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Mar Gonzalez-Franco

Publications and source records attributed to Mar Gonzalez-Franco.

At least 19 recordsLinked to original sources

Generative Proxy: Synthesizing Proxy-Based Interfaces for Real-World Interaction Across AR Glasses

Interacting with real-world objects in AR is difficult, especially when targets are distant, cluttered, or occluded. These challenges are amplified on emerging lightweight AR glasses, which often lack binocular or large field of view on display, but also continuous inputs, such as hand or eye tracking. Proxy-based interfaces offer an alternative by allowing users to interact with virtual abstractions of physical objects that can be repositioned, reorganized, and adapted to the task and device. However, designing such interfaces is currently manual and highly device-specific. We present Generative Proxy, a method for automatically generating proxy-based interfaces from three specifications: scene, intent, and device capabilities. We formulate generation as a constrained synthesis problem that first produces valid interfaces for the target device and task, then ranks candidates using semantic and articulatory distance inspired by direct manipulation theory. We demonstrate Generative Proxy across diverse scenes, device profiles, and user intents. Expert evaluation shows initial evidence that generated proxy UIs are useful and usable, highlighting proxy-based abstraction as a promising interaction paradigm for future AR glasses.

cs.HC

VGGRPO: Towards World-Consistent Video Generation with 4D Latent Reward

Large-scale video diffusion models achieve impressive visual quality, yet often fail to preserve geometric consistency. Prior approaches improve consistency either by augmenting the generator with additional modules or applying geometry-aware alignment. However, architectural modifications can compromise the generalization of internet-scale pretrained models, while existing alignment methods are limited to static scenes and rely on RGB-space rewards that require repeated VAE decoding, incurring substantial compute overhead and failing to generalize to highly dynamic real-world scenes. To preserve the pretrained capacity while improving geometric consistency, we propose VGGRPO (Visual Geometry GRPO), a latent geometry-guided framework for geometry-aware video post-training. VGGRPO introduces a Latent Geometry Model (LGM) that stitches video diffusion latents to geometry foundation models, enabling direct decoding of scene geometry from the latent space. By constructing LGM from a geometry model with 4D reconstruction capability, VGGRPO naturally extends to dynamic scenes, overcoming the static-scene limitations of prior methods. Building on this, we perform latent-space Group Relative Policy Optimization with two complementary rewards: a camera motion smoothness reward that penalizes jittery trajectories, and a geometry reprojection consistency reward that enforces cross-view geometric coherence. Experiments on both static and dynamic benchmarks show that VGGRPO improves camera stability, geometry consistency, and overall quality while eliminating costly VAE decoding, making latent-space geometry-guided reinforcement an efficient and flexible approach to world-consistent video generation.

cs.CV

Evaluating Developmental Cognition Capabilities of LLMs

Conversational AI is increasingly personalized around users' preferences, histories, goals, and knowledge, but much less around how users interpret and take up model outputs to construct and understand their reality. We draw on Robert Kegan's constructive-developmental theory as a complementary lens on this dimension. Existing methods for assessing developmental stage in the Keganian tradition rely either on expert interviews that do not scale or on sentence-completion instruments that are proprietary, lengthy, or invasive. To make this perspective tractable for LLM evaluation, we introduce the Developmental Sentence Completion Test (DSCT), a 20-item instrument designed to elicit developmental signal in self-administered text. Throughout, we treat the resulting labels as characterizations of stage-like structure in elicited responses, not as validated person-level developmental stage. We then ask how much of that signal can be recovered by LLMs across three elicited response regimes: simulated personas, real human respondents, and default model-generated answers. On simulated personas, top frontier models recover simulator-intended labels with high accuracy. On real human DSCT responses, human-LLM agreement is fair, with much stronger within-neighborhood than exact agreement. Finally, when LLMs answer DSCT prompts without persona-conditioning, their responses exhibit stable stage-like differences across model families, with larger and newer models tending to generate higher-rated text. These results suggest that stage-conditioned signal is cleaner in synthetic responses than in human-written DSCT text, and that the core constraint for stage-aware conversational AI is not classifier accuracy alone, but the availability of developmental signal from elicited text.

