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Jon E. Froehlich

Publications and source records attributed to Jon E. Froehlich.

At least 19 recordsLinked to original sources

LandmarkLens: Predicting and Presenting Effective Landmarks for Mixed-Reality Urban Exploration

People with a poor sense of direction (SOD) struggle to build cognitive maps for effective spatial navigation, and existing navigation tools prioritize efficiency over spatial learning. To understand how navigation strategies differ by ability, we conducted a landmark attention study with 20 participants (ten good SOD, ten poor SOD) who navigated across four Tokyo neighborhoods in virtual reality (VR). We found systematic group differences in both gaze behavior and the types of landmarks they verbally identify as effective. Based on these findings, we built LandmarkLens, a mixed-reality (MR) navigation system that uses a vision-language model (VLM) to identify and highlight navigation-relevant landmarks. A follow-up study with eight poor-SOD participants showed improved performance in scene recognition, suggesting that guided landmark attention can support landmark-level spatial knowledge acquisition for people with poor SOD, a first step toward broader spatial learning.

cs.HC

What to Distinguish and How? Opportunities and Challenges of Augmenting Multiple, Cluttered Objects in Complex Scenes for People with Low Vision

People with low vision (PLV) struggle to perceive complex scenes like busy kitchens and crowded streets, which contain many objects, visual clutter, and dynamic elements. Prior AR systems for low vision either enhance low-level visual features or augment task-relevant objects for single tasks in simple settings, leaving multi-object augmentation in complex scenes underexplored. Informed by a formative study characterizing important objects and their perceived importance for PLV, we built SceneGlance, a wearable AR system that recognizes important objects and visually distinguishes them by importance level. Through a controlled lab study with 12 PLV in a mock-up kitchen scene and a free-form think-aloud study with 13 PLV navigating an outdoor route, we found that AR distinction on object importance shifted PLV's attention toward objects of higher importance, and supported perception strategies such as building mental snapshots from the augmentation distribution and hierarchical scanning by importance. However, this attention shift came with a tradeoff of reduced overall scene recall. The studies also surfaced challenges posed by AR augmentations in complex scenes, such as adjacent augmentations blending or interfering with each other, yielding design implications for more practical AR vision enhancement systems in the complex real world.

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How Much Future Helps? A Controlled Study of Future-Privileged Supervision for Causal Egocentric Gaze Estimation

Egocentric gaze estimation is commonly studied using models that process the full video with access to future frames, while real-world applications require strictly causal, online prediction. This discrepancy raises key questions: Does future context inherently provide valuable signals for gaze estimation? If so, how much future look-ahead optimally supervises a causal model during training? To investigate, we propose a controlled framework featuring a future-aware branch that accesses a tunable look-ahead horizon during training but is discarded at inference. This design isolates the impact of future context while keeping the inference architecture fixed and strictly causal. Across EGTEA Gaze+ and Ego4D, we find that future-privileged supervision consistently improves causal gaze prediction, confirming its utility. However, performance gains do not increase monotonically with longer look-ahead, but rather peak within a bounded temporal regime. Specifically, optimal performance corresponds to roughly 1.7--3.3 seconds of future context ($H{\in}[5, 10]$) on EGTEA Gaze+ and 2.7 seconds ($H{=}10$) on Ego4D. Our results demonstrate that lightweight causal models can effectively absorb future-aware signals, providing practical guidance for real-time egocentric gaze modeling.

cs.CV

Unseen City Canvases: Exploring Blind and Low Vision People's Perspectives on Urban and Public Art Accessibility

Public art can hold cultural, social, political, and aesthetic significance, enriching urban environments and promoting well-being. However, a majority of urban art is inaccessible to blind and low vision (BLV) people. Most art access research has focused on private and curated settings (e.g., museums, galleries) and most urban access work has centered on outdoor navigation, leaving urban and public art accessibility largely understudied. We conducted semi-structured interviews with 16 BLV participants, using design probes featuring AI-generated descriptions and real-time AI interactions to investigate preferences for both discovering and engaging with urban art. We found that BLV people valued spontaneous art exploration, multisensory (e.g., tactile, auditory, olfactory) engagement, and detailed descriptions of culturally significant artwork. Participants also highlighted challenges distinct to urban art contexts: safety took precedence over art exploration, multisensory access measures could be disruptive to others in the public space, and inaccurate AI descriptions could lead to cultural erasure. Our contributions include empirical insights on BLV preferences for urban art discovery and engagement, seven design dimensions for public art access solutions, and implications for expanding HCI urban accessibility research beyond navigation.

