86.3HCMay 16
HistoryPalette: Supporting Exploration and Reuse of Past Alternatives in Image Generation and EditingKarim Benharrak, Amy Pavel
Creative tasks require creators to iteratively produce, select, and discard potentially useful ideas. Now, creativity tools include generative AI features (e.g., Photoshop Generative Fill) that increase the number of alternatives creators consider through rapid experiments with prompts and random generations. Creators use tedious manual systems for organizing their prior ideas by saving file versions or hiding layers, but they lack the support they want for reusing prior alternatives in personal work or in communication with others. We present HistoryPalette, a system that supports exploration and reuse of prior designs in generative image creation and editing. Using HistoryPalette, creators and their collaborators explore a "palette" of prior design alternatives organized by spatial position, topic category, and creation time. HistoryPalette enables creators to quickly preview and reuse their prior work. In creative professional and client collaborator user studies, participants generated and edited images by exploring and reusing past design alternatives with HistoryPalette.
CLAug 12, 2024
Long-Form Answers to Visual Questions from Blind and Low Vision PeopleMina Huh, Fangyuan Xu, Yi-Hao Peng et al.
Vision language models can now generate long-form answers to questions about images - long-form visual question answers (LFVQA). We contribute VizWiz-LF, a dataset of long-form answers to visual questions posed by blind and low vision (BLV) users. VizWiz-LF contains 4.2k long-form answers to 600 visual questions, collected from human expert describers and six VQA models. We develop and annotate functional roles of sentences of LFVQA and demonstrate that long-form answers contain information beyond the question answer such as explanations and suggestions. We further conduct automatic and human evaluations with BLV and sighted people to evaluate long-form answers. BLV people perceive both human-written and generated long-form answers to be plausible, but generated answers often hallucinate incorrect visual details, especially for unanswerable visual questions (e.g., blurry or irrelevant images). To reduce hallucinations, we evaluate the ability of VQA models to abstain from answering unanswerable questions across multiple prompting strategies.
CVSep 30, 2024
DreamStruct: Understanding Slides and User Interfaces via Synthetic Data GenerationYi-Hao Peng, Faria Huq, Yue Jiang et al.
Enabling machines to understand structured visuals like slides and user interfaces is essential for making them accessible to people with disabilities. However, achieving such understanding computationally has required manual data collection and annotation, which is time-consuming and labor-intensive. To overcome this challenge, we present a method to generate synthetic, structured visuals with target labels using code generation. Our method allows people to create datasets with built-in labels and train models with a small number of human-annotated examples. We demonstrate performance improvements in three tasks for understanding slides and UIs: recognizing visual elements, describing visual content, and classifying visual content types.
HCFeb 10, 2025
Lotus: Creating Short Videos From Long Videos With Abstractive and Extractive SummarizationAadit Barua, Karim Benharrak, Meng Chen et al.
Short-form videos are popular on platforms like TikTok and Instagram as they quickly capture viewers' attention. Many creators repurpose their long-form videos to produce short-form videos, but creators report that planning, extracting, and arranging clips from long-form videos is challenging. Currently, creators make extractive short-form videos composed of existing long-form video clips or abstractive short-form videos by adding newly recorded narration to visuals. While extractive videos maintain the original connection between audio and visuals, abstractive videos offer flexibility in selecting content to be included in a shorter time. We present Lotus, a system that combines both approaches to balance preserving the original content with flexibility over the content. Lotus first creates an abstractive short-form video by generating both a short-form script and its corresponding speech, then matching long-form video clips to the generated narration. Creators can then add extractive clips with an automated method or Lotus's editing interface. Lotus's interface can be used to further refine the short-form video. We compare short-form videos generated by Lotus with those using an extractive baseline method. In our user study, we compare creating short-form videos using Lotus to participants' existing practice.
HCAug 29, 2025
Morae: Proactively Pausing UI Agents for User ChoicesYi-Hao Peng, Dingzeyu Li, Jeffrey P. Bigham et al.
