Rapid Prototyping

Recent momentum

-80%

1 papers in the last 28 days · 0.0% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this topic, kept on the site without email delivery.

Period ending 2026-09-14

2 new papers

A weekly snapshot of new work published in Rapid Prototyping.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Rapid Prototyping.

23 papers

Latest in Rapid Prototyping

Sep 22, 2026cs.HC

Does AI Save Time on Product Design? A Randomized Controlled Experiment of AI Prompt-to-Design Workflows

AI tools for digital product design now offer prompt-to-design capabilities, allowing designers and their non-designer colleagues to create prototypes through conversational workflows with large language models (LLMs). While these tools promise time savings, experimental evidence in product design remains limited compared with evidence from software engineering. We conducted a randomized controlled trial with 50 product designers and 50 product managers to evaluate prospective time savings from leveraging Figma Make in design work. Participants attempted three standardized design tasks with or without access to Figma Make. Among participants who completed the study tasks, access to Figma Make was associated with approximately 20% shorter completion times, with larger gains among product managers. Our findings suggest that prompt-to-design tools may enable product managers to further contribute to design work, while the benefits for professional designers may be task dependent.
Remy Stewart, Olabode Anise, Andrew Hogan +1
Sep 9, 2026cs.SD

TimeCues Studio: A Workspace for Music Annotation and Algorithm Prototyping

Multimedia applications require precise music annotation-labeled positions, segments, or loops-placed by hand or algorithmically. Machine-learning algorithms are scalable and effective but need annotated training data, scarce for many tasks. TimeCues Studio is an open-source workspace where algorithm-development teams annotate a music corpus, compare detection algorithms against those annotations, and prototype new ones. Unlike existing tools built for a single track at a time, TimeCues targets teams annotating whole collections, tightly integrated with algorithm development. Annotators place several marker types-each supporting ambiguity-aware labeling-on a grid-locked timeline that visualizes many music features, including separated audio stems. The same timeline drives an algorithm-comparison engine with bundled baselines, a Python sandbox for prototyping new models, and an ambiguity-aware evaluator that honors the structured fields. The same visualization suits solo annotators on music-sync projects. TimeCues is MIT-licensed and deploys via one Docker Compose command.
Sapir Caduri, Yoav Goldberg
Aug 12, 2026cs.CV

StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization

Previsualization is an intermediate layer between ideas and production in film, games, architecture, and urban design. It lets creators iteratively refine scenes, actions, cameras, and spatial-temporal dynamics. Yet existing generative methods rely on simple prompts to jointly control all of these factors through one-shot image or video synthesis, offering weak controllability and limited support for iterative editing. Fundamentally, a world comprises multiple elements with geometry, appearance, and other attributes, together with cameras. Different frames are produced through local modifications or recombinations of this shared state, which is otherwise largely reused. Therefore, we argue that the missing component is an explicit and persistent working state. To address this, we present StateFlow, a state-centric framework for generative previsualization. Rather than generating videos in one shot, StateFlow uses an editable 3D world to organize scene structure, evolution, and cameras, while off-the-shelf video models enhance visual quality when higher fidelity is desired. This world is maintained as a persistent structured 3D state of scene elements and camera configurations, serving as the core working representation for previsualization. Built on this insight, StateFlow has three stages to construct, evolve, and access the world state. State construction lifts generated 2D content into a coherent 3D world through prior-guided, conflict-aware dual-view initialization, while State evolution translates user intent into structured state transitions while preserving world memory, avoiding full-scene regeneration for each edit. State access uses render-feedback reflection to refine camera plans into visually feasible trajectories, avoiding reliance on VLM semantics alone. Experiments show that StateFlow produces high-quality 3D worlds for video creation and game-like prototyping.
Yuyang Yin, Zixiang Li, Longxuan Deng +11
Aug 12, 2026cs.SE

