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Use-dependent bias is a phenomenon in human sensorimotor behavior whereby movements become biased towards previously repeated actions. Despite being well-documented, the reason why this phenomenon occurs is not yet clearly understood. Here,…
Preference learning methods, such as Reinforcement Learning from Human Feedback (RLHF) and Direct Preference Optimization (DPO), rely on pairwise human judgments, yet little is known about the cognitive processes underlying these judgments.…
We study the effect of a large obstacle on the so called residence time, i.e., the time that a particle performing a symmetric random walk in a rectangular (2D) domain needs to cross the strip. We observe a complex behavior, that is we find…
The frequency with which people interact with technology means that users may develop interface habits, i.e. fast, automatic responses to stable interface cues. Design guidelines often assume that interface habits are beneficial. However,…
A significant challenge for future virtual reality (VR) applications is to deliver high quality-of-experience, both in terms of video quality and responsiveness, over wireless networks with limited bandwidth. This paper proposes to address…
We introduce a formalism based on a continuous time approximation, to study the characteristics of Page Rank random walks. We find that the diffusion of the occupancy probability has a dynamics that exponentially "forgets" the initial…
Consider the normal linear regression setup when the number of covariates p is much larger than the sample size n, and the covariates form correlated groups. The response variable y is not related to an entire group of covariates in all or…
The goal of this article is to investigate how human participants allocate their limited time to decisions with different properties. We report the results of two behavioral experiments. In each trial of the experiments, the participant…
This article deals with the experimental study of pedestrian behaviours in some situations of one-dimensional traffic. Participants were pre-organized in a line, and asked to walk either in a straight line with a fast or slow leader, or to…
Modeling visual search not only offers an opportunity to predict the usability of an interface before actually testing it on real users, but also advances scientific understanding about human behavior. In this work, we first conduct a set…
Personalization despite being an effective solution to the problem information overload remains tricky on account of multiple dimensions to consider. Furthermore, the challenge of avoiding overdoing personalization involves estimation of a…
Efficient techniques to navigate networks with local information are fundamental to sample large-scale online social systems and to retrieve resources in peer-to-peer systems. Biased random walks, i.e. walks whose motion is biased on…
Researchers have designed many algorithms to measure the distances between graph nodes, such as average hitting times of random walks, cosine distances from DeepWalk, personalized PageRank, etc. Successful although these algorithms are,…
Selection is one of the fundamental user interactions in virtual reality (VR) and 3D user interaction, and raycasting has been one of the most popular object selection techniques in VR. However, the selection of small or distant objects…
Predicting human gaze scanpaths is crucial for understanding visual attention, with applications in human-computer interaction, autonomous systems, and cognitive robotics. While deep learning models have advanced scanpath prediction, most…
Random walks on graphs can be slow. To speed them up, imagine that at each step instead of choosing the neighbor at random, there is a small probability $\varepsilon>0$ that we can choose it. We show that in this case, at least for graphs…
In Redirected Walking (RDW), resets are an overt method that explicitly interrupts users, and they should be avoided to provide a quality user experience. The number of resets depends on the configuration of the physical environment; thus,…
Mobile health applications, including those that track activities such as exercise, sleep, and diet, are becoming widely used. Accurately predicting human actions is essential for targeted recommendations that could improve our health and…
On modern computers with graphical user interfaces, application windows are managed by a window manager, a core component of the desktop environment. Mainstream operating systems such as Microsoft Windows and Apple's macOS employ window…
This paper proposes the User Viewing Flow Modeling (SINGLE) method for the article recommendation task, which models the user constant preference and instant interest from user-clicked articles. Specifically, we first employ a user constant…