12.4AIMay 22, 2025
Advancing the Scientific Method with Large Language Models: From Hypothesis to DiscoveryYanbo Zhang, Sumeer A. Khan, Adnan Mahmud et al.
With recent Nobel Prizes recognising AI contributions to science, Large Language Models (LLMs) are transforming scientific research by enhancing productivity and reshaping the scientific method. LLMs are now involved in experimental design, data analysis, and workflows, particularly in chemistry and biology. However, challenges such as hallucinations and reliability persist. In this contribution, we review how Large Language Models (LLMs) are redefining the scientific method and explore their potential applications across different stages of the scientific cycle, from hypothesis testing to discovery. We conclude that, for LLMs to serve as relevant and effective creative engines and productivity enhancers, their deep integration into all steps of the scientific process should be pursued in collaboration and alignment with human scientific goals, with clear evaluation metrics. The transition to AI-driven science raises ethical questions about creativity, oversight, and responsibility. With careful guidance, LLMs could evolve into creative engines, driving transformative breakthroughs across scientific disciplines responsibly and effectively. However, the scientific community must also decide how much it leaves to LLMs to drive science, even when associations with 'reasoning', mostly currently undeserved, are made in exchange for the potential to explore hypothesis and solution regions that might otherwise remain unexplored by human exploration alone.
6.4HCDec 23, 2021
Towards identifying optimal biased feedback for various user states and traits in motor imagery BCIJelena Mladenović, Jeremy Frey, Smeety Pramij et al.
Objective. Neural self-regulation is necessary for achieving control over brain-computer interfaces (BCIs). This can be an arduous learning process especially for motor imagery BCI. Various training methods were proposed to assist users in accomplishing BCI control and increase performance. Notably the use of biased feedback, i.e. non-realistic representation of performance. Benefits of biased feedback on performance and learning vary between users (e.g. depending on their initial level of BCI control) and remain speculative. To disentangle the speculations, we investigate what personality type, initial state and calibration performance (CP) could benefit from a biased feedback. Methods. We conduct an experiment (n=30 for 2 sessions). The feedback provided to each group (n=10) is either positively, negatively or not biased. Results. Statistical analyses suggest that interactions between bias and: 1) workload, 2) anxiety, and 3) self-control significantly affect online performance. For instance, low initial workload paired with negative bias is associated to higher peak performances (86%) than without any bias (69%). High anxiety relates negatively to performance no matter the bias (60%), while low anxiety matches best with negative bias (76%). For low CP, learning rate (LR) increases with negative bias only short term (LR=2%) as during the second session it severely drops (LR=-1%). Conclusion. We unveil many interactions between said human factors and bias. Additionally, we use prediction models to confirm and reveal even more interactions. Significance. This paper is a first step towards identifying optimal biased feedback for a personality type, state, and CP in order to maximize BCI performance and learning.
5.6HCJan 8, 2019
Interactive Narrative in Virtual RealityGilad Ostrin, Jérémy Frey, Jessica Cauchard
Interactive fiction is a literary genre that is rapidly gaining popularity. In this genre, readers are able to explicitly take actions in order to guide the course of the story. With the recent popularity of narrative focused games, we propose to design and develop an interactive narrative tool for content creators. In this extended abstract, we show how we leverage this interactive medium to present a tool for interactive storytelling in virtual reality. Using a simple markup language, content creators and researchers are now able to create interactive narratives in a virtual reality environment. We further discuss the potential future directions for a virtual reality storytelling engine.
3.0HCAug 27, 2018
Exploring Biofeedback with a Tangible Interface Designed for RelaxationMorgane Hamon, Rémy Ramadour, Jérémy Frey
Anxiety is a common health issue that can occur throughout one's existence. In this pilot study we explore an alternative technique to regulate it: biofeedback. The long-term objective is to offer an ecological device that could help people cope with anxiety, by exposing their inner state in a comprehensive manner. We propose a first iteration of this device, "Inner Flower", that uses heart rate to adapt a breathing guide to the user, and we investigate its efficiency and usability. Traditionally, such device requires user's full attention. We propose an ambient modality during which the device operates in the peripheral vision. Beside comparing "Ambient" and "Focus" conditions, we also compare the biofeedback with a sham feedback (fixed breathing guide). We found that the Focus group demonstrated higher relaxation and performance on a cognitive task (N-back). However, there was no noticeable effect of the Ambient feedback, and the biofeedback condition did not yield any significant difference when compared to the sham feedback. These results, while promising, highlight the pitfalls of any research related to biofeedback, where it is difficult to fully comprehend the underlying mechanisms of such technique.
3.0HCMay 22, 2018
Active Inference for Adaptive BCI: application to the P300 SpellerJelena Mladenović, Jérémy Frey, Emmanuel Maby et al.
