EDBT 2026 Demo / reviewers in the wild / expert
Tanya R. Jonker
dblp:296/1857 · also Tanya Renee Jonker
· DBLP profile ↗
26ranked-venue papers
0as first author
26since 2021 · last 2026
0000-0001-8646-5076ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 23 · 23 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Gazeify Then Voiceify: Physical Object Referencing Through Gaze and Voice Interaction with Displayless Smart GlassesabstractSmart glasses enhance interactions with the environment by using head-mounted cameras to observe the user’s viewpoint, but lack the visual feedback used for common interactions. We introduce “Gazeify then Voiceify”, a multimodal approach allowing object selection via gaze and voice using displayless smart glasses. Users can select a physical object with their gaze, and the system generates a digital mask and a voice description of the object’s semantics. Users can further correct errors through free-form conversation. To demonstrate our approach, we develop an interactive system by integrating advanced object segmentation and detection with a visual-language model. User studies reveal that participants achieve correct gaze selection in 53% of the task trials and use voice disambiguation to correct 58% remaining errors. Participants also rated the system as likable, useful and easy to use. Zheng Zhang 0043, Mengjie Yu, Tianyi Wang 0004, Kashyap Todi, Ajoy Savio Fernandes, Haijun Xia, Tovi Grossman, Tanya R. Jonker |
IUI | 9 |
| 2026 | XAIUI: User Belief-Driven Explainable AI for Context-Aware Adaptive InterfacesabstractExplainable AI (XAI) offers solutions to the challenges of predictability and interpretability in adaptive interfaces, particularly in Augmented Reality (AR) systems that dynamically adapt information based on situational contexts. While traditional XAI methods highlight contextual factors influencing adaptations, they often overlook the user’s internal understanding, such as their expertise and contextual perceptions. This omission can result in explanations that feel redundant or obvious. We present XAIUI, a computational approach that generates tailored explanations by integrating the system’s adaptation model with a Bayesian model of the user’s internal representation. Two online studies evaluated XAIUI. In the first study (N = 77), participants ranked XAIUI ’s explanations as most preferred compared to four ablations ( \(\chi^{2}(4)=62.28, {\textrm{p}} < 0.001\) ). In the second study (N = 110), XAIUI ’s explanations were rated significantly less complex ( \(\chi^{2}(4)=840.855, {\textrm{p}} < 0.001\) ) than all ablations, except showing no explanation. Our results demonstrate XAIUI ’s ability to deliver user-centric, concise, and intuitive explanations, highlighting its potential to enhance AI-driven interfaces. Thomas Langerak, Kashyap Todi, Benjamin J. Lafreniere, Ruta Desai, Tanya R. Jonker |
ACM Trans. Interact. Intell. Syst. | 5 |
| 2026 | A Probabilistic Approach to Understanding User Preferences for Adaptive Placement of AR Interfaces in Different Physical EnvironmentsabstractWe develop a probabilistic approach to understanding user preferences for adaptive placement of augmented reality (AR) interfaces in the physical environment through a series of user studies conducted using simulated desktop and virtual reality (VR) environments. From the first online crowdsourcing study and its validation in VR, we derived a set of potential factors behind user preferences for AR interface adaptation by assessing user-created layouts and analysing subjective user feedback. Building on this prior knowledge, we implemented a probabilistic optimisation system to generate adapted AR interfaces. Using generated layout pairs that prioritise different factors, we conducted a second online crowdsourcing study (N = 250) to elicit user preference rating data to quantify posterior probabilities for the weighting coefficients of the factors in the optimisation utility function. Overall, we found that the overall structures of layouts, such as shape and distribution, are more important to users than adapting to specific features of the environment, such as semantic associations between AR widgets and objects in the physical environments. We contribute a statistical model containing probabilistic distributions of different factors as a universal prior model that represents user preferences for AR interface placement that adapts to changing physical environments. Based on the results, we distil concrete guidelines for future adaptive AR interface systems regarding layout consistency, structure, and relationships between virtual widgets and physical objects. Qiushi Zhou, Jean Paul Vera Soto, Zhongyi Bai, Mark Parent, Kashyap Todi, Tanya R. Jonker, Eduardo Velloso |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | Persistent Assistant: Seamless Everyday AI Interactions via Intent Grounding and Multimodal Feedback