ADEPT: A Unified Framework for Deep Learning Test Adequacy

Over the past decade, many test adequacy metrics have been proposed for deep learning that characterize test dataset adequacy from different perspectives, e.g., neuron activation behavior, latent feature coverage, decision-boundary exploration, etc. However, these metrics are typically released as independent research prototypes with substantially different installation and preprocessing requirements, execution workflows, and configuration mechanisms. These complications make them quite difficult to reproduce, compare, and adopt in research work and practical deployment alike. In this paper, we present the engineering details of ADEPT, a framework that integrates representative adequacy techniques, including neuron-coverage-based metrics, surprise adequacy, input distribution coverage, boundary coverage, and source- and model-level mutation score, under a consistent execution workflow. ADEPT provides a template-based metric interface with well-defined extension points for integrating new adequacy metrics. Furthermore, it provides YAML-based configuration management, preprocessing-cache reuse, and structured result reporting, making it easy to use in any research and development workflows. ADEPT is designed for researchers and practitioners who wish to reproduce and apply adequacy metrics without spending days or weeks implementing missing tooling or configuring disparate research prototypes. A demo video is available at https://aub.ie/ADEPT_video.
Yidi Kao, Shawn Burnham, Tommi Rose Fahy +1
Aug 11, 2026cs.CL

MD-ProTector: Positioning Multiple Data-Driven Prototypes for LLM-Generated Text Detection

As LLM-generated content becomes more sophisticated, detection systems for distinguishing those texts from human-written text must operate at scale while handling diverse writing styles, domains, languages, and generator models. Input-only encoder detectors are suitable for practical deployment setting, but standard binary classification supplies only the class label and does not explicitly organize the substantial variation within either class. We propose MD-ProTector, which represents each class with multiple trainable reference vectors in the encoder embedding space, referred to as prototypes. These prototypes provide separate decision boundaries for different groups of texts within the same class. However, adding multiple prototypes alone does not determine which variation each prototype should represent. MD-ProTector addresses this problem with Prototype Positioning loss, which separates class-level structure from the within-class variation that differentiates individual prototypes. Evaluated across five settings from three large-scale benchmarks covering domain, generator, language, and adversarial variation, MD-ProTector achieves the highest AvgRec on MAGE CDCM and RAID and the highest AUROC and lowest FPR95 on RAID among the compared encoder-based methods.
Jinmo Han, Jimin Hong, Chanyeong Moon +3
Aug 4, 2026cs.CV

UniEvo-RS: Omni-Prompt Unified Remote Sensing Segmentation with Representative Exemplar-Driven Prototype Evolution

Prompt-driven vision-language models (VLMs) hold immense promise for accelerating dense remote sensing (RS) annotation, but static models suffer from severe performance degradation when deployed on novel scenes, unseen categories, or visually confusing backgrounds. Moreover, existing unified paradigms primarily rely on intra-image specific prompts, lacking flexible task routing to adapt to multi-intent operational workflows. In practical batch mapping, annotators typically refine a small set of representative samples before processing large datasets. Motivated by this practice, we propose UniEvo-RS, an omni-prompt unified RS segmentation framework equipped with representative exemplar-driven prototype evolution. First, we construct a multi-instruction prompt dataset that unifies text-driven and visual-driven prompts within a single architecture, establishing a dynamic task-routing mechanism for highly diverse RS annotation scenarios. Second, we introduce a representative feedback-driven, training-free prototype evolution mechanism. By contrasting manual annotations with initial predictions on exemplars, UniEvo-RS distills prediction errors into positive and negative prototypes. These prototypes enhance LLM query recall and suppress spatial background noise under a fixed-budget clustering memory. Extensive experiments show that UniEvo-RS unifies diverse prompting tasks, achieving state-of-the-art performance across most settings. Crucially, with minimal interaction on a few exemplars, it enables training-free, progressive accuracy enhancement on unseen categories during batch annotation.
Kunquan Zhang, Peilang Li, Xikun Hu +4
Jul 28, 2026cs.CV

ReDesign: Recovering Editable Design Structures from Images via Agentic Decomposition

Recovering an editable design file from a raster image is a common and costly bottleneck in modern design workflows, yet remains challenging since editability depends on recovering multi-modal attributes, such as typography, vector geometry, colors, grouping, and layer ordering. We present ReDesign, an agentic framework that grows an editable layer hierarchy by selecting and composing specialized tools across modalities. To keep this long decision process reliable despite imperfect tool outputs, we introduce graceful verification at each expansion, which provides local accept, prune, or retry feedback that prevents error accumulation and avoids large scale reruns. To evaluate editability at scale, we introduce the Figma Edit Replay Benchmark, consisting of 909 raw Figma files and 14,796 controlled edit instructions that replay edits on reconstructed outputs. Across this benchmark and standard reconstruction metrics, ReDesign achieves strong visual fidelity while delivering the highest editability across layout, color, and text edits, outperforming layered decomposition baselines and serial tool use pipelines.
Jooyeol Yun, Jintae Park, Hyesu Lim +3
Jul 24, 2026cs.AI

How Well Can AI Generate Backlogs from App Mockups?

