8.5AISep 24, 2024
From Passive Watching to Active Learning: Empowering Proactive Participation in Digital Classrooms with AI Video AssistantAnna Bodonhelyi, Enkeleda Thaqi, Süleyman Özdel et al.
In online education, innovative tools are crucial for enhancing learning outcomes. SAM (Study with AI Mentor) is an advanced platform that integrates educational videos with a context-aware chat interface powered by large language models. SAM encourages students to ask questions and explore unclear concepts in real time, offering personalized, context-specific assistance, including explanations of formulas, slides, and images. We evaluated SAM in two studies: one with 25 university students and another with 80 crowdsourced participants, using pre- and post-knowledge tests to compare a group using SAM and a control group. The results demonstrated that SAM users achieved greater knowledge gains specifically for younger learners and individuals in flexible working environments, such as students, supported by a 97.6% accuracy rate in the chatbot's responses. Participants also provided positive feedback on SAM's usability and effectiveness. SAM's proactive approach to learning not only enhances learning outcomes but also empowers students to take full ownership of their educational experience, representing a promising future direction for online learning tools.
10.2HCMay 12
Exploring Organizational Readiness and Ecosystem Coordination for Industrial XRHasan Tarik Akbaba, Efe Bozkir, Anna Puhl et al.
Extended Reality (XR) offers transformative potential for industrial support, training, and maintenance; yet, widespread adoption lags despite demonstrated occupational value and hardware maturity. Organizations successfully implement XR in isolated pilots, yet struggle to scale these into sustained operational deployment, a phenomenon we characterize as the ``Pilot Trap.'' This study examines this phenomenon through a qualitative ecosystem analysis of 17 expert interviews across technology providers, solution integrators, and industrial adopters. We identify a ``Great Inversion'' in adoption barriers: critical constraints have shifted from technological maturity to organizational readiness (e.g., change management, key performance indicator alignment, and political resistance). While hardware ergonomics and usability remain relevant, our findings indicate that systemic misalignments between stakeholder incentives are the primary cause of friction preventing enterprise integration. We conclude that successful industrial XR adoption requires a shift from technology-centric piloting to a problem-first, organizational transformation approach, necessitating explicit ecosystem-level coordination.
7.0HCApr 21
VIVA Stimuli: A Web-Based Platform for Eye Tracking StimuliSuleyman Ozdel, Virmarie Maquiling, Kadir Burak Buldu et al.
Reproducibility in eye-tracking research is increasingly important as researchers conduct diverse experiments and seek to validate or replicate findings. However, exact replication remains challenging due to differences in laboratory practices and experimental setups. Inconsistent stimulus presentation can yield divergent metrics from identical oculomotor behavior, yet the stimulus layer remains largely unstandardized. Existing tools often require programming expertise or depend on specific hardware vendors. We introduce VIVA Stimuli, a web-based platform for standardized eye-tracking stimulus presentation. It provides configurable task types, including fixation, smooth pursuit, cognitive load, blink, slippage, content display, and questionnaires within a unified environment. The platform supports any eye-tracking technology, including wearable and screen-based VOG trackers, LFI sensors, and EOG devices. ArUco markers enable synchronization for trackers with scene cameras, while a WebSocket architecture ensures temporal synchronization for those without. A visual experiment flow editor allows protocols to be exported and shared, enabling identical stimulus replication across laboratories.
5.7CRApr 21
Secure Storage and Privacy-Preserving Scanpath Comparison via Garbled Circuits in Eye TrackingSuleyman Ozdel, Amr Nader, Yasmeen Abdrabou et al.
With the growing use of eye tracking on VR and mobile platforms, gaze data is increasing. While scanpath comparison is important to gaze behavior analysis, existing methods lack privacy-preserving capabilities for real-world use. We present a garbled-circuit (GC)-based approach enabling secure storage and privacy-preserving scanpath comparison under the semi-honest model. It supports two configurations: (1) a two-party setting where the data owner and processor jointly compute similarity scores without revealing their inputs, and (2) a server-assisted setting where encrypted scanpaths are stored and processed while the data owner remains offline. All decryption and comparison operations are executed inside the GC. Experiments on three eye-tracking datasets evaluate fidelity, runtime, and communication, and show secure results for MultiMatch, ScanMatch, and SubsMatch closely match plaintext outcomes, with manageable runtime and communication overhead. Tests under various network conditions indicate that the design remains feasible for real-world privacy-preserving scanpath analysis and can be extended to other GC-based behavioral algorithms.
