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Frederik Brudy

Publications and source records attributed to Frederik Brudy.

6 recordsLinked to original sources

PlayWrite: A Multimodal System for AI Supported Narrative Co-Authoring Through Play in XR

Current AI writing tools, which rely on text prompts, poorly support the spatial and interactive nature of storytelling where ideas emerge from direct manipulation and play. We present PlayWrite, a mixed-reality system where users author stories by directly manipulating virtual characters and props. A multi-agent AI pipeline interprets these actions into Intent Frames -structured narrative beats visualized as rearrangeable story marbles on a timeline. A large language model then transforms the user's assembled sequence into a final narrative. A user study (N=13) with writers from varying domains found that PlayWrite fosters a highly improvisational and playful process. Users treated the AI as a collaborative partner, using its unexpected responses to spark new ideas and overcome creative blocks. PlayWrite demonstrates an approach for co-creative systems that move beyond text to embrace direct manipulation and play as core interaction modalities.

cs.HC

GroundLink: Exploring How Contextual Meeting Snippets Can Close Common Ground Gaps in Editing 3D Scenes for Virtual Production

Virtual Production (VP) professionals often face challenges accessing tacit knowledge and creative intent, which are important in forming common ground with collaborators and in contributing more effectively and efficiently to the team. From our formative study (N=23) with a follow-up interview (N=6), we identified the significance and prevalence of this challenge. To help professionals access knowledge, we present GroundLink, a Unity add-on that surfaces meeting-derived knowledge directly in the editor to support establishing common ground. It features a meeting knowledge dashboard for capturing and reviewing decisions and comments, constraint-aware feedforward that proactively informs the editor environment, and cross-modal synchronization that provides referential links between the dashboard and the editor. A comparative study (N=12) suggested that GroundLink help users build common ground with their team while improving perceived confidence and ease of editing the 3D scene. An expert evaluation with VP professionals (N=5) indicated strong potential for GroundLink in real-world workflows.

cs.HC

PrevizWhiz: Combining Rough 3D Scenes and 2D Video to Guide Generative Video Previsualization

In pre-production, filmmakers and 3D animation experts must rapidly prototype ideas to explore a film's possibilities before fullscale production, yet conventional approaches involve trade-offs in efficiency and expressiveness. Hand-drawn storyboards often lack spatial precision needed for complex cinematography, while 3D previsualization demands expertise and high-quality rigged assets. To address this gap, we present PrevizWhiz, a system that leverages rough 3D scenes in combination with generative image and video models to create stylized video previews. The workflow integrates frame-level image restyling with adjustable resemblance, time-based editing through motion paths or external video inputs, and refinement into high-fidelity video clips. A study with filmmakers demonstrates that our system lowers technical barriers for film-makers, accelerates creative iteration, and effectively bridges the communication gap, while also surfacing challenges of continuity, authorship, and ethical consideration in AI-assisted filmmaking.

cs.HC

Augmenting speech transcripts of VR recordings with gaze, pointing, and visual context for multimodal coreference resolution

Understanding transcripts of immersive multimodal conversations is challenging because speakers frequently rely on visual context and non-verbal cues, such as gestures and visual attention, which are not captured in speech alone. This lack of information makes coreferences resolution-the task of linking ambiguous expressions like ``it'' or ``there'' to their intended referents-particularly challenging. In this paper we present a system that augments VR speech transcript with eye-tracking laser pointing data, and scene metadata to generate textual descriptions of non-verbal communication and the corresponding objects of interest. To evaluate the system, we collected gaze, gesture, and voice data from 12 participants (6 pairs) engaged in an open-ended design critique of a 3D model of an apartment. Our results show a 26.5\% improvement in coreference resolution accuracy by a GPT model when using our multimodal transcript compared to a speech-only baseline.

cs.HC

IndoorWorld: Integrating Physical Task Solving and Social Simulation in A Heterogeneous Multi-Agent Environment

Virtual environments are essential to AI agent research. Existing environments for LLM agent research typically focus on either physical task solving or social simulation, with the former oversimplifying agent individuality and social dynamics, and the latter lacking physical grounding of social behaviors. We introduce IndoorWorld, a heterogeneous multi-agent environment that tightly integrates physical and social dynamics. By introducing novel challenges for LLM-driven agents in orchestrating social dynamics to influence physical environments and anchoring social interactions within world states, IndoorWorld opens up possibilities of LLM-based building occupant simulation for architectural design. We demonstrate the potential with a series of experiments within an office setting to examine the impact of multi-agent collaboration, resource competition, and spatial layout on agent behavior.

cs.MA

WorldSmith: Iterative and Expressive Prompting for World Building with a Generative AI

Crafting a rich and unique environment is crucial for fictional world-building, but can be difficult to achieve since illustrating a world from scratch requires time and significant skill. We investigate the use of recent multi-modal image generation systems to enable users iteratively visualize and modify elements of their fictional world using a combination of text input, sketching, and region-based filling. WorldSmith enables novice world builders to quickly visualize a fictional world with layered edits and hierarchical compositions. Through a formative study (4 participants) and first-use study (13 participants) we demonstrate that WorldSmith offers more expressive interactions with prompt-based models. With this work, we explore how creatives can be empowered to leverage prompt-based generative AI as a tool in their creative process, beyond current "click-once" prompting UI paradigms.

cs.HC