Human-Computer Interaction
Also known as HCI
Latest papers
36 papers7 papers in the last four weeks, up 40% on the four weeks before. 0.0% of all new papers.
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.
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 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.
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.
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.
Automotive-ENV: Benchmarking Multimodal Models in Automotive Cockpit Environments
Multimodal models have demonstrated strong capabilities in web, desktop, and mobile GUI environments, but their performance in automotive cockpit systems remains largely unexplored. In-vehicle GUIs introduce unique challenges beyond traditional GUI interaction, including vehicle-state reasoning, implicit intent understanding, and safety-critical decision making. To address this gap, we introduce Automotive-ENV, an interactive benchmark for evaluating multimodal models in automotive cockpit environments. Built on Android Automotive OS, Automotive-ENV combines cockpit-screen interaction with vehicle-state signals and deterministic state-based evaluation. The benchmark contains 420 carefully constructed tasks covering routine cockpit operation and safety-critical scenarios. Unlike prior GUI benchmarks that rely on action matching or LLM-based judging, Automotive-ENV evaluates model behavior through reproducible validators over UI states, vehicle signals, and safety-related conditions. We benchmark representative general-purpose multimodal models and GUI-specialized vision-language models on Automotive-ENV. Experimental results show that current models remain far from reliable in automotive environments, with substantial performance degradation in implicit and safety-critical tasks. Further analysis reveals consistent failure modes in safety-aware reasoning, vehicle-control understanding, and implicit hazard recognition. We release Automotive-ENV, together with tasks, validators, and evaluation tools, to support future research on automotive multimodal systems.
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.