Misha Sra

HC
h-index43
26papers
261citations
Novelty46%
AI Score57

26 Papers

94.5HCMay 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.

97.5AIJun 3Code
AutoLab: Can Frontier Models Solve Long-Horizon Auto Research and Engineering Tasks?

Zhangchen Xu, Junda Chen, Yue Huang et al.

Scientific and engineering progress is fundamentally a long-horizon iterative process: proposing changes, running experiments, measuring outcomes, and continuously refining artifacts. Yet existing benchmarks for frontier models primarily evaluate either single-turn responses or short-horizon agent trajectories, failing to capture the challenges of sustained iterative improvement over extended time horizons. To address this gap, we introduce AutoLab, a new benchmark for ultra long-horizon closed-loop optimization. AutoLab consists of 36 realistic, expert-curated tasks spanning four diverse domains: system optimization, puzzle & challenge, model development, and CUDA kernel optimization. Each task begins with a correct but deliberately suboptimal baseline and challenges agents to improve it within a strict wall-clock budget. Evaluating 17 state-of-the-art models reveals the dominant predictor of success is not the quality of an agent's initial attempt, but its persistence in repeatedly benchmarking, editing, and incorporating empirical feedback. While claude-opus-4.6 exhibits strong long-horizon optimization capabilities, most frontier models, including several proprietary ones, either terminate prematurely or exhaust their budgets with minimal progress. These results underscore the importance of time awareness and persistent iteration in autonomous agents. We open-source the full benchmark, evaluation harness, and task artifacts, to accelerate research toward truly capable long-horizon agents.

CVJul 8, 2024Code
AID-AppEAL: Automatic Image Dataset and Algorithm for Content Appeal Enhancement and Assessment Labeling

Sherry X. Chen, Yaron Vaxman, Elad Ben Baruch et al.

We propose Image Content Appeal Assessment (ICAA), a novel metric that quantifies the level of positive interest an image's content generates for viewers, such as the appeal of food in a photograph. This is fundamentally different from traditional Image-Aesthetics Assessment (IAA), which judges an image's artistic quality. While previous studies often confuse the concepts of ``aesthetics'' and ``appeal,'' our work addresses this by being the first to study ICAA explicitly. To do this, we propose a novel system that automates dataset creation and implements algorithms to estimate and boost content appeal. We use our pipeline to generate two large-scale datasets (70K+ images each) in diverse domains (food and room interior design) to train our models, which revealed little correlation between content appeal and aesthetics. Our user study, with more than 76% of participants preferring the appeal-enhanced images, confirms that our appeal ratings accurately reflect user preferences, establishing ICAA as a unique evaluative criterion. Our code and datasets are available at https://github.com/SherryXTChen/AID-Appeal.

65.5HCApr 27
TaskLens: Generating Task-Conditioned Scaffolded Interfaces for Learning Professional Creative Software

Yimeng Liu, Misha Sra

Professional creative software has steep learning curves for novices due to complex interfaces, limited guidance, and unfamiliar terminology. To support educators and tool creators in addressing learner challenges, we introduce TaskLens, an LLM-based method that automatically generates task-conditioned scaffolded UIs from natural language task descriptions. Our method uses LLMs to identify workflow stages and domain concepts, select task-relevant tools, generate implementation code, and execute the code to produce scaffolded interfaces. The interfaces surface relevant tools, organize them by workflow stage, link them to domain concepts, and progressively disclose advanced features. We evaluate TaskLens by deploying two LLM-generated scaffolded interfaces in Blender, a professional 3D modeling software. A user study with beginners (n=32) showed that our scaffolded interfaces significantly reduced perceived task load, improved task performance through embedded workflow guidance, and increased domain concept learning in Blender during task execution. A second study with experts (n=8) showed improved task efficiency and potential to create personalized UIs for productivity and creativity.

CLNov 15, 2023
XplainLLM: A Knowledge-Augmented Dataset for Reliable Grounded Explanations in LLMs

Zichen Chen, Jianda Chen, Ambuj Singh et al.