cs.AI

VisionClaw: Always-On AI Agents through Smart Glasses

We present VisionClaw, an always-on wearable AI agent that integrates live egocentric perception with agentic task execution. Running on Meta Ray-Ban smart glasses, VisionClaw continuously perceives real-world context and enables in-situ, speech-driven action initiation and delegation via OpenClaw AI agents. Therefore, users can directly execute tasks through the smart glasses, such as adding real-world objects to an Amazon cart, generating notes from physical documents, receiving meeting briefings on the go, creating events from posters, or controlling IoT devices. We evaluate VisionClaw through a controlled laboratory study (N=12) and a longitudinal deployment study (N=5). Results show that integrating perception and execution enables faster task completion and reduces interaction overhead compared to non-always-on and non-agent baselines. Beyond performance gains, deployment findings reveal a shift in interaction: tasks are initiated opportunistically during ongoing activities, and execution is increasingly delegated rather than manually controlled. These results suggest a new paradigm for wearable AI agents, where perception and action are continuously coupled to support situated, hands-free interaction.

cs.HC

Navig-AI-tion: Navigation by Contextual AI and Spatial Audio

Audio-only walking navigation can leave users disoriented, relying on vague cardinal directions and lacking real-time environmental context, leading to frequent errors. To address this, we present a novel system that integrates a Vision Language Model (VLM) with a spatial audio cue. Our system extracts environmental landmarks to anchor navigation instructions and, crucially, provides a directional spatial audio signal when the user faces the wrong direction, indicating the precise turn direction. In a user study (n=12), the spatial audio cue with VLM reduced route deviations compared to both VLM-only and Google Maps (audio-only) baseline systems. Users reported that the spatial audio cue effectively supported orientation and that landmark-anchored instructions provided a better navigation experience over audio-only Google Maps. This work serves as an initial look at the utility of future audio-only navigation systems for incorporating directional cues, especially real-time corrective spatial audio.

cs.HC

Semantic Reality: Interactive Context-Aware Visualization of Inter-Object Relationships in Augmented Reality

Bridging the physical and digital world through interaction remains a core challenge in augmented reality (AR). Existing systems target single objects, limiting support for planning, comparison, and assembly tasks that depend on relationships among multiple items. We present Semantic Reality, an AR system focused on surfacing inter-object connectivity and making it interactive. Leveraging multimodal reasoning, spatial anchoring, and physical action recognition, Semantic Reality maintains a persistent model of objects around the user and their relationships. Connections are visualized in-situ to highlight compatibility, reveal next steps, and reduce ambiguity during tasks. We contribute a connectivity-centered interaction paradigm and a system architecture that couples anchor tracking, action sensing, and model inference to construct a live connectivity graph. In an exploratory study comparing Semantic Reality to a single-object baseline, participants reported clearer inter-object understanding and higher engagement and satisfaction, without increased workload. A scenario study illustrates where connectivity aids planning, sequencing, and disambiguation.

cs.HC

Sticky and Magnetic: Evaluating Error Correction and User Adaptation in Gaze and Pinch Interaction

The gaze-and-pinch framework offers a high-fidelity interaction modality for spatial computing in virtual reality (VR), yet it remains vulnerable to coordination errors--timing misalignments between gaze fixation and pinch gestures. These errors are categorized into two types: late triggers (gaze leaves a target before pinch) and early triggers (pinch before gaze arrival on target). While late triggers are well-studied, early triggers lack robust solutions. We investigate two heuristics--STICKY selection (temporal buffer) and MAGNETIC selection (spatial field)--to mitigate these errors. A within-subjects study (N = 9) on the Samsung Galaxy XR evaluated these heuristics against a baseline. Findings indicate that while throughput and selection time remained stable, the heuristics fundamentally shifted user behavior and significantly reduced errors during selection. Notably, MAGNETIC selection induced an "offloading" effect where users traded precision for speed. Additionally, the heuristics reclassified ambiguous failures as explainable coordination errors. We provide recommendations for selection heuristics that enhance interaction speed and cognitive agency in virtual reality.

cs.HC

SurfaceXR: Fusing Smartwatch IMUs and Egocentric Hand Pose for Seamless Surface Interactions

Mid-air gestures in Extended Reality (XR) often cause fatigue and imprecision. Surface-based interactions offer improved accuracy and comfort, but current egocentric vision methods struggle due to hand tracking challenges and unreliable surface plane estimation. We introduce SurfaceXR, a sensor fusion approach combining headset-based hand tracking with smartwatch IMU data to enable robust inputs on everyday surfaces. Our insight is that these modalities are complementary: hand tracking provides 3D positional data while IMUs capture high-frequency motion. A 21-participant study validates SurfaceXR's effectiveness for touch tracking and 8-class gesture recognition, demonstrating significant improvements over single-modality approaches.