Creating sprint backlogs requires considerable effort, as items such as epics, user stories, and tasks can be missed or inconsistently specified. We propose a multimodal approach to support backlog generation from visual app mockups, an artifact available at early project stages. We evaluate three prompting strategies on GPT-4o: a zero-shot baseline, Compositional Chain-of-Thought (CCoT) for vision-language reasoning, and a persona-driven prompt. We study seven app development projects across two countries and interview developers about the results. Overall, we observed that the baseline prompt favours recall over precision, whereas CCoT is more balanced, achieving average F1 scores of 52-66% for epics and user stories. Tasks were more challenging to generate accurately. Precision gains were most consistent when adding architectural context, particularly for backend tasks (precision gains up to 35%). Interviews with developers revealed that up to 26% of false positives were still considered useful, reflecting the creative and open-ended nature of backlog creation. To capture this, we propose a new measure called Revised Recall, which complements ground-truth evaluation with developer assessments. Our findings suggest that hybrid prompting with architectural context can assist backlog generation from early mockups, though results vary by item type and developer oversight remains necessary.
Andrea Lezcano Airaldi, Lourdes Romera, Walid Maalej
Jul 11, 2026cs.HC

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.
Boyu Li, Linjie Qiu, Lin-Ping Yuan +4
Jun 30, 2026cs.HC

From Idea to Prototype in an Afternoon: Scaffolded, AI-Assisted Rapid VA Prototyping

Testing a new visual-analytics idea usually takes months: one needs to find a realistic data set, clean it, and implement an interactive prototype. We describe a case where a workflow language and an AI assistant reduced this effort to one afternoon. The idea under test: relax the Pareto frontier with a tolerance and group the surviving options into recurring types -- constellations'' on a soft sky''. Using the Artifact--Transform Workflow Language (ATWL) as a scaffold, we obtained a consistent workflow in minutes and a running prototype in a few hours. We derive three lessons. The scaffold matters: without ATWL the assistant produced a naive workflow. The scaffold alone is not enough: the first implementation was only average, and expert knowledge injection was needed to reach state-of-the-art quality. Finally, the way the scaffold is used matters: controlled experiments show that a language definition and a library of examples support different aspects of the task, that providing both at once reduces quality because template following displaces creative content, and that scaffolds work best when introduced after an initial unconstrained design pass. We argue that the field needs a typology of human knowledge injection, in a form that is both human-editable and machine-accessible.
Gennady Andrienko, Natalia Andrienko
Jun 29, 2026stat.ML

Extrapolating from Regularised Solutions for Solving Ill-Conditioned Linear Systems in Machine Learning

Rapid prototyping of algorithms is a critical step in modern machine learning. Most algorithms exploit linear algebra, creating a need for lightweight numerical routines which -- while potentially sub-optimal for the task at hand -- can be rapidly implemented. For the numerical solution of ill-conditioned linear systems of equations, the standard solution for prototyping is Tikhonov-regularised inversion using a nugget. However, selection of the size of nugget is often difficult, and the use of data-adaptive procedures precludes automatic differentiation, introducing instabilities into end-to-end training. Further, while data-adaptive procedures perform multiple linear solves to select the size of nugget, only the result of one such solve is returned, which we argue is wasteful. This paper aims to circumvent the above difficulties, presenting autonugget; a Python package for automatic and stable numerical solution of linear systems suitable for rapid prototyping, and fully compatible with automatic differentiation using JAX. autonugget combines multiple linear solves using Richardson extrapolation to determine the solution of the ill-conditioned system, improving in accuracy over approximations based on a single nugget.
Disha Hegde, Jon Cockayne, Chris. J. Oates
Jun 10, 2026cs.RO

