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Arthur Fleig

Publications and source records attributed to Arthur Fleig.

At least 19 recordsLinked to original sources

Who Explains Privacy Policies to Me? Embodied and Textual LLM-Powered Privacy Assistants in Virtual Reality

Virtual Reality (VR) systems collect fine-grained behavioral and biometric data, yet privacy policies are rarely read or understood due to their complex language, length, and poor integration into users' interaction workflows. To lower the barrier to informed consent at the point of choice, we explore a Large Language Model (LLM)-powered privacy assistant embedded into a VR app store to support privacy-aware app selection. The assistant is realized in two interaction modes: a text-based chat interface and an embodied virtual avatar providing spoken explanations. We report on an exploratory within-subjects study $(N = 21)$ in which participants browsed VR productivity applications under unassisted and assisted conditions. Our findings suggest that both interaction modes support more deliberate engagement with privacy information and decision-making, with privacy scores primarily functioning as a veto mechanism rather than a primary selection driver. The impact of embodied interaction varied between participants, while textual interaction supported reflective review.

cs.HC

Visual Bias in Simulated Users: The Impact of Luminance and Contrast on Reinforcement Learning-based Interaction

Reinforcement learning (RL) enables simulations of HCI tasks, yet their validity is questionable when performance is driven by visual rendering artifacts distinct from interaction design. We provide the first systematic analysis of how luminance and contrast affect behavior by training 247 \RV{simulated users using RL} on pointing and tracking tasks. We vary the luminance of task-relevant objects, distractors, and background under no distractor, static distractor, and moving distractor conditions, and evaluate task performance and robustness to unseen luminances. Results show luminance becomes critical with static distractors, substantially degrading performance and robustness, whereas motion cues mitigate this issue. Furthermore, robustness depends on preserving relational ordering between luminances rather than matching absolute values. Extreme luminances, especially black, often yield high performance but poor robustness. Overall, seemingly minor luminance changes can strongly shape learned behavior, revealing critical insights into what RL-driven simulated users actually learn.

cs.HC

MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement Learning

Reinforcement learning (RL)-based biomechanical simulations have the potential to revolutionise HCI research and interaction design, but currently lack usability and interpretability. Using the Human Action Cycle as a design lens, we identify key limitations of biomechanical RL frameworks and develop MyoInteract, a novel framework for fast prototyping of biomechanical HCI tasks. MyoInteract allows designers to setup tasks, user models, and training parameters from an easy-to-use GUI within minutes. It trains and evaluates muscle-actuated simulated users within minutes, reducing training times by up to 98%. A workshop study with 12 interaction designers revealed that MyoInteract allowed novices in biomechanical RL to successfully setup, train, and assess goal-directed user movements within a single session. By transforming biomechanical RL from a days-long expert task into an accessible hour-long workflow, this work significantly lowers barriers to entry and accelerates iteration cycles in HCI biomechanics research.

cs.HC

A Retrospective on Ultrasound Mid-Air Haptics in HCI

In 2013, the UltraHaptics system demonstrated that focused ultrasound could generate perceivable mid-air tactile sensations, building on earlier explorations of airborne ultrasound as a haptic medium. These contributions established ultrasound mid-air haptics (UMH) as a viable interaction modality and laid the technical and perceptual foundations for subsequent advances in Human-Computer Interaction (HCI). In this extended abstract, we revisit this formative work, trace the research and design trajectories it enabled, and reflect on how UMH has supported multisensory interaction, immersion, and inclusion. We also highlight how this line of research exemplifies the value of interdisciplinary collaboration to advance novel interactive technologies.

cs.HC

Attention Trajectories as a Diagnostic Axis for Deep Reinforcement Learning

The emergence and evolution of feature reliance in deep reinforcement learning agents remain poorly understood. Here, we introduce a methodological framework for analyzing the learning process through quantitative analysis of saliency maps. This approach aggregates saliency information at the object and modality level into hierarchical attention profiles, quantifying how agents allocate attention over time, thereby forming attention trajectories throughout training. These profiles are then compared across controlled conditions, connected to behavioral measurements and reproduced with different saliency methods to assess the robustness of the findings. Applied to Atari 2600 benchmarks, custom Pong environments, and biomechanical user simulations in visuomotor tasks, this framework uncovers algorithm-specific attention biases, diagnosed unintended reward-driven strategies, and overfitting to redundant sensory channels. These patterns correspond to measurable behavioral differences, demonstrating empirical links between attention profiles, learning dynamics, and agent behavior. The results establish attention trajectories as a promising diagnostic axis for tracing how feature reliance develops during training and for identifying biases and vulnerabilities invisible to performance metrics alone.

