Christian HolzETH Zurich | ETH Zürich · Department of Computer Science
Christian Holz
PhD in Computer Science
Sensing, Interaction & Perception Lab
https://siplab.org
About
165
Publications
31,908
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
5,892
Citations
Introduction
All fulltext publications are available on my website:
http://www.christianholz.net
Additional affiliations
June 2015 - September 2019
September 2013 - June 2015
August 2009 - September 2013
Publications
Publications (165)
Current touch devices, such as capacitive touchscreens are based on the implicit assumption that users acquire targets with the center of the contact area between finger and device. Findings from our previous work indicate, however, that such devices are subject to systematic error offsets. This suggests that the underlying assumption is most likel...
We investigate implanted user interfaces that small devices provide when implanted underneath human skin. Such devices always stay with the user, making their implanted user interfaces available at all times. We discuss four core challenges of implanted user interfaces: how to sense input through the skin, how to produce output, how to communicate...
" Current touch devices separate user authentication from regular interaction, for example by displaying modal login screens before device usage or prompting for in-app passwords, which interrupts the interaction flow. We propose biometric touch sensing, a new approach to representing touch events that enables commodity devices to seamlessly integr...
For more than two decades, capacitive sensing has played a prominent role in human-computer interaction research. Capacitive sensing has become ubiquitous on mobile, wearable, and stationary devices — enabling fundamentally new interaction techniques on, above, and around them. The research community has also enabled human position estimation and w...
" While current mobile devices detect the presence of surrounding devices, they lack a truly spatial awareness to bring them into the user's natural 3D space. We present Tracko, a 3D tracking system between two or more commodity devices without added components or device synchronization. Tracko achieves this by fusing three signal types. 1) Tracko...
Today's fitness bands and smartwatches typically track heart rates (HR) using optical sensors. Large behavioral studies such as the UK Biobank use activity trackers without such optical sensors and thus lack HR data, which could reveal valuable health trends for the wider population. In this paper, we present the first dataset of wrist-worn acceler...
Deviations in respiratory rate often precede abnormalities in other vital signs. However, continuously monitoring respiratory rates outside clinical settings remains challenging due to the obtrusive nature and sensitivity to body motions in existing monitoring approaches. In this study, we propose a single-point-of-contact wearable device that leve...
Recent work has shown that a person's sympathetic arousal can be estimated from facial videos alone using basic signal processing. This opens up new possibilities in the field of telehealth and stress management, providing a non-invasive method to measure stress only using a regular RGB camera. In this paper, we present SympCam, a new 3D convolutio...
Despite the advent of touchscreens, typing on physical keyboards remains most efficient for entering text, because users can leverage all fingers across a full-size keyboard for convenient typing. As users increasingly type on the go, text input on mobile and wearable devices has had to compromise on full-size typing. In this paper, we present TapT...
While passive surfaces offer numerous benefits for interaction in mixed reality, reliably detecting touch input solely from head-mounted cameras has been a long-standing challenge. Camera specifics, hand self-occlusion, and rapid movements of both head and fingers introduce considerable uncertainty about the exact location of touch events. Existing...
We present a tracking system for relative positioning that can operate on entirely moving tracking nodes without the need for stationary anchors. Each node embeds a 9-DOF magnetic and inertial measurement unit and a single-antenna ultra-wideband radio. We introduce a multi-stage filtering pipeline through which our system estimates the relative lay...
Mixed Reality is increasingly used in mobile settings beyond controlled home and office spaces. This mobility introduces the need for user interface layouts that adapt to varying contexts. However, existing adaptive systems are designed only for static environments. In this paper, we introduce SituationAdapt, a system that adjusts Mixed Reality UIs...
Estimating touch contact and pressure in egocentric vision is a central task for downstream applications in Augmented Reality, Virtual Reality, as well as many robotic applications, because it provides precise physical insights into hand-object interaction and object manipulation. However, existing contact pressure datasets lack egocentric views an...
Background
Low sleep quality is a common symptom of multiple sclerosis (MS) and substantially decreases patients’ quality of life. The autonomic nervous system (ANS) is crucial to healthy sleep, and the transition from wake to sleep produces the largest shift in autonomic activity we experience every day. For patients with MS, the ANS is often impa...
Real walking is considered as the best locomotion metaphor to explore virtual environments in terms of user experience. In addition to being intuitive for the user, walking captures the true feelings of motion since the visual and proprioceptive sensations are harmonized well. The major disadvantage of choosing walking over other locomotion metapho...