Large Language Models (LLMs) have achieved remarkable success in natural language tasks, yet understanding their reasoning processes remains a significant challenge. We address this by introducing XplainLLM, a dataset accompanying an explanation framework designed to enhance LLM transparency and reliability. Our dataset comprises 24,204 instances where each instance interprets the LLM's reasoning behavior using knowledge graphs (KGs) and graph attention networks (GAT), and includes explanations of LLMs such as the decoder-only Llama-3 and the encoder-only RoBERTa. XplainLLM also features a framework for generating grounded explanations and the debugger-scores for multidimensional quality analysis. Our explanations include why-choose and why-not-choose components, reason-elements, and debugger-scores that collectively illuminate the LLM's reasoning behavior. Our evaluations demonstrate XplainLLM's potential to reduce hallucinations and improve grounded explanation generation in LLMs. XplainLLM is a resource for researchers and practitioners to build trust and verify the reliability of LLM outputs.

CVMar 11, 2023
SPOTR: Spatio-temporal Pose Transformers for Human Motion Prediction

Avinash Ajit Nargund, Misha Sra

3D human motion prediction is a research area of high significance and a challenge in computer vision. It is useful for the design of many applications including robotics and autonomous driving. Traditionally, autogregressive models have been used to predict human motion. However, these models have high computation needs and error accumulation that make it difficult to use them for realtime applications. In this paper, we present a non-autogressive model for human motion prediction. We focus on learning spatio-temporal representations non-autoregressively for generation of plausible future motions. We propose a novel architecture that leverages the recently proposed Transformers. Human motion involves complex spatio-temporal dynamics with joints affecting the position and rotation of each other even though they are not connected directly. The proposed model extracts these dynamics using both convolutions and the self-attention mechanism. Using specialized spatial and temporal self-attention to augment the features extracted through convolution allows our model to generate spatio-temporally coherent predictions in parallel independent of the activity. Our contributions are threefold: (i) we frame human motion prediction as a sequence-to-sequence problem and propose a non-autoregressive Transformer to forecast a sequence of poses in parallel; (ii) our method is activity agnostic; (iii) we show that despite its simplicity, our approach is able to make accurate predictions, achieving better or comparable results compared to the state-of-the-art on two public datasets, with far fewer parameters and much faster inference.

HCAug 5, 2024
SiCo: An Interactive Size-Controllable Virtual Try-On Approach for Informed Decision-Making

Sherry X. Chen, Alex Christopher Lim, Yimeng Liu et al.

Virtual try-on (VTO) applications aim to replicate the in-store shopping experience and enhance online shopping by enabling users to interact with garments. However, many existing tools adopt a one-size-fits-all approach when visualizing clothing items. This approach limits user interaction with garments, particularly regarding size and fit adjustments, and fails to provide direct insights for size recommendations. As a result, these limitations contribute to high return rates in online shopping. To address this, we introduce SiCo, a new online VTO system that allows users to upload images of themselves and interact with garments by visualizing how different sizes would fit their bodies. Our user study demonstrates that our approach significantly improves users' ability to assess how outfits will appear on their bodies and increases their confidence in selecting clothing sizes that align with their preferences. Based on our evaluation, we believe that SiCo has the potential to reduce return rates and transform the online clothing shopping experience.

CLMar 29, 2023
LMExplainer: Grounding Knowledge and Explaining Language Models

Zichen Chen, Jianda Chen, Yuanyuan Chen et al.

Language models (LMs) like GPT-4 are important in AI applications, but their opaque decision-making process reduces user trust, especially in safety-critical areas. We introduce LMExplainer, a novel knowledge-grounded explainer that clarifies the reasoning process of LMs through intuitive, human-understandable explanations. By leveraging a graph attention network (GAT) with a large-scale knowledge graph (KG), LMExplainer not only precisely narrows the reasoning space to focus on the most relevant knowledge but also grounds its reasoning in structured, verifiable knowledge to reduce hallucinations and enhance interpretability. LMExplainer effectively generates human-understandable explanations to enhance transparency and streamline the decision-making process. Additionally, by incorporating debugging into the explanation, it offers expertise suggestions that improve LMs from a developmental perspective. Thus, LMExplainer stands as an enhancement in making LMs more accessible and understandable to users. We evaluate LMExplainer on benchmark datasets such as CommonsenseQA and OpenBookQA, demonstrating that it outperforms most existing methods. By comparing the explanations generated by LMExplainer with those of other models, we show that our approach offers more comprehensive and clearer explanations of the reasoning process. LMExplainer provides a deeper understanding of the inner workings of LMs, advancing towards more reliable, transparent, and equitable AI.

