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Evan Chow

Publications and source records attributed to Evan Chow.

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Immersive and Wearable Thermal Rendering for Augmented Reality

We present a proof-of-concept palm-mounted thermal feedback prototype addressing thermal rendering challenges specific to augmented reality (AR), where users must interact with both real and virtual objects in their physical workspace. In contrast to thermal feedback systems developed for virtual reality, AR thermal feedback must preserve manual dexterity, maintain access to real-world thermal cues, and provide coherent virtual temperature sensations without obstructing natural object interaction. We propose three AR-specific design considerations, which our prototype implements: indirect feedback to preserve fingertip dexterity, active thermal passthrough to sense and render the temperature of contacted physical surfaces, and spatially and temporally varying thermal rendering across the palm. Human-subject experiments evaluated perceptual sensitivity, indirect feedback, active thermal passthrough, spatial pattern recognition, and moving thermal rendering during AR interaction. Results showed that although indirect feedback reduced perceived realism during visual contact at the fingertips, it did not reduce immersion or comfort; active thermal passthrough supported temperature discrimination between real and rendered surfaces; and spatiotemporal rendering significantly improved immersion and realism compared with static thermal stimulation. These findings suggest that our design considerations are viable design strategies for AR thermal haptics, while also clarifying tradeoffs for applications that require precise realism versus broader immersive thermal experience.

cs.HC

How to Measure Your App: A Couple of Pitfalls and Remedies in Measuring App Performance in Online Controlled Experiments

Effectively measuring, understanding, and improving mobile app performance is of paramount importance for mobile app developers. Across the mobile Internet landscape, companies run online controlled experiments (A/B tests) with thousands of performance metrics in order to understand how app performance causally impacts user retention and to guard against service or app regressions that degrade user experiences. To capture certain characteristics particular to performance metrics, such as enormous observation volume and high skewness in distribution, an industry-standard practice is to construct a performance metric as a quantile over all performance events in control or treatment buckets in A/B tests. In our experience with thousands of A/B tests provided by Snap, we have discovered some pitfalls in this industry-standard way of calculating performance metrics that can lead to unexplained movements in performance metrics and unexpected misalignment with user engagement metrics. In this paper, we discuss two major pitfalls in this industry-standard practice of measuring performance for mobile apps. One arises from strong heterogeneity in both mobile devices and user engagement, and the other arises from self-selection bias caused by post-treatment user engagement changes. To remedy these two pitfalls, we introduce several scalable methods including user-level performance metric calculation and imputation and matching for missing metric values. We have extensively evaluated these methods on both simulation data and real A/B tests, and have deployed them into Snap's in-house experimentation platform.

stat.AP