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(CHI '25) Chorus of the Past: Toward Designing a Multi-agent Conversational Reminiscence System with Digital Artifacts for Older Adults

Reminiscence has been shown to provide benefits for older adults, but traditionally relies on personal photos as memory cues and interactions with real people who may not always be available. We present ReminiBuddy, a novel LLM-powered multi-agent …

(CHI '25) RemapVR: An Immersive Authoring Tool for Rapid Prototyping of Remapped Interaction in VR

Remapping techniques in VR such as repositioning, redirection, and resizing have been extensively studied. Still, interaction designers rarely have the opportunity to use them due to high technical and knowledge barriers. In the paper, we extract …

(IEEE VR '25) A Dual-Stick Controller for Enhancing Raycasting Interactions with Virtual Objects

This work presents Dual-Stick, a novel controller with two sticks connected at the end that innovates a Dual-Ray interaction paradigm to enrich raycasting input in Virtual Reality (VR). Dual-Stick leverages the inherent human dexterity in using …

(CHI '21) vMirror: Enhancing the Interaction with Occluded or Distant Objects in VR with Virtual Mirrors

Interacting with out of reach or occluded VR objects can be cumbersome. Although users can change their position and orientation, such as via teleporting, to help observe and select, doing so frequently may cause loss of spatial orientation or motion …

(UIST '20) HapLinkage: Prototyping Haptic Proxies for Virtual Hand Tools Using Linkage Mechanism

Haptic simulation of hand tools like wrenches, pliers, scissors and syringes are beneficial for finely detailed skill training in VR, but designing for numerous hand tools usually requires an expert-level knowledge of specific mechanism and protocol. …

(CHI '20) Get a Grip: Evaluating Grip Gestures for VR Input using a Lightweight Pen

The use of Virtual Reality (VR) in applications such as data analysis, artistic creation, and clinical settings requires high precision input. However, the current design of handheld controllers, where wrist rotation is the primary input approach, …