VLDB 2026 Research / reviewers in the wild / expert
Christian Arzate Cruz
dblp:199/3970
· DBLP profile ↗
6ranked-venue papers
5as first author
4since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 5 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Empathetic Robots Using Empathy Classifiers in HRI SettingsabstractEmpathy is a vital part of human social interaction. It mediates emotional interaction and allows for increased rapport between individuals. We explore combining multi-modal empathy classifiers and empathetic text generation in a human-robot interaction setting. In particular, we designed a demo that uses the Haru social robot to engage in empathetic conversations with a human. We use our classifier to assess the empathy level of the user and the robot. The user's score is a metric for their experience with the robot. On the other hand, we use the robot's score to ensure highly empathetic behaviors. Our preliminary results with two participants show that our system can generate empathetic responses that we can adapt according to the user's empathy level. Christian Arzate Cruz, Edwin C. Montiel-Vázquez, Chikara Maeda, Darryl Lam, Randy Gomez |
HRI | 1 |
| 2025 | When and How to Express Empathy in Human-Robot Interaction ScenariosabstractIncorporating empathetic behavior into robots can improve their social effectiveness and interaction quality. In this paper, we present whEE (when and how to express empathy), a framework that enables social robots to detect when empathy is needed and generate appropriate responses. Using large language models, whEE identifies key behavioral empathy cues in human interactions. We evaluate it in human-robot interaction scenarios with our social robot, Haru. Results show that whEE effectively identifies and responds to empathy cues, providing valuable insights for designing social robots capable of adaptively modulating their empathy levels across various interaction contexts. Christian Arzate Cruz, Edwin C. Montiel-Vázquez, Chikara Maeda, Randy Gomez |
RO-MAN | 1 |
| 2024 | Data Augmentation for 3DMM-based Arousal-Valence Prediction for HRIabstractHumans use multiple communication channels to interact with each other. For instance, body gestures or facial expressions are commonly used to convey an intent. The use of such non-verbal cues has motivated the development of prediction models. One such approach is predicting arousal and valence (AV) from facial expressions. However, making these models accurate for human-robot interaction (HRI) settings is challenging as it requires handling multiple subjects, challenging conditions, and a wide range of facial expressions. In this paper, we propose a data augmentation (DA) technique to improve the performance of AV predictors using 3D morphable models (3DMM). We then utilize this approach in an HRI setting with a mediator robot and a group of three humans. Our augmentation method creates synthetic sequences for underrepresented values in the AV space of the SEWA dataset, which is the most comprehensive dataset with continuous AV labels. Results show that using our DA method improves the accuracy and robustness of AV prediction in realtime applications. The accuracy of our models on the SEWA dataset is 0.793 for arousal and valence. Christian Arzate Cruz, Yotam Sechayk, Takeo Igarashi, Randy Gomez |
RO-MAN | 1 |
| 2021 | Interactive Explanations: Diagnosis and Repair of Reinforcement Learning Based Agent BehaviorsabstractReinforcement learning techniques successfully generate convincing agent behaviors, but it is still difficult to tailor the behavior to align with a user's specific preferences. What is missing is a communication method for the system to explain the behavior and for the user to repair it. In this paper, we present a novel interaction method that uses interactive explanations using templates of natural language as a communication method. The main advantage of this interaction method is that it enables a two-way communication channel between users and the agent; the bot can explain its thinking procedure to the users, and the users can communicate their behavior preferences to the bot using the same interactive explanations. In this manner, the thinking procedure of the bot is transparent, and users can provide corrections to the bot that include a suggested action to take, a goal to achieve, and the reasons behind these decisions. We tested our proposed method in a clone of the video game named Super Mario Bros., and the results demonstrate that our interactive explanation approach is effective at diagnosing and repairing bot behaviors. Christian Arzate Cruz, Takeo Igarashi |
CoG | 1 |
| 2020 | A Survey on Interactive Reinforcement Learning: Design Principles and Open ChallengesabstractInteractive reinforcement learning (RL) has been successfully used in various applications in different fields, which has also motivated HCI researchers to contribute in this area. In this paper, we survey interactive RL to empower human-computer interaction (HCI) researchers with the technical background in RL needed to design new interaction techniques and propose new applications. We elucidate the roles played by HCI researchers in interactive RL, identifying ideas and promising research directions. Furthermore, we propose generic design principles that will provide researchers with a guide to effectively implement interactive RL applications. Christian Arzate Cruz, Takeo Igarashi |
Conference on Designing Interactive Systems | 1 |
| 2020 | Interactive Design Exploration of Game StagesUsing Adjustable Synthetic TestersabstractGame designers take into account the wide range of play-styles and skill levels of players to create enjoyable experiences. One important step in the game design process involves playtests with professional testers; this process is time-consuming and expensive. Hence, there exist several methods to create synthetic testers to test a game automatically. However, one shortcoming is the lack of realistic-playing with different play-styles and skill levels. In this paper, we propose a game level authoring tool that incorporates synthetic testers, which enable the control of play-styles and skill levels. Furthermore, we utilize visualization techniques to help assess the difficulty level of each part of the stage. Our user studies confirmed that our tool was effective for designing game stages appropriate for a particular type of player. Hirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andrew Nealen, Takeo Igarashi |
FDG | 3 |