To enhance productivity and to streamline workflows, there is a growing trend to embed large language model (LLM) functionality into applications, from browser-based web apps to native apps that run on personal computers. Here, we introduce LLM-for-X, a system-wide shortcut layer that seamlessly augments any application with LLM services through a...
Understanding a person’s perceived quality of sleep is an important problem, but hard due to its poor definition and high intra- as well as inter-individual variation. In the short term, sleep quality has an established impact on cognitive function during the following day as well as on fatigue. In the long term, good quality sleep is essential for...
As the number of selectable items increases, point-and-click interfaces rapidly become complex, leading to a decrease in usability. Adaptive user interfaces can reduce this complexity by automatically adjusting an interface to only display the most relevant items. A core challenge for developing adaptive interfaces is to infer user intent and chose...
Detection of periodic patterns of interest within noisy time series data plays a critical role in various tasks, spanning from health monitoring to behavior analysis. Existing learning techniques often rely on labels or clean versions of signals for detecting the periodicity, and those employing self-supervised learning methods are required to appl...
Large language models such as GPT-3 and ChatGPT can mimic human-to-human conversation with unprecedented fidelity, which enables many applications such as conversational agents for education and non-player characters in video games. In this work, we investigate the underlying personality structure that a GPT-3-based chatbot expresses during convers...
The widespread use of social media significantly impacts users' emotions. Negative emotions, in particular, are frequently produced, which can drastically affect mental health. Recognizing these emotional states is essential for implementing effective warning systems for social networks. However, detecting emotions during passive social media use--...
Multiple sclerosis (MS) is a neurological disease of the central nervous system that is the leading cause of non-traumatic disability in young adults. Clinical laboratory tests and neuroimaging studies are the standard methods to diagnose and monitor MS. However, due to infrequent clinic visits, it is fundamental to identify remote and frequent app...
Asynchronous digital communication is a widely applied and well-known form of information exchange. Most pieces of technology make use of some variation of asynchronous communication systems, be it messaging or email applications. This allows recipients to process digital messages immediately (synchronous) or whenever they have time (asynchronous),...
Fatigue is the most common symptom among multiple sclerosis (MS) patients and severely affects the quality of life. We investigate how perceived fatigue can be predicted using biomarkers collected from an arm-worn wearable sensor for MS patients (n = 51) and a healthy control group (n = 23) at an unprecedented time resolution of more than five time...
Virtual Reality (VR) systems have traditionally required users to operate the user interface with controllers in mid-air. More recent VR systems, however, integrate cameras to track the headset's position inside the environment as well as the user's hands when possible. This allows users to
directly
interact with virtual content in mid-air just b...
As governed by personality trait theory, humans tackle problems differently depending on their long-term behavioral characteristics. Computational awareness of personality traits fuels affective computing research, which investigates how to reliably recognize and utilize personality traits. Applications are diverse, including therapy monitoring, le...
Teleconferencing is poised to become one of the most frequent use cases of immersive platforms, since it supports high levels of presence and embodiment in collaborative settings. On desktop and mobile platforms, teleconferencing solutions are already among the most popular apps and accumulate significant usage time---not least due to the pandemic...
Full-body ego-pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representation on headset-based platforms. However, existing methods over-rely on the confines of the motion-capture spaces in which datasets were recorded, while simultaneously assuming continuous capture of joint motions a...
A roadmap is proposed that defines a systematic approach for craft preservation and its evaluation. The proposed roadmap aims to deepen craft understanding so that blueprints of appropriate tools that support craft documentation, education, and training can be designed while achieving preservation through the stimulation and diversification of prac...
A roadmap is proposed that defines a systematic approach for craft preservation and its evaluation. The proposed roadmap aims at deepening craft understanding, so blueprints of appropriate tools that support craft documentation, education, and training can be designed while achieving preservation through the stimulation and diversification of pract...
We present a novel learning-based method that achieves state-of-the-art performance on several heart rate estimation benchmarks extracted from photoplethysmography signals (PPG). We consider the evolution of the heart rate in the context of a discrete-time stochastic process that we represent as a hidden Markov model. We derive a distribution over...
A requirement of cross-modal signal processing is accurate signal alignment. Though simple on a single device, accurate signal synchronization becomes challenging as soon as multiple devices are involved, such as during activity monitoring, health tracking, or motion capture---particularly outside controlled scenarios where data collection must be...