Adaptive Brain-Computer interfaces (BCIs) have shown to improve performance, however a general and flexible framework to implement adaptive features is still lacking. We appeal to a generic Bayesian approach, called Active Inference (AI), to infer user's intentions or states and act in a way that optimizes performance. In realistic P300-speller simulations, AI outperforms traditional algorithms with an increase in bit rate between 18% and 59%, while offering a possibility of unifying various adaptive implementations within one generic framework.
5.4HCMay 18, 2018
Evaluation of a congruent auditory feedback for Motor Imagery BCIEmmanuel Christophe, Jérémy Frey, Richard Kronland-Martinet et al.
Designing a feedback that helps participants to achieve higher performances is an important concern in brain-computer interface (BCI) research. In a pilot study, we demonstrate how a congruent auditory feedback could improve classification in a electroencephalography (EEG) motor imagery BCI. This is a promising result for creating alternate feedback modality.
2.3NCJun 6, 2017
The Impact of Flow in an EEG-based Brain Computer InterfaceJelena Mladenović, Jérémy Frey, Manon Bonnet-Save et al.
Major issues in Brain Computer Interfaces (BCIs) include low usability and poor user performance. This paper tackles them by ensuring the users to be in a state of immersion, control and motivation, called state of flow. Indeed, in various disciplines, being in the state of flow was shown to improve performances and learning. Hence, we intended to draw BCI users in a flow state to improve both their subjective experience and their performances. In a Motor Imagery BCI game, we manipulated flow in two ways: 1) by adapting the task difficulty and 2) by using background music. Results showed that the difficulty adaptation induced a higher flow state, however music had no effect. There was a positive correlation between subjective flow scores and offline performance, although the flow factors had no effect (adaptation) or negative effect (music) on online performance. Overall, favouring the flow state seems a promising approach for enhancing users' satisfaction, although its complexity requires more thorough investigations.
12.9HCJun 8, 2016
Comparison of an open-hardware electroencephalography amplifier with medical grade device in brain-computer interface applicationsJérémy Frey
Brain-computer interfaces (BCI) are promising communication devices between humans and machines. BCI based on non-invasive neuroimaging techniques such as electroencephalography (EEG) have many applications , however the dissemination of the technology is limited, in part because of the price of the hardware. In this paper we compare side by side two EEG amplifiers, the consumer grade OpenBCI and the medical grade g.tec g.USBamp. For this purpose, we employed an original montage, based on the simultaneous recording of the same set of electrodes. Two set of recordings were performed. During the first experiment a simple adapter with a direct connection between the amplifiers and the electrodes was used. Then, in a second experiment, we attempted to discard any possible interference that one amplifier could cause to the other by adding "ideal" diodes to the adapter. Both spectral and temporal features were tested -- the former with a workload monitoring task, the latter with an visual P300 speller task. Overall, the results suggest that the OpenBCI board -- or a similar solution based on the Texas Instrument ADS1299 chip -- could be an effective alternative to traditional EEG devices. Even though a medical grade equipment still outperforms the OpenBCI, the latter gives very close EEG readings, resulting in practice in a classification accuracy that may be suitable for popularizing BCI uses.
6.1HCMar 15, 2016
Introspectibles: Tangible Interaction to Foster IntrospectionRenaud Gervais, Joan Sol Roo, Jérémy Frey et al.
Digital devices are now ubiquitous and have the potential to be used to support positive changes in human lives and promote psychological well-being. This paper presents three interactive systems that we created focusing on introspection activities, leveraging tangible interaction and spatial augmented reality. More specifically, we describe anthropomorphic augmented avatars that display the users' inner states using physiological sensors. We also present a first prototype of an augmented sandbox specifically dedicated to promoting mindfulness activities.
8.2HCFeb 26, 2016
Remote Heart Rate Sensing and Projection to Renew Traditional Board Games and Foster Social InteractionsJérémy Frey
While physiological sensors enter the mass market and reach the general public, they are still mainly employed to monitor health -- whether it is for medical purpose or sports. We describe an application that uses heart rate feedback as an incentive for social interactions. A traditional board game has been "augmented" through remote physiological sensing, using webcams. Projection helped to conceal the technological aspects from users. We detail how players reacted -- stressful situations could emerge when users are deprived from their own signals -- and we give directions for game designers to integrate physiological sensors.
10.0HCJan 12, 2016
Framework for Electroencephalography-based Evaluation of User ExperienceJérémy Frey, Maxime Daniel, Julien Castet et al.
