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Nikolas Martelaro

Publications and source records attributed to Nikolas Martelaro.

36 records · Page 2Linked to original sources

Nudge: Haptic Pre-Cueing to Communicate Automotive Intent

To increase driver awareness in a fully autonomous vehicle, we developed several haptic interaction prototypes that signal what the car is planning to do next. The goal was to use haptic cues so that the driver could be situation aware but not distracted from the non-driving tasks they may be engaged in. This paper discusses the three prototypes tested and the guiding metaphor behind each concept. We also highlight the Wizard of Oz protocol adopted to test the haptic interaction prototypes and some key findings from the pilot study.

cs.HC↗

Soundify: Matching Sound Effects to Video

In the art of video editing, sound helps add character to an object and immerse the viewer within a space. Through formative interviews with professional editors (N=10), we found that the task of adding sounds to video can be challenging. This paper presents Soundify, a system that assists editors in matching sounds to video. Given a video, Soundify identifies matching sounds, synchronizes the sounds to the video, and dynamically adjusts panning and volume to create spatial audio. In a human evaluation study (N=889), we show that Soundify is capable of matching sounds to video out-of-the-box for a diverse range of audio categories. In a within-subjects expert study (N=12), we demonstrate the usefulness of Soundify in helping video editors match sounds to video with lighter workload, reduced task completion time, and improved usability.

cs.SD↗

Jigsaw: Supporting Designers to Prototype Multimodal Applications by Chaining AI Foundation Models

Recent advancements in AI foundation models have made it possible for them to be utilized off-the-shelf for creative tasks, including ideating design concepts or generating visual prototypes. However, integrating these models into the creative process can be challenging as they often exist as standalone applications tailored to specific tasks. To address this challenge, we introduce Jigsaw, a prototype system that employs puzzle pieces as metaphors to represent foundation models. Jigsaw allows designers to combine different foundation model capabilities across various modalities by assembling compatible puzzle pieces. To inform the design of Jigsaw, we interviewed ten designers and distilled design goals. In a user study, we showed that Jigsaw enhanced designers' understanding of available foundation model capabilities, provided guidance on combining capabilities across different modalities and tasks, and served as a canvas to support design exploration, prototyping, and documentation.

cs.HC↗

Videogenic: Identifying Highlight Moments in Videos with Professional Photographs as a Prior

This paper investigates the challenge of extracting highlight moments from videos. To perform this task, we need to understand what constitutes a highlight for arbitrary video domains while at the same time being able to scale across different domains. Our key insight is that photographs taken by photographers tend to capture the most remarkable or photogenic moments of an activity. Drawing on this insight, we present Videogenic, a technique capable of creating domain-specific highlight videos for a diverse range of domains. In a human evaluation study (N=50), we show that a high-quality photograph collection combined with CLIP-based retrieval (which uses a neural network with semantic knowledge of images) can serve as an excellent prior for finding video highlights. In a within-subjects expert study (N=12), we demonstrate the usefulness of Videogenic in helping video editors create highlight videos with lighter workload, shorter task completion time, and better usability.

cs.CV↗

VideoMap: Supporting Video Editing Exploration, Brainstorming, and Prototyping in the Latent Space

Video editing is a creative and complex endeavor and we believe that there is potential for reimagining a new video editing interface to better support the creative and exploratory nature of video editing. We take inspiration from latent space exploration tools that help users find patterns and connections within complex datasets. We present VideoMap, a proof-of-concept video editing interface that operates on video frames projected onto a latent space. We support intuitive navigation through map-inspired navigational elements and facilitate transitioning between different latent spaces through swappable lenses. We built three VideoMap components to support editors in three common video tasks. In a user study with both professionals and non-professionals, editors found that VideoMap helps reduce grunt work, offers a user-friendly experience, provides an inspirational way of editing, and effectively supports the exploratory nature of video editing. We further demonstrate the versatility of VideoMap by implementing three extended applications. For interactive examples, we invite you to visit our project page: https://humanvideointeraction.github.io/videomap.

cs.HC↗

Power and Play: Investigating "License to Critique" in Teams' AI Ethics Discussions

Past work has sought to design AI ethics interventions--such as checklists or toolkits--to help practitioners design more ethical AI systems. However, other work demonstrates how these interventions may instead serve to limit critique to that addressed within the intervention, while rendering broader concerns illegitimate. In this paper, drawing on work examining how standards enact discursive closure and how power relations affect whether and how people raise critique, we recruit three corporate teams, and one activist team, each with prior context working with one another, to play a game designed to trigger broad discussion around AI ethics. We use this as a point of contrast to trigger reflection on their teams' past discussions, examining factors which may affect their "license to critique" in AI ethics discussions. We then report on how particular affordances of this game may influence discussion, and find that the hypothetical context created in the game is unlikely to be a viable mechanism for real world change. We discuss how power dynamics within a group and notions of "scope" affect whether people may be willing to raise critique in AI ethics discussions, and discuss our finding that games are unlikely to enable direct changes to products or practice, but may be more likely to allow members to find critically-aligned allies for future collective action.

