Human-Computer Interaction

Also known as HCI

Latest papers

26 papers3 papers in the last four weeks, down 50% on the four weeks before. 0.0% of all new papers.

Oct 3, 2026

VoCa: Designing Speech-Canvas Interaction for Voice-Based Conversational Agents

People write and sketch while speaking to explain, organize, and develop content together. Inspired by these practices, we investigate how voice agents can use a canvas alongside speech in multi-turn conversations with users. We conducted a two-part formative study: an observational study of how pairs coordinated speech and boardwork, followed by a design workshop that informed a design space for speech-canvas interaction with voice agents. Building on these insights, we developed VoCa, a voice agent that coordinates speech with visual object creation, annotation, and attention guidance. A five-day deployment with 18 participants examined usability, experiences of speech-canvas interaction, patterns of use, and desired improvements. Participants' experiences highlighted opportunities for speech-canvas interaction in learning, work, and daily life, alongside challenges in coordinating what agents say and show in ways users can follow and influence. These findings inform how voice agents can use a canvas alongside speech in conversation.
Sep 30, 2026

Talk2Agent: Benchmarking Voice Interfaces for Text Agents

Large language model (LLM) computer-use agents are typically evaluated with clean written instructions, despite speech being an increasingly popular interface for interacting with such systems. Speech input introduces an additional failure point: transcription errors can alter task-critical entities, constraints, or targets before the agent begins reasoning, while conventional ASR metrics do not directly measure whether the information required for successful execution has been preserved. We introduce Talk2Agent, a benchmark for evaluating how effectively voice interfaces convey human-spoken instructions to LLM-based computer-use agents. Talk2Agent builds human-spoken versions of tasks from WildClawBench and OSWorld and evaluates a range of voice interfaces, including dedicated ASR models, audio-capable LLMs, contextual biasing, and LLM-based ontology repair. Because repeatedly executing long-horizon computer-use tasks is costly and stochastic, we further propose an execution-free, task-conditioned evaluation framework that projects the original task grader onto prompt-addressable intentions and measures how much task-relevant information is retained after the voice interface. On WildClawBench, Talk2Agent's execution-free native projection provides a practical, execution-grounded measure of voice-interface quality, correlating with downstream task completion and improving Pearson correlation by 0.246 over WER/CER on 32 hours of real human speech.
Sep 21, 2026

Real-Time Hand Gesture Recognition for OpenXR Using Transformer-Based Machine Learning

Hand gesture recognition is a key component in human-computer interaction (HCI), enabling intuitive interfaces for applications in gaming, virtual reality (VR), robotics, and more. This study integrates transformer-based machine-learning models for real-time hand gesture recognition, using hand-tracking data captured through the OpenXR standard in Unity. We leverage positional data of hand joints and wrist rotation angles to train a custom gesture recognition system. By utilizing the sequential modeling capabilities of transformers, the system captures temporal dependencies within short gesture windows and classifies gestures robustly across hand orientations and sizes. The results show a significant improvement in gesture classification accuracy. Building on this, we outline how the approach can be extended toward detecting the flow of movement, i.e., the transitions between gestures, as future work.
Sep 16, 2026

Affora: A Design System for Agent-Friendly Interfaces

Computer-use agents increasingly operate software designed for people, but interfaces often leave actions or task state unclear to machine readers. We present Affora, a design system that supports both readers while preserving visual freedom and familiar human workflows. Three controlled studies examine component implementations, visual variation, and interaction-design principles. Their findings inform guidance from individual components to complete sites, supported by reusable implementations and executable checks. Agent performance depends on the interaction meaning available through its interface representation; substantial visual variation remains possible when that meaning is preserved. Evaluation on independently authored interfaces shows gains where Affora addresses existing deficits, but limited effects where those deficits are absent or outside its coverage. A workflow case provides preliminary evidence of reduced interaction cost. Affora connects user experience and agent experience through a shared interface rather than a separate agent-only surface.
Sep 14, 2026