cs.LG

Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCI

Designing effective reward functions is critical for reinforcement learning-based biomechanical simulations, yet HCI researchers and practitioners often waste (computation) time with unintuitive trial-and-error tuning. This paper demystifies reward function design by systematically analyzing the impact of effort minimization, task completion bonuses, and target proximity incentives on typical HCI tasks such as pointing, tracking, and choice reaction. We show that proximity incentives are essential for guiding movement, while completion bonuses ensure task success. Effort terms, though optional, help refine motion regularity when appropriately scaled. We perform an extensive analysis of how sensitive task success and completion time depend on the weights of these three reward components. From these results we derive practical guidelines to create plausible biomechanical simulations without the need for reinforcement learning expertise, which we then validate on remote control and keyboard typing tasks. This paper advances simulation-based interaction design and evaluation in HCI by improving the efficiency and applicability of biomechanical user modeling for real-world interface development.

cs.HC

Mind & Motion: Opportunities and Applications of Integrating Biomechanics and Cognitive Models in HCI

Computational models of how users perceive and act within a virtual or physical environment offer enormous potential for the understanding and design of user interactions. Cognition models have been used to understand the role of attention and individual preferences and beliefs on human decision making during interaction, while biomechanical simulations have been successfully applied to analyse and predict physical effort, fatigue, and discomfort. The next frontier in HCI lies in connecting these models to enable robust, diverse, and representative simulations of different user groups. These embodied user simulations could predict user intents, strategies, and movements during interaction more accurately, benchmark interfaces and interaction techniques in terms of performance and ergonomics, and guide adaptive system design. This UIST workshop explores ideas for integrating computational models into HCI and discusses use cases such as UI/UX design, automated system testing, and personalised adaptive interfaces. It brings researchers from relevant disciplines together to identify key opportunities and challenges as well as feasible next steps for bridging mind and motion to simulate interactive user behaviour.

cs.HC

Explainable AI in Usable Privacy and Security: Challenges and Opportunities

Large Language Models (LLMs) are increasingly being used for automated evaluations and explaining them. However, concerns about explanation quality, consistency, and hallucinations remain open research challenges, particularly in high-stakes contexts like privacy and security, where user trust and decision-making are at stake. In this paper, we investigate these issues in the context of PRISMe, an interactive privacy policy assessment tool that leverages LLMs to evaluate and explain website privacy policies. Based on a prior user study with 22 participants, we identify key concerns regarding LLM judgment transparency, consistency, and faithfulness, as well as variations in user preferences for explanation detail and engagement. We discuss potential strategies to mitigate these concerns, including structured evaluation criteria, uncertainty estimation, and retrieval-augmented generation (RAG). We identify a need for adaptive explanation strategies tailored to different user profiles for LLM-as-a-judge. Our goal is to showcase the application area of usable privacy and security to be promising for Human-Centered Explainable AI (HCXAI) to make an impact.

cs.HC

"You don't need a university degree to comprehend data protection this way": LLM-Powered Interactive Privacy Policy Assessment

Protecting online privacy requires users to engage with and comprehend website privacy policies, but many policies are difficult and tedious to read. We present the first qualitative user study on Large Language Model (LLM)-driven privacy policy assessment. To this end, we build and evaluate an LLM-based privacy policy assessment browser extension, which helps users understand the essence of a lengthy, complex privacy policy while browsing. The tool integrates a dashboard and an LLM chat. In our qualitative user study (N=22), we evaluate usability, understandability of the information our tool provides, and its impacts on awareness. While providing a comprehensible quick overview and a chat for in-depth discussion improves privacy awareness, users note issues with building trust in the tool. From our insights, we derive important design implications to guide future policy analysis tools.

cs.HC

What Makes a Model Breathe? Understanding Reinforcement Learning Reward Function Design in Biomechanical User Simulation

