Arthur Pitzer Caetano

dblp:188/0365 · also Arthur Caetano · DBLP profile ↗
← Back
7ranked-venue papers
3as first author
7since 2021 · last 2026
0000-0003-0207-5471ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Grand Challenges around Designing Computers' Control Over Our Bodies
abstract
Advances in emerging technologies, such as on-body mechanical actuators and electrical muscle stimulation, have allowed computers to take control over our bodies. This presents opportunities as well as challenges, raising fundamental questions about agency and the role of our bodies when interacting with technology. To advance this research field as a whole, we brought together expert perspectives in a week-long seminar to articulate the grand challenges that should be tackled when it comes to the design of computers’ control over our bodies. These grand challenges span technical, design, user, and ethical aspects. By articulating these grand challenges, we aim to begin initiating a research agenda that positions bodily control not only as a technical feature but as a central, experiential, and ethical concern for future human–computer interaction endeavors.
Florian 'Floyd' Mueller, Nadia Bianchi-Berthouze, Misha Sra, Mar González-Franco, Henning Pohl, Susanne Boll, Richard Byrne 0001, Arthur Pitzer Caetano, Masahiko Inami, Jarrod Knibbe, Per Ola Kristensson, Xiang Li 0101, Zhuying Li 0001, Joe Marshall, Louise Petersen Matjeka, Minna Orvokki Nygren, Rakesh Patibanda, Sara Price, Harald Reiterer, Aryan Saini, Oliver Schneider 0006, Ambika Shahu, Phoebe O. Toups Dugas, Samitha Elvitigala
CHI8
2026 How Users Perceive Mixed-Initiative AI: Attitudes Toward Assistance in Problem Solving
abstract
In mixed-initiative systems, the mode of AI assistance delivery can be as consequential as the assistance itself. We investigated two assistance delivery modes: on-demand help (users request via Button) and pre-scheduled help (assistance delivered at user-selected intervals, with user actions resetting the Timer). To evaluate these modes, we selected Rush Hour puzzles as the human–AI collaborative task because they capture elements of real-world problem solving such as analysis, resource management, and decision-making under constraints. To enhance ecological validity, we imposed monetary costs for both time and AI assistance, simulating scenarios where people must balance implicit or explicit trade-offs such as time pressure, financial limitations, or opportunity costs. Although task performance was comparable across modes, participants who used the pre-scheduled (Timer) mode reported more positive perceptions of the AI, even when their ending budget was low. This suggests that assistance delivery mode can shape user experience independent of task outcomes, indicating that human-AI systems may need to consider how AI assistance is delivered alongside improving task performance.
Yunhao Luo 0002, Arthur Pitzer Caetano, Avinash Ajit Nargund, Tobias Höllerer, Misha Sra
IUI2
2026 XARP: A Human-First and Agent-Ready Extended Reality Toolkit in Python EICS010
abstract
Building XR-AI research prototypes requires navigating two largely separate ecosystems. Mainstream XR development relies on C#/C++ and game engines, while AI development is centered on Python. This toolchain fragmentation slows down contributions to human-AI spatial interaction research. To broaden access to XR development in the Python ecosystem, we present XARP (XR Agent-ready Remote Procedures), a toolkit for rapid XR-AI prototyping in Python. XARP application logic runs on a Python server and controls a Unity client through WebSocket messages. This architecture enables compatibility with multiple client platforms and live reloading of application code without client redeployment. XARP is available to humans as a library and to AI agents as callable tools and through Model Context Protocol. We designed XARP through formative case studies and refined it through an early acceptance evaluation with 24 XR and AI developers and a six-week longitudinal study with two developers building an independent research project. Potential users expected the toolkit to improve their performance and facilitate development. Sustained use confirmed faster iteration and easier setup compared to conventional XR workflows, with asset-intensive and performance-critical projects emerging as the clearest limitations. Technical benchmarks show that hand and head tracking data streaming was close to the device refresh rate of 72 FPS, and that AI agents using XARP consumed 19% fewer tokens than those writing equivalent C# Unity code. Beyond broadening access to XR development, XARP reduces engineering friction in spatial computing research and opens new pathways for AI agents to participate in XR application development. XARP is open source and available at https://github.com/hal-ucsb/xarp.