Hyunsung Cho, Jacqui Fashimpaur, Naveen Sendhilnathan, Jonathan Browder, David Lindlbauer, Tanya R. Jonker, Kashyap Todi |
CHI | 6 |
| 2025 | A Multimodal Approach for Targeting Error Detection in Virtual Reality Using Implicit User BehaviorabstractAlthough the point-and-select interaction method has been shown to lead to user and system-initiated errors, it is still prevalent in VR scenarios.Current solutions to facilitate selection interactions exist, however they do not address the challenges caused by targeting inaccuracy.To reduce the effort required to target objects, we developed a model that quickly detected targeting errors after they occurred.The model used implicit multimodal user behavioral data to identify possible targeting outcomes.Using a dataset composed of 23 participants engaged in VR targeting tasks, we then trained a deep learning model to differentiate between correct and incorrect targeting events within 0.5 seconds of a selection, resulting in an AUC-ROC of 0.9.The utility of this model was then evaluated in a user study with 25 participants that identified that participants recovered from more errors and faster when assisted by the model.These results advance our understanding of targeting errors in VR and facilitate the design of future intelligent error-aware systems. Naveen Sendhilnathan, Ting Zhang 0013, David Bethge, Michael Nebeling, Tovi Grossman, Tanya R. Jonker |
CHI | 6 |
| 2025 | Gaze-Language Alignment for Zero-Shot Prediction of Visual Search Targets from Human Gaze Scanpaths
Sounak Mondal, Naveen Sendhilnathan, Ting Zhang 0013, Michael Proulx, Michael L. Iuzzolino, Tanya R. Jonker |
ICCV | 8 |
| 2025 | A Dynamic Bayesian Network Based Framework for Multimodal Context-Aware Interactions
Violet Yinuo Han, Tianyi Wang 0004, Hyunsung Cho, Kashyap Todi, Ajoy Savio Fernandes, Andre Levi, Zheng Zhang 0043, Tovi Grossman, Alexandra Ion, Tanya R. Jonker |
IUI | 10 |
| 2025 | Less or More: Towards Glanceable Explanations for LLM Recommendations Using Ultra-Small Devices
Mengjie Yu, Hannah Nguyen, Michael L. Iuzzolino, Tianyi Wang 0004, Peiqi Tang, Natasha Lynova, Co Tran, Ting Zhang 0013, Naveen Sendhilnathan, Hrvoje Benko, Haijun Xia, Tanya R. Jonker |
IUI | 13 |
| 2025 | Squiggle: Multimodal Lasso Selection in the Real World
Jacqui Fashimpaur, Tovi Grossman, Benjamin J. Lafreniere, Naveen Sendhilnathan, Kashyap Todi, Tianyi Wang 0004, Ting Zhang 0013, Tanya R. Jonker |
UIST | 8 |
| 2025 | ProMemAssist: Exploring Timely Proactive Assistance Through Working Memory Modeling in Multi-Modal Wearable DevicesabstractWearable AI systems aim to provide timely assistance in daily life, but existing approaches often rely on user initiation or predefined task knowledge, neglecting users' current mental states.We introduce ProMemAssist, a smart glasses system that models a user's working memory (WM) in real-time using multi-modal sensor signals.Grounded in cognitive theories of WM, our system represents perceived information as memory items and episodes with encoding mechanisms, such as displacement and interference.This WM model informs a timing predictor that balances the value of assistance with the cost of interruption.In a user study with 12 participants completing cognitively demanding tasks, ProMemAssist delivered more selective assistance and received higher engagement compared to an LLM baseline system.Qualitative feedback highlights the benefits of WM modeling for nuanced, context-sensitive support, offering design implications for more attentive and useraware proactive agents. Kevin Pu, Ting Zhang 0013, Naveen Sendhilnathan, Sebastian Freitag, Raj Sodhi, Tanya R. Jonker |
UIST | 6 |
