Papers for

mobile device designers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Pressure input works well when hands hold objects 11 words

GraspPressure: Understanding Pressure Input With Busy Hands

Abstract: In many real-world scenarios, users interact with digital systems while their hands are partially occupied, such as when holding tools or everyday objects. Prior work on busy-hand interaction has focused on microgestures and motion-based techniques, which rely on finger articulation or relative movement. In situations where a stable grasp is required, such as handling fragile, heavy, or precision objects, such motion can be undesirable or impractical. Pressure-based input offers a complementary modality that enables interaction without changing finger pose, yet its use while holding objects has received limited empirical attention. To explore this, we conducted two within-subject experiments examining users' ability to perform controlled pressure selections and analyzing finger-specific performance across different grasps and geometries. Results indicate that participants can reliably perform pressure-based selections in these conditions, achieving high success rates (92.7% on average) with low selection times (1.74s on average). Our findings characterize the potential of pressure input as a complementary microinteraction modality under grasp-constrained, busy-hand scenarios.

Thu 29 OctHuman-Computer Interaction
The gist
It can be hard to use touchscreens or other digital controls when your hands are busy holding something. The paper shows that people can press with their fingers in a controlled way to interact with devices even while holding various objects securely. The researchers tested different finger grips and found users could select options quickly and accurately using pressure. This technique does not require moving fingers much, making it useful when steady grasping is needed.
Open → 2610.39459v1

HexVIO cuts power use for real-time stereo-inertial tracking

HexVIO: Towards All-Day Stereo-Inertial Tracking Through Commodity DSPs

Abstract: The ability of a device to localize itself within its surroundings is a fundamental prerequisite for spatial computing. Visual-inertial odometry (VIO) has proven to be a cost-effective and accurate solution for this task. Robots, wearables, XR devices, and drones can benefit significantly from efficient implementations of VIO since they allow for cooler, lighter, and cheaper devices with longer battery life and a better user experience. In this work, we propose to enhance the efficiency of a VIO system by leveraging the Hexagon DSP, a commodity co-processor present in many modern smartphones and XR devices. Our approach offloads the visual frontend of a stereo-inertial odometry system to the DSP while keeping the backend on the main CPU. By optimizing the implementation for the DSP architecture, we achieve significant reductions in power consumption and latency compared to CPU-only execution. Our system, HexVIO, demonstrates a 67% reduction in power consumption or an 86% increase in throughput on a commodity smartphone, with the ability to sustain long-term real-time 30 fps tracking for 0.83 W, corresponding to ~18 hours of tracking on the testing device. These results highlight the potential of commodity DSPs for enabling all-day visual-inertial tracking in robotics and mobile devices.

Fri 2 OctRoboticsComputer Vision and Pattern Recognition
The gist
Devices like smartphones and XR gadgets need to know where they are in space to work well, which is usually done with visual-inertial odometry (VIO). The authors show how moving part of this process to a special chip that already exists in many devices, called a Hexagon DSP, can save a lot of battery power and make the system faster. Their approach lets such devices track their position continuously all day long while using less energy. This method could make robotics and mobile devices that rely on position tracking more efficient and user-friendly.
Open → 2610.03283v1

Beam management requires effort for 6G golden band mobile networks

The Price of the Golden 6G Band: Evaluation of Beam Management Effort in FR3

Abstract: Frequency Range 3 (FR3), 7.125-24.25 GHz, regarded as the "golden band" for 6G networks, has less challenging propagation characteristics than FR2 while offering much wider bandwidth for high data rate applications than FR1. Reusing existing FR1 infrastructure for FR3 network deployments requires gNodeBs (gNBs) to employ antenna arrays and perform beam management, which has proven challenging at FR2. In this paper, we extensively study and characterize the beam management effort in an FR3 urban network, in terms of: beam alignment sensitivity, number of directional link opportunities, gNB handover and beam switch rates, and beam steering distance. Our results show that achieving a high and stable mobile throughput requires significant beam management effort across FR3 bands. While the beam tracking requirements are less stringent at the lower frequencies due to wider beams, the beam switching rate to a non-adjacent beam is relatively comparable at FR3 and FR2.

Tue 15 SeptNetworking and Internet Architecture
The gist
The researchers studied a new 6G frequency band (called FR3) that promises better speeds and reliability than older bands. They found that to keep mobile connections fast and steady, the network must work hard to keep its antennas aimed correctly. Even though this band has better signal behavior than higher bands, changing and tracking antenna directions is still a big challenge. Their work shows that managing these antenna beams carefully is important for good 6G performance.
Open → 2609.16839v1