PEBRE: An Open-Hardware Compute and Perception Add-On for the Pepper Robot

This paper presents the design, development, and experimental verification of PEBRE, an open-hardware add-on for fast software development on the Pepper Robot. Our project enhances Pepper's computational and perception capabilities by integrating external components such as a Jetson Orin Nano, Logitech BRIO, Intel RealSense D435i, Samson UB1, and RØDE VideoMicro II. Our results show that the new hardware considerably improved Pepper's perception abilities and computational power. This development contributes to the community by implementing an open hardware and open-source modular add-on to the Pepper robot and keeping this relevant research platform functional beyond its expected lifespan. With PEBRE, we aim to facilitate faster software development and more efficient integration of external components, ultimately enhancing the capabilities of the Pepper robot.
Malte Kuhlmann, Ignacio Bugueno-Cordova, Emil Alms +2
Jun 10, 2026cs.RO

Deformable In-Hand Slip-Aware Tactile Sensor with Integrated Velocity, Force/Torque, and Pressure Map Sensing

This paper introduces a novel tactile sensor for in-hand manipulation with slip-aware control that integrates velocity, force/torque, and pressure map sensing into a single device with a deformable contact pad. To the best of our knowledge, this is the first sensor to combine these sensing modalities within a single compliant structure. The sensor features a deformable contact surface and can robustly track both flat and curved surfaces across a wide range of materials. Its performance is evaluated through a comprehensive set of experiments that highlight both its capabilities and limitations. The sensor is designed for rapid and low-cost fabrication using a combination of standard PCB manufacturing and rapid prototyping techniques.
Gabriel Arslan Waltersson, Yiannis Karayiannidis
Jun 10, 2026cs.GR

XPR: An Extensible Cross-Platform Point-Based Differentiable Renderer

Point-based differentiable rendering underpins modern 3D reconstruction, novel-view synthesis, and learning-based graphics pipelines, but developing new rendering methods often requires extensive low-level implementation, hardware-specific kernels, and manually written backward passes. This limits rapid prototyping, reproducibility, exploration, and deployment, especially across diverse hardware platforms. This paper presents XPR, an extensible cross-platform framework for point-based differentiable rendering. XPR introduces a high-level programming interface that separates method-specific logic from the shared rendering pipeline, allowing users to implement new methods in a few lines of code. Its pipeline decomposes rendering into modular, statically shaped parallel operations that can be lowered by a cross-platform compiler to GPUs, TPUs, CPUs, and other ML accelerators. We demonstrate implementations of 3DGS, 3DGUT, and LinPrim, with only a few 100s lines of Python code, each of which can be compiled to a range of hardware platforms with the XLA compiler. These results show that XPR enables fast experimentation and portable execution for emerging point-based differentiable rendering systems.
Steve Rhyner, Sankeerth Durvasula, Aleksandr Kovalev +7
May 14, 2026cs.RO

A Prototyping Framework for Distributed Control of Multi-Robot Systems

This paper presents a prototyping framework for distributed control of multi-robot systems, aimed at bridging theory and practical testing of distributed optimization algorithms. Using the Single Program, Multiple Data (SPMD) paradigm, the framework emulates distributed control on a single computer, with each core running the same algorithm using local states and neighbour-to-neighbour communication. We demonstrate the framework on a four-quadrotor position-swapping task using a non-cooperative game-theoretic distributed algorithm. Computational time and trajectory data are compared across the supported dynamics levels: a point-mass model, a high-fidelity quadrotor model, and an experimental hardware testbed using Crazyflie quadcopters. The results show that the framework provides a low-cost and accessible approach for validating distributed algorithms.
Junaid Ahmed Memon, Allan Andre Do Nascimento, Kostas Margellos +1
May 9, 2026cs.CV

Extrusion Segmentation Strategy to improve CAD Reconstruction from Point Cloud

Computer-Aided Design is ubiquitous in todays world, as almost every manufactured object begins as a digital model across industries. At the same time, advances in 3D sensing have made point clouds a dominant form of raw 3D data. Recovering the CAD model of a physical object from its point cloud scan has two major applications: reverse engineering, where physical or hand-crafted prototypes need to be reconstructed automatically as editable digital models, and quality control, where recovering the CAD description of a manufactured object helps quantify and understand deviations introduced during the production process. Thus, converting unordered point clouds into structured CAD models is increasingly important for modern applications. Deep learning has enabled major progress in computer vision for both 2D and 3D data, and new datasets facilitate data-driven CAD reconstruction. Building on this foundation, we develop an end-to-end model that reconstructs CAD models from point clouds and introduce a segmentation approach that decomposes them into individual extrusions. These partial shapes increase data diversity, improving the generalization and robustness of deep learning models. Our strategy thereby provides a simple, yet effective way to increase reconstruction performance of deep learning models.
Said Harb, Mehdi Maboudi, Markus Gerke
May 4, 2026cs.DC

