29.8HCApr 18, 2023
Promptify: Text-to-Image Generation through Interactive Prompt Exploration with Large Language ModelsStephen Brade, Bryan Wang, Mauricio Sousa et al. · utoronto
Text-to-image generative models have demonstrated remarkable capabilities in generating high-quality images based on textual prompts. However, crafting prompts that accurately capture the user's creative intent remains challenging. It often involves laborious trial-and-error procedures to ensure that the model interprets the prompts in alignment with the user's intention. To address the challenges, we present Promptify, an interactive system that supports prompt exploration and refinement for text-to-image generative models. Promptify utilizes a suggestion engine powered by large language models to help users quickly explore and craft diverse prompts. Our interface allows users to organize the generated images flexibly, and based on their preferences, Promptify suggests potential changes to the original prompt. This feedback loop enables users to iteratively refine their prompts and enhance desired features while avoiding unwanted ones. Our user study shows that Promptify effectively facilitates the text-to-image workflow and outperforms an existing baseline tool widely used for text-to-image generation.
6.9HCDec 7, 2023
SynthScribe: Deep Multimodal Tools for Synthesizer Sound Retrieval and ExplorationStephen Brade, Bryan Wang, Mauricio Sousa et al.
Synthesizers are powerful tools that allow musicians to create dynamic and original sounds. Existing commercial interfaces for synthesizers typically require musicians to interact with complex low-level parameters or to manage large libraries of premade sounds. To address these challenges, we implement SynthScribe -- a fullstack system that uses multimodal deep learning to let users express their intentions at a much higher level. We implement features which address a number of difficulties, namely 1) searching through existing sounds, 2) creating completely new sounds, 3) making meaningful modifications to a given sound. This is achieved with three main features: a multimodal search engine for a large library of synthesizer sounds; a user centered genetic algorithm by which completely new sounds can be created and selected given the users preferences; a sound editing support feature which highlights and gives examples for key control parameters with respect to a text or audio based query. The results of our user studies show SynthScribe is capable of reliably retrieving and modifying sounds while also affording the ability to create completely new sounds that expand a musicians creative horizon.
8.9ROFeb 1, 2021
"Grip-that-there": An Investigation of Explicit and Implicit Task Allocation Techniques for Human-Robot CollaborationKarthik Mahadevan, Maurício Sousa, Anthony Tang et al.
In ad-hoc human-robot collaboration (HRC), humans and robots work on a task without pre-planning the robot's actions prior to execution; instead, task allocation occurs in real-time. However, prior research has largely focused on task allocations that are pre-planned - there has not been a comprehensive exploration or evaluation of techniques where task allocation is adjusted in real-time. Inspired by HCI research on territoriality and proxemics, we propose a design space of novel task allocation techniques including both explicit techniques, where the user maintains agency, and implicit techniques, where the efficiency of automation can be leveraged. The techniques were implemented and evaluated using a tabletop HRC simulation in VR. A 16-participant study, which presented variations of a collaborative block stacking task, showed that implicit techniques enable efficient task completion and task parallelization, and should be augmented with explicit mechanisms to provide users with fine-grained control.
3.1HCNov 29, 2019
Safe Walking In VR using Augmented VirtualityMaurício Sousa, Daniel Mendes, Joaquim Jorge
New technologies allow ordinary people to access Virtual Reality at affordable prices in their homes. One of the most important tasks when interacting with immersive Virtual Reality is to navigate the virtual environments (VEs). Arguably, the best methods to accomplish this use of direct control interfaces. Among those, natural walking (NW) makes for enjoyable user experience. However, common techniques to support direct control interfaces in VEs feature constraints that make it difficult to use those methods in cramped home environments. Indeed, NW requires unobstructed and open space. To approach this problem, we propose a new virtual locomotion technique, Combined Walking in Place (CWIP). CWIP allows people to take advantage of the available physical space and empowers them to use NW to navigate in the virtual world. For longer distances, we adopt Walking in Place (WIP) to enable them to move in the virtual world beyond the confines of a cramped real room. However, roaming in immersive alternate reality, while moving in the confines of a cluttered environment can lead people to stumble and fall. To approach these problems, we developed Augmented Virtual Reality (AVR), to inform users about real-world hazards, such as chairs, drawers, walls via proxies and signs placed in the virtual world. We propose thus CWIP-AVR as a way to safely explore VR in the cramped confines of your own home. To our knowledge, this is the first approach to combined different locomotion modalities in a safe manner. We evaluated it in a user study with 20 participants to validate their ability to navigate a virtual world while walking in a confined and cluttered real space. Our results show that CWIP-AVR allows people to navigate VR safely, switching between locomotion modes flexibly while maintaining a good immersion.
3.1HCOct 8, 2019
Negative Space: Workspace Awareness in 3D Face-to-Face Remote CollaborationMaurício Sousa, Daniel Mendes, Rafael Kuffner dos Anjos et al.
Face-to-face telepresence promotes the sense of "being there" and can improve collaboration by allowing immediate understanding of remote people's nonverbal cues. Several approaches successfully explored interactions with 2D content using a see-through whiteboard metaphor. However, with 3D content, there is a decrease in awareness due to ambiguities originated by participants' opposing points-of-view. In this paper, we investigate how people and content should be presented for discussing 3D renderings within face-to-face collaborative sessions. To this end, we performed a user evaluation to compare four different conditions, in which we varied reflections of both workspace and remote people representation. Results suggest potentially more benefits to remote collaboration from workspace consistency rather than people's representation fidelity. We contribute a novel design space, the Negative Space, for remote face-to-face collaboration focusing on 3D content.