Intelligent Interaction Techniques (IIxT) - Proposal

Interaction techniques (IxTs) are the low-level, reusable components out of which user interfaces are designed, including menus, scroll bars, text input fields, and also copy-paste, text-entry, and selecting objects. The IxTs for graphical user interfaces (GUIs) were well established in the 1980s, with relatively minor additions and tweaks for smartphones in the 2000s. Most of today's AI user interfaces involve a chat window, which is an excellent interaction for some tasks, but is generally considered separate from the GUI IxTs. I argue for making the IxTs themselves more intelligent, so users can freely mix modalities, even within the same interaction. This will require research into new IxTs, and also into the infrastructure that will enable these intelligent IxTs (IIxTs) to be built. There are also significant security, privacy and economic implications to this vision.
Sep 3, 2026

Toward anIntegrated Cognitive--Ergonomic Architecture forHuman--Machine Interaction: Combining Cognitive Models with~Human Factors Ergonomics

This paper presents an integrated approach to modeling human competencies by combining the theoretical foundations of cognitive architectures with principles from Human Factors Ergonomics (HFE). Through a comparative analysis of established cognitive models-SOAR, ACT-R, LIDA, and COCOM-we synthesize a tailored architecture designed to address the complexities of human-machine interaction (HMI) in dynamic environments. By contextualizing this model within ergonomic frameworks, we elucidate the mechanisms underlying decision-making, skill acquisition, and adaptive behavior, bridging the gap between cognitive theory and applied system design. Our framework is empirically grounded in industrial robotics applications, where operator expertise, normative knowledge, and real-time feedback loops are critical. The proposed architecture not only enhances the cognitive alignment of HMI systems but also provides a scalable methodology for designing intelligent, human-centered interfaces in high-stakes environments. This work advances both the theoretical understanding of human competencies and the practical implementation of adaptive, ergonomically optimized systems.
Sep 1, 2026

Are We There Yet? Assessing Computer-Use Agents for Blind Users' Accessible Interaction with Desktop Applications

Computer-use agents are emerging as a paradigm for agentic human-AI interaction, combining language reasoning with multi-modal interface grounding to operate GUIs. Yet their effectiveness for blind screen-reader users in real-world desktop workflows remains unclear. We present a three-week diary study with 8 blind users using OLLA, a screen-reader-accessible CUA prototype, collecting 1,258 commands across 12 applications with screenshots, UI trees, model responses, and action traces. We evaluate GPT-5 during deployment and re-execute the same commands with four additional models. GPT-5 achieved the highest success rate at 52.5%. Trace analysis reveals grounding, planning, constraint-tracking, and termination failures, while interviews reveal beyond-automation needs.
Aug 26, 2026

Q&A or Document-Based? The Effects of Interface Type on How Screen Reader Users Access Interconnected Documents

Blind and low-vision (BLV) users are increasingly engaging with large language model (LLM) interfaces to access documents, but it is unclear how such systems support or hinder their ability to build interconnected knowledge. To examine this gap, we compared a Question-Answer Interface (QAI) that supports open-ended conversational inquiry, with a Document Interface (DI) based mostly on traditional structured text document navigation. We recruited 16 BLV screen reader users where they used both interfaces to explore two fictional worlds. Data from interaction logs, concept maps, decision-based tasks, and semi-structured interviews provide comparative insights into how interface design supports knowledge construction. Findings show that participants visited more distinct documents with the DI and formed larger and more correct mental models with the DI than with the QAI. They were also more able to apply knowledge they had gained. Simultaneously, many still preferred the QAI and often estimated that they had explored more, formed better mental models and applied their models better when acquiring the information with the QAI, despite this not being the case. Our analysis suggests possible interface design reasons for these differences and highlights some of the risks introduced by using question-answer interfaces to access information spaces.
Aug 25, 2026