From Sensors to Insight: Rapid, Edge-to-Core Application Development for Sensor-Driven Applications

Scientists increasingly rely on sensor-based data, yet transforming raw streams into insights across the edge-to-cloud continuum remains difficult. Provisioning heterogeneous infrastructure and managing execution on emerging platforms like Data Processing Units typically requires cross-domain expertise, creating significant barriers to rapid prototyping. This paper introduces an experience-driven methodology for the rapid development of sensor-driven applications. By combining pattern-based workflow engineering with AI-assisted development-implemented via Pegasus on the FABRIC testbed - we utilize an existing Orcasound hydrophone workflow as a reusable template. We introduce a pattern-based engineering methodology to generate and refine workflows for air quality, earthquake, and soil moisture monitoring. Furthermore, we show how these abstract structures are extended to edge resources through modular configuration and placement. Our evaluation focuses on user productivity and practical lessons rather than peak performance. Through these case studies, we illustrate how AI-assisted, pattern-based development lowers the entry barrier for non-experts and enables iterative exploration of sensor-driven applications across distributed infrastructures.
Komal Thareja, Anirban Mandal, Ewa Deelman
May 2, 2026cs.SE

Practical Limits of Autonomous Test Repair: A Multi-Agent Case Study with LLM-Driven Discovery and Self-Correction

Maintaining reliable UI test suites in large-scale enterprise applications is a persistent and costly challenge. We present an industrial case study of a multi-agent autonomous testing system evaluated using anonymized execution data from a production-like enterprise UI testing prototype. The application features several hundred dynamic UI elements per screen. Built on a large language model with LangGraph orchestration, Playwright execution, and a RAG knowledge base, the system evolves from human-directed testing toward High-autonomy feature discovery and test execution: given no explicit test targets, it discovers over 100 testable features across 10 UI screens, dynamically expands coverage by an additional 15--30 features through runtime DOM analysis, and iteratively repairs failing tests without human intervention. We analyzed 300 consecutive autonomous execution reports encompassing 636 individual test-case executions across 10 distinct scenario families. The system achieved a 70% repair convergence rate at the scenario-family level, with a mean of 3.4 repair iterations to convergence. However, only 10% of scenario families succeeded on first attempt, 38% of reports failed to produce any executable test artifact, and we documented concrete instances of assertion weakening and test-case deletion used as workaround mechanisms to achieve superficial convergence. Our findings show that unrestricted autonomy leads to unstable and often misleading outcomes, while constrained autonomy transforms such systems into operationally viable workflows. Rather than advocating full autonomy, our findings suggest that reliable autonomous testing in enterprise-scale settings requires explicit constraints, validation boundaries, and human oversight to preserve semantic correctness and operational trustworthiness.
Hyukjoo Lee
Apr 25, 2026cs.HC

Proteus: Shapeshifting Desktop Visualizations for Mobile via Multi-level Intelligent Adaptation

With the rise of mobile-first consumption, users increasingly engage with data visualizations on mobile devices. However, the vast majority of existing visualizations are originally authored for desktop environments. Due to significant differences in viewport size and interaction paradigms, directly scaling desktop charts often results in illegible text, information loss, and interaction failures. To bridge this gap, we propose an automated framework to adapt desktop-based visualizations for mobile screens. By systematically categorizing the operations involved in the adaptation process, we establish a multi-level design space. This space defines evolution rules spanning from the global topology level, through the reference frame level, down to the visual elements level. Guided by this theoretical framework, we developed Proteus, a large language model-driven multi-agent system that automatically parses online visualizations, predicts optimal transformation strategies within the design space, and generates equivalent, highly readable visualizations for mobile devices. Case studies and an in-depth user study with 12 participants demonstrate the effectiveness and usability of Proteus.
Can Liu, Sizhe Cheng, Feng Liang +4
Apr 23, 2026cs.CV

Temporal Prototyping and Hierarchical Alignment for Unsupervised Video-based Visible-Infrared Person Re-Identification