Biomechanical models allow for diverse simulations of user movements in interaction. Their performance depends critically on the careful design of reward functions, yet the interplay between reward components and emergent behaviours remains poorly understood. We investigate what makes a model "breathe" by systematically analysing the impact of rewarding effort minimisation, task completion, and target proximity on movement trajectories. Using a choice reaction task as a test-bed, we find that a combination of completion bonus and proximity incentives is essential for task success. Effort terms are optional, but can help avoid irregularities if scaled appropriately. Our work offers practical insights for HCI designers to create realistic simulations without needing deep reinforcement learning expertise, advancing the use of simulations as a powerful tool for interaction design and evaluation in HCI.

cs.HC

You Shall Not Pass: Warning Drivers of Unsafe Overtaking Maneuvers on Country Roads by Predicting Safe Sight Distance

Overtaking on country roads with possible opposing traffic is a dangerous maneuver and many proposed assistant systems assume car-to-car communication and sensors currently unavailable in cars. To overcome this limitation, we develop an assistant that uses simple in-car sensors to predict the required sight distance for safe overtaking. Our models predict this from vehicle speeds, accelerations, and 3D map data. In a user study with a Virtual Reality driving simulator (N=25), we compare two UI variants (monitoring-focused vs scheduling-focused). The results reveal that both UIs enable more patient driving and thus increase overall driving safety. While the monitoring-focused UI achieves higher System Usability Score and distracts drivers less, the preferred UI depends on personal preference. Driving data shows predictions were off at times. We investigate and discuss this in a comparison of our models to actual driving behavior and identify crucial model parameters and assumptions that significantly improve model predictions.

cs.HC

Helping Johnny Make Sense of Privacy Policies with LLMs

Understanding and engaging with privacy policies is crucial for online privacy, yet these documents remain notoriously complex and difficult to navigate. We present PRISMe, an interactive browser extension that combines LLM-based policy assessment with a dashboard and customizable chat interface, enabling users to skim quick overviews or explore policy details in depth while browsing. We conduct a user study (N=22) with participants of diverse privacy knowledge to investigate how users interpret the tool's explanations and how it shapes their engagement with privacy policies, identifying distinct interaction patterns. Participants valued the clear overviews and conversational depth, but flagged some issues, particularly adversarial robustness and hallucination risks. Thus, we investigate how a retrieval-augmented generation (RAG) approach can alleviate issues by re-running the chat queries from the study. Our findings surface design challenges as well as technical trade-offs, contributing actionable insights for developing future user-centered, trustworthy privacy policy analysis tools.

cs.HC

SIM2VR: Towards Automated Biomechanical Testing in VR

Automated biomechanical testing has great potential for the development of VR applications, as initial insights into user behaviour can be gained in silico early in the design process. In particular, it allows prediction of user movements and ergonomic variables, such as fatigue, prior to conducting user studies. However, there is a fundamental disconnect between simulators hosting state-of-the-art biomechanical user models and simulators used to develop and run VR applications. Existing user simulators often struggle to capture the intricacies of real-world VR applications, reducing ecological validity of user predictions. In this paper, we introduce SIM2VR, a system that aligns user simulation with a given VR application by establishing a continuous closed loop between the two processes. This, for the first time, enables training simulated users directly in the same VR application that real users interact with. We demonstrate that SIM2VR can predict differences in user performance, ergonomics and strategies in a fast-paced, dynamic arcade game. In order to expand the scope of automated biomechanical testing beyond simple visuomotor tasks, advances in cognitive models and reward function design will be needed.

cs.HC

Towards a Deep(er) Understanding of Interaction through Modeling, Simulation, and Optimization

The traditional user-centered design process can hardly keep up with the ever faster technical development and increasingly diverse user preferences. As a solution, we propose to augment the tried-and-tested approach of conducting user studies with simulation and optimization of the entire human-computer interaction loop. This approach allows to better understand phenomena through explicit modeling, build virtual prototypes through simulation, and improve interaction techniques through optimization. Building predictive user models also supports the creation and validation of HCI theories, and constitutes a decisive step towards new, intelligent, and adaptive user interfaces. We report our experience in virtually developing new interaction techniques on the example of acoustic levitation, and present our optimization-based framework for HCI. With this, we strive to gain a better understanding of interaction and at the same time feed the discussion on questions such as which tools and tutorials are necessary to make virtual prototyping more accessible to different audiences.

