Davy Vanacken

dblp:86/1378 · DBLP profile ↗
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11ranked-venue papers
0as first author
5since 2021 · last 2026
0000-0001-8436-5119ORCID · verified

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

Human-computer interaction and ubiquitous computing · 10 · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 From Embeddings to Exploration: Engineering Interactive Latent Space Visualizations for AI Model Sensemaking EICS012
abstract
Machine learning systems are often inspected through 2D projections of high-dimensional representations using techniques such as t-SNE or UMAP. While these visualizations provide useful overviews of clustering and similarity, they are inherently static: they display only the existing data points and do not allow users to interactively explore a model’s decision space. We present an interactive exploration system — LAPEX — that uses a Variational Autoencoder (VAE) as a generative proxy over a model’s training distribution, turning the latent space into a navigable workspace for model sensemaking. Unlike static embeddings, the proxy provides an explicit decoding path from latent coordinates to inputs, enabling interaction patterns such as continuous sampling, interpolation between anchors, and region probing. We operationalize these capabilities through a set of interactive probes that augment a familiar scatter-plot overview with generative overlays for comparing transitions between classes and examining sparsely populated regions. A within-subject formative study ( N = 16) comparing an interactive VAE-based method to a static t-SNE baseline shows that generative interaction substantially improves counterfactual reasoning and influences how users assess model behavior in sparse or uncertain regions, while static embeddings sometimes provide clearer boundary perception. From these findings, we derive concrete design guidelines and architectural considerations for engineering interactive AI model exploration systems using generative latent representations.
Sebe Vanbrabant, Jarne Thys, Gilles Eerlings, Kris Luyten, Gustavo Rovelo, Davy Vanacken
Proc. ACM Hum. Comput. Interact.6
2025 ECHO: Enhancing Conversational Explainable AI through Tool-Augmented Language Models
abstract
This paper introduces ECHO, an LLM-powered system framework to explore and interrogate the internals of AI models through tool-augmented language models. While traditional XAI methods typically offer a small and technical set of explanation types, ECHO advances the accessibility and usability of AI explanations through a conversational approach, combining LLMs with a collection of tools and a human-in-the-loop process. We identify various explanation types from the literature, for which we create a set of predefined tools for tabular data. Using a modular architecture, ECHO integrates these predefined tools with dynamically generated tools to interact with AI models, facilitating tailored explanations for a large variety of user queries. This paper details ECHO’s design, implementation, and use cases, demonstrating its capabilities in the context of a movie recommender, healthcare decision tree and neural network for educational classification.
Sebe Vanbrabant, Gilles Eerlings, Gustavo Rovelo, Davy Vanacken
Proc. ACM Hum. Comput. Interact.4
2022 FortClash: Predicting and Mediating Unintended Behavior in Home Automation
abstract
Smart home inhabitants can specify trigger-condition-action rules to control the home's behavior. As the number of rules and their complexity grow, however, so does the probability of issues such as inconsistencies and redundancies. These can lead to unintended behavior, including security vulnerabilities and wasted resources, which harms the inhabitants' trust in the system. Existing approaches to handle unintended behavior typically require inhabitants to define all-encompassing, permanent solutions by modifying the rules. Although this is fitting in certain situations, some unforeseen situations might occur. We argue that the user always must have the last word to avoid unwanted behaviors, without altering the overall behavior. With FortClash, we present an approach to predict many different types of unintended behavior, and contribute four novel mechanisms to mediate them that rely on making one-time exceptions. With FortClash, inhabitants gain a new tool to deal with unintended behavior in the short-term that is compatible with existing long-term approaches such as editing rules.
Sven Coppers, Davy Vanacken, Kris Luyten
Proc. ACM Hum. Comput. Interact.2
2021 HapticPanel: An Open System to Render Haptic Interfaces in Virtual Reality for Manufacturing Industry
abstract
Virtual Reality (VR) allows simulation of machine control panels without physical access to the machine, enabling easier and faster initial exploration, testing, and validation of machine panel designs. However, haptic feedback is indispensable if we want to interact with these simulated panels in a realistic manner. We present HapticPanel, an encountered-type haptic system that provides realistic haptic feedback for machine control panels in VR. To ensure a realistic manipulation of input elements, the user’s hand is continuously tracked during interaction with the virtual interface. Based on which virtual element the user intends to manipulate, a motorized panel with stepper motors moves a corresponding physical input element in front of the user’s hand, enabling realistic physical interaction.
Bram van Deurzen, Patrik Goorts, Tom De Weyer, Davy Vanacken, Kris Luyten
VRST4
2021 Model-based Engineering of Feedforward Usability Function for GUI Widgets
abstract