User interface (UI) agents promise to make inaccessible or complex UIs easier to access for blind and low-vision (BLV) users. However, current UI agents typically perform tasks end-to-end without involving users in critical choices or making them aware of important contextual information, thus reducing user agency. For example, in our field study, a BLV participant asked to buy the cheapest available sparkling water, and the agent automatically chose one from several equally priced options, without mentioning alternative products with different flavors or better ratings. To address this problem, we introduce Morae, a UI agent that automatically identifies decision points during task execution and pauses so that users can make choices. Morae uses large multimodal models to interpret user queries alongside UI code and screenshots, and prompt users for clarification when there is a choice to be made. In a study over real-world web tasks with BLV participants, Morae helped users complete more tasks and select options that better matched their preferences, as compared to baseline agents, including OpenAI Operator. More broadly, this work exemplifies a mixed-initiative approach in which users benefit from the automation of UI agents while being able to express their preferences.
HCMay 31, 2025
Vid2Coach: Transforming How-To Videos into Task AssistantsMina Huh, Zihui Xue, Ujjaini Das et al.
People use videos to learn new recipes, exercises, and crafts. Such videos remain difficult for blind and low vision (BLV) people to follow as they rely on visual comparison. Our observations of visual rehabilitation therapists (VRTs) guiding BLV people to follow how-to videos revealed that VRTs provide both proactive and responsive support including detailed descriptions, non-visual workarounds, and progress feedback. We propose Vid2Coach, a system that transforms how-to videos into wearable camera-based assistants that provide accessible instructions and mixed-initiative feedback. From the video, Vid2Coach generates accessible instructions by augmenting narrated instructions with demonstration details and completion criteria for each step. It then uses retrieval-augmented-generation to extract relevant non-visual workarounds from BLV-specific resources. Vid2Coach then monitors user progress with a camera embedded in commercial smart glasses to provide context-aware instructions, proactive feedback, and answers to user questions. BLV participants (N=8) using Vid2Coach completed cooking tasks with 58.5\% fewer errors than when using their typical workflow and wanted to use Vid2Coach in their daily lives. Vid2Coach demonstrates an opportunity for AI visual assistance that strengthens rather than replaces non-visual expertise.
HCMar 26, 2021
Say It All: Feedback for Improving Non-Visual Presentation AccessibilityYi-Hao Peng, JiWoong Jang, Jeffrey P. Bigham et al.
Presenters commonly use slides as visual aids for informative talks. When presenters fail to verbally describe the content on their slides, blind and visually impaired audience members lose access to necessary content, making the presentation difficult to follow. Our analysis of 90 presentation videos revealed that 72% of 610 visual elements (e.g., images, text) were insufficiently described. To help presenters create accessible presentations, we introduce Presentation A11y, a system that provides real-time and post-presentation accessibility feedback. Our system analyzes visual elements on the slide and the transcript of the verbal presentation to provide element-level feedback on what visual content needs to be further described or even removed. Presenters using our system with their own slide-based presentations described more of the content on their slides, and identified 3.26 times more accessibility problems to fix after the talk than when using a traditional slide-based presentation interface. Integrating accessibility feedback into content creation tools will improve the accessibility of informational content for all.
HCOct 12, 2020
Making Mobile Augmented Reality Applications AccessibleJaylin Herskovitz, Jason Wu, Samuel White et al.
Augmented Reality (AR) technology creates new immersive experiences in entertainment, games, education, retail, and social media. AR content is often primarily visual and it is challenging to enable access to it non-visually due to the mix of virtual and real-world content. In this paper, we identify common constituent tasks in AR by analyzing existing mobile AR applications for iOS, and characterize the design space of tasks that require accessible alternatives. For each of the major task categories, we create prototype accessible alternatives that we evaluate in a study with 10 blind participants to explore their perceptions of accessible AR. Our study demonstrates that these prototypes make AR possible to use for blind users and reveals a number of insights to move forward. We believe our work sets forth not only exemplars for developers to create accessible AR applications, but also a roadmap for future research to make AR comprehensively accessible.
