Radha Kumaran

2papers

2 Papers

94.3HCMay 21Code
XARP Tools: An Extended Reality Platform for Humans and AI Agents

Arthur Caetano, Radha Kumaran, Kelvin Jou et al.

Building XR-AI research prototypes requires navigating two largely separate ecosystems. Mainstream XR development relies on C#/C++ and game engines, while AI development is centered on Python. This toolchain fragmentation slows down contributions to human-AI spatial interaction research. To broaden access to XR development in the Python ecosystem, we present XARP (XR Agent-ready Remote Procedures), a toolkit for rapid XR-AI prototyping in Python. XARP application logic runs on a Python server and controls a Unity client through WebSocket messages. This architecture enables compatibility with multiple client platforms and live reloading of application code without client redeployment. XARP is available to humans as a library and to AI agents as callable tools and through Model Context Protocol. We designed XARP through formative case studies and refined it through an early acceptance evaluation with 24 XR and AI developers and a six-week longitudinal study with two developers building an independent research project. Potential users expected the toolkit to improve their performance and facilitate development. Sustained use confirmed faster iteration and easier setup compared to conventional XR workflows, with asset-intensive and performance-critical projects emerging as the clearest limitations. Technical benchmarks show that hand and head tracking data streaming was close to the device refresh rate of 72 FPS, and that AI agents using XARP consumed 19% fewer tokens than those writing equivalent C# Unity code. Beyond broadening access to XR development, XARP reduces engineering friction in spatial computing research and opens new pathways for AI agents to participate in XR application development. XARP is open source and available at https://github.com/hal-ucsb/xarp.

2.6HCMar 25
SABER: Spatial Attention, Brain, Extended Reality

Tom Bullock, Emily Machniak, You-Jin Kim et al.

Tracking moving objects is a critical skill for many everyday tasks, such as crossing a busy street, driving a car or catching a ball. Attention is a key cognitive function that supports object tracking; however, our understanding of the brain mechanisms that support attention is almost exclusively based on evidence from tasks that present stable objects at fixed locations. Accounts of multiple object tracking are also limited because they are largely based on behavioral data alone and involve tracking objects in a 2D plane. Consequently, the neural mechanisms that enable moment-by-moment tracking of goal-relevant objects remain poorly understood. To address this knowledge gap, we developed SABER (Spatial Attention, Brain, Extended Reality), a new framework for studying the behavioral and neural dynamics of attention to objects moving in 3D. Participants (n=32) completed variants of a task inspired by the popular virtual reality (VR) game, Beat Saber, where they used virtual sabers to strike stationary and moving color-defined target spheres while we recorded electroencephalography (EEG). We first established that standard univariate EEG metrics which are typically used to study spatial attention to static objects presented on 2D screens, can generalize effectively to an immersive VR context involving both static and dynamic 3D stimuli. We then used a computational modeling approach to reconstruct moment-by-moment attention to the locations of stationary and moving objects from oscillatory brain activity, demonstrating the feasibility of precisely tracking attention in a 3D space. These results validate SABER, and provide a foundation for future research that is critical not only for understanding how attention works in the physical world, but is also directly relevant to the development of better VR applications.