CVApr 17, 2024Code
TiNO-Edit: Timestep and Noise Optimization for Robust Diffusion-Based Image Editing

Sherry X. Chen, Yaron Vaxman, Elad Ben Baruch et al.

Despite many attempts to leverage pre-trained text-to-image models (T2I) like Stable Diffusion (SD) for controllable image editing, producing good predictable results remains a challenge. Previous approaches have focused on either fine-tuning pre-trained T2I models on specific datasets to generate certain kinds of images (e.g., with a specific object or person), or on optimizing the weights, text prompts, and/or learning features for each input image in an attempt to coax the image generator to produce the desired result. However, these approaches all have shortcomings and fail to produce good results in a predictable and controllable manner. To address this problem, we present TiNO-Edit, an SD-based method that focuses on optimizing the noise patterns and diffusion timesteps during editing, something previously unexplored in the literature. With this simple change, we are able to generate results that both better align with the original images and reflect the desired result. Furthermore, we propose a set of new loss functions that operate in the latent domain of SD, greatly speeding up the optimization when compared to prior approaches, which operate in the pixel domain. Our method can be easily applied to variations of SD including Textual Inversion and DreamBooth that encode new concepts and incorporate them into the edited results. We present a host of image-editing capabilities enabled by our approach. Our code is publicly available at https://github.com/SherryXTChen/TiNO-Edit.

CVMar 24, 2025Code
Instruct-CLIP: Improving Instruction-Guided Image Editing with Automated Data Refinement Using Contrastive Learning

Sherry X. Chen, Misha Sra, Pradeep Sen

Although natural language instructions offer an intuitive way to guide automated image editing, deep-learning models often struggle to achieve high-quality results, largely due to the difficulty of creating large, high-quality training datasets. To do this, previous approaches have typically relied on text-to-image (T2I) generative models to produce pairs of original and edited images that simulate the input/output of an instruction-guided image-editing model. However, these image pairs often fail to align with the specified edit instructions due to the limitations of T2I models, which negatively impacts models trained on such datasets. To address this, we present Instruct-CLIP (I-CLIP), a selfsupervised method that learns the semantic changes between original and edited images to refine and better align the instructions in existing datasets. Furthermore, we adapt Instruct-CLIP to handle noisy latent images and diffusion timesteps so that it can be used to train latent diffusion models (LDMs) and efficiently enforce alignment between the edit instruction and the image changes in latent space at any step of the diffusion pipeline. We use Instruct-CLIP to correct the InstructPix2Pix dataset and get over 120K refined samples we then use to fine-tune their model, guided by our novel I-CLIP-based loss function. The resulting model can produce edits that are more aligned with the given instructions. Our code and dataset are available at https://github.com/SherryXTChen/Instruct-CLIP.git.

88.0CVMay 12
Visual Aesthetic Benchmark: Can Frontier Models Judge Beauty?

Yichen Feng, Yuetai Li, Chunjiang Liu et al.

Multimodal large language models (MLLMs) are now routinely deployed for visual understanding, generation, and curation. A substantial fraction of these applications require an explicit aesthetic judgment. Most existing solutions reduce this judgment to predicting a scalar score for a single image. We first ask whether such scores faithfully capture comparative preference: in a controlled study with eight expert annotators, score-derived rankings align poorly with the same annotators' direct comparisons, while direct ranking yields substantially higher inter-annotator agreement on best- and worst-image labels. Motivated by this finding, we introduce the Visual Aesthetic Benchmark (VAB), which casts aesthetic evaluation as comparative selection over candidate sets with matched subject matter. VAB contains 400 tasks and 1,195 images across fine art, photography, and illustration, with labels derived from the consensus of 10 independent expert judges per task. Evaluating 20 frontier MLLMs and six dedicated visual-quality reward models, we find that the strongest system identifies both the best and the worst image correctly across three random permutations of the candidate order in only 26.5% of tasks, far below the 68.9% achieved by human experts. Fine-tuning a 35B-parameter model on 2,000 expert examples brings its accuracy close to that of a 397B-parameter open-weight model, suggesting that the comparative signal in VAB is transferable. Together, these results expose a clear and measurable gap between current multimodal models and expert aesthetic judgment, and VAB provides the first set-based, expert-grounded testbed on which that gap can be tracked and closed.

