AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2024
Asadi, A. R.; Appiah, J.; Muntaka, S. A.; Kropczynski, J.
Actions, Not Apps: Toward Using LLMs to Reshape Context Aware Interactions in Mixed Reality Systems Proceedings Article
In: C., Stephanidis; M., Antona; S., Ntoa; G., Salvendy (Ed.): Commun. Comput. Info. Sci., pp. 166–176, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 18650929 (ISSN); 978-303162109-3 (ISBN).
Abstract | Links | BibTeX | Tags: Computation theory, Context Aware System, Context-aware interaction, Context-aware systems, Decision making, Digital information, Flat-screens, Interaction Design, Language Model, Mixed reality, Mixed reality systems, User interaction, User interfaces, User perceptions
@inproceedings{asadi_actions_2024,
title = {Actions, Not Apps: Toward Using LLMs to Reshape Context Aware Interactions in Mixed Reality Systems},
author = {A. R. Asadi and J. Appiah and S. A. Muntaka and J. Kropczynski},
editor = {Stephanidis C. and Antona M. and Ntoa S. and Salvendy G.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85196733497&doi=10.1007%2f978-3-031-62110-9_17&partnerID=40&md5=9cd702ff979c7f111a5172df8f155ddf},
doi = {10.1007/978-3-031-62110-9_17},
isbn = {18650929 (ISSN); 978-303162109-3 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Commun. Comput. Info. Sci.},
volume = {2120 CCIS},
pages = {166–176},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Mixed reality computing merges user perception of the environment with digital information. As we move from flatscreen computing toward head-mounted computing, the necessity for developing alternative interactions and user flows becomes more evident. Activity theory provides a holistic overview of user interactions and motives. In this work in progress, we propose Action Sandbox Workspace as an interaction framework for the future of MR systems by focusing on action-centric interactions rather than application-centric interactions, aiming to bridge the gap between user goals and system functionalities in everyday tasks. By integrating the ontology of actions, user intentions, and context and connecting it to spatial data mapping, this forward-looking framework aims to create a contextually adaptive user interaction environment. The recent development in large language models (LLMs) has made the implementation of this interaction flow feasible by enabling inference and decision-making based on text-based descriptions of a user’s state and intentions with data and actions users have access to. We propose this approach as a future direction for developing mixed reality platforms and integrating AI in interacting with computers. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {Computation theory, Context Aware System, Context-aware interaction, Context-aware systems, Decision making, Digital information, Flat-screens, Interaction Design, Language Model, Mixed reality, Mixed reality systems, User interaction, User interfaces, User perceptions},
pubstate = {published},
tppubtype = {inproceedings}
}
Yang, S.; Tsui, Y. H.; Wang, X.; Alhilal, A.; Mogavi, R. H.; Wang, X.; Hui, P.
From Prompt to Metaverse: User Perceptions of Personalized Spaces Crafted by Generative AI Proceedings Article
In: M., Bernstein; A., Bruckman; U., Gadiraju; A., Halfaker; X., Ma; F., Pinatti; M., Redi; D., Ribes; S., Savage; A., Zhang (Ed.): Proc. ACM Conf. Comput. Support. Coop. Work CSCW, pp. 497–504, Association for Computing Machinery, 2024, ISBN: 979-840071114-5 (ISBN).
Abstract | Links | BibTeX | Tags: AI-generated content, Content creation, Generation tools, Generative adversarial networks, generative artificial intelligence, HCI, Metaverse, Metaverses, Personalization, Personalizations, Space generation, User perceptions, Virtual environments, Virtual Reality, Virtual spaces
@inproceedings{yang_prompt_2024,
title = {From Prompt to Metaverse: User Perceptions of Personalized Spaces Crafted by Generative AI},
author = {S. Yang and Y. H. Tsui and X. Wang and A. Alhilal and R. H. Mogavi and X. Wang and P. Hui},
editor = {Bernstein M. and Bruckman A. and Gadiraju U. and Halfaker A. and Ma X. and Pinatti F. and Redi M. and Ribes D. and Savage S. and Zhang A.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85214583858&doi=10.1145%2f3678884.3681897&partnerID=40&md5=c914b32a0cee1520712062e6ec35eb3a},
doi = {10.1145/3678884.3681897},
isbn = {979-840071114-5 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Proc. ACM Conf. Comput. Support. Coop. Work CSCW},
pages = {497–504},
publisher = {Association for Computing Machinery},
abstract = {Generative artificial intelligence (AI) has revolutionized content creation. In parallel, the Metaverse has emerged to transcend the constraints of our physical reality. While Generative AI has a multitude of exciting applications for the fields of writing, coding, and graphic design, its usage to personalize our virtual space has not yet been explored. In this paper, we investigate the application of Artificial Intelligence Generated Content (AIGC) to personalize our virtual spaces and enhance the metaverse experience. To this end, we present a pipeline to enable users to customize their virtual spaces. Moreover, we explore the hardware resources and latency required for personalized spaces, as well as user acceptance of the AI-generated spaces. Comprehensive user studies follow extensive system experiments. Our research evaluates users' perceptions of two generated spaces: panoramic images and 3D virtual spaces. According to our findings, users have shown a great interest in 3D personalized spaces, and the practicality and immersion of 3D space generation tools surpass panoramic space generation tools. © 2024 ACM.},
keywords = {AI-generated content, Content creation, Generation tools, Generative adversarial networks, generative artificial intelligence, HCI, Metaverse, Metaverses, Personalization, Personalizations, Space generation, User perceptions, Virtual environments, Virtual Reality, Virtual spaces},
pubstate = {published},
tppubtype = {inproceedings}
}