HCOct 7, 2020
Rescribe: Authoring and Automatically Editing Audio DescriptionsAmy Pavel, Gabriel Reyes, Jeffrey P. Bigham
Audio descriptions make videos accessible to those who cannot see them by describing visual content in audio. Producing audio descriptions is challenging due to the synchronous nature of the audio description that must fit into gaps of other video content. An experienced audio description author will produce content that fits narration necessary to understand, enjoy, or experience the video content into the time available. This can be especially tricky for novices to do well. In this paper, we introduce a tool, Rescribe, that helps authors create and refine their audio descriptions. Using Rescribe, authors first create a draft of all the content they would like to include in the audio description. Rescribe then uses a dynamic programming approach to optimize between the length of the audio description, available automatic shortening approaches, and source track lengthening approaches. Authors can iteratively visualize and refine the audio descriptions produced by Rescribe, working in concert with the tool. We evaluate the effectiveness of Rescribe through interviews with blind and visually impaired audio description users who preferred Rescribe-edited descriptions to extended descriptions. In addition, we invite novice users to create audio descriptions with Rescribe and another tool, finding that users produce audio descriptions with fewer placement errors using Rescribe.
CLAug 20, 2020
Controlling Dialogue Generation with Semantic ExemplarsPrakhar Gupta, Jeffrey P. Bigham, Yulia Tsvetkov et al.
Dialogue systems pretrained with large language models generate locally coherent responses, but lack the fine-grained control over responses necessary to achieve specific goals. A promising method to control response generation is exemplar-based generation, in which models edit exemplar responses that are retrieved from training data, or hand-written to strategically address discourse-level goals, to fit new dialogue contexts. But, current exemplar-based approaches often excessively copy words from the exemplar responses, leading to incoherent replies. We present an Exemplar-based Dialogue Generation model, EDGE, that uses the semantic frames present in exemplar responses to guide generation. We show that controlling dialogue generation based on the semantic frames of exemplars, rather than words in the exemplar itself, improves the coherence of generated responses, while preserving semantic meaning and conversation goals present in exemplar responses.
LGJul 14, 2020
Extracting Structured Data from Physician-Patient Conversations By Predicting Noteworthy UtterancesKundan Krishna, Amy Pavel, Benjamin Schloss et al.
Despite diverse efforts to mine various modalities of medical data, the conversations between physicians and patients at the time of care remain an untapped source of insights. In this paper, we leverage this data to extract structured information that might assist physicians with post-visit documentation in electronic health records, potentially lightening the clerical burden. In this exploratory study, we describe a new dataset consisting of conversation transcripts, post-visit summaries, corresponding supporting evidence (in the transcript), and structured labels. We focus on the tasks of recognizing relevant diagnoses and abnormalities in the review of organ systems (RoS). One methodological challenge is that the conversations are long (around 1500 words), making it difficult for modern deep-learning models to use them as input. To address this challenge, we extract noteworthy utterances---parts of the conversation likely to be cited as evidence supporting some summary sentence. We find that by first filtering for (predicted) noteworthy utterances, we can significantly boost predictive performance for recognizing both diagnoses and RoS abnormalities.
CLJul 24, 2019
Investigating Evaluation of Open-Domain Dialogue Systems With Human Generated Multiple ReferencesPrakhar Gupta, Shikib Mehri, Tiancheng Zhao et al.
The aim of this paper is to mitigate the shortcomings of automatic evaluation of open-domain dialog systems through multi-reference evaluation. Existing metrics have been shown to correlate poorly with human judgement, particularly in open-domain dialog. One alternative is to collect human annotations for evaluation, which can be expensive and time consuming. To demonstrate the effectiveness of multi-reference evaluation, we augment the test set of DailyDialog with multiple references. A series of experiments show that the use of multiple references results in improved correlation between several automatic metrics and human judgement for both the quality and the diversity of system output.
CVDec 13, 2016
How do people explore virtual environments?Vincent Sitzmann, Ana Serrano, Amy Pavel et al.
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual attention. Whereas a body of recent work has focused on modeling saliency in desktop viewing conditions, VR is very different from these conditions in that viewing behavior is governed by stereoscopic vision and by the complex interaction of head orientation, gaze, and other kinematic constraints. To further our understanding of viewing behavior and saliency in VR, we capture and analyze gaze and head orientation data of 169 users exploring stereoscopic, static omni-directional panoramas, for a total of 1980 head and gaze trajectories for three different viewing conditions. We provide a thorough analysis of our data, which leads to several important insights, such as the existence of a particular fixation bias, which we then use to adapt existing saliency predictors to immersive VR conditions. In addition, we explore other applications of our data and analysis, including automatic alignment of VR video cuts, panorama thumbnails, panorama video synopsis, and saliency-based compression.