| 2025 | An Investigation of Multimodal Kinematic Template Matching for Ray Pointing Prediction for Target Selection in VRabstractWe explore the use of multimodal input to predict the landing position of a ray pointer while selecting targets in a virtual reality (VR) environment. We first extend a prior 2D Kinematic Template Matching technique to include head movements. This new technique, Head-Coupled Kinematic Template Matching, was found to improve upon the existing 2D approach, with an angular error of 10.0° when a user was 40% of the way through their movement. We then investigate two additional models that incorporated eye gaze, which were both found to further improve the predicted landing positions. The first model, Gaze-Coupled Kinematic Template Matching resulted in angular error of 6.8° for reciprocal target layouts and 9.1° for random target layouts, when a user was 40% of the way through their movement. The second model, Hybrid Kinematic Template Matching, resulted in angular error of 5.2° for reciprocal target layouts and 7.2° for random target layouts when a user was 40% of the way through their movement. We also found that using just the current gaze location resulted in sufficient predictions in many conditions. We reflect on our results by discussing the broader implications of utilizing multimodal input to inform selection predictions in VR. Marcello Giordano, Tovi Grossman, Aakar Gupta, Rorik Henrikson, Sean Trowbridge, Stephanie Santosa, Michael Glueck, Tanya R. Jonker, Hrvoje Benko, Daniel J. Wigdor |
ACM Trans. Comput. Hum. Interact. | 9 |
| 2024 | A Meta-Bayesian Approach for Rapid Online Parametric Optimization for Wrist-based InteractionsabstractWrist-based input often requires tuning parameter settings in correspondence to between-user and between-session differences, such as variations in hand anatomy, wearing position, posture, etc. Traditionally, users either work with predefined parameter values not optimized for individuals or undergo time-consuming calibration processes. We propose an online Bayesian Optimization (BO)-based method for rapidly determining the user-specific optimal settings of wrist-based pointing. Specifically, we develop a meta-Bayesian optimization (meta-BO) method, differing from traditional human-in-the-loop BO: By incorporating meta-learning of prior optimization data from a user population with BO, meta-BO enables rapid calibration of parameters for new users with a handful of trials. We evaluate our method with two representative and distinct wrist-based interactions: absolute and relative pointing. On a weighted-sum metric that consists of completion time, aiming error, and trajectory quality, meta-BO improves absolute pointing performance by 22.92% and 21.35% compared to BO and manual calibration, and improves relative pointing performance by 25.43% and 13.60%. Yi-Chi Liao 0001, Ruta Desai, Alec M. Pierce, Krista E. Taylor, Hrvoje Benko, Tanya R. Jonker, Aakar Gupta |
CHI | 6 |
| 2024 | MineXR: Mining Personalized Extended Reality InterfacesabstractExtended Reality (XR) interfaces offer engaging user experiences, but their effective design requires a nuanced understanding of user behavior and preferences. This knowledge is challenging to obtain without the widespread adoption of XR devices. We introduce MineXR, a design mining workflow and data analysis platform for collecting and analyzing personalized XR user interaction and experience data. MineXR enables elicitation of personalized interfaces from participants of a data collection: for any particular context, participants create interface elements using application screenshots from their own smartphone, place them in the environment, and simultaneously preview the resulting XR layout on a headset. Using MineXR, we contribute a dataset of personalized XR interfaces collected from 31 participants, consisting of 695 XR widgets created from 178 unique applications. We provide insights for XR widget functionalities, categories, clusters, UI element types, and placement. Our open-source tools and data support researchers and designers in developing future XR interfaces. Hyunsung Cho, Yukang Yan, Kashyap Todi, Mark Parent, Missie Smith, Tanya R. Jonker, Hrvoje Benko, David Lindlbauer |
CHI | 6 |
