Kirill Ragozin

Embodied interaction

Interfaces that address the body directly: through temperature, touch, gaze and the signals the body already produces.

Most computing still reaches people through a screen and leaves the rest of the body idle. These projects look at what else can carry information between a person and a machine. Each was built end to end, from custom hardware and sensing to the software on top, and studied with the people who used it.

Kirill Ragozin at a lab desk, wearing a prototype thermal glove

Selected research

Wearable thermal feedback hardware laid out on a table: arm sleeves, neck module, controller and a VR headset with thermal modules
Arm module with Peltier elements and water cooling tubes
Open controller module with driver electronics and wiring
Control utility showing the thermal channels of the suit

Temperature as a medium

Thermal Suite

Temperature shapes how a place feels, yet mixed reality leaves the skin out.

This dissertation treats heat and cold as a design material: modular wearable thermal displays for the face, arms and neck, a control utility with Unity and Unreal Engine integrations, a perception study and a taxonomy for designing with temperature.

Ph.D. dissertation, Keio University Graduate School of Media Design, 2021

Kirill Ragozin

Screen of scrambled text with a few legible words at the point where the reader is looking
People reading on tablets in a waiting area, overlaid with scrambled text
Study participant reading on a tablet while an observer looks over the shoulder
Tablet with an eye tracker mounted below the screen

Gaze and privacy

Private Reader

A screen can be read by anyone who can see it. This one is legible only where its reader is looking.

An eye tracker follows the gaze and the page renders only the words under it, masking the rest. A user study compared normal, underscored and scrambled text for both the reader and a shoulder surfer.

MobileHCI 2019, Taipei · Demo at UbiComp / ISWC 2019, London

Kirill Ragozin, Yun Suen Pai, Olivier Augereau, Koichi Kise, Jochen Kerdels, Kai Kunze

Collar with vibration motors worn around the neck
Collar band with vibration motors wired to a microcontroller
Collar worn under a scarf on a city street
Map of the navigated walk with the direction cues marked along the route

Eyes-free navigation

Haptic Collar

Directions delivered to the neck leave the eyes and hands free.

A neck-worn band of vibration motors encodes eight directions. Users recognised them with up to 95% accuracy and followed a navigated walk outdoors by touch.

Augmented Human 2019, Reims

Stefanie Schaack, George Chernyshov, Kirill Ragozin, Benjamin Tag, Roshan Peiris, Kai Kunze

Annotated view of the suit: thermal modules for the neck and arms, controller, power supply and eye-tracking headset
Promotional image of the player composited into the Japanese room of the game

Physiological loop

Sophroneo: Fear Not

A horror story told through the body of the player.

A wearable suit delivers prolonged cold to the arms and neck, some scenes are played with eyes closed, and the world responds to heart rate and breathing, so the player and the game affect each other.

SIGGRAPH 2020 Immersive Pavilion · CHI 2020 Student Game Competition finalist

Kirill Ragozin, George Chernyshov, Dingding Zheng, Danny Hynds, Jianing Zhao, Kouta Minamizawa, Kai Kunze

Experimental setup with a camera, a smartphone running the study application and a pair of JINS MEME smart glasses
Screens of the study application: PIN entry and gaze entry with a countdown
Concept image: a person wearing the glasses between a lock icon and a phone
Charts of usability scores and preferred usage contexts for EOG, PIN and combined input

Biosignal input

EyeMove

The eyes can enter a secret without the hands or the screen taking part.

Eye movements are read through the electrooculography electrodes of JINS MEME smart glasses and used to unlock a phone, leaving nothing for an observer to watch. Evaluated against PIN entry with 15 participants.

Augmented Humans 2022, Kashiwa

Kirill Ragozin, Karola Marky, Jie Lu, Kai Kunze

Inside of the headset with six thermal modules around the face cushion
Participant wearing the ThermoQuest headset
Thermal camera view of the faceplate with elements cooling down

Thermal display

ThermoQuest

Warmth and cold on the face change how present a virtual place feels.

