We conclude with a quantitative and qualitative evaluation of our system, and discussion of strengths, limitations and future work.

© All rights reserved Kim et al. and/or ACM Press

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Chen, Jiawen, Izadi, Shahram and Fitzgibbon, Andrew (2012): KinÊtre: animating the world with the human body. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 435-444. http://dx.doi.org/10.1145/2380116.2380171

Kintre allows novice users to scan arbitrary physical objects and bring them to life in seconds. The fully interactive system allows diverse static meshes to be animated using the entire human body. Traditionally, the process of mesh animation is laborious and requires domain expertise, with rigging specified manually by an artist when designing the character. Kintre makes creating animations a more playful activity, conducted by novice users interactively "at runtime". This paper describes the Kintre system in full, highlighting key technical contributions and demonstrating many examples of users animating meshes of varying shapes and sizes. These include non-humanoid meshes and incomplete surfaces produced by 3D scanning -- two challenging scenarios for existing mesh animation systems. Rather than targeting professional CG animators, Kintre is intended to bring mesh animation to a new audience of novice users. We demonstrate potential uses of our system for interactive storytelling and new forms of physical gaming.

© All rights reserved Chen et al. and/or ACM Press

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Teller, Seth J., Chen, Jiawen and Balakrishnan, Hari (2003): Pervasive Pose-Aware Applications and Infrastructure. In IEEE Computer Graphics and Applications, 23 (4) pp. 14-18.

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