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Creators/Authors contains: "Ammar, Mostafa"

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  1. Free, publicly-accessible full text available July 22, 2026
  2. Visual body signals are designated body poses that deliver an application-specific message. Such signals are widely used for fast message communication in sports (signaling by umpires and referees), transportation (naval officers and aircraft marshallers), and construction (signaling by riggers and crane operators), to list a few examples. Automatic interpretation of such signals can help maintaining safer operations in these industries, help in record-keeping for auditing or accident investigation purposes, and function as a score-keeper in sports. When automation of these signals is desired, it is traditionally performed from a viewer's perspective by running computer vision algorithms on camera feeds. However, computer vision based approaches suffer from performance deterioration in scenarios such as lighting variations, occlusions, etc., might face resolution limitations, and can be challenging to install. Our work, ViSig, breaks with tradition by instead deploying on-body sensors for signal interpretation. Our key innovation is the fusion of ultra-wideband (UWB) sensors for capturing on-body distance measurements, inertial sensors (IMU) for capturing orientation of a few body segments, and photodiodes for finger signal recognition, enabling a robust interpretation of signals. By deploying only a small number of sensors, we show that body signals can be interpreted unambiguously in many different settings, including in games of Cricket, Baseball, and Football, and in operational safety use-cases such as crane operations and flag semaphores for maritime navigation, with > 90% accuracy. Overall, we have seen substantial promise in this approach and expect a large body of future follow-on work to start using UWB and IMU fused modalities for the more general human pose estimation problems. 
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  3. Video Conferencing Applications (VCAs) that support remote work and education have increased in use over the last two years, contributing to Internet bandwidth usage. VCA clients transmit video and audio to each other in peer-to-peer mode or through a bridge known as a Selective Forwarding Unit (SFU). Popular VCAs implement congestion control in the application layer over UDP and accomplish rate adjustment through video rate control, ultimately affecting end user Quality of Experience(QoE). Researchers have reported on the throughput and video metric performance of specific VCAs using structuredexperiments. Yet prior work rarely examines the interaction between congestion control mechanisms and rate adjustment techniques that produces the observed throughput and QoE metrics. Understanding this interaction at a functional level paves the way to explain observed performance, to pinpoint commonalities and key functional differences across VCAs, and to contemplate opportunities for innovation. To that end, we first design and conduct detailed measurements of three VCAs(WebRTC/Jitsi, Zoom, Blue Jeans) to develop understanding of their congestion and video rate control mechanisms. We then use the measurement results to derive our functional models for the VCA client and SFU. Our models reveal the complexity of these systems and demonstrate how, despite some uniformity in function deployment, there is significant variability among the VCAs in the implementation of these functions. 
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  4. The Internet has been experiencing immense growth in multimedia traffic from mobile devices. The increase in traffic presents many challenges to user-centric networks, network operators, and service providers. Foremost among these challenges is the inability of networks to determine the types of encrypted traffic and thus the level of network service the traffic needs for maintaining an acceptable quality of experience. Therefore, end devices are a natural fit for performing traffic classification since end devices have more contextual information about the device usage and traffic. This paper proposes a novel approach that classifies multimedia traffic types produced and consumed on mobile devices. The technique relies on a mobile device’s detection of its multimedia context characterized by its utilization of different media input/output components, e.g., camera, microphone, and speaker. We develop an algorithm, MediaSense, which senses the states of multiple I/O components and identifies the specific multimedia context of a mobile device in real-time. We demonstrate that MediaSense classifies encrypted multimedia traffic in real-time as accurately as deep learning approaches and with even better generalizability. 
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  5. null (Ed.)
    High-precision tracking of a pen-like instrument's movements is desirable in a wide range of fields spanning education, robotics, and art, to name a few. The key challenge in doing so stems from the impracticality of embedding electronics in the tip of such instruments (a pen, marker, scalpel, etc.) as well as the difficulties in instrumenting the surface that it works on. In this paper, we present ITrackU, a movement digitization system that does not require modifications to the surface or the tracked instrument's tip. ITrackU fuses locations obtained using ultra-wideband radios (UWB), with an inertial and magnetic unit (IMU) and a pressure sensor, yielding multidimensional improvements in accuracy, range, cost, and robustness, over existing works. ITrackU embeds a micro-transmitter at the base of a pen which creates a trackable beacon, that is localized from the corners of a writing surface. Fused with inertial motion sensor and a pressure sensor, ITrackU enables accurate tracking. Our prototype of ITrackU covers a large 2.5m × 2m area, while obtaining around 2.9mm median error. We demonstrate the accuracy of our system by drawing numerous shapes and characters on a whiteboard, and compare them against a touchscreen and a camera-based ground-truthing system. Finally, the produced stream of digitized data is minuscule in volume, when compared with a video of the whiteboard, which saves both network bandwidth and storage space. 
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  6. null (Ed.)
    In this poster, we present the potential of extending 6Fit-a-Part, our recently proposed physical distancing platform, to enable interactive physical games in school campuses despite COVID-19 restrictions. To minimize the risk of infection, traditional physical games must be modified such that the inter-player distance remains beyond 6 feet at all times. Our wearable electronic gadget that beeps when it approaches another similar device can facilitate such games, however, it must first solve 3 fundamental challenges: high accuracy, low delay, and high robustness. We highlight that 6Fit-a-Part adopts an improved two way ranging protocol using ultra-wideband radio (UWB) which can provide accurate inter-player distance measurements in real-time. Furthermore, 6Fit-a-Part leverages wireless channel features to perform occlusion detection continuously so that erroneous measurements caused by human occlusions can be corrected. 6Fit-a-Part is designed to be a lightweight wearable device making it a suitable accessory even during games. By compromising rules of tradition physical games, we show that 6Fit-a-Part is capable of seamlessly re-enabling physical games while still enabling physical distancing. 
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