Demo Data from SIGIR 2026 / reviewers in the wild / expert
Luis A. Leiva
dblp:61/4278
· DBLP profile ↗
104ranked-venue papers
34as first author
55since 2021 · last 2026
0000-0002-5011-1847ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 60 · 25 first-author · 31 since 2021Databases, data management, data science and information retrieval · 21 · 8 first-author · 9 since 2021Artificial intelligence and machine learning · 15 · 1 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 1 first-author · 4 since 2021Software engineering, systems software and programming languages · 3 · 1 first-author · 2 since 2021Computer networks · 1 · 1 since 2021Security and privacy · 1 · 1 since 2021Theory of computation · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
21 papers |
Interaction techniques and input · 30% User interface design and tools · 20% Wearable and physiological sensing · 16% | |
| Databases, data mining, and information retrieval
9 papers |
Information retrieval · 83% Recommender systems · 17% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 45% Multimedia analysis and retrieval · 32% Visualization and visual analytics · 24% | |
| Artificial intelligence
2 papers |
Deep learning architectures and training · 96% Machine translation · 4% |
Topics — the 30 heaviest of 59, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Information retrieval › search engines
search engine result page |
1.1 | 2 | 2025 | A Versatile Dataset of Mouse and Eye Movements on Search Engine Results Pages · SIGIR 2025 AdSight: Scalable and Accurate Quantification of User Attention in Multi-Slot Sponsored Search · SIGIR 2025 |
Information retrieval
user behavior |
1.1 | 2 | 2025 | A Versatile Dataset of Mouse and Eye Movements on Search Engine Results Pages · SIGIR 2025 Predicting User Engagement with Direct Displays Using Mouse Cursor Information · SIGIR 2016 |
Machine learning › Deep learning architectures and training
data augmentation |
1.0 | 1 | 2026 | AutoChainer: Automatic Data Augmentation for Stroke-based Input · CHI 2026 |
Virtual and augmented reality
eye tracking |
1.0 | 1 | 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green Spaces · CHI 2026 |
Visualization and visual analytics
visual attention |
1.0 | 1 | 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green Spaces · CHI 2026 |
Human-robot interaction › emotion
emotional response |
1.0 | 1 | 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green Spaces · CHI 2026 |
Interaction techniques and input › pen input
stroke-based input |
1.0 | 1 | 2026 | AutoChainer: Automatic Data Augmentation for Stroke-based Input · CHI 2026 |
Recommender systems
content-based recommendation |
0.9 | 2 | 2024 | The Elements of Visual Art Recommendation: Learning Latent Semantic Representations of Paintings · CHI 2023 Artful Path to Healing: Using Machine Learning for Visual Art Recommendation to Prevent and Reduce Post-Intensive Care Syndrome (PICS) · CHI 2024 |
Information retrieval
online advertising |
0.9 | 1 | 2025 | AdSight: Scalable and Accurate Quantification of User Attention in Multi-Slot Sponsored Search · SIGIR 2025 |
Virtual and augmented reality
virtual reality |
0.9 | 1 | 2025 | Brain Signatures of Time Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Wearable and physiological sensing
electroencephalography |
0.9 | 1 | 2025 | Brain Signatures of Time Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Interaction techniques and input › selection techniques › command selection › menu interaction
menu search |
0.9 | 1 | 2025 | Modeling how menu search strategies develop with experience · Int. J. Hum. Comput. Stud. 2025 |
Health and well-being technologies › mental health › mental healthcare › psychotherapy
art therapy |
0.8 | 1 | 2024 | Artful Path to Healing: Using Machine Learning for Visual Art Recommendation to Prevent and Reduce Post-Intensive Care Syndrome (PICS) · CHI 2024 |
Human-AI interaction
conversational agents |
0.8 | 1 | 2024 | "Hey Genie, You Got Me Thinking about My Menu Choices!" Impact of Proactive Feedback on User Perception and Reflection in Decision-making Tasks · ACM Trans. Comput. Hum. Interact. 2024 |
Wearable and physiological sensing › eye tracking
gaze behavior modeling |
0.8 | 1 | 2024 | EyeFormer: Predicting Personalized Scanpaths with Transformer-Guided Reinforcement Learning · UIST 2024 |
User interface design and tools › layout design
layout optimization |
0.8 | 1 | 2024 | EyeFormer: Predicting Personalized Scanpaths with Transformer-Guided Reinforcement Learning · UIST 2024 |
Human-AI interaction › conversational agents
proactive conversational agent |
0.8 | 1 | 2024 | "Hey Genie, You Got Me Thinking about My Menu Choices!" Impact of Proactive Feedback on User Perception and Reflection in Decision-making Tasks · ACM Trans. Comput. Hum. Interact. 2024 |
Wearable and physiological sensing › gaze prediction
scanpath prediction |
0.8 | 1 | 2024 | EyeFormer: Predicting Personalized Scanpaths with Transformer-Guided Reinforcement Learning · UIST 2024 |
Interaction techniques and input
voice interaction |
0.8 | 1 | 2024 | "Hey Genie, You Got Me Thinking about My Menu Choices!" Impact of Proactive Feedback on User Perception and Reflection in Decision-making Tasks · ACM Trans. Comput. Hum. Interact. 2024 |
Interaction techniques and input
text entry |
0.7 | 3 | 2018 | Multilingual phrase sampling for text entry evaluations · Int. J. Hum. Comput. Stud. 2018 Text Entry on Tiny QWERTY Soft Keyboards · CHI 2015 Representatively memorable: sampling the right phrase set to get the text entry experiment right · CHI 2014 |
Information retrieval
interactive information retrieval |
0.7 | 2 | 2020 | Learning Efficient Representations of Mouse Movements to Predict User Attention · SIGIR 2020 Predicting User Engagement with Direct Displays Using Mouse Cursor Information · SIGIR 2016 |
Multimedia analysis and retrieval › affective computing
affective multimedia analysis |
0.7 | 1 | 2023 | Feeling Positive? Predicting Emotional Image Similarity from Brain Signals · ACM Multimedia 2023 |
Interaction techniques and input
gesture input |
0.6 | 2 | 2018 | KeyTime: Super-Accurate Prediction of Stroke Gesture Production Times · CHI 2018 Synthesizing Stroke Gestures Across User Populations: A Case for Users with Visual Impairments · CHI 2017 |
Interaction techniques and input
touch and gesture input |
0.5 | 2 | 2018 | KeyTime: Super-Accurate Prediction of Stroke Gesture Production Times · CHI 2018 Text Entry on Tiny QWERTY Soft Keyboards · CHI 2015 |
Information retrieval › user behavior
search behavior |
0.5 | 1 | 2021 | When Choice Happens: A Systematic Examination of Mouse Movement Length for Decision Making in Web Search · SIGIR 2021 |
User interface design and tools
adaptive user interfaces |
0.5 | 1 | 2021 | Adapting User Interfaces with Model-based Reinforcement Learning · CHI 2021 |
Information retrieval
search engines |
0.4 | 1 | 2020 | A Price-per-attention Auction Scheme Using Mouse Cursor Information · ACM Trans. Inf. Syst. 2020 |
Information retrieval › online advertising
sponsored search |
0.4 | 1 | 2020 | A Price-per-attention Auction Scheme Using Mouse Cursor Information · ACM Trans. Inf. Syst. 2020 |
Interaction techniques and input › gesture input
stroke gestures |
0.4 | 1 | 2020 | Omnis Prædictio: Estimating the full spectrum of human performance with stroke gestures · Int. J. Hum. Comput. Stud. 2020 |
Algorithmic game theory and mechanism design › mechanism design
auction design |
0.4 | 1 | 2020 | A Price-per-attention Auction Scheme Using Mouse Cursor Information · ACM Trans. Inf. Syst. 2020 |
Methods — techniques the papers use, named apart from their topics
eye tracking · 3.5user study · 2.0random augmentation chains · 2.0deep learning · 2.0automatic data augmentation · 2.0EEG · 2.0time-frequency analysis · 1.7EEG spectral analysis · 1.7functional near-infrared spectroscopy · 1.3vision-language model · 1.0reward augmentation · 1.0recurrent neural network · 0.9transformer · 0.9sequence-to-sequence · 0.9mouse tracking · 0.9mouse cursor trajectory · 0.9multimodal feature learning · 0.8multimodal fusion · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SeekUI: Predicting Visual Search Behavior on Graphical User Interfaces with a Reward-Augmented Vision Language ModelabstractVisual search is key to understanding and improving interaction with graphical user interfaces (GUIs), yet predicting scanpaths on real GUIs remains an open challenge. Unlike free-viewing, visual search is goal-driven and shaped by both linguistic and visual features of the GUI. State-of-the-art models of visual search, trained on natural images, fail with GUIs because they cannot capture the effects of grouping and semantics on search strategies. We present SeekUI, a reward-augmented Vision Language Model (VLM) that predicts scanpaths directly from a GUI screenshot and a text cue describing the desired target. Our model extends the capability of VLMs to reproduce human-like visual search behavior on GUIs and outperforms baseline models across different types of GUIs. Importantly, it reproduces key empirical phenomena established in eye-tracking studies of visual search, including the Guess–Scan–Confirm strategy. In sum, SeekUI provides a foundation for predicting visual search behavior and has potential for informing GUI evaluation and optimization. Zixin Guo, Yue Jiang 0002, Luis A. Leiva, Antti Oulasvirta |
CHI | 3 |
| 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green SpacesabstractUrban green spaces are critical for well-being, yet planners lack scalable ways to anticipate how environments will be perceived by users. We conducted an experiment with 27 participants who viewed 30 images of urban spaces while eye movements and brain activity were recorded. Image composition, parsed into 14 urban classes and aggregated as vegetation versus non-vegetation, systematically predicted responses: a higher proportion of vegetation drew more visual attention and was associated with higher attractiveness ratings, while images with less greenery elicited stronger pupillary responses. Brain signal analysis showed topographic patterns in theta and alpha activity between pleasant and unpleasant scenes, although differences were not statistically significant. Taken together, our findings highlight systematic links between urban scene composition, user attention, and affective responses. We release our dataset and software to support further research. Kayhan Latifzadeh, Parvin Emami, Fariba Emami, Saravanakumar Duraisamy, Luis A. Leiva |
CHI | 5 |
| 2026 | AutoChainer: Automatic Data Augmentation for Stroke-based InputabstractTraining Deep Learning classifiers for stroke-based applications requires collecting lots of samples, which is often expensive and time-consuming. Data augmentation (DA) techniques can mitigate this issue by artificially increasing the number of training samples, eventually improving model performance and robustness. Since the effectiveness of DA techniques mostly depends on the task and dataset, researchers have proposed automatic DA methods, mostly for computer vision tasks. Unfortunately stroke-based data remain underexplored. To address this research gap, we propose AutoChainer, an automatic DA technique suitable for stroke-based data, that consists of applying random chains of augmentation transformations. We perform classification tasks on a variety of datasets (including gestures, letters and signatures) and models, showing that AutoChainer achieves state-of-the-art results. It also has the potential to enhance the visual quality of augmented samples, making them more interpretable, and offers easy customization to task-specific requirements, such as balancing classification accuracy and execution time. Inês Cardoso Oliveira, Sena Kilinç, Luis A. Leiva |
CHI | 3 |
| 2026 | The AI-Therapist Duo in Virtual Reality: A Triadic Design for Immersive Exposure Digital Art TherapyabstractVisual Exposure Art Therapy (VEAT) is commonly delivered using static physical or flat-screen media, limiting immersion and adaptive personalization. We present IEDAT, an immersive virtual reality system that combines AI-driven artwork recommendation with therapist-guided, human-in-the-loop personalization. Therapy sessions are delivered in a virtual museum, enabling adaptive exposure while preserving professional control and transparency. In an in-situ study with 58 participants, we compared IEDAT to a state-of-the-art desktop VEAT baseline. Outcomes were evaluated using self-reported negative affect, reflection analysis, and neurophysiological measures including functional near-infrared spectroscopy (fNIRS; prefrontal regional homogeneity, ReHo) and EEG band power. While both modalities reduced negative affect, the immersive condition elicited richer recovery-oriented meaning-making in participant reflections. Supportive neurophysiological patterns further contextualized these experiential differences: VR showed increased post-session prefrontal ReHo and a directional increase in low-frequency (delta-theta) EEG power. Together, these findings demonstrate the value of immersive, human-in-the-loop personalization for strengthening engagement in digital art therapy and highlight the role of multimodal evaluation in personalized well-being systems. Bereket Abera Yilma, Saravanakumar Duraisamy, Luis A. Leiva |
UMAP | 3 |