12.0HCNov 7, 2024Code
CUIfy the XR: An Open-Source Package to Embed LLM-powered Conversational Agents in XRKadir Burak Buldu, Süleyman Özdel, Ka Hei Carrie Lau et al.
Recent developments in computer graphics, machine learning, and sensor technologies enable numerous opportunities for extended reality (XR) setups for everyday life, from skills training to entertainment. With large corporations offering affordable consumer-grade head-mounted displays (HMDs), XR will likely become pervasive, and HMDs will develop as personal devices like smartphones and tablets. However, having intelligent spaces and naturalistic interactions in XR is as important as technological advances so that users grow their engagement in virtual and augmented spaces. To this end, large language model (LLM)--powered non-player characters (NPCs) with speech-to-text (STT) and text-to-speech (TTS) models bring significant advantages over conventional or pre-scripted NPCs for facilitating more natural conversational user interfaces (CUIs) in XR. This paper provides the community with an open-source, customizable, extendable, and privacy-aware Unity package, CUIfy, that facilitates speech-based NPC-user interaction with widely used LLMs, STT, and TTS models. Our package also supports multiple LLM-powered NPCs per environment and minimizes latency between different computational models through streaming to achieve usable interactions between users and NPCs. We publish our source code in the following repository: https://gitlab.lrz.de/hctl/cuify
7.5HCApr 21
Understanding Password Preferences, Memorability, and Security through a Human-Centered LensDuru Paker, Suleyman Ozdel, Enkelejda Kasneci
Passwords remain the primary authentication method, yet user-created passwords are often the weakest due to the security-usability trade-off. Although AI-based password generators are emerging, little is known about their effectiveness and user perceptions. This eye-tracking study examined how behavior during password creation, selection, and memorization relates to objective and subjective password quality. Four password models, three AI-based (DeepSeek-API, ChatGPT-API, PassGPT) and one rule-based random generator, generated suggestions from participants' self-generated passwords across four website contexts. Eye movements were recorded throughout the experiment. Results confirm the expected trade-off between AI-generated password strength and human memorability but also reveal a novel behavioral link. Despite stronger AI-generated passwords, participants favored self-generated ones. Notably, visual attention to contextual cues was significantly correlated with higher password entropy. This suggests that security is shaped not only by the generation tool but also by users' visual engagement with contextual cues, highlighting the potential of attention-driven security design.
19.3HCFeb 6, 2024
Embedding Large Language Models into Extended Reality: Opportunities and Challenges for Inclusion, Engagement, and PrivacyEfe Bozkir, Süleyman Özdel, Ka Hei Carrie Lau et al.
Advances in artificial intelligence and human-computer interaction will likely lead to extended reality (XR) becoming pervasive. While XR can provide users with interactive, engaging, and immersive experiences, non-player characters are often utilized in pre-scripted and conventional ways. This paper argues for using large language models (LLMs) in XR by embedding them in avatars or as narratives to facilitate inclusion through prompt engineering and fine-tuning the LLMs. We argue that this inclusion will promote diversity for XR use. Furthermore, the versatile conversational capabilities of LLMs will likely increase engagement in XR, helping XR become ubiquitous. Lastly, we speculate that combining the information provided to LLM-powered spaces by users and the biometric data obtained might lead to novel privacy invasions. While exploring potential privacy breaches, examining user privacy concerns and preferences is also essential. Therefore, despite challenges, LLM-powered XR is a promising area with several opportunities.
8.7CVApr 10, 2024
Gaze-Guided Graph Neural Network for Action Anticipation Conditioned on IntentionSuleyman Ozdel, Yao Rong, Berat Mert Albaba et al. · eth-zurich
Humans utilize their gaze to concentrate on essential information while perceiving and interpreting intentions in videos. Incorporating human gaze into computational algorithms can significantly enhance model performance in video understanding tasks. In this work, we address a challenging and innovative task in video understanding: predicting the actions of an agent in a video based on a partial video. We introduce the Gaze-guided Action Anticipation algorithm, which establishes a visual-semantic graph from the video input. Our method utilizes a Graph Neural Network to recognize the agent's intention and predict the action sequence to fulfill this intention. To assess the efficiency of our approach, we collect a dataset containing household activities generated in the VirtualHome environment, accompanied by human gaze data of viewing videos. Our method outperforms state-of-the-art techniques, achieving a 7\% improvement in accuracy for 18-class intention recognition. This highlights the efficiency of our method in learning important features from human gaze data.