cs.CY↗

Co-design Accessible Public Robots: Insights from People with Mobility Disability, Robotic Practitioners and Their Collaborations

Sidewalk robots are increasingly common across the globe. Yet, their operation on public paths poses challenges for people with mobility disabilities (PwMD) who face barriers to accessibility, such as insufficient curb cuts. We interviewed 15 PwMD to understand how they perceive sidewalk robots. Findings indicated that PwMD feel they have to compete for space on the sidewalk when robots are introduced. We next interviewed eight robotics practitioners to learn about their attitudes towards accessibility. Practitioners described how issues often stem from robotic companies addressing accessibility only after problems arise. Both interview groups underscored the importance of integrating accessibility from the outset. Building on this finding, we held four co-design workshops with PwMD and practitioners in pairs. These convenings brought to bear accessibility needs around robots operating in public spaces and in the public interest. Our study aims to set the stage for a more inclusive future around public service robots.

cs.HC↗

BioSpark: An End-to-End Generative System for Biological-Analogical Inspirations and Ideation

Nature is often used to inspire solutions for complex engineering problems, but achieving its full potential is challenging due to difficulties in discovering relevant analogies and synthesizing from them. Here, we present an end-to-end system, BioSpark, that generates biological-analogical mechanisms and provides an interactive interface to comprehend and synthesize from them. BioSpark pipeline starts with a small seed set of mechanisms and expands it using an iteratively constructed taxonomic hierarchies, overcoming data sparsity in manual expert curation and limited conceptual diversity in automated analogy generation via LLMs. The interface helps designers with recognizing and understanding relevant analogs to design problems using four main interaction features. We evaluate the biological-analogical mechanism generation pipeline and showcase the value of BioSpark through case studies. We end with discussion and implications for future work in this area.

cs.HC↗

"What's important here?": Opportunities and Challenges of Using LLMs in Retrieving Information from Web Interfaces

Large language models (LLMs) that have been trained on a corpus that includes large amount of code exhibit a remarkable ability to understand HTML code. As web interfaces are primarily constructed using HTML, we design an in-depth study to see how LLMs can be used to retrieve and locate important elements for a user given query (i.e. task description) in a web interface. In contrast with prior works, which primarily focused on autonomous web navigation, we decompose the problem as an even atomic operation - Can LLMs identify the important information in the web page for a user given query? This decomposition enables us to scrutinize the current capabilities of LLMs and uncover the opportunities and challenges they present. Our empirical experiments show that while LLMs exhibit a reasonable level of performance in retrieving important UI elements, there is still a substantial room for improvement. We hope our investigation will inspire follow-up works in overcoming the current challenges in this domain.

cs.CL↗

End-User Puppeteering of Expressive Movements

The end-user programming of social robot behavior is usually limited by a predefined set of movements. We are proposing a puppeteering robotic interface that provides a more intuitive method of programming robot expressive movements. As the user manipulates the puppet of a robot, the actual robot replicates the movements, providing real-time visual feedback. Through this proposed interface, even with limited training, a novice user can design and program expressive movements efficiently. We present our preliminary user study results in this extended abstract.

cs.RO↗

What Do I Hear? Generating Sounds for Visuals with ChatGPT

This short paper introduces a workflow for generating realistic soundscapes for visual media. In contrast to prior work, which primarily focus on matching sounds for on-screen visuals, our approach extends to suggesting sounds that may not be immediately visible but are essential to crafting a convincing and immersive auditory environment. Our key insight is leveraging the reasoning capabilities of language models, such as ChatGPT. In this paper, we describe our workflow, which includes creating a scene context, brainstorming sounds, and generating the sounds.

cs.SD↗

The AI Incident Database as an Educational Tool to Raise Awareness of AI Harms: A Classroom Exploration of Efficacy, Limitations, & Future Improvements