Current Virtual Reality systems are designed for interaction under visual control. Using built-in cameras, headsets track the user's hands or hand-held controllers while they are inside the field of view. Current systems thus ignore the user's interaction with off-screen content -- virtual objects that the user could quickly access through proprioc...
Today’s Mixed Reality head-mounted displays track the user’s head pose in world space as well as the user’s hands for interaction in both Augmented Reality and Virtual Reality scenarios. While this is adequate to support user input, it unfortunately limits users’ virtual representations to just their upper bodies. Current systems thus resort to flo...
This study investigates the impact of an immersive virtual reality (VR) simulation of herd
immunity on vaccination intentions and its potential underlying mechanisms. In this preregistered field study, N = 654 participants were randomly assigned to one of the three VR conditions: (1) Gamified Herd Immunity; (2) Gamified Herd Immunity + Empathy (wit...
Physiological sensing often complements studies of human behavior in virtual reality (VR) to detect users' affective and cognitive states. Some psychological states, such as fear and frustration, can be particularly hard to differentiate from a physiological perspective as they are close in the arousal and valence emotional space. Moreover, it is l...
Background: Fatigue is a common symptom of many diseases, including multiple sclerosis. It manifests as a cognitive or physical condition. Fatigue is poorly understood, and effective therapies are missing. Furthermore, there is a lack of methods to measure fatigue objectively. Fatigability, the measurable decline in performance during a task, has b...
Today's Mixed Reality head-mounted displays track the user's head pose in world space as well as the user's hands for interaction in both Augmented Reality and Virtual Reality scenarios. While this is adequate to support user input, it unfortunately limits users' virtual representations to just their upper bodies. Current systems thus resort to flo...
p>Manipulation of hand-held objects in Virtual Reality (VR) requires input tracking with high freedom of movement, as well as haptic feedback of hand-object interactions. Through our prototypes we demonstrate a pragmatic approach to haptic feedback on controllers that render human scale forces. Our devices manifest haptic simulation of compliance,...
p>Manipulation of hand-held objects in Virtual Reality (VR) requires input tracking with high freedom of movement, as well as haptic feedback of hand-object interactions. Through our prototypes we demonstrate a pragmatic approach to haptic feedback on controllers that render human scale forces. Our devices manifest haptic simulation of compliance,...
This study investigates the impact of an immersive virtual reality (VR) simulation of herd immunity on vaccination intentions and its potential underlying mechanisms. In this preregistered field study, N = 654 participants were randomly assigned to one of the three VR conditions: (1) Gamified Herd Immunity; (2) Gamified Herd Immunity + Empathy (wit...
Knowledge of users’ affective states can improve their interaction with smartphones by providing more personalized experiences (e.g., search results and news articles). We present an affective state classification model based on data gathered on smartphones in real-world environments. From touch events during keystrokes and the signals from the ine...
To better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a his...
Background
Dysfunction of the autonomic nervous system is common in multiple sclerosis patients, and probably present years before diagnosis, but its role in the disease is poorly understood.
Objectives
To study the autonomic nervous system in patients with multiple sclerosis using cardiac autonomic regulation measured with a wearable.
Methods
In...
Redirected Walking (RDW) is a common technique leveraged to allow real walking for exploring large virtual environments in constrained physical tracking spaces. Effective RDW is challenging due to its complexity and disturbance factors (e.g., spontaneous user behavior). Existing techniques range from combinations of simple motion scaling to more el...
Redirected Walking (RDW) shrinks large virtual environments to fit small physical tracking spaces while supporting natural locomo-tion. Particularly in predictive RDW, one of the core concepts of RDW, algorithms rely on predicting users' future paths to adjust the induced redirection, which manipulates users' perception to deviate their physical pa...
Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants’ understanding of community immunit...
Effective interventions for increasing people’s intention to get vaccinated are crucial for global health, especially considering COVID-19. We devised a novel intervention using virtual reality (VR) consisting of a consultation with a general practitioner for communicating the benefits of COVID-19 vaccination and, in turn, increasing the intention...
Emerging Augmented Reality headsets incorporate gaze and hand tracking and can, thus, observe the user’s behavior without interfering with ongoing activities. In this paper, we analyze hand-eye coordination in real-time to predict hand actions during target selection and warn users of potential errors before they occur. In our first user study, we...