A standalone headset with six Peltier elements on its rim heats and cools the face in step with the scene. In a counterbalanced study with 15 participants, thermal feedback made a significant difference to reported presence.

MUM 2021, Leuven

Kirill Ragozin, Xiaru Meng, Roshan Lalintha Peiris, Katrin Wolf, George Chernyshov, Kai Kunze

Close-up of the artifact: a translucent sphere lit from inside by coloured LEDs
The artifact glowing in blue and green
The artifact glowing in warm tones
Diagram: physiological data of the artist sent to artifacts in Glasgow, Tokyo and Los Angeles

Remote presence

Phantom Undulations

The heartbeat and breathing of an artist animate an object in a gallery far away.

A sensing wristband streams physiological data over the internet to an abstract artifact that turns it into light, sound and vibration. Visitors can add their own signals and play along.

Augmented Humans 2023, Glasgow

Danny Hynds, Dingding Zheng, Yilin Zhang, Hua Ma, Kirill Ragozin, George Chernyshov, Jamie A. Ward, Tatsuya Saito, Kai Kunze, Kouta Minamizawa

Interfaces shown to participants: a banking app confirming a transaction, a one-time code and a banking website with a QR code
Banking app screens: confirming a transaction by push and by one-time code
Banking website asking to scan a QR code to confirm a transaction
Procedure of the semi-structured interviews

Usable security

“Nah, it’s just annoying!”

Two-factor authentication is widely recommended and widely disliked.

In-depth interviews with 42 people about their experiences with two-factor authentication and about what a second factor could be: its form, where it lives and how it is handled. The results describe requirements that current solutions do not meet.

ACM Transactions on Computer-Human Interaction 29 (5), 2022

Karola Marky, Kirill Ragozin, George Chernyshov, Andrii Matviienko, Martin Schmitz, Max Mühlhäuser, Chloe Eghtebas, Kai Kunze

Two players on stage during a DubHap match at the Superhuman Sports Design Challenge
Blueprint drawing of the DubHap glove with thermal modules, vibration motors and tracking photodiodes
Gloves, eyewear, trackers and control electronics of the final prototype
Early prototype: a 3D-printed sleeve with actuators on the forearm

Sensory substitution

DubHap

A sport that exists only while your eyes are closed.

Players sense virtual projectiles as heat and vibration on their hands and send them back to the other team. Wearables track position, hand direction and eye closure and talk wirelessly to the game server.

Superhuman Sports Design Challenge 2018, Delft

George Chernyshov, Kirill Ragozin, Jiajun Chen, Kai Kunze

Smart glasses with a close-up of the EOG electrodes on the nose pads and bridge
Phone application for data recording with sleep and alertness surveys
Chart of blink frequency against reaction time
Desktop application connecting to the glasses over Bluetooth and streaming sensor data

Sensing in daily life

EOG Glasses

Ordinary-looking glasses can register blinks, reading and conversation outside the lab.

A software platform for JINS MEME smart glasses that logs electrooculography and motion data, recognises activities such as talking, reading and blinking in real time, and supports studies in everyday settings.

MobileHCI 2019, Taipei

George Chernyshov, Kirill Ragozin, Benjamin Tag, Kai Kunze

Overview of a generated maze with instruction panels at the start
Player demonstrating the arm swing locomotion method
Box plot of movement speed for arm swing, trackpad and walk-in-place

Studies in the wild

MazeRunVR

Studies of how people move in VR rarely leave the lab. This one was shipped as a game.

Players find the key and the exit of a procedurally generated maze using arm swing, walk-in-place or trackpad movement while the game logs performance, preference and sickness. It ran in over 124 sessions across 10 countries in three weeks.

CHI 2020 Extended Abstracts

Kirill Ragozin, Kai Kunze, Karola Marky, Yun Suen Pai

Participant wearing the thermal headset in a driving simulator
Headset with six Peltier elements and thermal camera images of hot and cold actuation
View from the driver seat overlaid with the heat information
Simulated road scene with a car approaching an obstacle

Peripheral awareness

ThermalDrive

An automated car can tell its passenger what it sees through warmth and cold on the face.