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GeoVisA11y: An AI-based Geovisualization Question-Answering System for Screen-Reader Users

Geovisualizations are powerful tools for communicating spatial information, but are inaccessible to screen-reader users. To address this limitation, we present GeoVisA11y, an LLM-based question-answering system that makes geovisualizations accessible through natural language interaction. The system supports map reading, analysis, interpretation and navigation by handling analytical, geospatial, visual and contextual queries. Through user studies with 12 screen-reader users and sighted participants, we demonstrate that GeoVisA11y effectively bridges accessibility gaps while revealing distinct interaction patterns between user groups. We contribute: (1) an open-source, accessible geovisualization system, (2) empirical findings on query and navigation differences, and (3) a dataset of geospatial queries to inform future research on accessible data visualization.

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Towards Human-AI Accessibility Mapping in India: VLM-Guided Annotations and POI-Centric Analysis in Chandigarh

Project Sidewalk is a web-based platform that enables crowdsourcing accessibility of sidewalks at city-scale by virtually walking through city streets using Google Street View. The tool has been used in 40 cities across the world, including the US, Mexico, Chile, and Europe. In this paper, we describe adaptation efforts to enable deployment in Chandigarh, India, including modifying annotation types, provided examples, and integrating VLM-based mission guidance, which adapts instructions based on a street scene and metadata analysis. Our evaluation with 3 annotators indicates the utility of AI-mission guidance with an average score of 4.66. Using this adapted Project Sidewalk tool, we conduct a Points of Interest (POI)-centric accessibility analysis for three sectors in Chandigarh with very different land uses, residential, commercial and institutional covering about 40 km of sidewalks. Across 40 km of roads audited in three sectors and around 230 POIs, we identified 1,644 of 2,913 locations where infrastructure improvements could enhance accessibility.

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ARGaze: Autoregressive Transformers for Online Egocentric Gaze Estimation

Online egocentric gaze estimation predicts where a camera wearer is looking from first-person video using only past and current frames, a task essential for augmented reality and assistive technologies. Unlike third-person gaze estimation, this setting lacks explicit head or eye signals, requiring models to infer current visual attention from sparse, indirect cues such as hand-object interactions and salient scene content. We observe that gaze exhibits strong temporal continuity during goal-directed activities: knowing where a person looked recently provides a powerful prior for predicting where they look next. Inspired by vision-conditioned autoregressive decoding in vision-language models, we propose ARGaze, which reformulates gaze estimation as sequential prediction: at each timestep, a transformer decoder predicts current gaze by conditioning on (i) current visual features and (ii) a fixed-length Gaze Context Window of recent gaze target estimates. This design enforces causality and enables bounded-resource streaming inference. We achieve state-of-the-art performance across multiple egocentric benchmarks under online evaluation, with extensive ablations validating that autoregressive modeling with bounded gaze history is critical for robust prediction. We will release our source code and pre-trained models.

cs.CV

DepthScape: Authoring 2.5D Designs via Depth Estimation, Semantic Understanding, and Geometry Extraction

2.5D effects, such as occlusion and perspective foreshortening, enhance visual dynamics and realism by incorporating 3D depth cues into 2D designs. However, creating such effects remains challenging and labor-intensive due to the complexity of depth perception. We introduce DepthScape, a human-AI collaborative system that facilitates 2.5D effect creation by directly placing design elements into 3D reconstructions. Using monocular depth reconstruction, DepthScape transforms images into 3D reconstructions where visual contents are placed to automatically achieve realistic occlusion and perspective foreshortening. To further simplify 3D placement through a 2D viewport, DepthScape uses a vision-language model to analyze source images and extract key visual components as content anchors for direct manipulation editing. We evaluate DepthScape with nine participants of varying design backgrounds, confirming the effectiveness of our creation pipeline. We also test on 100 professional stock images to assess robustness, and conduct an expert evaluation that confirms the quality of DepthScape's results.

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"Where Can I Park?" Understanding Human Perspectives and Scalably Detecting Disability Parking from Aerial Imagery

Accessible parking is critical for people with disabilities (PwDs), allowing equitable access to destinations, independent mobility, and community participation. Despite mandates, there has been no large-scale investigation of the quality or allocation of disability parking in the US nor significant research on PwD perspectives and uses of disability parking. In this paper, we first present a semi-structured interview study with 11 PwDs to advance understanding of disability parking uses, concerns, and relevant technology tools. We find that PwDs often adapt to disability parking challenges according to their personal mobility needs and value reliable, real-time accessibility information. Informed by these findings, we then introduce a new deep learning pipeline, called AccessParkCV, and parking dataset for automatically detecting disability parking and inferring quality characteristics (e.g., width) from orthorectified aerial imagery. We achieve a micro-F1=0.89 and demonstrate how our pipeline can support new urban analytics and end-user tools. Together, we contribute new qualitative understandings of disability parking, a novel detection pipeline and open dataset, and design guidelines for future tools.