Visible-infrared person re-identification (VI-ReID) enables cross-modality identity matching for all-day surveillance, yet existing methods predominantly focus on the image level or rely heavily on costly identity annotations. While video-based VI-ReID has recently emerged to exploit temporal dynamics for improved robustness, existing studies remain limited to supervised settings. Crucially, the unsupervised video VI-ReID problem, where models must learn from RGB and infrared tracklets without identity labels, remains largely unexplored despite its practical importance in real-world deployment. To bridge this gap, we propose HiTPro (Hierarchical Temporal Prototyping), a prototype-driven framework without explicit hard pseudo-label assignment for unsupervised video-based VI-ReID. HiTPro begins with an efficient Temporal-aware Feature Encoder that first extracts discriminative frame-level features and then aggregates them into a robust tracklet-level representation. Building upon these features, HiTPro first constructs reliable intra-camera prototypes via Intra-Camera Tracklet Prototyping by aggregating features from temporally partitioned sub-tracklets. Through Hierarchical Cross-Prototype Alignment, we perform a two-stage positive mining process: progressing from within-modality associations to cross-modality matching, enhanced by Dynamic Threshold Strategy and Soft Weight Assignment. Finally, {Hierarchical Contrastive Learning} progressively optimizes feature-prototype alignment across three levels: intra-camera discrimination, cross-camera same-modality consistency, and cross-modality invariance. Extensive experiments on HITSZ-VCM and BUPTCampus demonstrate that HiTPro achieves state-of-the-art performance under fully unsupervised settings, significantly outperforming adapted baselines and establishes a strong baseline for future research.
Zhiyong Li, Wei Jiang, Haojie Liu +3
Feb 20, 2026cs.SE

1D-Bench: A Benchmark for Iterative UI Code Generation with Visual Feedback in Real-World

Design-to-code translates high-fidelity UI designs into executable front-end implementations, but progress remains hard to compare due to inconsistent datasets, toolchains, and evaluation protocols. We introduce 1D-Bench, a benchmark grounded in real e-commerce workflows, where each instance provides a reference rendering and an exported intermediate representation that may contain extraction errors. 1D is short for one day, representing the efficient completion of design-to-code tasks in less than one day. Models take both as input, using the intermediate representation as structural cues while being evaluated against the reference rendering, which tests robustness to intermediate representation defects rather than literal adherence. 1D-Bench requires generating an executable React codebase under a fixed toolchain with an explicit component hierarchy, and defines a multi-round setting in which models iteratively apply component-level edits using execution feedback. Experiments on commercial and open-weight multimodal models show that iterative editing generally improves final performance by increasing rendering success and often improving visual similarity. We further conduct a pilot study on post-training with synthetic repair trajectories and reinforcement learning based editing, and observe limited and unstable gains that may stem from sparse terminal rewards and high-variance file-level updates. The data and scripts used in this study are available in an anonymized repository at https://anonymous.4open.science/r/d2c-benchmark-A9C4/.
Qiao Xu, Yipeng Yu, Chengxiao Feng +1
Feb 16, 2026cs.HC

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.
Ankit Bhattarai, Hannah Selder, Florian Fischer +2
Jan 8, 2026cs.AI

Conversational AI for Rapid Scientific Prototyping: A Case Study on ESA's ELOPE Competition

Large language models (LLMs) are increasingly used as coding partners, yet their role in accelerating scientific discovery remains underexplored. This paper presents a case study of using ChatGPT for rapid prototyping in ESA's ELOPE (Event-based Lunar OPtical flow Egomotion estimation) competition. The competition required participants to process event camera data to estimate lunar lander trajectories. Despite joining late, we achieved second place with a score of 0.01282, highlighting the potential of human-AI collaboration in competitive scientific settings. ChatGPT contributed not only executable code but also algorithmic reasoning, data handling routines, and methodological suggestions, such as using fixed number of events instead of fixed time spans for windowing. At the same time, we observed limitations: the model often introduced unnecessary structural changes, gets confused by intermediate discussions about alternative ideas, occasionally produced critical errors and forgets important aspects in longer scientific discussions. By analyzing these strengths and shortcomings, we show how conversational AI can both accelerate development and support conceptual insight in scientific research. We argue that structured integration of LLMs into the scientific workflow can enhance rapid prototyping by proposing best practices for AI-assisted scientific work.
Nils Einecke