Daniel Vogel

HC
h-index6
5papers
6citations
Novelty21%
AI Score34

5 Papers

HCMay 22
Sketch Bug: Using Sketch-Based Input for Interactive Code Debugging

Helen Weixu Chen, Daniel Vogel

We investigate sketch-like pen input as an alternative way to support execution control in interactive debugging. In our interface, programmers draw lightweight marks to set breakpoints, use symbolic strokes to control execution, and extend strokes into spirals to repeat traversal actions. The prototype combines gesture recognition with Python execution tracing in a conventional editor interface. In a controlled study with 24 programmers, we compared the sketch interface with conventional mouse-and-keyboard input on debugging tasks that required breakpoint placement, step-wise execution, and runtime state inspection. The results show that sketch-like input can support these execution-control tasks, while also introducing challenges in precision, recognition, and gesture recall. Our findings suggest that pen input is most promising where debugger interactions benefit from spatial grounding or continuous movement, rather than as a wholesale replacement for conventional debugging controls.

HCJul 4, 2025
Interaction Techniques that Encourage Longer Prompts Can Improve Psychological Ownership when Writing with AI

Nikhita Joshi, Daniel Vogel

Writing longer prompts for an AI assistant to generate a short story increases psychological ownership, a user's feeling that the writing belongs to them. To encourage users to write longer prompts, we evaluated two interaction techniques that modify the prompt entry interface of chat-based generative AI assistants: pressing and holding the prompt submission button, and continuously moving a slider up and down when submitting a short prompt. A within-subjects experiment investigated the effects of such techniques on prompt length and psychological ownership, and results showed that these techniques increased prompt length and led to higher psychological ownership than baseline techniques. A second experiment further augmented these techniques by showing AI-generated suggestions for how the prompts could be expanded. This further increased prompt length, but did not lead to improvements in psychological ownership. Our results show that simple interface modifications like these can elicit more writing from users and improve psychological ownership.

NIFeb 16, 2021
Automated Identification of Vulnerable Devices in Networks using Traffic Data and Deep Learning

Jakob Greis, Artem Yushchenko, Daniel Vogel et al.

Many IoT devices are vulnerable to attacks due to flawed security designs and lacking mechanisms for firmware updates or patches to eliminate the security vulnerabilities. Device-type identification combined with data from vulnerability databases can pinpoint vulnerable IoT devices in a network and can be used to constrain the communications of vulnerable devices for preventing damage. In this contribution, we present and evaluate two deep learning approaches to the reliable IoT device-type identification, namely a recurrent and a convolutional network architecture. Both deep learning approaches show accuracies of 97% and 98%, respectively, and thereby outperform an up-to-date IoT device-type identification approach using hand-crafted fingerprint features obtaining an accuracy of 82%. The runtime performance for the IoT identification of both deep learning approaches outperforms the hand-crafted approach by three magnitudes. Finally, importance metrics explain the results of both deep learning approaches in terms of the utilization of the analyzed traffic data flow.

HCApr 10, 2020
Using Conformity to Probe Interaction Challenges in XR Collaboration

Jeremy Hartmann, Hemant Bhaskar Surale, Aakar Gupta et al.

The concept of a conformity spectrum is introduced to describe the degree to which virtualization adheres to real world physical characteristics surrounding the user. This is then used to examine interaction challenges when collaborating across different levels of virtuality and conformity.

HCSep 21, 2015
A Dataset of Naturally Occurring, Whole-Body Background Activity to Reduce Gesture Conflicts

Dustin Freeman, Ricardo Jota, Daniel Vogel et al.

In real settings, natural body movements can be erroneously recognized by whole-body input systems as explicit input actions. We call body activity not intended as input actions "background activity." We argue that understanding background activity is crucial to the success of always-available whole-body input in the real world. To operationalize this argument, we contribute a reusable study methodology and software tools to generate standardized background activity datasets composed of data from multiple Kinect cameras, a Vicon tracker, and two high-definition video cameras. Using our methodology, we create an example background activity dataset for a television-oriented living room setting. We use this dataset to demonstrate how it can be used to redesign a gestural interaction vocabulary to minimize conflicts with the real world. The software tools and initial living room dataset are publicly available (http://www.dgp.toronto.edu/~dustin/backgroundactivity/).