6.5CVApr 10, 2024
A Transformer-Based Model for the Prediction of Human Gaze Behavior on VideosSuleyman Ozdel, Yao Rong, Berat Mert Albaba et al. · eth-zurich
Eye-tracking applications that utilize the human gaze in video understanding tasks have become increasingly important. To effectively automate the process of video analysis based on eye-tracking data, it is important to accurately replicate human gaze behavior. However, this task presents significant challenges due to the inherent complexity and ambiguity of human gaze patterns. In this work, we introduce a novel method for simulating human gaze behavior. Our approach uses a transformer-based reinforcement learning algorithm to train an agent that acts as a human observer, with the primary role of watching videos and simulating human gaze behavior. We employed an eye-tracking dataset gathered from videos generated by the VirtualHome simulator, with a primary focus on activity recognition. Our experimental results demonstrate the effectiveness of our gaze prediction method by highlighting its capability to replicate human gaze behavior and its applicability for downstream tasks where real human-gaze is used as input.
11.5HCMay 12, 2025
Examining the Role of LLM-Driven Interactions on Attention and Cognitive Engagement in Virtual ClassroomsSuleyman Ozdel, Can Sarpkaya, Efe Bozkir et al.
Transforming educational technologies through the integration of large language models (LLMs) and virtual reality (VR) offers the potential for immersive and interactive learning experiences. However, the effects of LLMs on user engagement and attention in educational environments remain open questions. In this study, we utilized a fully LLM-driven virtual learning environment, where peers and teachers were LLM-driven, to examine how students behaved in such settings. Specifically, we investigate how peer question-asking behaviors influenced student engagement, attention, cognitive load, and learning outcomes and found that, in conditions where LLM-driven peer learners asked questions, students exhibited more targeted visual scanpaths, with their attention directed toward the learning content, particularly in complex subjects. Our results suggest that peer questions did not introduce extraneous cognitive load directly, as the cognitive load is strongly correlated with increased attention to the learning material. Considering these findings, we provide design recommendations for optimizing VR learning spaces.
14.6HCApr 24, 2025
Exploring Context-aware and LLM-driven Locomotion for Immersive Virtual RealitySüleyman Özdel, Kadir Burak Buldu, Enkelejda Kasneci et al.
Locomotion plays a crucial role in shaping the user experience within virtual reality environments. In particular, hands-free locomotion offers a valuable alternative by supporting accessibility and freeing users from reliance on handheld controllers. To this end, traditional speech-based methods often depend on rigid command sets, limiting the naturalness and flexibility of interaction. In this study, we propose a novel locomotion technique powered by large language models (LLMs), which allows users to navigate virtual environments using natural language with contextual awareness. We evaluate three locomotion methods: controller-based teleportation, voice-based steering, and our language model-driven approach. Our evaluation measures include eye-tracking data analysis, including explainable machine learning through SHAP analysis as well as standardized questionnaires for usability, presence, cybersickness, and cognitive load to examine user attention and engagement. Our findings indicate that the LLM-driven locomotion possesses comparable usability, presence, and cybersickness scores to established methods like teleportation, demonstrating its novel potential as a comfortable, natural language-based, hands-free alternative. In addition, it enhances user attention within the virtual environment, suggesting greater engagement. Complementary to these findings, SHAP analysis revealed that fixation, saccade, and pupil-related features vary across techniques, indicating distinct patterns of visual attention and cognitive processing. Overall, we state that our method can facilitate hands-free locomotion in virtual spaces, especially in supporting accessibility.
16.5HCMay 23, 2023
Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy ChallengesEfe Bozkir, Süleyman Özdel, Mengdi Wang et al.
The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of interaction but also the possibility of a deeper understanding of human visual attention and cognitive processes in VR. Despite these possibilities, eye-tracking data also reveals users' privacy-sensitive attributes when combined with the information about the presented stimulus. To address all, this survey first covers major works in eye tracking, VR, and privacy areas between 2012 and 2022. While eye tracking in VR part covers the computational eye tracking pipeline from pupil detection and gaze estimation to offline data analysis, for privacy and security, we focus on eye-based authentication as well as computational methods to preserve the privacy of individuals and their eye-tracking data in VR. Later, we outline three main directions by focusing on privacy. In summary, this survey presents an extensive literature review of the utmost possibilities of eye tracking in VR and their privacy implications.