| 2025 | Context-Aware Adaptive Visualizations for Critical Decision MakingabstractEffective decision-making often relies on timely insights from complex visual data. While Information Visualization (InfoVis) dashboards can support this process, they rarely adapt to users’ cognitive state, and less so in real time. We present SYMBIOTIK, an intelligent, context-aware adaptive visualization system that leverages neurophysiological signals to estimate mental workload (MWL) and dynamically adapt visual dashboards using reinforcement learning (RL). Through a user study with 120 participants and three visualization types, we demonstrate that our approach improves task performance and engagement. SYMBIOTIK offers a scalable, real-time adaptation architecture, and a validated methodology for neuroadaptive user interfaces. Ángela López-Cardona, Mireia Masias Bruns, Nuwan T. Attygalle, Sebastian Idesis, Matteo Salvatori, Konstantinos Raftopoulos, Saravanakumar Duraisamy, Parvin Emami, Nacera Latreche, Alaa Eddine Anis Sahraoui, Michalis Vakalellis, Jean Vanderdonckt, Ioannis Arapakis, Luis A. Leiva |
ECAI | 15 |
| 2025 | A Comparative Study of Scanpath Models in Graph-Based VisualizationabstractInformation Visualization (InfoVis) systems utilize visual representations to enhance data interpretation. Understanding how visual attention is allocated is essential for optimizing interface design. However, collecting Eye-tracking (ET) data presents challenges related to cost, privacy, and scalability. Computational models provide alternatives for predicting gaze patterns, thereby advancing InfoVis research. In our study, we conducted an ET experiment with 40 participants who analyzed graphs while responding to questions of varying complexity within the context of digital forensics. We compared human scanpaths with synthetic ones generated by models such as DeepGaze, UMSS, and Gazeformer. Our research evaluates the accuracy of these models and examines how question complexity and number of nodes influence performance. This work contributes to the development of predictive modeling in visual analytics, offering insights that can enhance the design and effectiveness of InfoVis systems. Ángela López-Cardona, Parvin Emami, Sebastian Idesis, Saravanakumar Duraisamy, Luis A. Leiva, Ioannis Arapakis |
ETRA | 5 |
| 2025 | Efficient Automatic Data Augmentation of CDT Images to Support Cognitive Screening
Nina Hosseini-Kivanani, Inês Oliveira, Sena Kilinç, Luis A. Leiva |
ICAART (3) | 4 |
| 2025 | Transfer Learning for Covert Speech Classification Using EEG Hilbert Envelope and Temporal Fine StructureabstractBrain-Computer Interfaces (BCIs) can decode imagined speech from neural activity. However, these systems typically require extensive training sessions where participants imaginedly repeat words, leading to mental fatigue and difficulties identifying the onset of words, especially when imagining sequences of words. This paper addresses these challenges by transferring a classifier trained in overt speech data to covert speech classification. We used electroencephalogram (EEG) features derived from the Hilbert envelope and temporal fine structure, and used them to train a bidirectional long-short-term memory (BiLSTM) model for classification. Our method reduces the burden of extensive training and achieves state-of-the-art classification accuracy: 86.44% for overt speech and 79.82% for covert speech using the overt speech classifier. Saravanakumar Duraisamy, Mateusz Dubiel, Maurice Rekrut, Luis A. Leiva |
ICASSP | 4 |
| 2025 | Functional Connectivity and Hilbert-Based Features for Covert Speech EEG Variability Analysis and Classification
Saravanakumar Duraisamy, Maurice Rekrut, Luis A. Leiva |
INTERSPEECH | 3 |
| 2025 | Text-to-Image Generation for Vocabulary Learning Using the Keyword MethodabstractThe ‘keyword method’ is an effective technique for learning vocabulary of a foreign language. It involves creating a memorable visual link between what a word means and what its pronunciation in a foreign language sounds like in the learner’s native language. However, these memorable visual links remain implicit in the people’s mind and are not easy to remember for a large number of words. To enhance the memorisation and recall of the vocabulary, we developed an application that combines the keyword method with text-to-image generators to externalise the memorable visual links into visuals. These visuals represent additional stimuli during the memorisation process. To explore the effectiveness of this approach we first run a pilot study to investigate how difficult it is to externalise the descriptions of mental visualisations of memorable links, by asking participants to write them down. We used these descriptions as prompts for text-to-image generator (DALL-E 2) to convert them into images and asked participants to select their favourites. Next, we compared different text-to-image generators (DALL-E 2, Midjourney, Stable and Latent Diffusion) to evaluate the perceived quality of the generated images by each. Despite heterogeneous results, participants mostly preferred images generated by DALL-E 2, which was used also for the final study. In this study, we investigated whether providing such images enhances the retention of vocabulary being learned, compared to the keyword method alone. Our results indicate that people did not encounter difficulties describing their visualisations of memorable links and that providing corresponding images significantly increases memory retention. Nuwan T. Attygalle, Matjaz Kljun, Aaron J. Quigley, Klen Copic Pucihar, Jens Grubert, Verena Biener, Luis A. Leiva, Juri Yoneyama, Alice Toniolo, Angela Miguel, Hirokazu Kato 0001, Maheshya Weerasinghe |
IUI | 7 |
| 2025 | ArtEx: A User-Controllable Web Interface for Visual Art Recommendations
Rully Agus Hendrawan, Peter Brusilovsky, Luis A. Leiva, Bereket Abera Yilma |
RecSys | 3 |
| 2025 | ArtAICare: An End-to-End Platform for Personalized Art Therapy
Bereket Abera Yilma, Saravanakumar Duraisamy, Stefan Penchev, Tudor Pristav, Luis A. Leiva |
RecSys | 5 |
| 2025 | Affect-aware Cross-Domain Recommendation for Art Therapy via Music Preference ElicitationabstractArt Therapy (AT) is an established practice that facilitates emotional processing and recovery through creative expression. Recently, Visual Art Recommender Systems (VA RecSys) have emerged to support AT, demonstrating their potential by personalizing therapeutic artwork recommendations. Nonetheless, current VA RecSys rely on visual stimuli for user modeling, limiting their ability to capture the full spectrum of emotional responses during preference elicitation. Previous studies have shown that music stimuli elicit unique affective reflections, presenting an opportunity for cross-domain recommendation (CDR) to enhance personalization in AT. Since CDR has not yet been explored in this context, we propose a family of CDR methods for AT based on music-driven preference elicitation. A large-scale study with 200 users demonstrates the efficacy of music-driven preference elicitation, outperforming the classic visual-only elicitation approach. Our source code, data, and models are available at https://github.com/ArtAICare/Affect-aware-CDR Bereket Abera Yilma, Luis A. Leiva |
RecSys | 2 |
| 2025 | A Versatile Dataset of Mouse and Eye Movements on Search Engine Results PagesabstractWe contribute a comprehensive dataset to study user attention and purchasing behavior on Search Engine Result Pages (SERPs). Previous work has relied on mouse movements as a low-cost large-scale behavioral proxy but also has relied on self-reported ground-truth labels, collected at post-task, which can be inaccurate and prone to biases. To address this limitation, we use an eye tracker to construct an objective ground-truth of continuous visual attention. Our dataset comprises 2,776 transactional queries on Google SERPs, collected from 47 participants, and includes: (1)~HTML source files, with CSS and images; (2)~rendered SERP screenshots; (3)~eye movement data; (4)~mouse movement data; (5)~bounding boxes of direct display and organic advertisements; and (6)~scripts for further preprocessing the data. In this paper we provide an overview of the dataset and baseline experiments (classification tasks) that can inspire researchers about the different possibilities for future work. Kayhan Latifzadeh, Jacek Gwizdka, Luis A. Leiva |
SIGIR | 3 |
| 2025 | AdSight: Scalable and Accurate Quantification of User Attention in Multi-Slot Sponsored SearchabstractModern Search Engine Results Pages (SERPs) present complex layouts where multiple elements compete for visibility. Attention modelling is crucial for optimising web design and computational advertising, whereas attention metrics can inform ad placement and revenue strategies. We introduce AdSight, a method leveraging mouse cursor trajectories to quantify in a scalable and accurate manner user attention in multi-slot environments like SERPs. AdSight uses a novel Transformer-based sequence-to-sequence architecture where the encoder processes cursor trajectory embeddings, and the decoder incorporates slot-specific features, enabling robust attention prediction across various SERP layouts. We evaluate our approach on two Machine Learning tasks: (1) regression, to predict fixation times and counts; and (2) classification, to determine some slot types were noticed. Our findings demonstrate the model's ability to predict attention with unprecedented precision, offering actionable insights for researchers and practitioners. Mario Villaizán-Vallelado, Matteo Salvatori, Kayhan Latifzadeh, Antonio Penta, Luis A. Leiva, Ioannis Arapakis |
SIGIR | 5 |
| 2025 | Assessing Medical Training Skills via Eye and Head MovementsabstractWe examined eye and head movements to gain insights into skill development in clinical settings. A total of 24 practitioners participated in simulated baby delivery training sessions. We calculated key metrics, including pupillary response rate, fixation duration, or angular velocity. Our findings indicate that eye and head tracking can effectively differentiate between trained and untrained practitioners, particularly during labor tasks. For example, head-related features achieved an F1 score of 0.85 and AUC of 0.86, whereas pupil-related features achieved F1 score of 0.77 and AUC of 0.85. The results lay the groundwork for computational models that support implicit skill assessment and training in clinical settings by using commodity eye-tracking glasses as a complementary device to more traditional evaluation methods such as subjective scores. Kayhan Latifzadeh, Luis A. Leiva, Klen Copic Pucihar, Matjaz Kljun, Iztok Devetak, Lili Steblovnik |
UMAP | 2 |
| 2025 | The AI-Therapist Duo: Exploring the Potential of Human-AI Collaboration in Personalized Art Therapy for PICS InterventionabstractPost-intensive care syndrome (PICS) is a multifaceted condition that arises from prolonged stays in an intensive care unit (ICU). While preventing PICS among ICU patients is becoming increasingly important, interventions remain limited. Building on evidence supporting the effectiveness of art exposure in addressing the psychological aspects of PICS, we propose a novel art therapy solution through a collaborative Human-AI approach that enhances personalized therapeutic interventions using state-of-the-art Visual Art Recommendation Systems. We developed two Human-in-the-Loop (HITL) personalization methods and assessed their impact through a large-scale user study (N = 150). Our findings demonstrate that this Human-AI collaboration not only enhances the personalization and effectiveness of art therapy but also supports therapists by streamlining their workload. While our study centres on PICS intervention, the results suggest that human-AI collaborative Art therapy could potentially benefit other areas where emotional support is critical, such as cases of anxiety and depression. Bereket Abera Yilma, Chan Mi Kim, Geke D. S. Ludden, Thomas J. L. Van Rompay, Luis A. Leiva |
Int. J. Hum. Comput. Interact. | 5 |
| 2025 | Modeling how menu search strategies develop with experience
Gilles Bailly, Daniel Duarte, Antti Oulasvirta, Luis A. Leiva |
Int. J. Hum. Comput. Stud. | 4 |
| 2025 | AutoML for shape-writing biometrics
Louis Weber, Luis A. Leiva |
Neural Comput. Appl. | 2 |
| 2025 | Affective annotation of videos from EEG-based crowdsourcingabstractAbstract Enriching multimedia content with affective metadata unlocks opportunities for innovative and enhanced user experiences in recommendation systems, multimedia retrieval, and many other applications. However, it is really challenging to accurately decode human affect. On the one hand, manual procedures for affective annotation are labour-intensive and hardly scalable. On the other hand, content-based approaches rely on the assumption that affective experiences (1) are directly related to the content, (2) are homogeneous for a particular content, and (3) ignore the subjective nature of affective responses. Recent advancements in brain-computer interfacing (BCI) signifies the prospect of partially automating affective annotation by decoding natural affective experiences toward the content. We consider affective annotation of videos based on brainsourcing: crowdsourced affective reactions from brain signals, recorded while participants were watching videos. Our experiments are based on two popular datasets (DEAP and SEED) and three crowdsourcing models. Crowdsourcing models can support affective annotation for all videos in the SEED dataset and most videos in the DEAP dataset. For both datasets and crowdsourcing models, the performance of affective annotation increases with the crowd size and shows increased confidence of the classifiers with larger crowd sizes. For example, the average classification accuracy for binary valence in DEAP is less than 60% for the individual predictions, but increases up to about 70% for a crowd size of six participants and get to about 80% for fourteen participants. Our findings open avenues for utilizing data captured via BCI for understanding and annotating content according to its users’ affective experiences. Yoelvis Moreno-Alcayde, Tuukka Ruotsalo, Luis A. Leiva, V. Javier Traver |