cs.HC

Simulating Interaction Movements via Model Predictive Control

We present a method to simulate movement in interaction with computers, using Model Predictive Control (MPC). The method starts from understanding interaction from an Optimal Feedback Control (OFC) perspective. We assume that users aim to minimize an internalized cost function, subject to the constraints imposed by the human body and the interactive system. In contrast to previous linear approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows us to use state-of-the-art biomechanical models and handle nonlinearities that occur in almost any interactive system. Instead of torque actuation, our model employs second-order muscles acting directly at the joints. We compare three different cost functions and evaluate the simulated trajectories against user movements in a Fitts' Law type pointing study with four different interaction techniques. Our results show that the combination of distance, control, and joint acceleration cost matches individual users' movements best, and predicts movements with an accuracy that is within the between-user variance. To aid HCI researchers and designers, we introduce CFAT, a novel method to identify maximum voluntary torques in joint-actuated models based on experimental data, and give practical advice on how to simulate human movement for different users, interaction techniques, and tasks.

cs.HC

OptiTrap: Optimal Trap Trajectories for Acoustic Levitation Displays

Acoustic levitation has recently demonstrated the ability to create volumetric content by trapping and quickly moving particles along reference paths to reveal shapes in mid-air. However, the problem of specifying physically feasible trap trajectories to display desired shapes remains unsolved. Even if only the final shape is of interest to the content creator, the trap trajectories need to determine where and when the traps need to be, for the particle to reveal the intended shape. We propose OptiTrap, the first structured numerical approach to compute trap trajectories for acoustic levitation displays. Our approach generates trap trajectories that are physically feasible and nearly time-optimal, and reveal generic mid-air shapes, given only a reference path (i.e., a shape with no time information). We provide a multi-dimensional model of the acoustic forces around a trap to model the trap-particle system dynamics and compute optimal trap trajectories by formulating and solving a non-linear path following problem. We formulate our approach and evaluate it, demonstrating how OptiTrap consistently produces feasible and nearly optimal paths, with increases in size, frequency, and accuracy of the shapes rendered, allowing us to demonstrate larger and more complex shapes than ever shown to date.

cs.HC

Optimal Feedback Control for Modeling Human-Computer Interaction

Optimal feedback control (OFC) is a theory from the motor control literature that explains how humans move their body to achieve a certain goal, e.g., pointing with the finger. OFC is based on the assumption that humans aim to control their body optimally, within the constraints imposed by body, environment, and task. In this paper, we explain how this theory can be applied to understanding Human-Computer Interaction (HCI) in the case of pointing. We propose that the human body and computer dynamics can be interpreted as a single dynamical system. The system state is controlled by the user via muscle control signals, and estimated from observations. Between-trial variability arises from signal-dependent control noise and observation noise. We compare four different models from optimal control theory and evaluate to what degree these models can replicate movements in the case of mouse pointing. We introduce a procedure to identify parameters that best explain observed user behavior. To support HCI researchers in simulating, analyzing, and optimizing interaction movements, we provide the Python toolbox OFC4HCI. We conclude that OFC presents a powerful framework for HCI to understand and simulate motion of the human body and of the interface on a moment by moment basis.

cs.HC

Reinforcement Learning Control of a Biomechanical Model of the Upper Extremity

Among the infinite number of possible movements that can be produced, humans are commonly assumed to choose those that optimize criteria such as minimizing movement time, subject to certain movement constraints like signal-dependent and constant motor noise. While so far these assumptions have only been evaluated for simplified point-mass or planar models, we address the question of whether they can predict reaching movements in a full skeletal model of the human upper extremity. We learn a control policy using a motor babbling approach as implemented in reinforcement learning, using aimed movements of the tip of the right index finger towards randomly placed 3D targets of varying size. We use a state-of-the-art biomechanical model, which includes seven actuated degrees of freedom. To deal with the curse of dimensionality, we use a simplified second-order muscle model, acting at each degree of freedom instead of individual muscles. The results confirm that the assumptions of signal-dependent and constant motor noise, together with the objective of movement time minimization, are sufficient for a state-of-the-art skeletal model of the human upper extremity to reproduce complex phenomena of human movement, in particular Fitts' Law and the 2/3 Power Law. This result supports the notion that control of the complex human biomechanical system can plausibly be determined by a set of simple assumptions and can easily be learned.

q-bio.QM