Arthur Pitzer Caetano, Radha Kumaran, Kelvin Jou, Tobias Höllerer, Misha Sra
Proc. ACM Hum. Comput. Interact.1
2025 GraspR: A Computational Model of Spatial User Preferences for Adaptive Grasp UI Design
Arthur Pitzer Caetano, Yunhao Luo 0002, Adwait Sharma, Misha Sra
UIST1
2024 GraV: Grasp Volume Data for the Design of One-Handed XR Interfaces
abstract
Everyday objects, like remote controls or electric toothbrushes, are crafted with hand-accessible interfaces. Expanding on this design principle, extended reality (XR) interfaces for physical tasks could facilitate interaction without necessitating the release of grasped tools, ensuring seamless workflow integration. While established data, such as hand anthropometric measurements, guide the design of handheld objects, XR currently lacks comparable data, regarding reachability, for single-hand interfaces while grasping objects. To address this, we identify critical design factors and a design space representing grasp-proximate interfaces and introduce a simulation tool for generating reachability and displacement cost data for designing these interfaces. Additionally, using the simulation tool, we generate a dataset based on grasp taxonomy and common household objects. Finally, we share insights from a design workshop that emphasizes the significance of reachability and motion cost data, empowering XR creators to develop bespoke interfaces tailored specifically to grasping hands.
Alejandro Aponte, Arthur Pitzer Caetano, Yunhao Luo 0002, Misha Sra
Conference on Designing Interactive Systems2
2024 Virtual Steps: The Experience of Walking for a Lifelong Wheelchair User in Virtual Reality
abstract
Many people often take walking for granted, but for individuals with mobility disabilities, this seemingly simple act can feel out of reach. This reality can foster a sense of disconnect from the world since walking is a fundamental way in which people interact with each other and the environment. Advances in virtual reality and its immersive capabilities have made it possible to enable those who have never walked in their life to “virtually” experience walking. We co-designed a VR walking experience with a person with Spinal Muscular Atrophy who has been a lifelong wheelchair user. Over 9 days, we collected data on this person’s experience through a diary study and analyzed this data to better understand the design elements required. Given that they had only ever seen others walking and had not experienced it first-hand, determining which design parameters must be considered in order to match the virtual experience to their idea of walking was challenging. Generally, we found the experience of walking to be quite positive, providing a perspective from a higher vantage point than what was available in a wheelchair. Our findings provide insights into the emotional complexities and evolving sense of agency accompanying virtual walking. These findings have implications for designing more inclusive and emotionally engaging virtual reality experiences.
Atieh Taheri, Arthur Pitzer Caetano, Misha Sra
VR2
2023 ARLang: An Outdoor Augmented Reality Application for Portuguese Vocabulary Learning
abstract
With recent computer vision techniques and user-generated content, we can augment the physical world with metadata that describes attributes, such as names, geo-locations, and visual features of physical objects. To assess the benefits of these potentially ubiquitous labels for foreign vocabulary learning, we built a proof-of-concept system that displays bilingual text and sound labels on physical objects outdoors using augmented reality. Established tools for language learning have focused on effective content delivery methods such as books and flashcards. However, recent research and consumer learning tools have begun to focus on how learning can become more mobile, ubiquitous, and desirable. To test whether our system supports vocabulary learning, we conducted a preliminary between-subjects (N=44) study. Our results indicate that participants preferred learning with virtual labels on real-world objects outdoors over learning with flashcards. Our findings motivate further investigation into mobile AR-based learning systems in outdoor settings.
Arthur Pitzer Caetano, Alyssa P. Lawson, Misha Sra
Conference on Designing Interactive Systems1