AIJun 23, 2024Code
GraphEval36K: Benchmarking Coding and Reasoning Capabilities of Large Language Models on Graph Datasets

Qiming Wu, Zichen Chen, Will Corcoran et al.

Large language models (LLMs) have achieved remarkable success in natural language processing (NLP), demonstrating significant capabilities in processing and understanding text data. However, recent studies have identified limitations in LLMs' ability to manipulate, program, and reason about structured data, especially graphs. We introduce GraphEval36K, the first comprehensive graph dataset, comprising 40 graph coding problems and 36,900 test cases to evaluate the ability of LLMs on graph problem-solving. Our dataset is categorized into eight primary and four sub-categories to ensure a thorough evaluation across different types of graphs. We benchmark ten LLMs, finding that private models outperform open-source ones, though the gap is narrowing. We also analyze the performance of LLMs across directed vs undirected graphs, different kinds of graph concepts, and network models. Furthermore, to improve the usability of our evaluation framework, we propose Structured Symbolic Decomposition (SSD), an instruction-based method designed to enhance LLM performance on complex graph tasks. Results show that SSD improves the average passing rate of GPT-4, GPT-4o, Gemini-Pro and Claude-3-Sonnet by 8.38%, 6.78%, 29.28% and 25.28%, respectively.

IVJun 26, 2021Code
Txt2Vid: Ultra-Low Bitrate Compression of Talking-Head Videos via Text

Pulkit Tandon, Shubham Chandak, Pat Pataranutaporn et al.

Video represents the majority of internet traffic today, driving a continual race between the generation of higher quality content, transmission of larger file sizes, and the development of network infrastructure. In addition, the recent COVID-19 pandemic fueled a surge in the use of video conferencing tools. Since videos take up considerable bandwidth (~100 Kbps to a few Mbps), improved video compression can have a substantial impact on network performance for live and pre-recorded content, providing broader access to multimedia content worldwide. We present a novel video compression pipeline, called Txt2Vid, which dramatically reduces data transmission rates by compressing webcam videos ("talking-head videos") to a text transcript. The text is transmitted and decoded into a realistic reconstruction of the original video using recent advances in deep learning based voice cloning and lip syncing models. Our generative pipeline achieves two to three orders of magnitude reduction in the bitrate as compared to the standard audio-video codecs (encoders-decoders), while maintaining equivalent Quality-of-Experience based on a subjective evaluation by users (n = 242) in an online study. The Txt2Vid framework opens up the potential for creating novel applications such as enabling audio-video communication during poor internet connectivity, or in remote terrains with limited bandwidth. The code for this work is available at https://github.com/tpulkit/txt2vid.git.

92.6HCMay 10
MiXR: Harvesting and Recomposing Geometry from Real-World Objects for In-Situ 3D Design

Faraz Faruqi, Demircan Tas, Arthur Caetano et al.

Recent developments in 3D generative AI enable users to create bespoke 3D models from text or image prompts. However, these approaches provide limited control over spatial structure, making them ill suited for tasks requiring precise geometric composition. We present MiXR, an XR system for in-situ compositional modeling that enables users to create new 3D models by harvesting geometry from their environment. Users extract segments from captured objects and assemble new artifacts through direct 3D manipulation, while generative AI synthesizes a coherent model from the user-defined composition. This hybrid workflow allows users to define spatial structure explicitly while delegating geometric refinement to generative models, enabling them to specify spatial intent that is difficult to express through verbal prompts alone. In a controlled user study ($N=12$), participants using MiXR rated their designs as significantly closer to the target, felt more in control, and experienced lower cognitive workload compared to a generative composition baseline.