From Seeing to Acting: Smart Glasses as First-Person Intelligence Platforms

Smart glasses are evolving from capture and display accessories into first-person intelligence platforms that connect human perception, persistent context, and digital or physical action. Their on-body viewpoint aligns with the wearer's vision, audition, motion, and hand-object interaction, but must operate under tight energy, thermal, privacy, and feedback constraints. Despite rapid progress in augmented reality, egocentric vision, multimodal models, human-computer interaction, and embodied intelligence, the literature remains fragmented across devices, tasks, and benchmarks. The key challenge is not whether a model can recognize, answer, remember, or act in isolation, but whether a complete system can sustain a reliable, temporally valid, correctable, and governable perception-state-interaction-action loop. This survey is the first to systematically study smart glasses through such a unified framework. We formalize first-person data flow and constrained task utility, characterize devices along eight verifiable hardware capability axes, organize the literature around seven interdependent foundational capabilities, and introduce an L0-L5 framework spanning capture, reactive perception, contextual assistance, persistent state, governed action, and embodied coupling. Across nine application scenes, we connect tasks with datasets, systems, products, stakeholders, failure consequences, and evidence gaps. We further present a nine-dimensional deployment framework, a claim-conditioned evaluation protocol, and an evidence ladder from controlled measurement to longitudinal field validation and audit. Together, these elements make smart glasses more comparable, deployable, and reproducibly evaluated, while outlining a roadmap toward trustworthy first-person intelligence.
Aug 14, 2026

JarvisBench: Always-on Intelligence Between Humans and Agents

Long-horizon agents can execute continuously, but human attention remains intermittent and scarce. This creates a bidirectional coordination problem: users may need immediate access to an agent while work continues in the background, whereas agents may encounter consequential decisions that require user judgment after the user has stopped monitoring execution. We posit an always-on attention-coordination layer---Jarvis\footnote{Named after the fictional AI assistant in Iron Man.}---that mediates this interface and allocates human attention across one or more working agents. We introduce JarvisBench to evaluate both directions of this coordination: whether an intermediary can accurately and promptly answer user-initiated questions about ongoing work, and whether it can recognize when an agent requires user judgment, solicit that judgment at the right moment, and route it back to improve task outcomes. JarvisBench contains 45 agentic task instances: 20 single-agent tasks and 25 workstreams organized into 10 multi-agent projects. The tasks span 19 domains and were selected and adapted from more than 2,000 public candidates. Crucially, the need for user attention arises naturally during execution rather than from an obvious omission in the initial prompt. JarvisBench is designed to integrate with arbitrary agent runtimes without modifying their underlying execution loops. Our reference implementation further provides a full-duplex speech interface, allowing users to reach Jarvis naturally while timely attention coordination supports agents working in the background. By separating agent execution from attention coordination, JarvisBench provides a stable evaluation target as agent capabilities continue to improve.
Jul 22, 2026

HARP: The Human--AI Research Platform

Large language models (LLMs) have shifted human--computer interaction from traditional'' interface journeys toward more conversational exchanges. Researchers studying HCI and UI use moderated usability sessions, interviews, surveys, transcript analysis, and static prototypes. However, static prototypes provide limited opportunities to study interaction with live AI systems or systematically control how an LLM behaves across participants and scenarios. Conversation transcripts reveal little about how users formulate, revise, and hesitate over prompts before submission. We designed the Human--AI Research Platform (HARP) for researchers, designers, and anyone who has ever wondered, What if AI did this?' HARP places participants in controlled mock scenarios with live, configurable AI agents. Researchers can control agent prompts, model parameters, response characteristics, and experimental conditions; trigger surveys at predefined moments; and record prompt composition time, response latency, deletions, and keystroke pauses. Planned capabilities include voice, facial expression, gesture, and, where legally and ethically appropriate, emotion analysis. We illustrate HARP through a study examining how technical specificity and response length affect retention of LLM output. By pairing controllable live agents with behavioral and self-report measures, HARP enables systematic testing of how AI design choices affect users.
Jul 12, 2026

Motif: Discovering and Automating Personal Web Workflows

Recent advances in LLMs and existing work on programming by demonstration have made it possible for end users to create automations by explicitly demonstrating their behavior to LLMs. However, these approaches rely on the assumption that users know what to automate and what is capable of being automated. Additionally, automation via LLM agents is often expensive compared with programs. We introduce Motif, a system that passively observes everyday browser activity to discover recurring interaction patterns that are programmable, makes recommendations to users whenever a pattern is discovered and generate a program to install after user confirmation. Users can review, and refine the program using natural language. We evaluated Motif in a multi-day study, comparing its ambient discoveries against automations users attempted to build via ``vibe coding.'' With eight participants, Motif discovered more automatable patterns than users recognized. Most of them matched participants' routines and were useful. Follow-up surveys showed most would continue using Motif-generated programs.
Jul 11, 2026