| 2024 | Fast-Forward Reality: Authoring Error-Free Context-Aware Policies with Real-Time Unit Tests in Extended RealityabstractAdvances in ubiquitous computing have enabled end-user authoring of context-aware policies (CAPs) that control smart devices based on specific contexts of the user and environment. However, authoring CAPs accurately and avoiding run-time errors is challenging for end-users as it is difficult to foresee CAP behaviors under complex real-world conditions. We propose Fast-Forward Reality, an Extended Reality (XR) based authoring workflow that enables end-users to iteratively author and refine CAPs by validating their behaviors via simulated unit test cases. We develop a computational approach to automatically generate test cases based on the authored CAP and the user’s context history. Our system delivers each test case with immersive visualizations in XR, facilitating users to verify the CAP behavior and identify necessary refinements. We evaluated Fast-Forward Reality in a user study (N=12). Our authoring and validation process improved the accuracy of CAPs and the users provided positive feedback on the system usability. Xun Qian, Tianyi Wang 0004, Xuhai Xu, Tanya R. Jonker, Kashyap Todi |
CHI | 4 |
| 2024 | Interactive Mediation Techniques for Error-Aware Gesture Input SystemsabstractInput false-positive errors, where a system recognizes an input action that the user did not perform, have been shown to be particularly costly for user experience. Recent work has suggested that eye-gaze behavior immediately following an input event can be used to detect whether the input was intended by a user or was the result of a false-positive error. The ability to detect these errors could enable systems that assist the user with error recovery, but little is currently known about how such error mediation techniques might be designed, or the benefits they could provide. This paper presents an initial investigation of the design of error mediation techniques, and an evaluation of their potential benefits. A controlled study demonstrated that error mediation techniques can save time when recovering from errors by helping users to notice and resolve these errors quickly when they occur. Rawan Alghofaili, Naveen Sendhilnathan, Ting Zhang 0013, Tovi Grossman, Michael Glueck, Tanya R. Jonker, Benjamin J. Lafreniere |
Graphics Interface | 6 |
| 2024 | SonoHaptics: An Audio-Haptic Cursor for Gaze-Based Object Selection in XRabstractWe introduce SonoHaptics, an audio-haptic cursor for gaze-based 3D object selection. SonoHaptics addresses challenges around providing accurate visual feedback during gaze-based selection in Extended Reality (XR), e. g., lack of world-locked displays in no- or limited-display smart glasses and visual inconsistencies. To enable users to distinguish objects without visual feedback, SonoHaptics employs the concept of cross-modal correspondence in human perception to map visual features of objects (color, size, position, material) to audio-haptic properties (pitch, amplitude, direction, timbre). We contribute data-driven models for determining cross-modal mappings of visual features to audio and haptic features, and a computational approach to automatically generate audio-haptic feedback for objects in the user’s environment. SonoHaptics provides global feedback that is unique to each object in the scene, and local feedback to amplify differences between nearby objects. Our comparative evaluation shows that SonoHaptics enables accurate object identification and selection in a cluttered scene without visual feedback. Hyunsung Cho, Naveen Sendhilnathan, Michael Nebeling, Tianyi Wang 0004, Purnima Padmanabhan, Jonathan Browder, David Lindlbauer, Tanya R. Jonker, Kashyap Todi |
UIST | 8 |
| 2024 | GEARS: Generalizable Multi-Purpose Embeddings for Gaze and Hand Data in VR InteractionsabstractMachine learning models using users’ gaze and hand data to encode user interaction behavior in VR are often tailored to a single task and sensor set, limiting their applicability in settings with constrained compute resources. We propose GEARS, a new paradigm that learns a shared feature extraction mechanism across multiple tasks and sensor sets to encode gaze and hand tracking data of users VR behavior into multi-purpose embeddings. GEARS leverages a contrastive learning framework to learn these embeddings, which we then use to train linear models to predict task labels. We evaluated our paradigm across four VR datasets with eye tracking that comprise different sensor sets and task goals. The performance of GEARS was comparable to results from models trained for a single task with data of a single sensor set. Our research advocates a shift from using sensor set and task specific models towards using one shared feature extraction mechanism to encode users’ interaction behavior in VR. Philipp Hallgarten, Naveen Sendhilnathan, Ting Zhang 0013, Ekta Sood, Tanya R. Jonker |