HCJan 28, 2025
Engaging with AI: How Interface Design Shapes Human-AI Collaboration in High-Stakes Decision-Making

Zichen Chen, Yunhao Luo, Misha Sra

As reliance on AI systems for decision-making grows, it becomes critical to ensure that human users can appropriately balance trust in AI suggestions with their own judgment, especially in high-stakes domains like healthcare. However, human + AI teams have been shown to perform worse than AI alone, with evidence indicating automation bias as the reason for poorer performance, particularly because humans tend to follow AI's recommendations even when they are incorrect. In many existing human + AI systems, decision-making support is typically provided in the form of text explanations (XAI) to help users understand the AI's reasoning. Since human decision-making often relies on System 1 thinking, users may ignore or insufficiently engage with the explanations, leading to poor decision-making. Previous research suggests that there is a need for new approaches that encourage users to engage with the explanations and one proposed method is the use of cognitive forcing functions (CFFs). In this work, we examine how various decision-support mechanisms impact user engagement, trust, and human-AI collaborative task performance in a diabetes management decision-making scenario. In a controlled experiment with 108 participants, we evaluated the effects of six decision-support mechanisms split into two categories of explanations (text, visual) and four CFFs. Our findings reveal that mechanisms like AI confidence levels, text explanations, and performance visualizations enhanced human-AI collaborative task performance, and improved trust when AI reasoning clues were provided. Mechanisms like human feedback and AI-driven questions encouraged deeper reflection but often reduced task performance by increasing cognitive effort, which in turn affected trust. Simple mechanisms like visual explanations had little effect on trust, highlighting the importance of striking a balance in CFF and XAI design.

HCDec 17, 2024
Everyday AR through AI-in-the-Loop

Ryo Suzuki, Mar Gonzalez-Franco, Misha Sra et al.

This workshop brings together experts and practitioners from augmented reality (AR) and artificial intelligence (AI) to shape the future of AI-in-the-loop everyday AR experiences. With recent advancements in both AR hardware and AI capabilities, we envision that everyday AR -- always-available and seamlessly integrated into users' daily environments -- is becoming increasingly feasible. This workshop will explore how AI can drive such everyday AR experiences. We discuss a range of topics, including adaptive and context-aware AR, generative AR content creation, always-on AI assistants, AI-driven accessible design, and real-world-oriented AI agents. Our goal is to identify the opportunities and challenges in AI-enabled AR, focusing on creating novel AR experiences that seamlessly blend the digital and physical worlds. Through the workshop, we aim to foster collaboration, inspire future research, and build a community to advance the research field of AI-enhanced AR.

GNFeb 21, 2025
Standard Benchmarks Fail -- Auditing LLM Agents in Finance Must Prioritize Risk

Zichen Chen, Jiaao Chen, Jianda Chen et al.

Standard benchmarks fixate on how well large language model (LLM) agents perform in finance, yet say little about whether they are safe to deploy. We argue that accuracy metrics and return-based scores provide an illusion of reliability, overlooking vulnerabilities such as hallucinated facts, stale data, and adversarial prompt manipulation. We take a firm position: financial LLM agents should be evaluated first and foremost on their risk profile, not on their point-estimate performance. Drawing on risk-engineering principles, we outline a three-level agenda: model, workflow, and system, for stress-testing LLM agents under realistic failure modes. To illustrate why this shift is urgent, we audit six API-based and open-weights LLM agents on three high-impact tasks and uncover hidden weaknesses that conventional benchmarks miss. We conclude with actionable recommendations for researchers, practitioners, and regulators: audit risk-aware metrics in future studies, publish stress scenarios alongside datasets, and treat ``safety budget'' as a primary success criterion. Only by redefining what ``good'' looks like can the community responsibly advance AI-driven finance.

AIOct 3, 2025
CoDA: Agentic Systems for Collaborative Data Visualization

Zichen Chen, Jiefeng Chen, Sercan Ö. Arik et al.

Deep research has revolutionized data analysis, yet data scientists still devote substantial time to manually crafting visualizations, highlighting the need for robust automation from natural language queries. However, current systems struggle with complex datasets containing multiple files and iterative refinement. Existing approaches, including simple single- or multi-agent systems, often oversimplify the task, focusing on initial query parsing while failing to robustly manage data complexity, code errors, or final visualization quality. In this paper, we reframe this challenge as a collaborative multi-agent problem. We introduce CoDA, a multi-agent system that employs specialized LLM agents for metadata analysis, task planning, code generation, and self-reflection. We formalize this pipeline, demonstrating how metadata-focused analysis bypasses token limits and quality-driven refinement ensures robustness. Extensive evaluations show CoDA achieves substantial gains in the overall score, outperforming competitive baselines by up to 41.5%. This work demonstrates that the future of visualization automation lies not in isolated code generation but in integrated, collaborative agentic workflows.