Spatula: Exploring On-Demand In-Situ Interfaces and Interaction for Attribute Control

Controlling attributes is a critical step toward achieving the final creative outcome, yet current approaches fall short in supporting users in the iterative refinement of generative content. We propose Spatula, a proof-of-concept system that generates on-demand, in-situ attribute control interfaces and interactions for creating motion graphics. Building on a technical probe that automatically analyzes animation context and generates corresponding attributes and UI, we frame attribute control as an explorable landscape and explore the attribute control space along four key dimensions: Discoverability, Resolution, Scope, and Expandability. Findings from a user study (N=12) show that our system provides intuitive and convenient interactions while supporting diverse needs for fine-grained parameter control. Furthermore, our applications demonstrate that the plug-and-play design generalizes to other domains, such as web design and 3D modeling.
Jun 30, 2026

DigitalCoach: Communication and Grounding Gaps in Human and Agentic Computer Use Coaching

Agents are increasingly capable of automating software tasks, but can they teach humans how to use software themselves? We introduce DigitalCoach, a multimodal dataset of 72 human expert-novice computer use coaching sessions consisting of 22,752 dialogue turns grounded in 28.1 hours of screen and input event recordings across five software applications. We use DigitalCoach to evaluate whether state-of-the-art models can teach humans how to use computers. Automated evaluation shows that models differ from humans in how they coach: models provide more direct instructions, but fewer explanations, error diagnoses, and knowledge-check questions. When we fix the coaching method, models produce utterances similar to human references yet poorly grounded in visual context. Interactive evaluation confirms that model coaches cause learners to passively follow instructions without deeper engagement and fall short in visual grounding. DigitalCoach lays a foundation for collaborative and proactive computer use coaching agents. Data and code are available at https://project-digital-coach.vercel.app.
Jun 25, 2026

Budget-Aware Keyboardless Interaction

Interacting with computers typically relies on traditional input devices such as keyboards, mice, and monitors, which can be cumbersome for users seeking greater mobility. Virtual keyboards have been explored to address these limitations, but they often involve complex setups or expensive equipment. This paper proposes a novel virtual keyboard system that leverages only a standard camera and a paper with a printed keyboard layout. Unlike previous methods requiring complex calibration or special lighting conditions, our approach can work on standard environment using modern computer vision technologies. Combining modern segmentation and detection models with traditional image processing algorithms, we efficiently identify the keyboard region. Touch detection is performed using an algorithm analyzing the color of the user's fingernail. Experiments demonstrated a promising results our proposed solution of keyboard and keystroke detection for practical applications. Participants attended our user study also found the proposed system interesting.
Jun 4, 2026

PerceptUI: LLM Agents as Human-Aligned Synthetic Users for UI/UX Evaluation

User interface (UI) and user experience (UX) evaluation is central to product development, yet reliable feedback still relies on recruiting human participants or running online A/B tests, making early-stage iteration slow and costly. In light of this, recent work has explored Multimodal Large Language Models as proxy evaluators. However, existing approaches either produce surface-level critiques or a judgment that reflects the model's own biases rather than the genuine response of a particular user. We introduce PerceptUI, a framework for persona-conditioned UI/UX evaluation that predicts how a specific user would answer interface-related questions and produces natural-language rationales. PerceptUI is trained in two stages: (i) contrastive reflection fine-tuning distills teacher-generated rationales by extracting lessons from human decisions, and (ii) a reflective prompt-evolution step from the model's own failure traces. Across multiple domains and datasets, PerceptUI achieves human-level realism, generalizes to unseen questions and personas, and yields population-level response distributions.
May 1, 2026

"What Are You Really Trying to Do?": Co-Creating Life Goals from Everyday Computer Use