Measuring brain activity with electroencephalography (EEG) is mature enough to assess mental states. Combined with existing methods, such tool can be used to strengthen the understanding of user experience. We contribute a set of methods to estimate continuously the user's mental workload, attention and recognition of interaction errors during different interaction tasks. We validate these measures on a controlled virtual environment and show how they can be used to compare different interaction techniques or devices, by comparing here a keyboard and a touch-based interface. Thanks to such a framework, EEG becomes a promising method to improve the overall usability of complex computer systems.
TOBE: Tangible Out-of-Body ExperienceRenaud Gervais, Jérémy Frey, Alexis Gay et al.
We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing the inner states of users using physiological signals such as heart rate or brain activity. Tobe can take the form of a tangible avatar displaying live physiological readings to reflect on ourselves and others. Such a toolkit could be used by researchers and designers to create a multitude of potential tangible applications, including (but not limited to) educational tools about Science Technologies Engineering and Mathematics (STEM) and cognitive science, medical applications or entertainment and social experiences with one or several users or Tobes involved. Through a co-design approach, we investigated how everyday people picture their physiology and we validated the acceptability of Tobe in a scientific museum. We also give a practical example where two users relax together, with insights on how Tobe helped them to synchronize their signals and share a moment.
5.8HCMay 29, 2015
Continuous Mental Effort Evaluation during 3D Object Manipulation Tasks based on Brain and Physiological SignalsDennis Wobrock, Jérémy Frey, Delphine Graeff et al.
Designing 3D User Interfaces (UI) requires adequate evaluation tools to ensure good usability and user experience. While many evaluation tools are already available and widely used, existing approaches generally cannot provide continuous and objective measures of usa-bility qualities during interaction without interrupting the user. In this paper, we propose to use brain (with ElectroEncephaloGraphy) and physiological (ElectroCardioGraphy, Galvanic Skin Response) signals to continuously assess the mental effort made by the user to perform 3D object manipulation tasks. We first show how this mental effort (a.k.a., mental workload) can be estimated from such signals, and then measure it on 8 participants during an actual 3D object manipulation task with an input device known as the CubTile. Our results suggest that monitoring workload enables us to continuously assess the 3DUI and/or interaction technique ease-of-use. Overall, this suggests that this new measure could become a useful addition to the repertoire of available evaluation tools, enabling a finer grain assessment of the ergonomic qualities of a given 3D user interface.
3.3HCMay 28, 2015
Estimating Visual Comfort in Stereoscopic Displays Using Electroencephalography: A Proof-of-ConceptJérémy Frey, Aurélien Appriou, Fabien Lotte et al.
With stereoscopic displays, a depth sensation that is too strong could impede visual comfort and result in fatigue or pain. Electroencephalography (EEG) is a technology which records brain activity. We used it to develop a novel brain-computer interface that monitors users' states in order to reduce visual strain. We present the first proof-of-concept system that discriminates comfortable conditions from uncomfortable ones during stereoscopic vision using EEG. It reacts within 1s to depth variations, achieving 63% accuracy on average and 74% when 7 consecutive variations are measured. This study could lead to adaptive systems that automatically suit stereoscopic displays to users and viewing conditions.
8.4HCApr 24, 2014
Assessing the Zone of Comfort in Stereoscopic Displays using EEGJérémy Frey, Léonard Pommereau, Fabien Lotte et al.
The conflict between vergence (eye movement) and accommodation (crystalline lens deformation) occurs in every stereoscopic display. It could cause important stress outside the "zone of comfort", when stereoscopic effect is too strong. This conflict has already been studied using questionnaires, during viewing sessions of several minutes. The present pilot study describes an experimental protocol which compares two different comfort conditions using electroencephalography (EEG) over short viewing sequences. Analyses showed significant differences both in event-related potentials (ERP) and in frequency bands power. An uncomfortable stereoscopy correlates with a weaker negative component and a delayed positive component in ERP. It also induces a power decrease in the alpha band and increases in theta and beta bands. With fast responses to stimuli, EEG is likely to enable the conception of adaptive systems, which could tune the stereoscopic experience according to each viewer.
16.8HCNov 9, 2013
Review of the Use of Electroencephalography as an Evaluation Method for Human-Computer InteractionJérémy Frey, Christian Mühl, Fabien Lotte et al.
Evaluating human-computer interaction is essential as a broadening population uses machines, sometimes in sensitive contexts. However, traditional evaluation methods may fail to combine real-time measures, an "objective" approach and data contextualization. In this review we look at how adding neuroimaging techniques can respond to such needs. We focus on electroencephalography (EEG), as it could be handled effectively during a dedicated evaluation phase. We identify workload, attention, vigilance, fatigue, error recognition, emotions, engagement, flow and immersion as being recognizable by EEG. We find that workload, attention and emotions assessments would benefit the most from EEG. Moreover, we advocate to study further error recognition through neuroimaging to enhance usability and increase user experience.