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The study of action selection in humans can present challenges of task design since our actions are usually defined by many degrees of freedom and therefore occupy a large action-space. While saccadic eye-movement offers a more constrained…
In-hand manipulation tasks, particularly in human-inspired robotic systems, must rely on distributed tactile sensing to achieve precise control across a wide variety of tasks. However, the optimal configuration of this network of sensors is…
We present a controlled, quantitative study with 12 participants comparing interaction with a haptically enhanced mixing board against interaction with a mouse in an abstract task that is motivated by several practical parameter space…
User's intentions may be expressed through spontaneous gesturing, which have been seen only a few times or never before. Recognizing such gestures involves one shot gesture learning. While most research has focused on the recognition of the…
Most people struggle with prioritizing work. While inexact heuristics have been developed over time, there is still no tractable principled algorithm for deciding which of the many possible tasks one should tackle in any given day, month,…
Pointing is a key mode of interaction with robots, yet most prior work has focused on recognition rather than generation. We present a motion capture dataset of human pointing gestures covering diverse styles, handedness, and spatial…
Performance models of interaction, such as Fitts Law, are important tools for predicting and explaining human motor performance and for designing high-performance user interfaces. Extensive prior work has proposed such models for the 3D…
In this work, we develop a game-theoretic modeling of the interaction between a human operator and an autonomous decision aid when they collaborate in a multi-agent task allocation setting. In this setting, we propose a decision aid that is…
As LLMs become more widely deployed, there is increasing interest in directly optimizing for feedback from end users (e.g. thumbs up) in addition to feedback from paid annotators. However, training to maximize human feedback creates a…
We present a new mouse cursor designed to facilitate the use of the mouse by people with peripheral vision loss. The pointer consists of a collection of converging straight lines covering the whole screen and following the position of the…
We seek measurable properties of AI agents that make them better or worse teammates from the subjective perspective of human collaborators. Our experiments use the cooperative card game Hanabi -- a common benchmark for AI-teaming research.…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
Finger-Fitts law (FFitts law) is a model to predict touch-pointing times, modified from Fitts' law. It considers the absolute touch-point precision, or a finger tremor factor sigma_a, to decrease the admissible target area and thus increase…
Pointing gestures are a common interaction method used in Human-Robot Collaboration for various tasks, ranging from selecting targets to guiding industrial processes. This study introduces a method for localizing pointed targets within a…
Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying…
Although membership inference attacks (MIAs) and machine-generated text detection target different goals, their methods often exploit similar signals based on a language model's probability distribution, and the two tasks have been studied…
We explore the use of Active Inference (AIF) as a computational user model for spatial pointing, a key problem in Human-Computer Interaction (HCI). We present an AIF agent with continuous state, action, and observation spaces, performing…
While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the…
We are interested in anticipating as early as possible the target location of a person's object manipulation action in a 3D workspace from egocentric vision. It is important in fields like human-robot collaboration, but has not yet received…
In this work we study the use of 3D hand poses to recognize first-person dynamic hand actions interacting with 3D objects. Towards this goal, we collected RGB-D video sequences comprised of more than 100K frames of 45 daily hand action…