Recent advances in user modeling make it feasible to conduct open-ended inference over a person's everyday computer use. Despite longstanding visions of systems that deeply understand our actions and the purposes they serve in our lives, existing systems only capture what a person is doing in the moment, not why they are doing it, limiting these systems to surface-level support. We introduce striving co-creation, a process for inferring broader life goals from unstructured observations of computer use. Grounded in Activity Theory and Emmons' personal strivings framework, our system progressively constructs a hierarchical representation of a person's activities. Strivings are, however, difficult to fully resolve from observation alone, as the same action can be driven by many different goals. Our system therefore supports an editing interface that gives people agency over how they are understood by the system, feeding their corrections back into subsequent rounds of striving induction. In a week-long field deployment (N=14), we find that our co-creation process produces strivings that participants recognize as representative of their long-term goals and gives them greater agency than baseline methods.
Apr 4, 2026

15 Years of Augmented Human(s) Research: Where Do We Stand?

The Augmented Human vision broadly seeks to improve or expand baseline human functioning through the restoration or extension of physical, intellectual, and social capabilities. However, given the rapid pace of technology development, we ask: what exactly does Augmented Human research involve, what are its core themes, and how has the Augmented Human(s) conference series evolved over time? To answer this, we conducted a scientometric analysis on the past 15 years of the Augmented Human(s) conference (N=735 paper), focusing on: geographical aspects, submissions and citation timelines, author frequency and popularity, and topic modeling. We find that: (a) Number of papers in the conference exhibit a bimodal distribution, peaking in 2015 and 2025, but showing periods of stagnant growth; (b) key topics over time include Haptics, Wearable Sensing, Vision & Eye Tracking, Embodied Interaction, and Sports / Motion; (c) some seminal papers on AH are not published in AH(s), but rather at related venues (e.g., CHI); (d) the conference has an active Japanese HCI community despite its historical Eurocentric location dominance. We contribute a closer look at the trajectory of the AH(s) field, and raise considerations of definitional and research scope ambiguities given the core problems/enhancements the field seeks to address.
Mar 30, 2026

Users and Wizards in Conversations: How WoZ Interface Choices Define Human-Robot Interactions

In this paper, we investigated how the choice of a Wizard-of-Oz (WoZ) interface affects communication with a robot from both the user's and the wizard's perspective. In a conversational setting, we used three WoZ interfaces with varying levels of dialogue input and output restrictions: a) a restricted perception GUI that showed fixed-view video and ASR transcripts and let the wizard trigger pre-scripted utterances and gestures; b) an unrestricted perception GUI that added real-time audio from the participant and the robot c) a VR telepresence interface that streamed immersive stereo video and audio to the wizard and forwarded the wizard's spontaneous speech, gaze and facial expressions to the robot. We found that the interaction mediated by the VR interface was preferred by users in terms of robot features and perceived social presence. For the wizards, the VR condition turned out to be the most demanding but elicited a higher social connection with the users. VR interface also induced the most connected interaction in terms of inter-speaker gaps and overlaps, while Restricted GUI induced the least connected flow and the largest silences. Given these results, we argue for more WoZ studies using telepresence interfaces. These studies better reflect the robots of tomorrow and offer a promising path to automation based on naturalistic contextualized verbal and non-verbal behavioral data.
Mar 26, 2026

GUIDE: A Benchmark for Understanding and Assisting Users in Open-Ended GUI Tasks

Graphical User Interface (GUI) agents have the potential to assist users in interacting with complex software (e.g., PowerPoint, Photoshop). While prior research has primarily focused on automating user actions through clicks and keystrokes, this paradigm overlooks human intention, where users value the ability to explore, iterate, and refine their ideas while maintaining agency. To move beyond automation and toward collaboration, GUI agents must understand what users are doing and why. We introduce GUIDE (GUI User Intent Detection Evaluation), a benchmark that evaluates AI models on their ability to perceive user behavior, infer intent, and provide assistance in open-ended GUI tasks. GUIDE consists of 67.5 hours of screen recordings from 120 novice user demonstrations with think-aloud narrations, across 10 software. GUIDE defines three tasks - (i) Behavior State Detection, (ii) Intent Prediction, and (iii) Help Prediction that test a model's ability to recognize behavior state, reason about goals, and decide when and how to help. Evaluations across eight state-of-the-art multimodal models reveal that all models struggled, achieving only 44.6% and 55.0% accuracy on behavior state and help prediction. However, providing user context significantly improved the performance, raising help prediction by up to 50.2pp, highlighting the critical role of structured user understanding in effective assistance. Our dataset is available at https://guide-bench.github.io.
Mar 19, 2026