Pattern Anal. Appl. | 3 |
| 2025 | Telling Human and Machine Handwriting ApartabstractHandwriting movements can be leveraged as a unique form of behavioral biometrics, to verify whether a real user is operating a device or application. This task can be framed as a “reverse Turing test” in which a computer has to detect if an input instance has been generated by a human or artificially. To tackle this task, we study ten public datasets of handwritten symbols (isolated characters, digits, gestures, pointing traces, and signatures) that are artificially reproduced using seven different synthesizers, including, among others, the Kinematic Theory (ΣΛ model), generative adversarial networks, Transformers, and Diffusion models. We train a shallow recurrent neural network that achieves excellent performance (98.3% Area Under the ROC Curve (AUC) score and 1.4% equal error rate on average across all synthesizers and datasets) using nonfeaturized trajectory data as input. In few-shot settings, we show that our classifier achieves such an excellent performance when trained on just 10% of the data, as evaluated on the remaining 90% of the data as a test set. We further challenge our classifier in out-of-domain settings, and observe very competitive results as well. Our work has implications for computerized systems that need to verify human presence, and adds an additional layer of security to keep attackers at bay. Luis A. Leiva, Moisés Díaz Cabrera, Nuwan T. Attygalle, Miguel A. Ferrer, Réjean Plamondon |
IEEE Trans. Syst. Man Cybern. Syst. | 1 |
| 2025 | Brain Signatures of Time Perception in Virtual RealityabstractAchieving a high level of immersion and adaptation in virtual reality (VR) requires precise measurement and representation of user state. While extrinsic physical characteristics such as locomotion and pose can be accurately tracked in real-time, reliably capturing mental states is more challenging. Quantitative psychology allows considering more intrinsic features like emotion, attention, or cognitive load. Time perception, in particular, is strongly tied to users' mental states, including stress, focus, and boredom. However, research on objectively measuring the pace at which we perceive the passage of time is scarce. In this work, we investigate the potential of electroencephalography (EEG) as an objective measure of time perception in VR, exploring neural correlates with oscillatory responses and time-frequency analysis. To this end, we implemented a variety of time perception modulators in VR, collected EEG recordings, and labeled them with overestimation, correct estimation, and underestimation time perception states. We found clear EEG spectral signatures for these three states, that are persistent across individuals, modulators, and modulation duration. These signatures can be integrated and applied to monitor and actively influence time perception in VR, allowing the virtual environment to be purposefully adapted to the individual to increase immersion further and improve user experience. A free copy of this paper and all supplemental materials are available at https://vrarlab.uni.lu/pub/brain-signatures. Sahar Niknam, Saravanakumar Duraisamy, Jean Botev, Luis A. Leiva |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | MOSAIC: multimodal multistakeholder-aware visual art recommendation
Bereket Abera Yilma, Luis A. Leiva |
User Model. User Adapt. Interact. | 2 |
| 2024 | Artful Path to Healing: Using Machine Learning for Visual Art Recommendation to Prevent and Reduce Post-Intensive Care Syndrome (PICS)abstractStaying in the intensive care unit (ICU) is often traumatic, leading to post-intensive care syndrome (PICS), which encompasses physical, psychological, and cognitive impairments. Currently, there are limited interventions available for PICS. Studies indicate that exposure to visual art may help address the psychological aspects of PICS and be more effective if it is personalized. We develop Machine Learning-based Visual Art Recommendation Systems (VA RecSys) to enable personalized therapeutic visual art experiences for post-ICU patients. We investigate four state-of-the-art VA RecSys engines, evaluating the relevance of their recommendations for therapeutic purposes compared to expert-curated recommendations. We conduct an expert pilot test and a large-scale user study (n=150) to assess the appropriateness and effectiveness of these recommendations. Our results suggest all recommendations enhance temporal affective states. Visual and multimodal VA RecSys engines compare favourably with expert-curated recommendations, indicating their potential to support the delivery of personalized art therapy for PICS prevention and treatment. Bereket Abera Yilma, Chan Mi Kim, Gerald C. Cupchik, Luis A. Leiva |
CHI | 4 |
| 2024 | Predicting Alzheimer's Disease and Mild Cognitive Impairment with Off-line and On-line House Drawing TestsabstractThere is growing interest in developing reliable, non-invasive, and cost-effective methods for early diagnosis of neurodegenerative diseases such as Mild Cognitive Impairment (MCI) and Alzheimer’s Disease (AD). In this regard, handwriting-based tasks have shown potential in differentiating MCI and AD patients from healthy controls (HCs). However, previous work has reported mixed results when using different symbols and data representations. We address this research gap by developing computational models (convolutional and recurrent neural networks) to differentiate MCI and AD from HCs with off-line (scanned images) and on-line (discrete time series) house drawings. Notably, we observed that augmenting on-line data and then converting it to off-line format, a method we refer to as "OnOff-line", yielded the best performance results in binary classification tasks. These findings highlight the effectiveness of on-line representations in capturing handwriting dynamics more accurately. Ultimately, our work opens new avenues for future research to enhance automated diagnostic of MCI and AD from handwriting analysis. Nina Hosseini-Kivanani, Elena Salobrar-García, Lorena Elvira-Hurtado, Mario Salas, Christoph Schommer, Luis A. Leiva |
e-Science | 6 |
| 2024 | User Re-Authentication via Mouse Movements and Recurrent Neural Networksabstractpeer reviewed Paul R. B. Houssel, Luis A. Leiva |
ICISSP | 2 |
| 2024 | Blueprint of Tomorrow: Contrasting Off-Line and On-Line Drawing Tasks for Alzheimer's Disease Screening
Nina Hosseini-Kivanani, Elena Salobrar-García, Lorena Elvira-Hurtado, Mario Salas, Christoph Schommer, Luis A. Leiva |
IDEAL (1) | 6 |
| 2024 | Impact of Voice Fidelity on Decision Making: A Potential Dark Pattern?abstractManipulative design in user interfaces (conceptualized as dark patterns) has emerged as a significant impediment to the ethical design of technology and a threat to user agency and freedom of choice. While previous research focused on exploring these patterns in the context of graphical user interfaces, the impact of speech has largely been overlooked. We conducted a listening test (N = 50) to elicit participants’ preferences regarding different synthetic voices that varied in terms of synthesis method (concatenative vs. neural) and prosodic qualities (speech pace and pitch variance), and then evaluated their impact in an online decision-making study (N = 101). Our results indicate a significant effect of voice qualities on the participant’s choices, independently from the content of the available options. Our results also indicate that the voice’s perceived engagement, ease of understanding, and domain fit directly translate to its impact on participants’ behavior in decision-making tasks. Mateusz Dubiel, Anastasia Sergeeva, Luis A. Leiva |
IUI | 3 |
| 2024 | An LLM-driven Transcription Task for Mobile Text Entry Studiesabstractpeer reviewed Andreas Komninos, Anna Maria Feit, Luis A. Leiva, Florian Lehmann, Ioulia Simou, Dimosthenis Minas, Angelos Fotopoulos, Michalis Nik Xenos |
MUM | 3 |
| 2024 | EyeFormer: Predicting Personalized Scanpaths with Transformer-Guided Reinforcement LearningabstractFrom a visual-perception perspective, modern graphical user interfaces (GUIs) comprise a complex graphics-rich two-dimensional visuospatial arrangement of text, images, and interactive objects such as buttons and menus. While existing models can accurately predict regions and objects that are likely to attract attention “on average”, no scanpath model has been capable of predicting scanpaths for an individual. To close this gap, we introduce EyeFormer, which utilizes a Transformer architecture as a policy network to guide a deep reinforcement learning algorithm that predicts gaze locations. Our model offers the unique capability of producing personalized predictions when given a few user scanpath samples. It can predict full scanpath information, including fixation positions and durations, across individuals and various stimulus types. Additionally, we demonstrate applications in GUI layout optimization driven by our model. Yue Jiang 0002, Zixin Guo, Hamed Rezazadegan Tavakoli, Luis A. Leiva, Antti Oulasvirta |
UIST | 4 |
| 2024 | Good GUIs, Bad GUIs: Affective Evaluation of Graphical User InterfacesabstractAffective computing has potential to enrich the development lifecycle of Graphical User Interfaces (GUIs) and of intelligent user interfaces by incorporating emotion-aware responses. Yet, affect is seldom considered to determine whether a GUI design would be perceived as good or bad. We study how physiological signals can be used as an early, effective, and rapid affective assessment method for GUI design, without having to ask for explicit user feedback. We conducted a controlled experiment where 32 participants were exposed to 20 good GUI and 20 bad GUI designs while recording their eye activity through eye tracking, facial expressions through video recordings, and brain activity through electroencephalography (EEG). We observed noticeable differences in the collected data, so we trained and compared different computational models to tell good and bad designs apart. Taken together, our results suggest that each modality has its own “performance sweet spot” both in terms of model architecture and signal length. Taken together, our findings suggest that is possible to distinguish between good and bad designs using physiological signals. Ultimately, this research paves the way toward implicit evaluation methods of GUI designs through user modeling. Syrine Haddad, Kayhan Latifzadeh, Saravanakumar Duraisamy, Jean Vanderdonckt, Olfa Dâassi, Safya Belghith, Luis A. Leiva |
UMAP | 7 |
| 2024 | Enricommender: Business Intelligence for User Interface DesignabstractAbstract Graphical user interface (GUI) browsing and retrieval tools are becoming essential to interaction design research and practice. These tools allow GUI designers to browse large amounts of data and recover inspiring or relevant designs for their task. Unfortunately, data-driven market analysis or business intelligence (BI) applied to GUIs have mostly been left aside. To address this research gap, we elicit designers’ needs and responses regarding the development of Enricommender, a high-fidelity prototype of a market analysis recommender and reporting system. We identify and discuss key design challenges, as reported by more than 200 real-world designers, as well as their workflows and overall expectations towards such a BI system. Ultimately, this article sets the foundation for developing future GUI-oriented BI applications. RESEARCH HIGHLIGHTS Insights about ideation and design of graphical user interfaces. Elicited preferences and current practices from 200 real-world designers. A business intelligence prototype for comparative analysis and design recommendations. Alexis Ciarrone, Luis A. Leiva, Mateusz Dubiel |
Interact. Comput. | 2 |