cs.CV

World Mouse: Exploring Interactions with a Cross-Reality Cursor

As Extended Reality (XR) systems increasingly map and understand the physical world, interacting with these blended representations remains challenging. The current push for "natural" inputs has its trade-offs: touch is limited by human reach and fatigue, while gaze often lacks the precision for fine interaction. To bridge this gap, we introduce World Mouse, a cross-reality cursor that reinterprets the familiar 2D desktop mouse for complex 3D scenes. The system is driven by two core mechanisms: within-object interaction, which uses surface normals for precise cursor placement, and between-object navigation, which leverages interpolation to traverse empty space. Unlike previous virtual-only approaches, World Mouse leverages semantic segmentation and mesh reconstruction to treat physical objects as interactive surfaces. Through a series of prototypes, including object manipulation and screen-to-world transitions, we illustrate how cross-reality cursors may enable seamless interactions across real and virtual environments.

cs.HC

Break the Window: Exploring Spatial Decomposition of Webpages in XR

Most XR web browsers still present webpages as a single floating window, carrying over desktop design assumptions into immersive space. We explore an alternative by breaking the browser window and distributing a webpage into spatial UI chunks within a mixed-reality workspace. We present Break-the-Window (BTW), an exploratory prototype that spatially decomposes live, fully functional webpages into movable panels supporting mid-air and surface-attached placement, as well as direct touch and ray-based interaction. Through a formative study with XR practitioners and an exploratory qualitative study with 15 participants, we observed how spatial decomposition supports distributed attention and spatial meaning-making, while also surfacing challenges around coordination effort, interaction precision, and the lack of shared spatial UI conventions. This work invites discussion on how web interfaces might be reimagined for spatial computing beyond the single-window paradigm.

cs.HC

Grand Challenges around Designing Computers' Control Over Our Bodies

Advances in emerging technologies, such as on-body mechanical actuators and electrical muscle stimulation, have allowed computers to take control over our bodies. This presents opportunities as well as challenges, raising fundamental questions about agency and the role of our bodies when interacting with technology. To advance this research field as a whole, we brought together expert perspectives in a week-long seminar to articulate the grand challenges that should be tackled when it comes to the design of computers' control over our bodies. These grand challenges span technical, design, user, and ethical aspects. By articulating these grand challenges, we aim to begin initiating a research agenda that positions bodily control not only as a technical feature but as a central, experiential, and ethical concern for future human-computer interaction endeavors.

cs.HC

Revisiting put-that-there, context aware window interactions via LLMs

We revisit Bolt's classic "Put-That-There" concept for modern head-mounted displays by pairing Large Language Models (LLMs) with XR sensor and tech stack. The agent fuses (i) a semantically segmented 3-D environment, (ii) live application metadata, and (iii) users' verbal, pointing, and head-gaze cues to issue JSON window-placement actions. As a result, users can manage a panoramic workspace through: (1) explicit commands ("Place Google Maps on the coffee table"), (2) deictic speech plus gestures ("Put that there"), or (3) high-level goals ("I need to send a message"). Unlike traditional explicit interfaces, our system supports one-to-many action mappings and goal-centric reasoning, allowing the LLM to dynamically infer relevant applications and layout decisions, including interrelationships across tools. This enables seamless, intent-driven interaction without manual window juggling in immersive XR environments.

cs.HC

HandOver: Enabling Precise Selection & Manipulation of 3D Objects with Mouse and Hand Tracking

We present HandOver, an extended reality (XR) interaction technique designed to unify the precision of traditional mouse input for object selection with the expressiveness of hand-tracking for object manipulation. With HandOver, the mouse is used to drive a depth-aware 3D cursor enabling precise and restful targeting -by hovering their hand over the mouse, the user can then seamlessly transition into direct 3D manipulation of the target object. In a formal user study, we compare HandOver against two raybased techniques: traditional raycasting (Ray) and a hybrid method (Ray+Hand) in a 3D docking task. Results show HandOver yields lower task errors across all distances, and moreover improves interaction ergonomics as highlighted by a RULA posture analysis and self-reported measures (NASA-TLX). These findings illustrate the benefits of blending traditional precise input devices with the expressive gestural inputs afforded by hand-tracking in XR, leading to improved user comfort and task performance. This blended paradigm yields a unified workflow allowing users to leverage the best of each input modality as they interact in immersive environments.

cs.HC

ForcePinch: Force-Responsive Spatial Interaction for Tracking Speed Control in XR