Signals of Success and Struggle: Early Prediction and Physiological Signatures of Human Performance across Task Complexity

User performance is crucial in interactive systems, capturing how effectively users engage with task execution. Prospectively predicting performance enables the timely identification of users struggling with task demands. While ocular and cardiac signals are widely used to characterise performance-relevant visual behaviour and physiological activation, their potential for early prediction and for revealing the physiological mechanisms underlying performance differences remains underexplored. We conducted a within-subject experiment in a game environment with naturally unfolding complexity, using early ocular and cardiac signals to predict later performance and to examine physiological and self-reported group differences. Results show that the ocular-cardiac fusion model achieves a balanced accuracy of 0.86, and the ocular-only model shows comparable predictive power. High performers exhibited targeted gaze and adjusted visual sampling, and sustained more stable cardiac activation as demands intensified, with a more positive affective experience. These findings demonstrate the feasibility of cross-session prediction from early physiology, providing interpretable insights into performance variation and facilitating future proactive intervention.
Mar 11, 2026

A Platform-Agnostic Multimodal Digital Human Modelling Framework: Neurophysiological Sensing in Game-Based Interaction

Digital Human Modelling (DHM) is increasingly shaped by advances in AI, wearable biosensing, and interactive digital environments, particularly in research addressing accessibility and inclusion. However, many AI-enabled DHM approaches remain tightly coupled to specific platforms, tasks, or interpretative pipelines, limiting reproducibility, scalability, and ethical reuse. This paper presents a platform-agnostic DHM framework designed to support AI-ready multimodal interaction research by explicitly separating sensing, interaction modelling, and inference readiness. The framework integrates the OpenBCI Galea headset as a unified multimodal sensing layer, providing concurrent EEG, EMG, EOG, PPG, and inertial data streams, alongside a reproducible, game-based interaction environment implemented using SuperTux. Rather than embedding AI models or behavioural inference, physiological signals are represented as structured, temporally aligned observables, enabling downstream AI methods to be applied under appropriate ethical approval. Interaction is modelled using computational task primitives and timestamped event markers, supporting consistent alignment across heterogeneous sensors and platforms. Technical verification via author self-instrumentation confirms data integrity, stream continuity, and synchronisation; no human-subjects evaluation or AI inference is reported. Scalability considerations are discussed with respect to data throughput, latency, and extension to additional sensors or interaction modalities. Illustrative use cases demonstrate how the framework can support AI-enabled DHM and HCI studies, including accessibility-oriented interaction design and adaptive systems research, without requiring architectural modifications. The proposed framework provides an emerging-technology-focused infrastructure for future ethics-approved, inclusive DHM research.
Mar 6, 2026

Learning Next Action Predictors from Human-Computer Interaction

Truly proactive AI systems must anticipate what we will do next. This foresight demands far richer information than the sparse signals we type into our prompts -- it demands reasoning over the entire context of what we see and do. We formalize this as next action prediction (NAP): given a sequence of a user's multimodal interactions with a computer (screenshots, clicks, sensor data), predict that user's next action. Progress on this task requires both new data and modeling approaches. To scale data, we annotate longitudinal, naturalistic computer use with vision-language models. We release an open-source pipeline for performing this labeling on private infrastructure, and label over 360K actions across one month of continuous phone usage from 20 users, amounting to 1,800 hours of screen time. We then introduce LongNAP, a user model that combines parametric and in-context learning to reason over long interaction histories. LongNAP is trained via policy gradient methods to generate user-specific reasoning traces given some context; retrieve relevant traces from a library of past traces; and then apply retrieved traces in-context to predict future actions. Using an LLM-as-judge evaluation metric (0-1 similarity to ground truth), LongNAP significantly outperforms supervised finetuning and prompted baselines on held-out data (by 79% and 39% respectively). Additionally, LongNAP generalizes to held out users when trained across individuals. The space of next actions a user might take at any moment is unbounded, spanning thousands of possible outcomes. Despite this, 17.1% of LongNAP's predicted trajectories are well-aligned with what a user does next (LLM-judge score ≥\geq 0.5). This rises to 26% when we filter to highly confident predictions. In sum, we argue that learning from the full context of user behavior to anticipate user needs is now a viable task with substantial opportunity.
Mar 2, 2026