Abstract Feedback and feedforward are two fundamental mechanisms that support users’ activities while interacting with computing devices. While feedback can be easily solved by providing information to the users following the triggering of an action, feedforward is much more complex as it must provide information before an action is performed. For interactive applications where making a mistake has more impact than just reduced user comfort, correct feedforward is an essential step toward correctly informed, and thus safe, usage. Our approach, Fortunettes, is a generic mechanism providing a systematic way of designing feedforward addressing both action and presentation problems. Including a feedforward mechanism significantly increases the complexity of the interactive application hardening developers’ tasks to detect and correct defects. We build upon an existing formal notation based on Petri Nets for describing the behavior of interactive applications and present an approach that allows for adding correct and consistent feedforward.
David Navarre, Philippe A. Palanque, Sven Coppers, Kris Luyten, Davy Vanacken
Interact. Comput.5
2019 Fortunettes: Feedforward about the Future State of GUI Widgets
abstract
Feedback is commonly used to explain what happened in an interface. What if questions, on the other hand, remain mostly unanswered. In this paper, we present the concept of enhanced widgets capable of visualizing their future state, which helps users to understand what will happen without committing to an action. We describe two approaches to extend GUI toolkits to support widget-level feedforward, and illustrate the usefulness of widget-level feedforward in a standardized interface to control the weather radar in commercial aircraft. In our evaluation, we found that users require less clicks to achieve tasks and are more confident about their actions when feedforward information was available. These findings suggest that widget-level feedforward is highly suitable in applications the user is unfamiliar with, or when high confidence is desirable.
Sven Coppers, Kris Luyten, Davy Vanacken, David Navarre, Philippe A. Palanque, Christine Gris
Proc. ACM Hum. Comput. Interact.3
2016 Hidden in Plain Sight: an Exploration of a Visual Language for Near-Eye Out-of-Focus Displays in the Peripheral View
abstract
In this paper, we set out to find what encompasses an appropriate visual language for information presented on near-eye out-of-focus displays. These displays are positioned in a user's peripheral view, very near to the user's eyes, for example on the inside of the temples of a pair of glasses. We explored the usable display area, the role of spatial and retinal variables, and the influence of motion and interaction for such a language. Our findings show that a usable visual language can be accomplished by limiting the possible shapes and by making clever use of orientation and meaningful motion. We found that especially motion is very important to improve perception and comprehension of what is being displayed on near-eye out-of-focus displays, and that perception is further improved if direct interaction with the content is allowed.
Kris Luyten, Donald Degraen, Gustavo Rovelo, Sven Coppers, Davy Vanacken
CHI5
2015 Gestu-Wan - An Intelligible Mid-Air Gesture Guidance System for Walk-up-and-Use Displays
Gustavo Rovelo, Donald Degraen, Davy Vanacken, Kris Luyten, Karin Coninx
INTERACT (2)3
2015 Graphical Toolkits for Rapid Prototyping of Multimodal Systems: A Survey
abstract
The creation of prototypes and their iterative adaptation are important stages in the time-consuming development process of a multimodal system. This reality has brought about the appearance of many specialized toolkits intended for facilitating the prototyping of multimodal systems. Using these toolkits, some functionalities of the intended prototype can be specified by means of a visual language instead of programming code. This article reports on a comparative study of a representative set of graphical toolkits for rapid prototyping of multimodal systems. It presents a set of criteria to identify the scope of a toolkit. According to their scopes, toolkits can be clustered into three classes called flow-based, state-based and token-based. Toolkits within each class do not only offer similar benefits to their users, but also exhibit resemblance in their underlying visual languages.
Fredy Cuenca, Karin Coninx, Davy Vanacken, Kris Luyten
Interact. Comput.3
2014 Multi-viewer gesture-based interaction for omni-directional video
abstract
Omni-directional video (ODV) is a novel medium that offers viewers a 360º panoramic recording. This type of content will become more common within our living rooms in the near future, seeing that immersive displaying technologies such as 3D television are on the rise. However, little attention has been given to how to interact with ODV content. We present a gesture elicitation study in which we asked users to perform mid-air gestures that they consider to be appropriate for ODV interaction, both for individual as well as collocated settings. We are interested in the gesture variations and adaptations that come forth from individual and collocated usage. To this end, we gathered quantitative and qualitative data by means of observations, motion capture, questionnaires and interviews. This data resulted in a user-defined gesture set for ODV, alongside an in-depth analysis of the variation in gestures we observed during the study.
Gustavo Rovelo, Davy Vanacken, Kris Luyten, Francisco Abad, Emilio Camahort
CHI2
2012 Carpus: a non-intrusive user identification technique for interactive surfaces
abstract
Interactive surfaces have great potential for co-located collaboration because of their ability to track multiple inputs simultaneously. However, the multi-user experience on these devices could be enriched significantly if touch points could be associated with a particular user. Existing approaches to user identification are intrusive, require users to stay in a fixed position, or suffer from poor accuracy. We present a non-intrusive, high-accuracy technique for mapping touches to their corresponding user in a collaborative environment. By mounting a high-resolution camera above the interactive surface, we are able to identify touches reliably without any extra instrumentation, and users are able to move around the surface at will. Our technique, which leverages the back of users' hands as identifiers, supports walk-up-and-use situations in which multiple people interact on a shared surface.
Raf Ramakers, Davy Vanacken, Kris Luyten, Karin Coninx, Johannes Schöning
UIST2