HCSep 25, 2025
Understanding Mode Switching in Human-AI Collaboration: Behavioral Insights and Predictive Modeling

Avinash Ajit Nargund, Arthur Caetano, Kevin Yang et al.

Human-AI collaboration is typically offered in one of two of user control levels: guidance, where the AI provides suggestions and the human makes the final decision, and delegation, where the AI acts autonomously within user-defined constraints. Systems that integrate both modes, common in robotic surgery or driving assistance, often overlook shifts in user preferences within a task in response to factors like evolving trust, decision complexity, and perceived control. In this work, we investigate how users dynamically switch between higher and lower levels of control during a sequential decision-making task. Using a hand-and-brain chess setup, participants either selected a piece and the AI decided how it moved (brain mode), or the AI selected a piece and the participant decided how it moved (hand mode). We collected over 400 mode-switching decisions from eight participants, along with gaze, emotional state, and subtask difficulty data. Statistical analysis revealed significant differences in gaze patterns and subtask complexity prior to a switch and in the quality of the subsequent move. Based on these results, we engineered behavioral and task-specific features to train a lightweight model that predicted control level switches ($F1 = 0.65$). The model performance suggests that real-time behavioral signals can serve as a complementary input alongside system-driven mode-switching mechanisms currently used. We complement our quantitative results with qualitative factors that influence switching including perceived AI ability, decision complexity, and level of control, identified from post-game interview analysis. The combined behavioral and modeling insights can help inform the design of shared autonomy systems that need dynamic, subtask-level control switches aligned with user intent and evolving task demands.

AIJun 20, 2024
Artificial Leviathan: Exploring Social Evolution of LLM Agents Through the Lens of Hobbesian Social Contract Theory

Gordon Dai, Weijia Zhang, Jinhan Li et al.

The emergence of Large Language Models (LLMs) and advancements in Artificial Intelligence (AI) offer an opportunity for computational social science research at scale. Building upon prior explorations of LLM agent design, our work introduces a simulated agent society where complex social relationships dynamically form and evolve over time. Agents are imbued with psychological drives and placed in a sandbox survival environment. We conduct an evaluation of the agent society through the lens of Thomas Hobbes's seminal Social Contract Theory (SCT). We analyze whether, as the theory postulates, agents seek to escape a brutish "state of nature" by surrendering rights to an absolute sovereign in exchange for order and security. Our experiments unveil an alignment: Initially, agents engage in unrestrained conflict, mirroring Hobbes's depiction of the state of nature. However, as the simulation progresses, social contracts emerge, leading to the authorization of an absolute sovereign and the establishment of a peaceful commonwealth founded on mutual cooperation. This congruence between our LLM agent society's evolutionary trajectory and Hobbes's theoretical account indicates LLMs' capability to model intricate social dynamics and potentially replicate forces that shape human societies. By enabling such insights into group behavior and emergent societal phenomena, LLM-driven multi-agent simulations, while unable to simulate all the nuances of human behavior, may hold potential for advancing our understanding of social structures, group dynamics, and complex human systems.

CLOct 6, 2021
Self-Supervised Knowledge Assimilation for Expert-Layman Text Style Transfer

Wenda Xu, Michael Saxon, Misha Sra et al.

Expert-layman text style transfer technologies have the potential to improve communication between members of scientific communities and the general public. High-quality information produced by experts is often filled with difficult jargon laypeople struggle to understand. This is a particularly notable issue in the medical domain, where layman are often confused by medical text online. At present, two bottlenecks interfere with the goal of building high-quality medical expert-layman style transfer systems: a dearth of pretrained medical-domain language models spanning both expert and layman terminologies and a lack of parallel corpora for training the transfer task itself. To mitigate the first issue, we propose a novel language model (LM) pretraining task, Knowledge Base Assimilation, to synthesize pretraining data from the edges of a graph of expert- and layman-style medical terminology terms into an LM during self-supervised learning. To mitigate the second issue, we build a large-scale parallel corpus in the medical expert-layman domain using a margin-based criterion. Our experiments show that transformer-based models pretrained on knowledge base assimilation and other well-established pretraining tasks fine-tuning on our new parallel corpus leads to considerable improvement against expert-layman transfer benchmarks, gaining an average relative improvement of our human evaluation, the Overall Success Rate (OSR), by 106%. We release our code and parallel corpus for future research.