UMAP | 5 |
| 2023 | Investigating Wrist Deflection Scrolling Techniques for Extended RealityabstractScrolling in extended reality (XR) is currently performed using handheld controllers or vision-based arm-in-front gestures, which have the limitations of encumbering the user’s hands or requiring a specific arm posture, respectively. To address these limitations, we investigate freehand, posture-independent scrolling driven by wrist deflection. We propose two novel techniques: Wrist Joystick, which uses rate control, and Wrist Drag, which uses position control. In an empirical study of a rapid item acquisition task and a casual browsing task, both Wrist Drag and Wrist Joystick performed on par with a comparable state-of-the-art technique on one of the two tasks. Further, using a relaxed arm-at-side posture, participants retained their arm-in-front performance for both wrist techniques. Finally, we analyze behavioral and ergonomic data to provide design insights for wrist deflection scrolling. Our results demonstrate that wrist deflection provides a promising method for performant scrolling controls while offering additional benefits over existing XR interaction techniques. Jacqui Fashimpaur, Amy Karlson, Tanya R. Jonker, Hrvoje Benko, Aakar Gupta |
CHI | 3 |
| 2023 | Investigating Eyes-away Mid-air Typing in Virtual Reality using Squeeze haptics-based Postural ReinforcementabstractIn this paper, we investigate postural reinforcement haptics for mid-air typing using squeeze actuation on the wrist. We propose and validate eye-tracking based objective metrics that capture the impact of haptics on the user’s experience, which traditional performance metrics like speed and accuracy are not able to capture. To this end, we design four wrist-based haptic feedback conditions: no haptics, vibrations on keypress, squeeze+vibrations on keypress, and squeeze posture reinforcement + vibrations on keypress. We conduct a text input study with 48 participants to compare the four conditions on typing and gaze metrics. Our results show that for expert qwerty users, posture reinforcement haptics significantly benefit typing by reducing the visual attention on the keyboard by up to 44% relative to no haptics, thus enabling eyes-away behaviors. Aakar Gupta, Naveen Sendhilnathan, Jessica Hartcher-O'Brien, Evan Pezent, Hrvoje Benko, Tanya R. Jonker |
CHI | 6 |
| 2023 | XAIR: A Framework of Explainable AI in Augmented RealityabstractExplainable AI (XAI) has established itself as an important component of AI-driven interactive systems. With Augmented Reality (AR) becoming more integrated in daily lives, the role of XAI also becomes essential in AR because end-users will frequently interact with intelligent services. However, it is unclear how to design effective XAI experiences for AR. We propose XAIR, a design framework that addresses when, what, and how to provide explanations of AI output in AR. The framework was based on a multi-disciplinary literature review of XAI and HCI research, a large-scale survey probing 500+ end-users’ preferences for AR-based explanations, and three workshops with 12 experts collecting their insights about XAI design in AR. XAIR’s utility and effectiveness was verified via a study with 10 designers and another study with 12 end-users. XAIR can provide guidelines for designers, inspiring them to identify new design opportunities and achieve effective XAI designs in AR. Xuhai Xu, Anna Yu, Tanya R. Jonker, Kashyap Todi, Feiyu Lu 0001, Xun Qian, João Marcelo Evangelista Belo, Tianyi Wang 0004, Michelle Li, Aran Mun, Te-Yen Wu, Junxiao Shen, Ting Zhang 0013, Narine Kokhlikyan, Fulton Wang, Paul Sorenson, Sophie Kahyun Kim, Hrvoje Benko |
CHI | 3 |