| 2024 | Impact of Design Decisions in Scanpath ModelingabstractModeling visual saliency in graphical user interfaces (GUIs) allows to understand how people perceive GUI designs and what elements attract their attention. One aspect that is often overlooked is the fact that computational models depend on a series of design parameters that are not straightforward to decide. We systematically analyze how different design parameters affect scanpath evaluation metrics using a state-of-the-art computational model (DeepGaze++). We particularly focus on three design parameters: input image size, inhibition-of-return decay, and masking radius. We show that even small variations of these design parameters have a noticeable impact on standard evaluation metrics such as DTW or Eyenalysis. These effects also occur in other scanpath models, such as UMSS and ScanGAN, and in other datasets such as MASSVIS. Taken together, our results put forward the impact of design decisions for predicting users' viewing behavior on GUIs. Parvin Emami, Yue Jiang 0002, Zixin Guo, Luis A. Leiva |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2024 | "Hey Genie, You Got Me Thinking about My Menu Choices!" Impact of Proactive Feedback on User Perception and Reflection in Decision-making TasksabstractConversational agents (CAs) that deliver proactive interventions can benefit users by reducing their cognitive workload and improving performance. However, little is known regarding how such interventions would impact users’ reflection on choices in voice-only decision-making tasks. We conducted a within-subjects experiment to evaluate the effect of CA’s feedback delivery strategy at three levels (no feedback, unsolicited and solicited feedback) and the impact on users’ likelihood of changing their choices in an interactive food ordering scenario. We discovered that in both feedback conditions the CA was perceived to be significantly more persuasive than in the baseline condition, while being perceived as significantly less confident. Interestingly, while unsolicited feedback was perceived as less appropriate than the baseline, both types of proactive feedback led participants to relisten and reconsider menu options significantly more often. Our results provide insights regarding the impact of proactive feedback on CA perception and user’s reflection in decision-making tasks, thereby paving a new way for designing proactive CAs. Mateusz Dubiel, Luis A. Leiva, Kerstin Bongard-Blanchy, Anastasia Sergeeva |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2024 | Efficient Decoding of Affective States from Video-elicited EEG Signals: An Empirical InvestigationabstractAffect decoding through brain-computer interfacing (BCI) holds great potential to capture users’ feelings and emotional responses via non-invasive electroencephalogram (EEG) sensing. Yet, little research has been conducted to understand efficient decoding when users are exposed to dynamic audiovisual contents. In this regard, we study EEG-based affect decoding from videos in arousal and valence classification tasks, considering the impact of signal length, window size for feature extraction, and frequency bands. We train both classic Machine Learning models (SVMs and k -NNs) and modern Deep Learning models (FCNNs and GTNs). Our results show that: (1) affect can be effectively decoded using less than 1 minute of EEG signal; (2) temporal windows of 6 and 10 seconds provide the best classification performance for classic Machine Learning models but Deep Learning models benefit from much shorter windows of 2 seconds; and (3) any model trained on the Beta band alone achieves similar (sometimes better) performance than when trained on all frequency bands. Taken together, our results indicate that affect decoding can work in more realistic conditions than currently assumed, thus becoming a viable technology for creating better interfaces and user models. Kayhan Latifzadeh, Nima Gozalpour, V. Javier Traver, Tuukka Ruotsalo, Aleksandra Kawala-Sterniuk, Luis A. Leiva |
ACM Trans. Multim. Comput. Commun. Appl. | 6 |
| 2023 | UEyes: Understanding Visual Saliency across User Interface TypesabstractWhile user interfaces (UIs) display elements such as images and text in a grid-based layout, UI types differ significantly in the number of elements and how they are displayed. For example, webpage designs rely heavily on images and text, whereas desktop UIs tend to feature numerous small images. To examine how such differences affect the way users look at UIs, we collected and analyzed a large eye-tracking-based dataset, UEyes (62 participants and 1,980 UI screenshots), covering four major UI types: webpage, desktop UI, mobile UI, and poster. We analyze its differences in biases related to such factors as color, location, and gaze direction. We also compare state-of-the-art predictive models and propose improvements for better capturing typical tendencies across UI types. Both the dataset and the models are publicly available. Yue Jiang 0002, Luis A. Leiva, Hamed Rezazadegan Tavakoli, Paul R. B. Houssel, Julia Kylmälä, Antti Oulasvirta |
CHI | 2 |
| 2023 | The Elements of Visual Art Recommendation: Learning Latent Semantic Representations of PaintingsabstractArtwork recommendation is challenging because it requires understanding how users interact with highly subjective content, the complexity of the concepts embedded within the artwork, and the emotional and cognitive reflections they may trigger in users. In this paper, we focus on efficiently capturing the elements (i.e., latent semantic relationships) of visual art for personalized recommendation. We propose and study recommender systems based on textual and visual feature learning techniques, as well as their combinations. We then perform a small-scale and a large-scale user-centric evaluation of the quality of the recommendations. Our results indicate that textual features compare favourably with visual ones, whereas a fusion of both captures the most suitable hidden semantic relationships for artwork recommendation. Ultimately, this paper contributes to our understanding of how to deliver content that suitably matches the user’s interests and how they are perceived. Bereket Abera Yilma, Luis A. Leiva |
CHI | 2 |
| 2023 | Better Together: Combining Different Handwriting Input Sources Improves Dementia ScreeningabstractAlzheimer's disease (AD) is a cognitive disorder, marked by memory loss and impaired reasoning, that requires early detection methods to better manage and potentially slow down the disease's progression. Recent advances in machine learning have offered new possibilities for AD detection using handwriting analysis, however previous work has considered only one type of input source, e.g. clock or pentagon drawings. Here we propose to develop an efficient method for detecting AD's early symptoms using Deep Feature Concatenation (DFC) models considering multiple handwriting sources: pentagon drawings, self-reported sentences, and signatures. Substantial performance improvements were observed when considering all input sources together with data augmentation techniques. For example, classification accuracy increased from 60% (best model, without data augmentation) to 80% (DFC and data augmentation). Our findings show that the use of diverse input sources can lead to an efficient and cost-effective method for early AD detection. Looking forward into the future, our study highlights the potential of DFC in supporting home-based healthcare diagnoses which is a crucial step in integrating artificial intelligence into healthcare practices. Nina Hosseini-Kivanani, Elena Salobrar-García, Lorena Elvira-Hurtado, Inés López-Cuenca, Rosa de Hoz, José M. Ramírez, Pedro Gil, Mario Salas, Christoph Schommer, Luis A. Leiva |
e-Science | 10 |
| 2023 | The Magic Number: Impact of Sample Size for Dementia Screening Using Transfer Learning and Data Augmentation of Clock Drawing Test ImagesabstractDementia is a disease characterized by memory impairment and a gradual disability in performing daily activities. Automated screening for early detection of dementia can lead to more adequate and timely treatment. Our work focuses on predicting various stages of dementia severity using pre-trained Deep Learning (DL) models and a public Clock Drawing Test (CDT) dataset. However, the relationship between sample size and model performance is not yet well understood. This may lead to an overreliance on a large number of samples for model training, which may eventually deter reliable outcomes. We found that the classification performance of DL models tends to plateau once a certain number of samples is reached, therefore, it is possible to work on a small data regime with DL models in this task. This research not only advances the field of medical image analysis for dementia screening but also offers broader implications for DL applications in healthcare. Ultimately, the understanding of how sample size affects model performance can guide future research and support more intelligent and efficient utilization of DL models in addressing complex health-related challenges. Nina Hosseini-Kivanani, Christoph Schommer, Luis A. Leiva |
HealthCom | 3 |
| 2023 | Feeling Positive? Predicting Emotional Image Similarity from Brain SignalsabstractThe present notion of visual similarity is based on features derived from image contents. This ignores the users' emotional or affective experiences toward the content, and how users feel when they search for images. Here we consider valence, a positive or negative quantification of affective appraisal, as a novel dimension of image similarity. We report the largest neuroimaging experiment that quantifies and predicts the valence of visual content by using functional near-infrared spectroscopy from brain-computer interfacing. We show that affective similarity can be (1)~decoded directly from brain signals in response to visual stimuli, (2)~utilized for predicting affective image similarity with an average accuracy of 0.58 and an accuracy of 0.65 for high-arousal stimuli, and (3)~effectively used to complement affective similarity estimates of content-based models; for example when fused fNIRS and image rankings the retrieval F-measure@20 is 0.70. Our work opens new research avenues for affective multimedia analysis, retrieval, and user modeling. Tuukka Ruotsalo, Kalle Mäkelä, Michiel M. A. Spapé, Luis A. Leiva |
ACM Multimedia | 4 |
| 2023 | Affective Relevance: Inferring Emotional Responses via fNIRS NeuroimagingabstractInformation retrieval (IR) relies on a general notion of relevance, which is used as the principal foundation for ranking and evaluation methods. However, IR does not account for more a nuanced affective experience. Here, we consider the emotional response decoded directly from the human brain as an alternative dimension of relevance. We report an experiment covering seven different scenarios in which we measure and predict how users emotionally respond to visual image contents by using functional near-infrared spectroscopy (fNIRS) neuroimaging on two commonly used affective dimensions: valence (negativity and positivity) and arousal (boredness and excitedness). Our results show that affective states can be successfully decoded using fNIRS, and utilized to complement the present notion of relevance in IR studies. For example, we achieved 0.39 Balanced accuracy and 0.61 AUC in 4-class classification of affective states (vs. 0.25 Balanced accuracy and 0.5 AUC of a random classifier). Likewise, we achieved 0.684 Precision@20 when retrieving high-arousal images. Our work opens new avenues for incorporating emotional states in IR evaluation, affective feedback, and information filtering. Tuukka Ruotsalo, Kalle Mäkelä, Michiel M. A. Spapé, Luis A. Leiva |
SIGIR | 4 |
| 2023 | Together Yet Apart: Multimodal Representation Learning for Personalised Visual Art RecommendationabstractWith the advent of digital media, the availability of art content has greatly expanded, making it increasingly challenging for individuals to discover and curate works that align with their personal preferences and taste. The task of providing accurate and personalized Visual Art (VA) recommendations is thus a complex one, requiring a deep understanding of the intricate interplay of multiple modalities such as image, textual descriptions, or other metadata. In this paper, we study the nuances of modalities involved in the VA domain (image and text) and how they can be effectively harnessed to provide a truly personalized art experience to users. Particularly, we develop four fusion-based multimodal VA recommendation pipelines and conduct a large-scale user-centric evaluation. Our results indicate that early fusion (i.e, joint multimodal learning of visual and textual features) is preferred over a late fusion of ranked paintings from unimodal models (state-of-the-art baselines) but only if the latent representation space of the multimodal painting embeddings is entangled. Our findings open a new perspective for a better representation learning in the VA RecSys domain. Bereket Abera Yilma, Luis A. Leiva |
UMAP | 2 |
| 2023 | What can a swiped word tell us more? Demographic and behavioral correlates from shape-writing text entry
Désirée C. A. Lemarquis, Bereket Abera Yilma, Luis A. Leiva |
Neural Comput. Appl. | 3 |
| 2023 | PACMHCI V7, MHCI, September 2023 EditorialabstractWe have witnessed astonishing progress in mobile and ubiquitous technology in the past two decades. Our interaction-supporting devices have become increasingly capable and diverse, while the supporting infrastructure, including heterogeneous networks and cloud computing, has matured to enable our vision of a ubiquitous computing environment. As we navigate this new frontier, we find ourselves pondering the words of Bill Buxton: "Now that we can do anything, what should we do?" and, more importantly, "How should it work?" Buxton's thought-provoking statement urges us to shift our focus towards methodological considerations and, crucially, ethics. The MobileHCI community, as a whole, recognizes the importance of ethical practices in shaping our field. While our work has often touched upon privacy-maintaining interactions and service provision, it is time to delve deeper into the ethical dimensions of our research and design choices. Luis A. Leiva, Maristella Matera, Johannes Schöning |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2023 | Describing UI Screenshots in Natural LanguageabstractBeing able to describe any user interface (UI) screenshot in natural language can promote understanding of the main purpose of the UI, yet currently it cannot be accomplished with state-of-the-art captioning systems. We introduce XUI, a novel method inspired by the global precedence effect to create informative descriptions of UIs, starting with an overview and then providing fine-grained descriptions about the most salient elements. XUI builds upon computational models for topic classification, visual saliency prediction, and natural language generation (NLG). XUI provides descriptions with up to three different granularity levels that, together, describe what is in the interface and what the user can do with it. We found that XUI descriptions are highly readable, are perceived to accurately describe the UI, and score similarly to human-generated UI descriptions. XUI is available as open-source software. Luis A. Leiva, Asutosh Hota, Antti Oulasvirta |
ACM Trans. Intell. Syst. Technol. | 1 |