HCSep 2, 2021
Exploratory Design of a Hands-free Video Game Controller for a Quadriplegic Individual

Atieh Taheri, Ziv Weissman, Misha Sra

From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous joystick and trigger or mouse and keyboard presses. In this work, we explore the design of a hands-free game control method using realtime facial expression recognition for individuals with neurological and neuromuscular diseases who are unable to use traditional game controllers. Similar to other Assistive Technologies (AT), our facial input technique is also designed and tested in collaboration with a graduate student who has Spinal Muscular Atrophy. Our preliminary evaluation shows the potential of facial expression recognition for augmenting the lives of quadriplegic individuals by enabling them to accomplish things like walking, running, flying or other adventures that may not be so attainable otherwise.

HCAug 28, 2021
SceneAR: Scene-based Micro Narratives for Sharing and Remixing in Augmented Reality

Mengyu Chen, Andrés Monroy-Hernández, Misha Sra

Short-form digital storytelling has become a popular medium for millions of people to express themselves. Traditionally, this medium uses primarily 2D media such as text (e.g., memes), images (e.g., Instagram), gifs (e.g., Giphy), and videos (e.g., TikTok, Snapchat). To expand the modalities from 2D to 3D media, we present SceneAR, a smartphone application for creating sequential scene-based micro narratives in augmented reality (AR). What sets SceneAR apart from prior work is the ability to share the scene-based stories as AR content -- no longer limited to sharing images or videos, these narratives can now be experienced in people's own physical environments. Additionally, SceneAR affords users the ability to remix AR, empowering them to build-upon others' creations collectively. We asked 18 people to use SceneAR in a 3-day study. Based on user interviews, analysis of screen recordings, and the stories they created, we extracted three themes. From those themes and the study overall, we derived six strategies for designers interested in supporting short-form AR narratives.

HCJul 7, 2021
Telelife: The Future of Remote Living

Jason Orlosky, Misha Sra, Kenan Bektaş et al.

In recent years, everyday activities such as work and socialization have steadily shifted to more remote and virtual settings. With the COVID-19 pandemic, the switch from physical to virtual has been accelerated, which has substantially affected various aspects of our lives, including business, education, commerce, healthcare, and personal life. This rapid and large-scale switch from in-person to remote interactions has revealed that our current technologies lack functionality and are limited in their ability to recreate interpersonal interactions. To help address these limitations in the future, we introduce "Telelife," a vision for the near future that depicts the potential means to improve remote living better aligned with how we interact, live and work in the physical world. Telelife encompasses novel synergies of technologies and concepts such as digital twins, virtual prototyping, and attention and context-aware user interfaces with innovative hardware that can support ultrarealistic graphics, user state detection, and more. These ideas will guide the transformation of our daily lives and routines soon, targeting the year 2035. In addition, we identify opportunities across high-impact applications in domains related to this vision of Telelife. Along with a recent survey of relevant fields such as human-computer interaction, pervasive computing, and virtual reality, the directions outlined in this paper will guide future research on remote living.

HCDec 9, 2015
MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

Misha Sra, Chris Schmandt

MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.

HCDec 9, 2015
Design Strategies for Playful Technologies to Support Light-intensity Physical Activity in the Workplace

Misha Sra, Chris Schmandt

Moderate to vigorous intensity physical activity has an established preventative role in obesity, cardiovascular disease, and diabetes. However recent evidence suggests that sitting time affects health negatively independent of whether adults meet prescribed physical activity guidelines. Since many of us spend long hours daily sitting in front of a host of electronic screens, this is cause for concern. In this paper, we describe a set of three prototype digital games created for encouraging light-intensity physical activity during short breaks at work. The design of these kinds of games is a complex process that must consider motivation strategies, interaction methodology, usability and ludic aspects. We present design guidelines for technologies that encourage physical activity in the workplace that we derived from a user evaluation using the prototypes. Although the design guidelines can be seen as general principles, we conclude that they have to be considered differently for different workplace cultures and workspaces. Our study was conducted with users who have some experience playing casual games on their mobile devices and were able and willing to increase their physical activity.