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StreetReaderAI: Making Street View Accessible Using Context-Aware Multimodal AI

Interactive streetscape mapping tools such as Google Street View (GSV) and Meta Mapillary enable users to virtually navigate and experience real-world environments via immersive 360° imagery but remain fundamentally inaccessible to blind users. We introduce StreetReaderAI, the first-ever accessible street view tool, which combines context-aware, multimodal AI, accessible navigation controls, and conversational speech. With StreetReaderAI, blind users can virtually examine destinations, engage in open-world exploration, or virtually tour any of the over 220 billion images and 100+ countries where GSV is deployed. We iteratively designed StreetReaderAI with a mixed-visual ability team and performed an evaluation with eleven blind users. Our findings demonstrate the value of an accessible street view in supporting POI investigations and remote route planning. We close by enumerating key guidelines for future work.

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FlyMeThrough: Human-AI Collaborative 3D Indoor Mapping with Commodity Drones

Indoor mapping data is crucial for routing, navigation, and building management, yet such data are widely lacking due to the manual labor and expense of data collection, especially for larger indoor spaces. Leveraging recent advancements in commodity drones and photogrammetry, we introduce FlyMeThrough -- a drone-based indoor scanning system that efficiently produces 3D reconstructions of indoor spaces with human-AI collaborative annotations for key indoor points-of-interest (POI) such as entrances, restrooms, stairs, and elevators. We evaluated FlyMeThrough in 12 indoor spaces with varying sizes and functionality. To investigate use cases and solicit feedback from target stakeholders, we also conducted a qualitative user study with five building managers and five occupants. Our findings indicate that FlyMeThrough can efficiently and precisely create indoor 3D maps for strategic space planning, resource management, and navigation.

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SonoCraftAR: Towards Supporting Personalized Authoring of Sound-Reactive AR Interfaces by Deaf and Hard of Hearing Users

Augmented reality (AR) has shown promise for supporting Deaf and hard-of-hearing (DHH) individuals by captioning speech and visualizing environmental sounds, yet existing systems do not allow users to create personalized sound visualizations. We present SonoCraftAR, a proof-of-concept prototype that empowers DHH users to author custom sound-reactive AR interfaces using typed natural language input. SonoCraftAR integrates real-time audio signal processing with a multi-agent LLM pipeline that procedurally generates animated 2D interfaces via a vector graphics library. The system extracts the dominant frequency of incoming audio and maps it to visual properties such as size and color, making the visualizations respond dynamically to sound. This early exploration demonstrates the feasibility of open-ended sound-reactive AR interface authoring and discusses future opportunities for personalized, AI-assisted tools to improve sound accessibility.

cs.HC

ImaginateAR: AI-Assisted In-Situ Authoring in Augmented Reality

While augmented reality (AR) enables new ways to play, tell stories, and explore ideas rooted in the physical world, authoring personalized AR content remains difficult for non-experts, often requiring professional tools and time. Prior systems have explored AI-driven XR design but typically rely on manually defined VR environments and fixed asset libraries, limiting creative flexibility and real-world relevance. We introduce ImaginateAR, the first mobile tool for AI-assisted AR authoring to combine offline scene understanding, fast 3D asset generation, and LLMs -- enabling users to create outdoor scenes through natural language interaction. For example, saying "a dragon enjoying a campfire" (P7) prompts the system to generate and arrange relevant assets, which can then be refined manually. Our technical evaluation shows that our custom pipelines produce more accurate outdoor scene graphs and generate 3D meshes faster than prior methods. A three-part user study (N=20) revealed preferred roles for AI, how users create in freeform use, and design implications for future AR authoring tools. ImaginateAR takes a step toward empowering anyone to create AR experiences anywhere -- simply by speaking their imagination.

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"Does the cafe entrance look accessible? Where is the door?" Towards Geospatial AI Agents for Visual Inquiries

Interactive digital maps have revolutionized how people travel and learn about the world; however, they rely on pre-existing structured data in GIS databases (e.g., road networks, POI indices), limiting their ability to address geo-visual questions related to what the world looks like. We introduce our vision for Geo-Visual Agents--multimodal AI agents capable of understanding and responding to nuanced visual-spatial inquiries about the world by analyzing large-scale repositories of geospatial images, including streetscapes (e.g., Google Street View), place-based photos (e.g., TripAdvisor, Yelp), and aerial imagery (e.g., satellite photos) combined with traditional GIS data sources. We define our vision, describe sensing and interaction approaches, provide three exemplars, and enumerate key challenges and opportunities for future work.