| 2022 | Robust and Deployable Gesture Recognition for SmartwatchesabstractGesture recognition on smartwatches is challenging not only due to resource constraints but also due to the dynamically changing conditions of users. It is currently an open problem how to engineer gesture recognisers that are robust and yet deployable on smartwatches. Recent research has found that common everyday events, such as a user removing and wearing their smartwatch again, can deteriorate recognition accuracy significantly. In this paper, we suggest that prior understanding of causes behind everyday variability and false positives should be exploited in the development of recognisers. To this end, first, we present a data collection method that aims at diversifying gesture data in a representative way, in which users are taken through experimental conditions that resemble known causes of variability (e.g., walking while gesturing) and are asked to produce deliberately varied, but realistic gestures. Secondly, we review known approaches in machine learning for recogniser design on constrained hardware. We propose convolution-based network variations for classifying raw sensor data, achieving greater than 98% accuracy reliably under both individual and situational variations where previous approaches have reported significant performance deterioration. This performance is achieved with a model that is two orders of magnitude less complex than previous state-of-the-art models. Our work suggests that deployable and robust recognition is feasible but requires systematic efforts in data collection and network design to address known causes of gesture variability. Utkarsh Kunwar, Sheetal Borar, Moritz Berghofer, Julia Kylmälä, Ilhan Aslan, Luis A. Leiva, Antti Oulasvirta |
IUI | 6 |
| 2022 | Solids on Soli: Millimetre-Wave Radar Sensing through MaterialsabstractGesture recognition with miniaturised radar sensors has received increasing attention as a novel interaction medium. The practical use of radar technology, however, often requires sensing through materials. Yet, it is still not well understood how the internal structure of materials impacts recognition performance. To tackle this challenge, we collected a large dataset of 14,090 radar recordings for 6 paradigmatic gesture classes sensed through a variety of everyday materials, performed by humans (6 materials) and a robot system (75 materials). Next, we developed a hybrid CNN+LSTM deep learning model and derived a robust indirect method to measure signal distortions, which we used to compile a comprehensive catalogue of materials for radar-based interaction. Among other findings, our experiments show that it is possible to estimate how different materials would affect gesture recognition performance of arbitrary classifiers by selecting just 3 reference materials. Our catalogue, software, models, data collection platform, and labeled datasets are publicly available. Klen Copic Pucihar, Nuwan T. Attygalle, Matjaz Kljun, Christian Sandor, Luis A. Leiva |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2022 | Learning GUI Completions with User-defined ConstraintsabstractA key objective in the design of graphical user interfaces (GUIs) is to ensure consistency across screens of the same product. However, designing a compliant layout is time-consuming and can distract designers from creative thinking. This paper studies layout recommendation methods that fulfill such consistency requirements using machine learning. Given a desired element type and size, the methods suggest element placements following real-world GUI design processes. Consistency requirements are given implicitly through previous layouts from which patterns are to be learned, comparable to existing screens of a software product. We adopt two recently proposed methods for this task, a Graph Neural Network (GNN) and a Transformer model, and compare them with a custom approach based on sequence alignment and nearest neighbor search (kNN) . The methods were tested on handcrafted datasets with explicit layout patterns, as well as large-scale public datasets of diverse mobile design layouts. Our results show that our instance-based learning algorithm outperforms both neural network approaches. Ultimately, this work contributes to establishing smarter design tools for professional designers with explainable algorithms that increase their efficacy. Lukas Brückner, Luis A. Leiva, Antti Oulasvirta |
ACM Trans. Interact. Intell. Syst. | 2 |
| 2021 | Conversations with GUIsabstractAnnotated datasets of application GUIs contain a wealth of information that can be used for various purposes, from providing inspiration to designers and implementation details to developers to assisting end-users during daily use. However, users often struggle to formulate their needs in a way that computers can understand reliably. To address this, we study how people may interact with such GUI datasets using natural language. We elicit user needs in a survey (N = 120) with three target groups (designers, developers, end-users), providing insights into which capabilities would be useful and how users formulate queries. We contribute a labelled dataset of 1317 user queries, and demonstrate an application of a conversational assistant that interprets these queries and retrieves information from a large-scale GUI dataset. It can (1) suggest GUI screenshots for design ideation, (2) highlight details about particular GUI features for development, and (3) reveal further insights about applications. Our findings can inform design and implementation of intelligent systems to interact with GUI datasets intuitively. Kashyap Todi, Luis A. Leiva, Daniel Buschek, Pin Tian, Antti Oulasvirta |
Conference on Designing Interactive Systems | 2 |
| 2021 | Adapting User Interfaces with Model-based Reinforcement LearningabstractAdapting an interface requires taking into account both the positive and negative effects that changes may have on the user. A carelessly picked adaptation may impose high costs to the user – for example, due to surprise or relearning effort – or “trap” the process to a suboptimal design immaturely. However, effects on users are hard to predict as they depend on factors that are latent and evolve over the course of interaction. We propose a novel approach for adaptive user interfaces that yields a conservative adaptation policy: It finds beneficial changes when there are such and avoids changes when there are none. Our model-based reinforcement learning method plans sequences of adaptations and consults predictive HCI models to estimate their effects. We present empirical and simulation results from the case of adaptive menus, showing that the method outperforms both a non-adaptive and a frequency-based policy. Kashyap Todi, Gilles Bailly, Luis A. Leiva, Antti Oulasvirta |
CHI | 3 |
| 2021 | My Mouse, My Rules: Privacy Issues of Behavioral User Profiling via Mouse TrackingabstractThis paper aims to stir debate about a disconcerting privacy issue on web browsing that could easily emerge because of unethical practices and uncontrolled use of technology. We demonstrate how straightforward is to capture behavioral data about the users at scale, by unobtrusively tracking their mouse cursor movements, and predict user's demographics information with reasonable accuracy using five lines of code. Based on our results, we propose an adversarial method to mitigate user profiling techniques that make use of mouse cursor tracking, such as the recurrent neural net we analyze in this paper. We also release our data and a web browser extension that implements our adversarial method, so that others can benefit from this work in practice. Luis A. Leiva, Ioannis Arapakis, Costas Iordanou |
CHIIR | 1 |
| 2021 | How We Swipe: A Large-scale Shape-writing Dataset and Empirical FindingsabstractDespite the prevalence of shape-writing (gesture typing, swype input, or swiping for short) as a text entry method, there are currently no public datasets available. We report a large-scale dataset that can support efforts in both empirical study of swiping as well as the development of better intelligent text entry techniques. The dataset was collected via a web-based custom virtual keyboard, involving 1,338 users who submitted 11,318 unique English words. We report aggregate-level indices on typing performance, user-related factors, as well as trajectory-level data, such as the gesture path drawn on top of the keyboard or the time lapsed between consecutively swiped keys. We find some well-known effects reported in previous studies, for example that speed and error are affected by age and language skill. We also find surprising relationships such that, on large screens, swipe trajectories are longer but people swipe faster. Luis A. Leiva, Sunjun Kim, Wenzhe Cui, Xiaojun Bi 0001, Antti Oulasvirta |
MobileHCI | 1 |
| 2021 | When Choice Happens: A Systematic Examination of Mouse Movement Length for Decision Making in Web SearchabstractSearchers often make a choice in a matter of seconds on SERPs. As a result of a dynamic cognitive process, choice is ultimately reflected in motor movement and thus can be modeled by tracking the computer mouse. However, because not all movements have equal value, it is important to understand how do they and, critically, their sequence length impact model performance. We study three different SERP scenarios where searchers (1)~noticed an advertisement, (2)~abandoned the page, and (3)~became frustrated. We model these scenarios with recurrent neural nets and study the effect of mouse sequence padding and truncating to different lengths. We find that it is possible to predict the aforementioned tasks sometimes using just 2 seconds of movement. Ultimately, by efficiently recording the right amount of data, we can save valuable bandwidth and storage, respect the users' privacy, and increase the speed at which machine learning models can be trained and deployed. Considering the web scale, doing so will have a net benefit on our environment. Lukas Brückner, Ioannis Arapakis, Luis A. Leiva |
SIGIR | 3 |
| 2021 | Interactive Exploration of Large-Scale UI Datasets with Design MapsabstractAbstract Designers are increasingly using online resources for inspiration. How to best support design exploration without compromising creativity? We introduce and study Design Maps, a class of point-cloud visualizations that makes large user interface datasets explorable. Design Maps are computed using dimensionality reduction and clustering techniques, which we analyze thoroughly in this paper. We present concepts for integrating Design Maps into design tools, including interactive visualization, local neighborhood exploration and functionality to integrate existing solutions to the design at hand. These concepts were implemented in a wireframing tool for mobile apps, which was evaluated with actual designers performing realistic tasks. Overall, designers find Design Maps supporting their creativity (avg. CSI score of 74/100) and indicate that the maps producing consistent whitespacing within cloud points are the most informative ones. Luis A. Leiva, Asutosh Hota, Antti Oulasvirta |
Interact. Comput. | 1 |
| 2021 | Attentive Sequence-to-Sequence Modeling of Stroke Gestures Articulation PerformanceabstractProduction time of stroke gestures is a fundamental measure of user performance with graphical user interfaces. However, production time represents anoverallquantification of the user's gesture articulation process and therefore provides an incomplete picture of such process. Moreover, previous approaches assumed stroke gestures assynchronouspoint sequences, when most gesture-driven applications have to deal withasynchronouspoint sequences. Furthermore, deep generative models of human handwriting ignore the temporal information, thereby missing a key component of the user's gesture articulation process. To solve these issues, we introduceDitto, a sequence-to-sequence deep learning model that estimates thevelocity profileof any stroke gesture using spatial information only, providing thus a fine-grained estimation of themoment-by-momentbehavior of the user's articulation performance. We show that this unique capability makesDittoremarkably accurate while handling gestures of any type: unistrokes, multistrokes, and multitouch gestures. Our model, code, and associated web application are available as open source software. Lokesh Kumar T., Luis A. Leiva |
IEEE Trans. Hum. Mach. Syst. | 2 |
| 2020 | Query Abandonment Prediction with Recurrent Neural Models of Mouse Cursor MovementsabstractMost successful search queries do not result in a click if the user can satisfy their information needs directly on the SERP. Modeling query abandonment in the absence of click-through data is challenging because search engines must rely on other behavioral signals to understand the underlying search intent. We show that mouse cursor movements make a valuable, low-cost behavioral signal that can discriminate good and bad abandonment. We model mouse movements on SERPs using recurrent neural nets and explore several data representations that do not rely on expensive hand-crafted features and do not depend on a particular SERP structure. We also experiment with data resampling and augmentation techniques that we adopt for sequential data. Our results can help search providers to gauge user satisfaction for queries without clicks and ultimately contribute to a better understanding of search engine performance. Lukas Brückner, Ioannis Arapakis, Luis A. Leiva |
CIKM | 3 |