| 2023 | Gaze Speedup: Eye Gaze Assisted Gesture Typing in Virtual RealityabstractMid-air text input in augmented or virtual reality (AR/VR) is an open problem. One proposed solution is gesture typing where the user performs a gesture trace over the keyboard. However, this requires the user to move their hands precisely and continuously, potentially causing arm fatigue. With eye tracking available on AR/VR devices, multiple works have proposed gaze-driven gesture typing techniques. However, such techniques require the explicit use of gaze which are prone to Midas touch problems, conflicting with other gaze activities in the same moment. In this work, the user is not made aware that their gaze is being used to improve the interaction, making the use of gaze completely implicit. We observed that a user’s implicit gaze fixation location during gesture typing is usually the gesture cursor’s target location if the gesture cursor is moving toward it. Based on this observation, we propose the Speedup method in which we speed up the gesture cursor toward the user’s gaze fixation location, the speedup rate depends on how well the gesture cursor’s moving direction aligns with the gaze fixation. To reduce the overshooting near the target in the Speedup method, we further proposed the Gaussian Speedup method in which the speedup rate is dynamically reduced with a Gaussian function when the gesture cursor gets nearer to the gaze fixation. Using a wrist IMU as input, a 12-person study demonstrated that the Speedup method and Gaussian Speedup method reduced users’ hand movement by and respectively without any loss of typing speed or accuracy. Maozheng Zhao, Alec M. Pierce, Ran Tan, Ting Zhang 0013, Tianyi Wang 0004, Tanya R. Jonker, Hrvoje Benko, Aakar Gupta |
IUI | 6 |
| 2022 | Detecting Input Recognition Errors and User Errors using Gaze Dynamics in Virtual RealityabstractGesture-based recognition systems are susceptible to input recognition errors and user errors, both of which negatively affect user experiences and can be frustrating to correct. Prior work has suggested that user gaze patterns following an input event could be used to detect input recognition errors and subsequently improve interaction. However, to be useful, error detection systems would need to detect various types of high-cost errors. Furthermore, to build a reliable detection model for errors, gaze behaviour following these errors must be manifested consistently across different tasks. Using data analysis and machine learning models, this research examined gaze dynamics following input events in virtual reality (VR). Across three distinct point-and-select tasks, we found differences in user gaze patterns following three input events: correctly recognized input actions, input recognition errors, and user errors. These differences were consistent across tasks, selection versus deselection actions, and naturally occurring versus experimentally injected input recognition errors. A multi-class deep neural network successfully discriminated between these three input events using only gaze dynamics, achieving an AUC-ROC-OVR score of 0.78. Together, these results demonstrate the utility of gaze in detecting interaction errors and have implications for the design of intelligent systems that can assist with adaptive error recovery. Naveen Sendhilnathan, Ting Zhang 0013, Benjamin J. Lafreniere, Tovi Grossman, Tanya R. Jonker |
UIST | 5 |
| 2022 | Optimizing the Timing of Intelligent Suggestion in Virtual RealityabstractIntelligent suggestion techniques can enable low-friction selection-based input within virtual or augmented reality (VR/AR) systems. Such techniques leverage probability estimates from a target prediction model to provide users with an easy-to-use method to select the most probable target in an environment. For example, a system could highlight the predicted target and enable a user to select it with a simple click. However, as the probability estimates can be made at any time, it is unclear when an intelligent suggestion should be presented. Earlier suggestions could save a user time and effort but be less accurate. Later suggestions, on the other hand, could be more accurate but save less time and effort. This paper thus proposes a computational framework that can be used to determine the optimal timing of intelligent suggestions based on user-centric costs and benefits. A series of studies demonstrated the value of the framework for minimizing task completion time and maximizing suggestion usage and showed that it was both theoretically and empirically effective at determining the optimal timing for intelligent suggestions. Difeng Yu, Ruta Desai, Ting Zhang 0013, Hrvoje Benko, Tanya R. Jonker, Aakar Gupta |
UIST | 5 |