Obstacles and other cars are encoded as hot and cold cues on a thermal headset during a simulated automated drive. In a study with 16 participants, cold cues stood out as the most noticeable and preferred.

IUI 2022 Companion, Helsinki

Xiaru Meng, Jiawen Han, George Chernyshov, Kirill Ragozin, Kai Kunze

Gloves fitted with Peltier elements and cooling tubes
Player wearing the thermal sleeve and cooling tubes during the demo
Graph of prediction accuracy increasing over training

Predictive haptics

Hand motion prediction for thermo-haptic feedback

Heat is slow, so the interface has to act before the user does.

A machine learning model predicts where the hand is heading and starts warming or cooling early, so the sensation arrives at the moment of touch. Built as a battery-powered wearable with a compact water cooling system.

VRST 2018, Tokyo

George Chernyshov, Kirill Ragozin, Cedric Caremel, Kai Kunze

Player in a VR headset wearing the thermal glove and backpack
First-person view of the virtual environment with a tracked glove and highlighted targets
Water cooling loop with copper heat exchangers mounted on straps
Driver electronics: power supply modules wired to a control board

Sensory supplementation

HeatSense

Temperature used as an extra sense for what cannot be seen.

Players find and deflect incoming attacks by the heat and cold they feel on the hand and forearm. The glove and sleeve are driven from a small backpack that carries the water cooling, batteries and control electronics.

IEEE VR 2019, Osaka

Kirill Ragozin, George Chernyshov, Kai Kunze

Workshops

Eyewear prototypes and use cases: facial gesture recognition, feedback in VR and sensor recordings of an audience

Workshop · Lead organiser

Eyewear 2021: Augmenting Social Situations and Democratizing Tools

Head-worn sensing is moving from lab prototypes to products people wear all day.

The fourth Eyewear Computing workshop gathered the community around large-scale studies in everyday settings, shared datasets and open tools for smart glasses and headsets.

UbiComp / ISWC 2021

Kirill Ragozin, Kai Kunze, Teresa Hirzle, Benjamin Tag, Yuji Uema, Enrico Rukzio, Jamie A. Ward

Proposal

Example toolkits for wearables discussed at the workshop: an e-textile prototype, modular textile pieces and shape-changing fabric samples

Workshop · Co-organiser

Toolkits & Wearables: Developing Toolkits for Exploring Wearable Designs

A toolkit shapes who gets to design wearables and what they end up making.

A CHI workshop on the challenges and lessons of building, using and evaluating prototyping toolkits for smart garments and accessories.

CHI 2022, New Orleans

Caglar Genc, Oğuz ‘Oz’ Buruk, Shiva Jabari, Lee Jones, Kirill Ragozin, Kate Hartman, Johanna Virkki, Kai Kunze, Oskar Juhlin, Jonna Häkkilä

Proposal

Publications

Google Scholar
  1. 2023

    Phantom Undulations: Remote Physiological Sensing in Abstract Installation Works

    Danny Hynds, Dingding Zheng, Yilin Zhang, Hua Ma, Kirill Ragozin, George Chernyshov, Jamie A. Ward, Tatsuya Saito, Kai Kunze, Kouta Minamizawa. Augmented Humans 2023

  2. 2022

    “Nah, it’s just annoying!” A Deep Dive into User Perceptions of Two-Factor Authentication

    Karola Marky, Kirill Ragozin, George Chernyshov, Andrii Matviienko, Martin Schmitz, Max Mühlhäuser, Chloe Eghtebas, Kai Kunze. ACM Transactions on Computer-Human Interaction 29 (5)

  3. 2022

    EyeMove: Towards Mobile Authentication using EOG Glasses

    Kirill Ragozin, Karola Marky, Jie Lu, Kai Kunze. Augmented Humans 2022

  4. 2022

    ThermalDrive: Towards Situation Awareness over Thermal Feedback in Automated Driving Scenarios

    Xiaru Meng, Jiawen Han, George Chernyshov, Kirill Ragozin, Kai Kunze. IUI 2022 Companion