Prior work has established the importance of integrating AI ethics topics into computer and data sciences curricula. We provide evidence suggesting that one of the critical objectives of AI Ethics education must be to raise awareness of AI harms. While there are various sources to learn about such harms, The AI Incident Database (AIID) is one of the few attempts at offering a relatively comprehensive database indexing prior instances of harms or near harms stemming from the deployment of AI technologies in the real world. This study assesses the effectiveness of AIID as an educational tool to raise awareness regarding the prevalence and severity of AI harms in socially high-stakes domains. We present findings obtained through a classroom study conducted at an R1 institution as part of a course focused on the societal and ethical considerations around AI and ML. Our qualitative findings characterize students' initial perceptions of core topics in AI ethics and their desire to close the educational gap between their technical skills and their ability to think systematically about ethical and societal aspects of their work. We find that interacting with the database helps students better understand the magnitude and severity of AI harms and instills in them a sense of urgency around (a) designing functional and safe AI and (b) strengthening governance and accountability mechanisms. Finally, we compile students' feedback about the tool and our class activity into actionable recommendations for the database development team and the broader community to improve awareness of AI harms in AI ethics education.

cs.CY↗

Exploring Challenges and Opportunities to Support Designers in Learning to Co-create with AI-based Manufacturing Design Tools

AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as "co-creators." Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.

cs.HC↗

Exploring the Future of Remote User Research

The rapid move to remote work due to COVID-19 social distancing policies has slowed or stopped most in-person qualitative user research activities. The limitation on in-person activities has pushed many user researchers to consider how they can continue their research remotely and presents an opportunity for user research teams to (re)design their research processes for remote work. In this position statement, I outline prior work in remote qualitative user research methods and discuss how this work can help us to (re)design new tools, methods, and frameworks that can enable remote work. I then propose a set of research questions that can further our knowledge and abilities to conduct effective remote user research. With creative development, we can create remote research methods that afford new ways of understanding user experience today and build more environmentally conscious and accessible research practices for a future where remote user research is much more common.

cs.HC↗

Team Learning as a Lens for Designing Human-AI Co-Creative Systems

Generative, ML-driven interactive systems have the potential to change how people interact with computers in creative processes - turning tools into co-creators. However, it is still unclear how we might achieve effective human-AI collaboration in open-ended task domains. There are several known challenges around communication in the interaction with ML-driven systems. An overlooked aspect in the design of co-creative systems is how users can be better supported in learning to collaborate with such systems. Here we reframe human-AI collaboration as a learning problem: Inspired by research on team learning, we hypothesize that similar learning strategies that apply to human-human teams might also increase the collaboration effectiveness and quality of humans working with co-creative generative systems. In this position paper, we aim to promote team learning as a lens for designing more effective co-creative human-AI collaboration and emphasize collaboration process quality as a goal for co-creative systems. Furthermore, we outline a preliminary schematic framework for embedding team learning support in co-creative AI systems. We conclude by proposing a research agenda and posing open questions for further study on supporting people in learning to collaborate with generative AI systems.

cs.HC↗

Exploring Opportunities in Usable Hazard Analysis Processes for AI Engineering

Embedding artificial intelligence into systems introduces significant challenges to modern engineering practices. Hazard analysis tools and processes have not yet been adequately adapted to the new paradigm. This paper describes initial research and findings regarding current practices in AI-related hazard analysis and on the tools used to conduct this work. Our goal with this initial research is to better understand the needs of practitioners and the emerging challenges of considering hazards and risks for AI-enabled products and services. Our primary research question is: Can we develop new structured thinking methods and systems engineering tools to support effective and engaging ways for preemptively considering failure modes in AI systems? The preliminary findings from our review of the literature and interviews with practitioners highlight various challenges around integrating hazard analysis into modern AI development processes and suggest opportunities for exploration of usable, human-centered hazard analysis tools.

cs.SE↗

Learning Personal Style from Few Examples

A key task in design work is grasping the client's implicit tastes. Designers often do this based on a set of examples from the client. However, recognizing a common pattern among many intertwining variables such as color, texture, and layout and synthesizing them into a composite preference can be challenging. In this paper, we leverage the pattern recognition capability of computational models to aid in this task. We offer a set of principles for computationally learning personal style. The principles are manifested in PseudoClient, a deep learning framework that learns a computational model for personal graphic design style from only a handful of examples. In several experiments, we found that PseudoClient achieves a 79.40% accuracy with only five positive and negative examples, outperforming several alternative methods. Finally, we discuss how PseudoClient can be utilized as a building block to support the development of future design applications.

cs.CV↗

Remote Observation of Field Work on the Farm

Travel restrictions and social distancing measures make it difficult to observe, monitor or manage physical fieldwork. We describe research in progress that applies technologies for real-time remote observation and conversation in on-road vehicles to observe field work on a farm. We collaborated on a pilot deployment of this project at Kreher Eggs in upstate New York. We instrumented a tractor with equipment to remotely observe and interview farm workers performing vehicle-related work. This work was initially undertaken to allow sustained observation of field work over longer periods of time from geographically distant locales; given our current situation, this work provides a case study in how to perform observational research when geographic and bodily distance have become the norm. We discuss our experiences and provide some preliminary insights for others looking to conduct remote observational research in the field.

cs.CY↗