| 2022 | RIDS: Implicit Detection of a Selection Gesture Using Hand Motion Dynamics During Freehand Pointing in Virtual RealityabstractFreehand interactions with augmented and virtual reality are growing in popularity, but they lack reliability and robustness. Implicit behavior from users, such as hand or gaze movements, might provide additional signals to improve the reliability of input. In this paper, the primary goal is to improve the detection of a selection gesture in VR during point-and-click interaction. Thus, we propose and investigate the use of information contained within the hand motion dynamics that precede a selection gesture. We built two models that classified if a user is likely to perform a selection gesture at the current moment in time. We collected data during a pointing-and-selection task from 15 participants and trained two models with different architectures, i.e., a logistic regression classifier was trained using predefined hand motion features and a temporal convolutional network (TCN) classifier was trained using raw hand motion data. Leave-one-subject-out cross-validation PR-AUCs of 0.36 and 0.90 were obtained for each model respectively, demonstrating that the models performed well above chance (=0.13). The TCN model was found to improve the precision of a noisy selection gesture by 11.2% without sacrificing recall performance. An initial analysis of the generalizability of the models demonstrated above-chance performance, suggesting that this approach could be scaled to other interaction tasks in the future. Ting Zhang 0013, Zhenhong Hu, Aakar Gupta, Chihao Wu 0001, Hrvoje Benko, Tanya R. Jonker |
UIST | 6 |
| 2022 | Gaze as an Indicator of Input Recognition ErrorsabstractInput recognition errors are common in gesture- and touch-based recognition systems, and negatively affect user experience and performance. When errors occur, systems are unaware of them, but the user's gaze following an error may provide valuable cues for error detection. A study was conducted using a manual serial selection task to investigate whether gaze could be used to discriminate user-initiated selections from injected false positive selection errors. Logistic regression models of gaze dynamics could successfully identify injected selection errors as early as 50 milliseconds following a selection, with performance peaking at 550 milliseconds. A two-phase gaze pattern was observed in which users exhibited high gaze motion immediately following errors, and then decreased gaze motion as the error was noticed. Together, these results provide the first demonstration that gaze dynamics can be used to detect input recognition errors, and open new possibilities for systems that can assist with error recovery. Candace E. Peacock, Benjamin J. Lafreniere, Ting Zhang 0013, Stephanie Santosa, Hrvoje Benko, Tanya R. Jonker |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2021 | False Positives vs. False Negatives: The Effects of Recovery Time and Cognitive Costs on Input Error PreferenceabstractExisting approaches to trading off false positive versus false negative errors in input recognition are based on imprecise ideas of how these errors affect user experience that are unlikely to hold for all situations. To inform dynamic approaches to setting such a tradeoff, two user studies were conducted on how relative preference for false positive versus false negative errors is influenced by differences in the temporal cost of error recovery, and high-level task factors (time pressure, multi-tasking). Participants completed a tile selection task in which false positive and false negative errors were injected at a fixed rate, and the temporal cost to recover from each of the two types of error was varied, and then indicated a preference for one error type or the other, and a frustration rating for the task. Responses indicate that the temporal costs of error recovery can drive both frustration and relative error type preference, and that participants exhibit a bias against false positive errors, equivalent to ∼1.5 seconds or more of added temporal recovery time. Several explanations for this bias were revealed, including that false positive errors impose a greater attentional demand on the user, and that recovering from false positive errors imposes a task switching cost. Benjamin J. Lafreniere, Tanya R. Jonker, Stephanie Santosa, Mark Parent, Michael Glueck, Tovi Grossman, Hrvoje Benko, Daniel J. Wigdor |
UIST | 2 |