A Resource-Rational Principle for Modeling Visual Attention Control

Understanding how people allocate visual attention is central to Human-Computer Interaction (HCI), yet existing computational models of attention are often either descriptive, task-specific, or difficult to interpret. My dissertation develops a resource-rational, simulation-based framework for modeling visual attention as a sequential decision-making process under perceptual, memory, and time constraints. I formalize visual tasks, such as reading and multitasking, as bounded-optimal control problems using Partially Observable Markov Decision Processes, enabling eye-movement behaviors such as fixation and attention switching to emerge from rational adaptation rather than being hand-coded or purely data-driven. These models are instantiated in simulation environments spanning traditional text reading and reading-while-walking with smart glasses, where they reproduce classic empirical effects, explain observed trade-offs between comprehension and safety, and generate novel predictions under time pressure and interface variation. Collectively, this work contributes a unified computational account of visual attention, offering new tools for theory-driven and resource-efficient HCI design.
Feb 16, 2026

MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement Learning

Reinforcement learning (RL)-based biomechanical simulations have the potential to revolutionise HCI research and interaction design, but currently lack usability and interpretability. Using the Human Action Cycle as a design lens, we identify key limitations of biomechanical RL frameworks and develop MyoInteract, a novel framework for fast prototyping of biomechanical HCI tasks. MyoInteract allows designers to setup tasks, user models, and training parameters from an easy-to-use GUI within minutes. It trains and evaluates muscle-actuated simulated users within minutes, reducing training times by up to 98%. A workshop study with 12 interaction designers revealed that MyoInteract allowed novices in biomechanical RL to successfully setup, train, and assess goal-directed user movements within a single session. By transforming biomechanical RL from a days-long expert task into an accessible hour-long workflow, this work significantly lowers barriers to entry and accelerates iteration cycles in HCI biomechanics research.
Apr 24, 2025

Exploring Context-aware and LLM-driven Locomotion for Immersive Virtual Reality

Locomotion plays a crucial role in shaping the user experience within virtual reality environments. In particular, hands-free locomotion offers a valuable alternative by supporting accessibility and freeing users from reliance on handheld controllers. To this end, traditional speech-based methods often depend on rigid command sets, limiting the naturalness and flexibility of interaction. In this study, we propose a novel locomotion technique powered by large language models (LLMs), which allows users to navigate virtual environments using natural language with contextual awareness. We evaluate three locomotion methods: controller-based teleportation, voice-based steering, and our language model-driven approach. Our evaluation combines eye-tracking data analysis, including exploratory explainable machine learning analysis with SHAP, and standardized questionnaires (SUS, IPQ, CSQ-VR, NASA-TLX) to examine user experience through both objective gaze-based measures and subjective self-reports of usability, presence, cybersickness, and cognitive load. Our findings show no statistically significant differences in usability, presence, or cybersickness between LLM-driven locomotion and established methods such as teleportation, suggesting its potential as a viable, natural language-based, hands-free alternative. In addition, eye-tracking analysis revealed patterns suggesting tendency toward increased user attention and engagement in the LLM-driven condition. Complementary to these findings, exploratory SHAP analysis revealed that fixation, saccade, and pupil-related features vary across techniques, indicating distinct patterns of visual attention and cognitive processing. Overall, we state that our method can facilitate hands-free locomotion in virtual spaces, especially in supporting accessibility.