| 2020 | Human or Machine? It Is Not What You Write, But How You Write ItabstractOnline fraud often involves identity theft. Since most security measures are weak or can be spoofed, we investigate a more nuanced and less explored avenue: behavioral biometrics via handwriting movements. This kind of data can be used to verify whether a user is operating a device or a computer application, so it is important to distinguish between human and machine-generated movements reliably. For this purpose, we study handwritten symbols (isolated characters, digits, gestures, and signatures) produced by humans and machines, and compare and contrast several deep learning models. We find that if symbols are presented as static images, they can fool state-of-the-art classifiers (near 75% accuracy in the best case) but can be distinguished with remarkable accuracy if they are presented as temporal sequences (95% accuracy in the average case). We conclude that an accurate detection of fake movements has more to do with how users write, rather than what they write. Our work has implications for computerized systems that need to authenticate or verify legitimate human users, and provides an additional layer of security to keep attackers at bay. Luis A. Leiva, Moisés Díaz Cabrera, Miguel A. Ferrer, Réjean Plamondon |
ICPR | 1 |
| 2020 | Understanding Visual Saliency in Mobile User InterfacesabstractFor graphical user interface (UI) design, it is important to understand what attracts visual attention. While previous work on saliency has focused on desktop and web-based UIs, mobile app UIs differ from these in several respects. We present findings from a controlled study with 30 participants and 193 mobile UIs. The results speak to a role of expectations in guiding where users look at. Strong bias toward the top-left corner of the display, text, and images was evident, while bottom-up features such as color or size affected saliency less. Classic, parameter-free saliency models showed a weak fit with the data, and data-driven models improved significantly when trained specifically on this dataset (e.g., NSS rose from 0.66 to 0.84). We also release the first annotated dataset for investigating visual saliency in mobile UIs. Luis A. Leiva, Yunfei Xue, Avya Bansal, Hamed Rezazadegan Tavakoli, Tugçe Köroglu, Jingzhou Du, Niraj Ramesh Dayama, Antti Oulasvirta |
MobileHCI | 1 |
| 2020 | Learning Efficient Representations of Mouse Movements to Predict User AttentionabstractTracking mouse cursor movements can be used to predict user attention on heterogeneous page layouts like SERPs. So far, previous work has relied heavily on handcrafted features, which is a time-consuming approach that often requires domain expertise. We investigate different representations of mouse cursor movements, including time series, heatmaps, and trajectory-based images, to build and contrast both recurrent and convolutional neural networks that can predict user attention to direct displays, such as SERP advertisements. Our models are trained over raw mouse cursor data and achieve competitive performance. We conclude that neural network models should be adopted for downstream tasks involving mouse cursor movements, since they can provide an invaluable implicit feedback signal for re-ranking and evaluation. Ioannis Arapakis, Luis A. Leiva |
SIGIR | 2 |
| 2020 | Omnis Prædictio: Estimating the full spectrum of human performance with stroke gestures
Luis A. Leiva, Radu-Daniel Vatavu, Daniel Martín-Albo, Réjean Plamondon |
Int. J. Hum. Comput. Stud. | 1 |
| 2020 | Sketchy: Drawing Inspiration from the CrowdabstractIn-person user studies show that designers draw inspiration by looking at their peers' work while sketching. To recreate this behavior in a virtual environment, we developed Sketchy, a web-based drawing application where users sketch in virtual rooms and use the "Peek'' functionality to gain ideas from their peers' sketches in real-time. To assess if "Peek'' supports individual creativity through finding inspiration, students from a Human-Computer Interaction class sketched user interface design tasks in two studies. Study 1 compares creativity measures with and without Peek between two groups of students, where self-reports reveal Peek increases satisfaction with their final sketch and better supports individual creativity. Study 2 took place in a large classroom, where 90 students, all with Peek enabled, completed different design tasks. Peeking led students to report an intention to change their sketch 18% of the time in Study 1 and 17% of the time in Study 2. Student designers were influenced by sketches that seem closer to completion, contain more details, and are carefully drawn. They were also about three times more likely to clear their canvas and start over if they found a sketch inspirational. Furthermore, sketches created by students with more sketching and design experience influence less experienced student designers. This work explores the directions and benefits of incorporating digital peeking to support individual creativity within a student designer's classroom experience to create more satisfactory final sketches. Shaun Wallace, Brendan Le, Luis A. Leiva, Aman Haq, Ari Kintisch, Gabrielle Bufrem, Linda Chang, Jeff Huang 0002 |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2020 | A Price-per-attention Auction Scheme Using Mouse Cursor InformationabstractPayments in online ad auctions are typically derived from click-through rates, so that advertisers do not pay for ineffective ads. But advertisers often care about more than just clicks. That is, for example, if they aim to raise brand awareness or visibility. There is thus an opportunity to devise a more effective ad pricing paradigm, in which ads are paid only if they are actually noticed. This article contributes a novel auction format based on a pay-per-attention (PPA) scheme. We show that the PPA auction inherits the desirable properties (strategy-proofness and efficiency) as its pay-per-impression and pay-per-click counterparts, and that it also compares favourably in terms of revenues. To make the PPA format feasible, we also contribute a scalable diagnostic technology to predict user attention to ads in sponsored search using raw mouse cursor coordinates only, regardless of the page content and structure. We use the user attention predictions in numerical simulations to evaluate the PPA auction scheme. Our results show that, in relevant economic settings, the PPA revenues would be strictly higher than the existing auction payment schemes. Ioannis Arapakis, Antonio Penta, Hideo Joho, Luis A. Leiva |
ACM Trans. Inf. Syst. | 4 |
| 2018 | KeyTime: Super-Accurate Prediction of Stroke Gesture Production TimesabstractWe introduce KeyTime, a new technique and accompanying software for predicting the production times of users' stroke gestures articulated on touchscreens. KeyTime employs the principles and concepts of the Kinematic Theory, such as lognormal modeling of stroke gestures' velocity profiles, to estimate gesture production times significantly more accurately than existing approaches. Our experimental results obtained on several public datasets show that KeyTime predicts user-independent production times that correlate r=.99 with groundtruth from just one example of a gesture articulation, while delivering an average error in the predicted time magnitude that is 3 to 6 times smaller than that delivered by CLC, the best prediction technique up to date. Moreover, KeyTime reports a wide range of useful statistics, such as the trimmed mean, median, standard deviation, and confidence intervals, providing practitioners with unprecedented levels of accuracy and sophistication to characterize their users' a priori time performance with stroke gesture input. Luis A. Leiva, Daniel Martín-Albo, Réjean Plamondon, Radu-Daniel Vatavu |
CHI | 1 |
| 2018 | GATO: predicting human performance with multistroke and multitouch gesture inputabstractWe introduce GATO, a human performance analysis technique grounded in the Kinematic Theory that delivers accurate predictions for the expected user production time of stroke gestures of all kinds: unistrokes, multistrokes, multitouch, or combinations thereof. Our experimental results obtained on several public datasets (82 distinct gesture types, 123 participants, ≈36k gesture samples) show that GATO predicts user-independent gesture production times that correlate rs > .9 with groundtruth, while delivering an average relative error of less than 10% with respect to actual measured times. With its accurate estimations of users' a priori time performance with stroke gesture input, GATO will help researchers to understand better users' gesture articulation patterns on touchscreen devices of all kinds. GATO will also benefit practitioners to inform highly effective gesture set designs. Luis A. Leiva, Daniel Martín-Albo, Radu-Daniel Vatavu |
MobileHCI | 1 |
| 2018 | Multilingual phrase sampling for text entry evaluations
Marc Franco-Salvador, Luis A. Leiva |
Int. J. Hum. Comput. Stud. | 2 |
| 2018 | Responsive text summarization
Luis A. Leiva |
Inf. Process. Lett. | 1 |
| 2017 | Large-Scale User Perception of Synthetic Stroke GesturesabstractResearchers are increasingly being concerned with the resemblance of synthetic gestures; i.e., how human-like they are, as perceived by end users. However, evaluations in this regard have been scarce and/or inconclusive. In this paper, we compared stroke gestures produced by two modern synthesizing techniques (GPSR and G3) against the same gestures produced by humans. We conducted an online study involving 623 participants, who provided binary assessments for near 6K gesture images. We found that it is difficult to tell human and synthetic gestures apart, but also that gestures synthesized with G3 are perceived as if they were human-generated more often than those synthesized with GPSR. Our results enable a deeper understanding of synthetic gestures' production, which can inform the design of gesture interaction. Luis A. Leiva |
Conference on Designing Interactive Systems | 1 |
| 2017 | Synthesizing Stroke Gestures Across User Populations: A Case for Users with Visual ImpairmentsabstractWe introduce a new principled method grounded in the Kinematic Theory of Rapid Human Movements to automatically generate synthetic stroke gestures across user populations in order to support ability-based design of gesture user interfaces. Our method is especially useful when the target user population is difficult to sample adequately and, consequently, when there is not enough data to train gesture recognizers to deliver high levels of accuracy. To showcase the relevance and usefulness of our method, we collected gestures from people without visual impairments and successfully synthesized gestures with the articulation characteristics of people with visual impairments. We also show that gesture recognition accuracy improves significantly when using our synthetic gesture samples for training. Our contributions will benefit researchers and practitioners that wish to design gesture user interfaces for people with various abilities by helping them prototype, evaluate, and predict gesture recognition performance without having to expressly recruit and involve people with disabilities in long, time-consuming gesture collection experiments. Luis A. Leiva, Daniel Martín-Albo, Radu-Daniel Vatavu |
CHI | 1 |
| 2017 | βTap: back-of-device tap input with built-in sensorsabstractWe present βTap, a Back-of-device (BoD) tap detection software for mobile devices that uses commodity sensors, without the need to instrument the device. Although just basic interactions are supported (namely, single and double taps), βTap is highly accurate and performance-friendly, since it uses a low-cost yet highly discriminative set of features. Our software is publicly available at the Google Play Store, so that others can build upon our work. Emilio Granell, Luis A. Leiva |
MobileHCI | 2 |
| 2017 | The Kinematic Theory Produces Human-Like Stroke GesturesabstractWe show that the Kinematic Theory produces synthesized stroke gestures that ‘look and feel’ the same and hold the same statistical characteristics as human-generated gestures. Previous research in this vein has conducted such comparison from the classification accuracy performance, which is a legitimate though indirect measure. In this article, we synthesized two well-known public data sets comprising unistroke and multistroke gestures. We then compared geometric, kinematic and articulation aspects of human and synthetic gestures, and found no practical differences between both populations. We also conducted an online survey involving 236 participants and found that it is very difficult to tell human and synthetic gestures apart. We can finally be confident that synthesized gestures are actually reflective of how users produce stroke gestures. In sum, this work enables a deeper understanding of synthetic gestures’ production, which can inform the design of better gesture sets and development of more accurate recognizers. Luis A. Leiva, Daniel Martín-Albo, Réjean Plamondon |
Interact. Comput. | 1 |
| 2016 | On the Design of Personal Digital Bodyguards: Impact of Hardware Resolution on Handwriting AnalysisabstractHandheld touch-capable devices have become one of the most popular and fastest growing consumer products. It seems logical therefore to think of such devices as Personal Digital Bodyguards (PDBs) in charge for example of biometrical, biomedical, and neurocognitive monitoring by just inspecting the user's handwriting activity. However, it is unclear whether the hardware of today's devices is capable to handle this task. To this end, we conducted a comparative study regarding the capabilities of past and current tablets to allow for the design of PDBs based on the exploitation of the Kinematic Theory. Our study shows that, while some improvements are still necessary at the sampling frequency level, the conclusions drawn by the Kinematic Theory can be directly transferred to PDBs. Daniel Martín-Albo, Luis A. Leiva, Réjean Plamondon |
ICFHR | 2 |
