Christian Arzate Cruz

HC
6papers
121citations
Novelty33%
AI Score43

6 Papers

16.8SPApr 21
1BT: One-Block Transformer for EEG-Based Cognitive Workload Assessment

Stefanos Gkikas, Christian Arzate Cruz, Thomas Kassiotis et al.

Accurate and continuous estimation of cognitive workload is fundamental to creating adaptive human-machine systems. However, designing architectures that balance representational capacity with computational efficiency has been challenging for practical deployment. This paper introduces 1BT, a One-Block Transformer for compact and efficient EEG-based cognitive workload assessment. The model aggregates multi-channel temporal sequences via a minimal latent bottleneck, using a single cross-attention module followed by lightweight self-attention. A controlled study involving 11 participants performing three cognitively diverse tasks (abstract reasoning, numerical problem-solving, and an interactive video game) was conducted with continuous EEG recordings across two workload levels. Systematic architectural analysis identifies the most compact configuration that preserves high performance, while substantially lowering computational cost. The final model achieves high workload classification performance with under 0.5 million parameters and 0.02 GFLOPs, paving the way for a design direction for real-time cognitive workload monitoring in resource-constrained settings.

26.6CVApr 13
A Lightweight Transformer for Pain Recognition from Brain Activity

Stefanos Gkikas, Christian Arzate Cruz, Yu Fang et al.

Pain is a multifaceted and widespread phenomenon with substantial clinical and societal burden, making reliable automated assessment a critical objective. This paper presents a lightweight transformer architecture that fuses multiple fNIRS representations through a unified tokenization mechanism, enabling joint modeling of complementary signal views without requiring modality-specific adaptations or increasing architectural complexity. The proposed token-mixing strategy preserves spatial, temporal, and time-frequency characteristics by projecting heterogeneous inputs onto a shared latent representation, using a structured segmentation scheme to control the granularity of local aggregation and global interaction. The model is evaluated on the AI4Pain dataset using stacked raw waveform and power spectral density representations of fNIRS inputs. Experimental results demonstrate competitive pain recognition performance while remaining computationally compact, making the approach suitable for real-time inference on both GPU and CPU hardware.

10.8ROApr 13
Efficient Emotion-Aware Iconic Gesture Prediction for Robot Co-Speech

Edwin C. Montiel-Vazquez, Christian Arzate Cruz, Stefanos Gkikas et al.

Co-speech gestures increase engagement and improve speech understanding. Most data-driven robot systems generate rhythmic beat-like motion, yet few integrate semantic emphasis. To address this, we propose a lightweight transformer that derives iconic gesture placement and intensity from text and emotion alone, requiring no audio input at inference time. The model outperforms GPT-4o in both semantic gesture placement classification and intensity regression on the BEAT2 dataset, while remaining computationally compact and suitable for real-time deployment on embodied agents.

HCMay 27, 2021
A Survey on Interactive Reinforcement Learning: Design Principles and Open Challenges

Christian Arzate Cruz, Takeo Igarashi

Interactive reinforcement learning (RL) has been successfully used in various applications in different fields, which has also motivated HCI researchers to contribute in this area. In this paper, we survey interactive RL to empower human-computer interaction (HCI) researchers with the technical background in RL needed to design new interaction techniques and propose new applications. We elucidate the roles played by HCI researchers in interactive RL, identifying ideas and promising research directions. Furthermore, we propose generic design principles that will provide researchers with a guide to effectively implement interactive RL applications.

HCMay 27, 2021
MarioMix: Creating Aligned Playstyles for Bots with Interactive Reinforcement Learning

Christian Arzate Cruz, Takeo Igarashi

In this paper, we propose a generic framework that enables game developers without knowledge of machine learning to create bot behaviors with playstyles that align with their preferences. Our framework is based on interactive reinforcement learning (RL), and we used it to create a behavior authoring tool called MarioMix. This tool enables non-experts to create bots with varied playstyles for the game titled Super Mario Bros. The main interaction procedure of MarioMix consists of presenting short clips of gameplay displaying precomputed bots with different playstyles to end-users. Then, end-users can select the bot with the playstyle that behaves as intended. We evaluated MarioMix by incorporating input from game designers working in the industry.

HCMay 27, 2021
Interactive Explanations: Diagnosis and Repair of Reinforcement Learning Based Agent Behaviors

Christian Arzate Cruz, Takeo Igarashi

Reinforcement learning techniques successfully generate convincing agent behaviors, but it is still difficult to tailor the behavior to align with a user's specific preferences. What is missing is a communication method for the system to explain the behavior and for the user to repair it. In this paper, we present a novel interaction method that uses interactive explanations using templates of natural language as a communication method. The main advantage of this interaction method is that it enables a two-way communication channel between users and the agent; the bot can explain its thinking procedure to the users, and the users can communicate their behavior preferences to the bot using the same interactive explanations. In this manner, the thinking procedure of the bot is transparent, and users can provide corrections to the bot that include a suggested action to take, a goal to achieve, and the reasons behind these decisions. We tested our proposed method in a clone of the video game named \textit{Super Mario Bros.}, and the results demonstrate that our interactive explanation approach is effective at diagnosing and repairing bot behaviors.