  5. 2022

    Toolkits & Wearables: Developing Toolkits for Exploring Wearable Designs

    Caglar Genc, Oğuz ‘Oz’ Buruk, Shiva Jabari, Lee Jones, Kirill Ragozin, Kate Hartman, Johanna Virkki, Kai Kunze, Oskar Juhlin, Jonna Häkkilä. CHI 2022 Extended Abstracts

  6. 2021

    ThermoQuest: A Wearable Head Mounted Display to Augment Realities with Thermal Feedback

    Kirill Ragozin, Xiaru Meng, Roshan Lalintha Peiris, Katrin Wolf, George Chernyshov, Kai Kunze. MUM 2021

  7. 2021

    Eyewear 2021: The Fourth Workshop on Eyewear Computing. Augmenting Social Situations and Democratizing Tools

    Kirill Ragozin, Kai Kunze, Teresa Hirzle, Benjamin Tag, Yuji Uema, Enrico Rukzio, Jamie A. Ward. UbiComp / ISWC 2021 Adjunct

  8. 2020

    Sophroneo: Fear Not. A VR Horror Game with Thermal Feedback and Physiological Signal Loop

    Kirill Ragozin, George Chernyshov, Dingding Zheng, Danny Hynds, Jianing Zhao, Kouta Minamizawa, Kai Kunze. SIGGRAPH 2020 Immersive Pavilion

  9. 2020

    Sophroneo: Fear Not. A VR Horror Game with Thermal Feedback and Physiological Signal Loop

    Kirill Ragozin, Dingding Zheng, George Chernyshov, Danny Hynds. CHI 2020 Extended Abstracts (Student Game Competition)

  10. 2020

    MazeRunVR: An Open Benchmark for VR Locomotion Performance, Preference and Sickness in the Wild

    Kirill Ragozin, Kai Kunze, Karola Marky, Yun Suen Pai. CHI 2020 Extended Abstracts

  11. 2019

    Private Reader: Using Eye Tracking to Improve Reading Privacy in Public Spaces

    Kirill Ragozin, Yun Suen Pai, Olivier Augereau, Koichi Kise, Jochen Kerdels, Kai Kunze. MobileHCI 2019

  12. 2019

    EOG Glasses: An Eyewear Platform for Cognitive and Social Interaction Assessments in the Wild

    George Chernyshov, Kirill Ragozin, Benjamin Tag, Kai Kunze. MobileHCI 2019

  13. 2019

  14. 2019

    HeatSense: Thermal Sensory Supplementation for Superhuman Sports

    Kirill Ragozin, George Chernyshov, Kai Kunze. IEEE VR 2019

  15. 2019

    Haptic Collar: Vibrotactile Feedback around the Neck for Guidance Applications

    Stefanie Schaack, George Chernyshov, Kirill Ragozin, Benjamin Tag, Roshan Peiris, Kai Kunze. Augmented Human 2019

  16. 2018

    Hand Motion Prediction for Just-in-Time Thermo-Haptic Feedback

    George Chernyshov, Kirill Ragozin, Cedric Caremel, Kai Kunze. VRST 2018

  17. 2018

    DubHap: A Sensory Substitution Based Superhuman Sport

    George Chernyshov, Kirill Ragozin, Jiajun Chen, Kai Kunze. Superhuman Sports Design Challenge 2018

About

I am an engineer and HCI researcher based in Tokyo. I hold a PhD in Media Design from Keio University, where I worked as a doctoral and postdoctoral researcher on wearable computing, physiological sensing, eye tracking and mixed reality. The work involved industry partners including NTT, NTT Data and JINS and was part of the JST CREST, JST PRESTO and Cybernetic Being Moonshot programmes.

I also build production software, most recently LLM products: evaluation tooling, search and full-stack applications. Details are in my CV.

  • Co-organiser and Program Committee member, Augmented Humans 2022
  • Lead organiser, Eyewear Computing workshop, UbiComp / ISWC 2021
  • Web chair, Augmented Humans 2020