| 2016 | Predicting User Engagement with Direct Displays Using Mouse Cursor InformationabstractPredicting user engagement with direct displays (DD) is of paramount importance to commercial search engines, as well as to search performance evaluation. However, understanding within-content engagement on a web page is not a trivial task mainly because of two reasons: (1) engagement is subjective and different users may exhibit different behavioural patterns; (2) existing proxies of user engagement (e.g., clicks, dwell time) suffer from certain caveats, such as the well-known position bias, and are not as effective in discriminating between useful and non-useful components. In this paper, we conduct a crowdsourcing study and examine how users engage with a prominent web search engine component such as the knowledge module (KM) display. To this end, we collect and analyse more than 115k mouse cursor positions from 300 users, who perform a series of search tasks. Furthermore, we engineer a large number of meta-features which we use to predict different proxies of user engagement, including attention and usefulness. In our experiments, we demonstrate that our approach is able to predict more accurately different levels of user engagement and outperform existing baselines. Ioannis Arapakis, Luis A. Leiva |
SIGIR | 2 |
| 2016 | Less Is More: Efficient Back-of-Device Tap Input Detection Using Built-in Smartphone SensorsabstractBack-of-device (BoD) interaction using current smartphone sensors (e.g. accelerometer, microphone, or gyroscope) has recently emerged as a promising novel input modality. Researchers have used a different number of features derived from these commodity sensors, however it is unclear what sensors and which features would allow for practical use, since not all sensor measurements have an equal value for detecting BoD interactions reliably and efficiently. In this paper, we primarily focus on constructing and selecting a subset of features that is a good predictor of BoD tap-based input while ensuring low energy consumption. As a result, we build several classifiers for a variety of use cases (e.g. single or double taps with the dominant or non-dominant hand). We show that a subset of just 5 features provides high discrimination power and results in high recognition accuracy. We also make our software publicly available, so that others can build upon our work. Emilio Granell, Luis A. Leiva |
ISS | 2 |
| 2016 | Strokes of insight: User intent detection and kinematic compression of mouse cursor trails
Daniel Martín-Albo, Luis A. Leiva, Jeff Huang 0002, Réjean Plamondon |
Inf. Process. Manag. | 2 |
| 2016 | Gestures à Go Go: Authoring Synthetic Human-Like Stroke Gestures Using the Kinematic Theory of Rapid MovementsabstractTraining a high-quality gesture recognizer requires providing a large number of examples to enable good performance on unseen, future data. However, recruiting participants, data collection, and labeling, etc., necessary for achieving this goal are usually time consuming and expensive. Thus, it is important to investigate how to empower developers to quickly collect gesture samples for improving UI usage and user experience. In response to this need, we introduce Gestures à Go Go ( g 3), a web service plus an accompanying web application for bootstrapping stroke gesture samples based on the kinematic theory of rapid human movements. The user only has to provide a gesture example once, and g 3 will create a model of that gesture. Then, by introducing local and global perturbations to the model parameters, g 3 generates from tens to thousands of synthetic human-like samples. Through a comprehensive evaluation, we show that synthesized gestures perform equally similar to gestures generated by human users. Ultimately, this work informs our understanding of designing better user interfaces that are driven by gestures. Luis A. Leiva, Daniel Martín-Albo, Réjean Plamondon |
ACM Trans. Intell. Syst. Technol. | 1 |
| 2015 | Text Entry on Tiny QWERTY Soft KeyboardsabstractThe advent of wearables (e.g., smartwatches, smartglasses, and digital jewelry) anticipates the need for text entry methods on very small devices. We conduct fundamental research on this topic using 3 qwerty-based soft keyboards for 3 different screen sizes, motivated by the extensive training that users have with qwerty keyboards. In addition to ZoomBoard (a soft keyboard for diminutive screens), we propose a callout-based soft keyboard and ZShift, a novel extension of the Shift pointing technique. We conducted a comprehensive user study followed by extensive analyses on performance, usability, and short-term learning. Our results show that different small screen sizes demand different types of assistance. In general, manufacturers can benefit from these findings by selecting an appropriate qwerty soft keyboard for their devices. Ultimately, this work provides designers, researchers, and practitioners with new understanding of qwerty soft keyboard design space and its scalability for tiny touchscreens. Luis A. Leiva, Alireza Sahami Shirazi, Alejandro Catalá, Niels Henze, Albrecht Schmidt 0001 |
CHI | 1 |
| 2015 | Know Your Onions: Understanding the User Experience with the Knowledge Module in Web SearchabstractThe increasing availability of large volumes of human-curated content is shifting web search towards a paradigm that introduces seamlessly more semantic information to search engine result pages. This trend has resulted in the design of a new element known as the knowledge module (KM) where certain facts about named entities, obtained from various knowledge bases, are shown to users. So far, little has been done to uncover the role that this module plays on user experience in web search and whether it is perceived by users as a useful aid for their search tasks. Our work is an early attempt to bridge this gap. To this end, we conducted a crowdsourcing study aimed at understanding the effect of the KM on users' search experience and its overall utility. In particular, our study is the first to provide insights about the noticeability and usefulness of the KM in web search, together with comprehensive analyses of usability and workload. Ioannis Arapakis, Luis A. Leiva, Berkant Barla Cambazoglu |
CIKM | 2 |
| 2015 | μcaptcha: Human Interaction Proofs Tailored to Touch-Capable Devices via Math HandwritingabstractOnline services are often protected with captchas that typically must be solved by typing on a keyboard. Now that smartphones and tablets are increasingly being used to browse the web, new captchas best suited to touch-capable devices should be devised, because entering text on soft keyboards is usually uncomfortable and error-prone. This article contributes to solving this issue with μcaptcha, a novel captcha scheme to tell humans and computers apart by means of math handwriting input. Instead of entering text with a keyboard, the user retypes a mathematical expression on a touch screen using, for example, the finger, a stylus, or an e-pen. Further, as a by-product of solving μcaptcha challenges, a valuable labeled data set of online handwritten math expressions is collected. Studies reveal that μcaptcha is accurate, fast, and easy to perform and that users find it to be both useful and enjoyable. Ultimately, this work informs an understanding of designing better web security measures. Luis A. Leiva, Francisco Alvaro |
Int. J. Hum. Comput. Interact. | 1 |
| 2015 | Building a better mousetrap: Compressing mouse cursor activity for web analytics
Luis A. Leiva, Jeff Huang 0002 |
Inf. Process. Manag. | 1 |
| 2015 | Context-Aware Gestures for Mixed-Initiative Text Editing UIsabstractThis work is focused on enhancing highly interactive text-editing applications with gestures. Concretely, we study Computer Assisted Transcription of Text Images (CATTI), a handwriting transcription system that follows a corrective feedback paradigm, where both the user and the system collaborate efficiently to produce a high-quality text transcription. CATTI-like applications demand fast and accurate gesture recognition, for which we observed that current gesture recognizers are not adequate enough. In response to this need we developed MinGestures, a parametric context-aware gesture recognizer. Our contributions include a number of stroke features for disambiguating copy-mark gestures from handwritten text, plus the integration of these gestures in a CATTI application. It becomes finally possible to create highly interactive stroke-based text-editing interfaces, without worrying to verify the user intent on-screen. We performed a formal evaluation with 22 e-pen users and 32 mouse users using a gesture vocabulary of 10 symbols. MinGestures achieved an outstanding accuracy (<1% error rate) with very high performance (<1 ms of recognition time). We then integrated MinGestures in a CATTI prototype and tested the performance of the interactive handwriting system when it is driven by gestures. Our results show that using gestures in interactive handwriting applications is both advantageous and convenient when gestures are simple but context-aware. Taken together, this work suggests that text-editing interfaces not only can be easily augmented with simple gestures, but also may substantially improve user productivity. Luis A. Leiva, Vicente Alabau, Verónica Romero 0001, Alejandro H. Toselli, Enrique Vidal 0001 |
Interact. Comput. | 1 |
| 2015 | Automatic Internationalization for Just In Time Localization of Web-Based User InterfacesabstractThe need to modify an application so that it can support different languages and cultural settings can appear once the application is finished and even in the market. This may introduce serious time delays and an increase in costs. We solve this problem for web-based software through JITL, a post-hoc method to automatically internationalize websites and web-based applications, without having to modify the source code. With JITL, users can pull resource strings out of an arbitrary website and perform on-demand localization tasks. Based on this novel capability, JITL enables a complete infrastructure for collecting, storing, sharing, and delivering website translations, which invokes a number of exciting scenarios. Our studies show that JITL leads to significant savings in terms of user effort and, in consequence, money. With JITL, now it is possible to localize what is needed, when it is needed. Luis A. Leiva, Vicente Alabau |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2014 | The impact of visual contextualization on UI localizationabstractTranslating the text in an interface is a challenging task. Besides the jargon and technical terms, many of the strings are often very short, such as those shown in buttons and pull-down menus. Then, as a result of the lack of visual context in the traditional localization process, an important ambiguity problem arises. We study three approaches to solve this problem: using plain gettext (baseline condition), using gettext plus being able to operate the UI, and translating the UI in-place. We found that translators are substantially faster with plain gettext but commit a significantly higher number of errors in comparison to the other approaches. Unexpectedly, the mixed condition was slower and more error-prone than in-place translation. The latter was found to be comparable to plain gettext in terms of time, although some strings passed unnoticed as the UI was operated. Based on our results, we arrive at a set of recommendations to augment localization tools to improve translator's productivity. Luis A. Leiva, Vicente Alabau |
CHI | 1 |
| 2014 | Representatively memorable: sampling the right phrase set to get the text entry experiment rightabstractIn text entry experiments, memorability is a desired property of the phrases used as stimuli. Unfortunately, to date there is no automated method to achieve this effect. As a result, researchers have to use either manually curated English-only phrase sets or sampling procedures that do not guarantee phrases being memorable. In response to this need, we present a novel sampling method based on two core ideas: a multiple regression model over language-independent features, and the statistical analysis of the corpus from which phrases will be drawn. Our results show that researchers can finally use a method to successfully curate their own stimuli targeting potentially any language or domain. The source code as well as our phrase sets are publicly available. Luis A. Leiva, Germán Sanchis-Trilles |
CHI | 1 |
| 2014 | CASMACAT: A Computer-assisted Translation WorkbenchabstractCASMACAT is a modular, web-based translation workbench that offers advanced functionalities for computer-aided translation and the scientific study of human translation: automatic interaction with machine translation (MT) engines and translation memories (TM) to obtain raw translations or close TM matchesn for conventional post-editing; interactive translation prediction based on an MT engine’s search graph, detailed recording and replay of edit actions and translator’s gaze (the latter via eye-tracking), and the support of e-pen as an alternative input device. The system is open source sofware and interfaces with multiple MT systems. Vicente Alabau, Christian Buck, Michael Carl, Francisco Casacuberta, Mercedes García-Martínez, Ulrich Germann, Jesús González-Rubio, Robin L. Hill, Philipp Koehn, Luis A. Leiva, Bartolomé Mesa-Lao, Daniel Ortiz-Martínez, Herve Saint-Amand, Germán Sanchis-Trilles, Chara Tsoukala |
EACL | 10 |
| 2014 | Collaborative web UI localization, or how to build feature-rich multilingual datasets
Vicente Alabau, Luis A. Leiva |
EAMT | 2 |
| 2014 | Evaluating the effects of interactivity in a post-editing workbench