Spatial interaction in 3D environments requires balancing efficiency and precision, which requires dynamic tracking speed adjustments. However, existing techniques often couple tracking speed adjustments directly with hand movements, reducing interaction flexibility. Inspired by the natural friction control inherent in the physical world, we introduce ForcePinch, a novel force-responsive spatial interaction method that enables users to intuitively modulate pointer tracking speed and smoothly transition between rapid and precise movements by varying their pinching force. To implement this concept, we developed a hardware prototype integrating a pressure sensor with a customizable mapping function that translates pinching force into tracking speed adjustments. We conducted a user study with 20 participants performing well-established 1D, 2D, and 3D object manipulation tasks, comparing ForcePinch against the distance-responsive technique Go-Go and speed-responsive technique PRISM. Results highlight distinctive characteristics of the force-responsive approach across different interaction contexts. Drawing on these findings, we highlight the contextual meaning and versatility of force-responsive interactions through four illustrative examples, aiming to inform and inspire future spatial interaction design.

cs.HC

Reality Proxy: Fluid Interactions with Real-World Objects in MR via Abstract Representations

Interacting with real-world objects in Mixed Reality (MR) often proves difficult when they are crowded, distant, or partially occluded, hindering straightforward selection and manipulation. We observe that these difficulties stem from performing interaction directly on physical objects, where input is tightly coupled to their physical constraints. Our key insight is to decouple interaction from these constraints by introducing proxies-abstract representations of real-world objects. We embody this concept in Reality Proxy, a system that seamlessly shifts interaction targets from physical objects to their proxies during selection. Beyond facilitating basic selection, Reality Proxy uses AI to enrich proxies with semantic attributes and hierarchical spatial relationships of their corresponding physical objects, enabling novel and previously cumbersome interactions in MR - such as skimming, attribute-based filtering, navigating nested groups, and complex multi object selections - all without requiring new gestures or menu systems. We demonstrate Reality Proxy's versatility across diverse scenarios, including office information retrieval, large-scale spatial navigation, and multi-drone control. An expert evaluation suggests the system's utility and usability, suggesting that proxy-based abstractions offer a powerful and generalizable interaction paradigm for future MR systems.

cs.HC

Augmented Object Intelligence with XR-Objects

Seamless integration of physical objects as interactive digital entities remains a challenge for spatial computing. This paper explores Augmented Object Intelligence (AOI) in the context of XR, an interaction paradigm that aims to blur the lines between digital and physical by equipping real-world objects with the ability to interact as if they were digital, where every object has the potential to serve as a portal to digital functionalities. Our approach utilizes real-time object segmentation and classification, combined with the power of Multimodal Large Language Models (MLLMs), to facilitate these interactions without the need for object pre-registration. We implement the AOI concept in the form of XR-Objects, an open-source prototype system that provides a platform for users to engage with their physical environment in contextually relevant ways using object-based context menus. This system enables analog objects to not only convey information but also to initiate digital actions, such as querying for details or executing tasks. Our contributions are threefold: (1) we define the AOI concept and detail its advantages over traditional AI assistants, (2) detail the XR-Objects system's open-source design and implementation, and (3) show its versatility through various use cases and a user study.

cs.HC

Symbiotic AI: Augmenting Human Cognition from PCs to Cars

As AI takes on increasingly complex roles in human-computer interaction, fundamental questions arise: how can HCI help maintain the user as the primary agent while augment human cognition and intelligence? This paper suggests questions to guide researchers in considering the implications for agency, autonomy, the augmentation of human intellect, and the future of human-AI synergies. We observe a key paradigm shift behind the transformation of HCI, shifting from explicit command-and-control models to systems where users define high-level goals directly. This shift will be facilitated by XR technologies, whose multi-modal inputs and outputs offer a more seamless way to convey these goals. This paper considers this transformation through the lens of two cultural milestones: the personal computer and the automobile, moving beyond traditional interfaces like keyboards or steering wheels and thinking of them as vessels for everyday XR.

cs.HC

Text Entry for XR Trove (TEXT): Collecting and Analyzing Techniques for Text Input in XR

Text entry for extended reality (XR) is far from perfect, and a variety of text entry techniques (TETs) have been proposed to fit various contexts of use. However, comparing between TETs remains challenging due to the lack of a consolidated collection of techniques, and limited understanding of how interaction attributes of a technique (e.g., presence of visual feedback) impact user performance. To address these gaps, this paper examines the current landscape of XR TETs by creating a database of 176 different techniques. We analyze this database to highlight trends in the design of these techniques, the metrics used to evaluate them, and how various interaction attributes impact these metrics. We discuss implications for future techniques and present TEXT: Text Entry for XR Trove, an interactive online tool to navigate our database.

cs.HC