Mobile Systems

Mobile devices are the prevalent computing device in many parts of the world, and over the coming years it is expected that mobile Internet usage will outpace desktop usage worldwide. Google is committed to realizing the potential of the mobile web to transform how people interact with computing technology. Google engineers and researchers work on a wide range of problems in mobile computing and networking, including new operating systems and programming platforms (such as Android and ChromeOS); new interaction paradigms between people and devices; advanced wireless communications; and optimizing the web for mobile settings. In addition, many of Google’s core product teams, such as Search, Gmail, and Maps, have groups focused on optimizing the mobile experience, making it faster and more seamless. We take a cross-layer approach to research in mobile systems and networking, cutting across applications, networks, operating systems, and hardware. The tremendous scale of Google’s products and the Android and Chrome platforms make this a very exciting place to work on these problems.

Some representative projects include mobile web performance optimization, new features in Android to greatly reduce network data usage and energy consumption; new platforms for developing high performance web applications on mobile devices; wireless communication protocols that will yield vastly greater performance over today’s standards; and multi-device interaction based on Android, which is now available on a wide variety of consumer electronics.

Recent Publications

Beyond Touchscreens: Dynamic and Multimodal Interaction Needs
Melissa Barnhart Wantland
Mai Kobori
Universal Access in Human-Computer Interaction, Springer-Verlag (2025)
Preview abstract Today’s smartphone interactions are typically designed with one primary preset, accompanied by customization settings that can be manually adjusted. To promote the creation of contextually aware experiences, researchers have highlighted the factors that influence mobile device usage in the ability-based design framework. This paper expands upon existing frameworks and contributes to an empirical understanding of smartphone accessibility. Through a 10-day longitudinal diary study and video interview with 24 individuals who do and do not identify as having a disability, the research also illustrates the reactions of reattempt, adaptation, and avoidance, which were used in response to a lack of smartphone accessibility. Despite experiencing scenarios where accessibility settings could be leveraged, 20 out of 24 participants did not use accessibility settings on their smartphone. A total of 12 out of 24 participants tried accessibility settings on their smartphones, however identifying accessibility was not for them. This work highlights the need to shift current design practices to better serve the accessibility community. View details
Ghost Points Matter: Far-Range Vehicle Detection with a Single mmWave Radar in Tunnel
Chengzhen Meng
Chenming He
Jianmin Ji
Yanyong Zhang
Haojie Ren
Dequan Wang
Rui Xia
MobiCom 2025: The 31th Annual International Conference On Mobile Computing And Networking, ACM
Preview abstract Vehicle detection in tunnels is crucial for traffic monitoring and accident response, yet remains underexplored. In this paper, we develop mmTunnel, a millimeter-wave radar system that achieves far-range vehicle detection in tunnels. The main challenge here is coping with ghost points caused by multi-path reflections, which lead to severe localization errors and false alarms. Instead of merely removing ghost points, we propose correcting them to true vehicle positions by recovering their signal reflection paths, thus reserving more data points and improving detection performance, even in occlusion scenarios. However, recovering complex 3D reflection paths from limited 2D radar points is highly challenging. To address this problem, we develop a multi-path ray tracing algorithm that leverages the ground plane constraint and identifies the most probable reflection path based on signal path loss and spatial distance. We also introduce a curve-to-plane segmentation method to simplify tunnel surface modeling such that we can significantly reduce the computational delay and achieve real-time processing. We have evaluated mmTunnel with comprehensive experiments. In two test tunnels, we conducted controlled experiments in various scenarios with cars and trucks. Our system achieves an average F1 score of 93.7% for vehicle detection while maintaining real-time processing. Even in the challenging occlusion scenarios, the F1 score remains above 91%. Moreover, we collected extensive data from a public tunnel with heavy traffic at times and show our method could achieve an F1 score of 91.5% in real-world traffic conditions. View details
See Through Vehicles: Fully Occluded Vehicle Detection with Millimeter Wave Radar
Chenming He
Chengzhen Meng
Chunwang He
Beibei Wang
Yubo Yan
Yanyong Zhang
MobiCom 2024: The 30th Annual International Conference On Mobile Computing And Networking
Preview abstract A crucial task in autonomous driving is to continuously detect nearby vehicles. Problems thus arise when a vehicle is occluded and becomes “unseeable”, which may lead to accidents. In this study, we develop mmOVD, a system that can detect fully occluded vehicles by involving millimeter-wave radars to capture the ground-reflected signals passing beneath the blocking vehicle’s chassis. The foremost challenge here is coping with ghost points caused by frequent multi-path reflections, which highly resemble the true points. We devise a set of features that can efficiently distinguish the ghost points by exploiting the neighbor points’ spatial and velocity distributions. We also design a cumulative clustering algorithm to effectively aggregate the unstable ground reflected radar points over consecutive frames to derive the bounding boxes of the vehicles. We have evaluated mmOVD in both controlled environments and real-world environments. In an underground garage and two campus roads, we conducted controlled experiments in 56 scenes with 8 vehicles, including a minibus and a motorcycle. Our system accurately detects occluded vehicles for the first time, with a 91.1% F1 score for occluded vehicle detection and a 100% success rate for occlusion event detection. More importantly, we drove 324km on crowded roads at a speed up to 70km per hour and show we could achieve an occlusion detection success rate of 92% and a low false alarm rate of 4% with only 10% of the training data in complex real-world environments. View details
Ubiquitous and Low-Cost Generation of Elevation Pseudo Ground Control Points
Etienne Le Grand
Moustafa Youssef
14th International Conference on Indoor Positioning and Indoor Navigation (IPIN). Hong Kong, China, 2024.
Preview abstract In this paper, we design a system to generate Pseudo Ground Control Points (PGCPs) using standard low-cost widely available GNSS receivers in a crowd-sourcing manner. We propose a number of GNSS points filters that removes different causes of errors and biases, and design a linear regression height estimator leading to high-accuracy PGCP elevations. Evaluation of our system shows that the PGCPs can achieve a median accuracy of 22.5 cm in 25 metropolitan areas in the USA. View details
Preview abstract We present XDTK, an open-source Unity/Android toolkit for prototyping multi-device interactions in extended reality (XR). With the Unity package and Android app provided in XDTK, data from any number of devices (phones, tablets, or wearables) can be streamed to and surfaced within a Unity-based XR application. ARCore-supported device also provide self-tracked pose data. Devices on the same local network are automatically discovered by the Unity server and their inputs are routed using a custom event framework. We designed XDTK to be modular and easily extendable to enable fast, simple, and effective prototyping of multi-device experiences by both researchers and developers. View details
Preview abstract Interactions with Extended Reality Head Mounted Devices (XR HMDs) applications require precise, intuitive and efficient input methods. Current approaches either rely on power-intensive sensors, such as cameras for hand-tracking, or specialized hardware in the form of handheld controllers. As an alternative, past works have explored the use of devices already present with the user, in the form of smartphones and smartwatches as practical input solutions. However, this approach risks interaction overload---how can one determine whether the user’s interaction gestures on the watch-face or phone screen are directed toward control of the mobile device itself or the XR device? To this effect, we propose a novel framework for cross-device input routing and device arbitration by employing Inertial Measurement Units (IMUs) within these devices. We validate our approach in a user study with six participants. By making use of the relative orientation between the headset and the target input device, we can estimate the intended device of interaction with 93.7% accuracy. Our method offers a seamless, energy-efficient alternative for input management in XR, enhancing user experience through natural and ergonomic interactions. View details

Some of our teams

×