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RampNet: A Two-Stage Pipeline for Bootstrapping Curb Ramp Detection in Streetscape Images from Open Government Metadata

Curb ramps are critical for urban accessibility, but robustly detecting them in images remains an open problem due to the lack of large-scale, high-quality datasets. While prior work has attempted to improve data availability with crowdsourced or manually labeled data, these efforts often fall short in either quality or scale. In this paper, we introduce and evaluate a two-stage pipeline called RampNet to scale curb ramp detection datasets and improve model performance. In Stage 1, we generate a dataset of more than 210,000 annotated Google Street View (GSV) panoramas by auto-translating government-provided curb ramp location data to pixel coordinates in panoramic images. In Stage 2, we train a curb ramp detection model (modified ConvNeXt V2) from the generated dataset, achieving state-of-the-art performance. To evaluate both stages of our pipeline, we compare to manually labeled panoramas. Our generated dataset achieves 94.0% precision and 92.5% recall, and our detection model reaches 0.9236 AP -- far exceeding prior work. Our work contributes the first large-scale, high-quality curb ramp detection dataset, benchmark, and model.

cs.CV

Accessibility Scout: Personalized Accessibility Scans of Built Environments

Assessing the accessibility of unfamiliar built environments is critical for people with disabilities. However, manual assessments, performed by users or their personal health professionals, are laborious and unscalable, while automatic machine learning methods often neglect an individual user's unique needs. Recent advances in Large Language Models (LLMs) enable novel approaches to this problem, balancing personalization with scalability to enable more adaptive and context-aware assessments of accessibility. We present Accessibility Scout, an LLM-based accessibility scanning system that identifies accessibility concerns from photos of built environments. With use, Accessibility Scout becomes an increasingly capable "accessibility scout", tailoring accessibility scans to an individual's mobility level, preferences, and specific environmental interests through collaborative Human-AI assessments. We present findings from three studies: a formative study with six participants to inform the design of Accessibility Scout, a technical evaluation of 500 images of built environments, and a user study with 10 participants of varying mobility. Results from our technical evaluation and user study show that Accessibility Scout can generate personalized accessibility scans that extend beyond traditional ADA considerations. Finally, we conclude with a discussion on the implications of our work and future steps for building more scalable and personalized accessibility assessments of the physical world.

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ArtInsight: Enabling AI-Powered Artwork Engagement for Mixed Visual-Ability Families

We introduce ArtInsight, a novel AI-powered system to facilitate deeper engagement with child-created artwork in mixed visual-ability families. ArtInsight leverages large language models (LLMs) to craft a respectful and thorough initial description of a child's artwork, and provides: creative AI-generated descriptions for a vivid overview, audio recording to capture the child's own description of their artwork, and a set of AI-generated questions to facilitate discussion between blind or low-vision (BLV) family members and their children. Alongside ArtInsight, we also contribute a new rubric to score AI-generated descriptions of child-created artwork and an assessment of state-of-the-art LLMs. We evaluated ArtInsight with five groups of BLV family members and their children, and as a case study with one BLV child therapist. Our findings highlight a preference for ArtInsight's longer, artistically-tailored descriptions over those generated by existing BLV AI tools. Participants highlighted the creative description and audio recording components as most beneficial, with the former helping ``bring a picture to life'' and the latter centering the child's narrative to generate context-aware AI responses. Our findings reveal different ways that AI can be used to support art engagement, including before, during, and after interaction with the child artist, as well as expectations that BLV adults and their sighted children have about AI-powered tools.

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Accessibility for Whom? Perceptions of Sidewalk Barriers Across Disability Groups and Implications for Designing Personalized Maps

Despite diverse mobility needs worldwide, existing mapping tools fail to address the varied experiences of different mobility device users. This paper presents a large-scale online survey exploring how five mobility groups -- users of canes, walkers, mobility scooters, manual wheelchairs, and motorized wheelchairs -- perceive sidewalk barriers. Using 52 sidewalk barrier images, respondents evaluated their confidence in navigating each scenario. Our findings (N=190) reveal variations in barrier perceptions across groups, while also identifying shared concerns. To further demonstrate the value of this data, we showcase its use in two custom prototypes: a visual analytics tool and a personalized routing tool. Our survey findings and open dataset advance work in accessibility-focused maps, routing algorithms, and urban planning.

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