Nancy L. Underwood, Bartolomé Mesa-Lao, Mercedes García-Martínez, Michael Carl, Vicente Alabau, Jesús González-Rubio, Luis A. Leiva, Germán Sanchis-Trilles, Daniel Ortiz-Martínez, Francisco Casacuberta |
LREC | 7 |
| 2014 | Back-of-device authentication with bod taps and bod shapesabstractThis demonstration accompanies a paper accepted at MobileHCI'14. Back-of-device (BoD) authentication has shown to be significantly more secure than standard front-facing approaches, being BoD Shapes the most representative method found in the literature. With the aim of getting a better understanding and improving its usage, we developed BoD Taps as a novel alternative. Our experiments revealed that BoD Taps and BoD Shapes perform equally good at unlocking the device, but BoD Taps allows users to enter passwords about twice faster. Moreover, BoD Taps was perceived as being more usable and less frustrating than BoD Shapes. This demonstration showcases both authentication methods in action, aimed at comparing and discussing their features and potential improvements. Alejandro Catalá, Luis A. Leiva |
Mobile HCI | 2 |
| 2014 | BoD taps: an improved back-of-device authentication technique on smartphonesabstractPrevious work in the literature has shown that back-of-device (BoD) authentication is significantly more secure than standard front-facing approaches. However, the only BoD method available to date (Bod Shapes) is difficult to perform, especially with one hand. In this paper we propose Bod Taps, a novel approach that simplifies BoD authentication while improving its usage. A controlled evaluation with 12 users revealed that Bod Taps and Bod Shapes perform equally good at unlocking the device, but Bod Taps allows users to enter passwords about twice faster than Bod Shapes. Moreover, Bod Taps is perceived as being more usable and less frustrating than Bod Shapes, either using one or two hands. Luis A. Leiva, Alejandro Catalá |
Mobile HCI | 1 |
| 2014 | A systematic comparison of 3 phrase sampling methods for text entry experiments in 10 languagesabstractToday's reference datasets for conducting text entry experiments are only available in English, which may lead to misleading results when testing text entry methods with non-native English speakers. We compared 3 automated phrase sampling methods available in the literature: Random, Ngram, and MemRep. It was found that MemRep performs best according to a statistical analysis and qualitative observations. This resulted in a collection of 30 datasets across 10 major languages, and we wish to share them with the community via this paper. Germán Sanchis-Trilles, Luis A. Leiva |
Mobile HCI | 2 |
| 2014 | On String Prioritization in Web-Based User Interface Localization
Luis A. Leiva, Vicente Alabau |
WISE (2) | 1 |
| 2014 | Interactive translation prediction versus conventional post-editing in practice: a study with the CasMaCat workbench
Germán Sanchis-Trilles, Vicente Alabau, Christian Buck, Michael Carl, Francisco Casacuberta, Mercedes García-Martínez, Ulrich Germann, Jesús González-Rubio, Robin L. Hill, Philipp Koehn, Luis A. Leiva, Bartolomé Mesa-Lao, Daniel Ortiz-Martínez, Herve Saint-Amand, Chara Tsoukala, Enrique Vidal 0001 |
Mach. Transl. | 11 |
| 2013 | Warped K-Means: An algorithm to cluster sequentially-distributed data
Luis A. Leiva, Enrique Vidal 0001 |
Inf. Sci. | 1 |
| 2013 | Web browsing behavior analysis and interactive hypervideoabstractProcessing data on any sort of user interaction is well known to be cumbersome and mostly time consuming. In order to assist researchers in easily inspecting fine-grained browsing data, current tools usually display user interactions as mouse cursor tracks, a video-like visualization scheme. However, to date, traditional online video inspection has not explored the full capabilities of hypermedia and interactive techniques. In response to this need, we have developed SMT2ϵ, a Web-based tracking system for analyzing browsing behavior using feature-rich hypervideo visualizations. We compare our system to related work in academia and the industry, showing that ours features unprecedented visualization capabilities. We also show that SMT2ϵ efficiently captures browsing data and is perceived by users to be both helpful and usable. A series of prediction experiments illustrate that raw cursor data are accessible and can be easily handled, providing evidence that the data can be used to construct and verify research hypotheses. Considering its limitations, it is our hope that SMT2ϵ will assist researchers, usability practitioners, and other professionals interested in understanding how users browse the Web. Luis A. Leiva, Roberto Vivó |
ACM Trans. Web | 1 |
| 2012 | Monsieur, azonnal kövessen engem bitte!: an automatically generated interlanguage tailored to speakers of minority but culturally influenced languagesabstractAutomatic localization of cultural resources and UIs is crucial for the survival of minority languages, for which there are insufficient parallel corpora (or no corpus at all) to build machine translation systems. This paper proposes a new way to compensate for such resource-scarce languages, based on the fact that most languages share a common vocabulary. Concretely, our approach leverages a family of languages closely related to the speaker's native language to construct translations in a coherent mix of these languages. Experimental results indicate that these translations can be easily understood, being also a useful aid for users who are not proficient in foreign languages. Therefore this work significantly contributes to HCI in two ways: it establishes a language that can improve how applications communicate to their users, and it reports insights on the user acceptance towards the method. Luis A. Leiva, Vicente Alabau |
CHI | 1 |
| 2012 | User Evaluation of Interactive Machine Translation Systems
Vicente Alabau, Luis A. Leiva, Daniel Ortiz-Martínez, Francisco Casacuberta |
EAMT | 2 |
| 2012 | Interaction-based user interface redesignabstractThis paper demonstrates a general framework to restyle UI widgets, in order to adapt them to the user behavior. Different implementation examples illustrate its feasibility. The value of this methodology comes from the fact that it is suited to any application language or toolkit supporting structured data hierarchies and style sheets; e.g., interfaces created in HTML, XUL, Flex/AIR (ActionScript), or Java. As described in the paper, an explicit end user intervention is not required, and changes are gradually applied so that they are not intrusive for the user. Luis A. Leiva |
IUI | 1 |
| 2012 | Simple, fast, and accurate clustering of data sequencesabstractMany devices generate large amounts of data that follow some sort of sequentiality, e.g., motion sensors, e-pens, or eye trackers, and therefore these data often need to be compressed for classification, storage, and/or retrieval purposes. This paper introduces a simple, accurate, and extremely fast technique inspired by the well-known K-means algorithm to properly cluster sequential data. We illustrate the feasibility of our algorithm on a web-based prototype that works with trajectories derived from mouse and touch input. As can be observed, our proposal outperforms the classical K-means algorithm in terms of accuracy (better, well-formed segmentations) and performance (less computation time). Luis A. Leiva, Enrique Vidal 0001 |
IUI | 1 |
| 2012 | Back to the app: the costs of mobile application interruptionsabstractSmartphone users might be interrupted while interacting with an application, either by intended or unintended circumstances. In this paper, we report on a large-scale observational study that investigated mobile application interruptions in two scenarios: (1) intended back and forth switching between applications and (2) unintended interruptions caused by incoming phone calls. Our findings reveal that these interruptions rarely happen (at most 10% of the daily application usage), but when they do, they may introduce a significant overhead (can delay completion of a task by up to 4 times). We conclude with a discussion of the results, their limitations, and a series of implications for the design of mobile phones. Luis A. Leiva, Matthias Böhmer 0001, Sven Gehring, Antonio Krüger |
Mobile HCI | 1 |
| 2011 | Evaluating an Interactive-Predictive Paradigm on Handwriting Transcription: A Case Study and Lessons LearnedabstractTranscribing handwritten text is a laborious task which currently is carried out manually. As the accuracy of automatic handwritten text recognizers improves, post-editing the output of these recognizers could be foreseen as a possible alternative. Alas, the state-of-the-art technology is not suitable to perform this kind of work, since current approaches are not accurate enough and the process is usually both inefficient and uncomfortable for the user. As alternative, an interactive-predictive paradigm has gained recently an increasing popularity, mainly due to promising empirical results that estimate considerable reductions of user effort. In order to assess whether these empirical results can lead indeed to actual benefits, we developed a working prototype and conducted a field study remotely. Thirteen regular computer users tested two different transcription engines through the above-mentioned prototype. We observed that the interactive-predictive version allowed to transcribe better (less errors and fewer iterations to achieve a high-quality output) in comparison to the manual engine. Additionally, participants ranked higher such an interactive-predictive system in a usability questionnaire. We describe the evaluation methodology and discuss our preliminary results. While acknowledging the known limitations of our experimentation, we conclude that the interactive-predictive paradigm is an efficient approach for transcribing handwritten text. Luis A. Leiva, Verónica Romero 0001, Alejandro H. Toselli, Enrique Vidal 0001 |
COMPSAC | 1 |
| 2011 | Query refinement suggestion in multimodal image retrieval with relevance feedbackabstractIn the literature, it has been shown that relevance feedback is a good strategy for the system to interact with the user and provide better results in a content-based image retrieval (CBIR) system. On the other hand, there are many retrieval systems which suggest a refinement of the query as the user types, which effectively helps the user to obtain better results with less effort. Based on these observations, in this work we propose to add a suggested query refinement as a complement in an image retrieval system with relevance feedback. Taking advantage of the nature of the relevance feedback, in which the user selects relevant images, the query suggestions are derived using this relevance information. From the results of an evaluation performed, it can be said that this type of query suggestion is a very good enhancement to the relevance feedback scheme, and can potentially lead to better retrieval performance and less effort from the user. Luis A. Leiva, Mauricio Villegas, Roberto Paredes |
ICMI | 1 |
| 2011 | A relevant image search engine with late fusion: mixing the roles of textual and visual descriptorsabstractA fundamental problem in image retrieval is how to improve the text-based retrieval systems, which is known as bridging the semantic gap. The reliance on visual similarity for judging semantic similarity may be problematic due to the semantic gap between low-level content and higher-level concepts. One way to overcome this problem and increase thus retrieval performance is to consider user feedback in an interactive scenario. In our approach, a user starts a query and is then presented with a set of (hopefully) relevant images; selecting from these images those which are more relevant to her. Then the system refines its results after each iteration, using late fusion methods, and allowing the user to dynamically tune the amount of textual and visual information that will be used to retrieve similar images. We describe how does our approach fit in a real-world setting, discussing also an evaluation of results. Franco M. Segarra, Luis A. Leiva, Roberto Paredes |
IUI | 2 |
| 2011 | Restyling website design via touch-based interactionsabstractThis paper introduces an ongoing technique for dynamically updating presentational attributes of UI elements. Starting from an existing web layout, the webmaster specifies what elements are candidates to be modified. Then, touch-based events are used as implicit inputs to an adaptive engine that automatically modifies, rearranges, and restyles the interacted items according to browsing usage. In this way, the UI is capable of (incrementally) adapting itself to the abilities of individual users at run-time. Luis A. Leiva |
Mobile HCI | 1 |
| 2010 | Interactive machine translation using a web-based architectureabstractIn this paper we present a new way of translating documents by using a Web-based system. An interactive approach is proposed as an alternative to post-editing the output of a machine translation system. In this approach, the user's feedback is used to validate or to correct parts of the system output that allow the generation of improved versions of the rest of the output. Daniel Ortiz-Martínez, Luis A. Leiva, Vicente Alabau, Francisco Casacuberta |
IUI | 2 |
| 2009 | Interactive multimodal transcription of text images using a web-based demo systemabstractThis document introduces a web based demo of an interactive framework for transcription of handwritten text, where the user feedback is provided by means of pen strokes on a touchscreen. Here, the automatic handwriting text recognition system and the user both cooperate to generate the final transcription. Verónica Romero 0001, Luis A. Leiva, Alejandro H. Toselli, Enrique Vidal 0001 |
IUI | 2 |