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Patrick Ebel

Publications and source records attributed to Patrick Ebel.

At least 19 recordsLinked to original sources

CR-Eyes: A Computational Rational Model of Visual Sampling Behavior in Atari Games

Designing mobile and interactive technologies requires understanding how users sample dynamic environments to acquire information and make decisions under time pressure. However, existing computational user models either rely on hand-crafted task representations or are limited to static or non-interactive visual inputs, restricting their applicability to realistic, pixel-based environments. We present CR-Eyes, a computationally rational model that simulates visual sampling and gameplay behavior in Atari games. Trained via reinforcement learning, CR-Eyes operates under perceptual and cognitive constraints and jointly learns where to look and how to act in a time-sensitive setting. By explicitly closing the perception-action loop, the model treats eye movements as goal-directed actions rather than as isolated saliency predictions. Our evaluation shows strong alignment with human data in task performance and aggregate saliency patterns, while also revealing systematic differences in scanpaths. CR-Eyes is a step toward scalable, theory-grounded user models that support design and evaluation of interactive systems.

cs.HC

MRDrive: An Open Source Mixed Reality Driving Simulator for Automotive User Research

Designing and evaluating in-vehicle interfaces requires experimental platforms that combine ecological validity with experimental control. Driving simulators are widely used for this purpose. However, they face a fundamental trade-off: high-fidelity physical simulators are costly and difficult to adapt, while virtual reality simulators provide flexibility at the expense of physical interaction with the vehicle. In this work, we present MRDrive, an open mixed-reality driving simulator designed to support HCI research on in-vehicle interaction, attention, and explainability in manual and automated driving contexts. MRDrive enables drivers and passengers to interact with a real vehicle cabin while being fully immersed in a virtual driving environment. We demonstrate the capabilities of MRDrive through a small pilot study that illustrates how the simulator can be used to collect and analyze eye-tracking and touch interaction data in an automated driving scenario. MRDRive is available at: https://github.com/ciao-group/mrdrive

cs.HC

Log2Motion: Biomechanical Motion Synthesis from Touch Logs

Touch data from mobile devices are collected at scale but reveal little about the interactions that produce them. While biomechanical simulations can illuminate motor control processes, they have not yet been developed for touch interactions. To close this gap, we propose a novel computational problem: synthesizing plausible motion directly from logs. Our key insight is a reinforcement learning-driven musculoskeletal forward simulation that generates biomechanically plausible motion sequences consistent with events recorded in touch logs. We achieve this by integrating a software emulator into a physics simulator, allowing biomechanical models to manipulate real applications in real-time. Log2Motion produces rich syntheses of user movements from touch logs, including estimates of motion, speed, accuracy, and effort. We assess the plausibility of generated movements by comparing against human data from a motion capture study and prior findings, and demonstrate Log2Motion in a large-scale dataset. Biomechanical motion synthesis provides a new way to understand log data, illuminating the ergonomics and motor control underlying touch interactions.

cs.HC

GTA: Generative Traffic Agents for Simulating Realistic Mobility Behavior

People's transportation choices reflect complex trade-offs shaped by personal preferences, social norms, and technology acceptance. Predicting such behavior at scale is a critical challenge with major implications for urban planning and sustainable transport. Traditional methods use handcrafted assumptions and costly data collection, making them impractical for early-stage evaluations of new technologies or policies. We introduce Generative Traffic Agents (GTA) for simulating large-scale, context-sensitive transportation choices using LLM-powered, persona-based agents. GTA generates artificial populations from census-based sociodemographic data. It simulates activity schedules and mode choices, enabling scalable, human-like simulations without handcrafted rules. We evaluate GTA in Berlin-scale experiments, comparing simulation results against empirical data. While agents replicate patterns, such as modal split by socioeconomic status, they show systematic biases in trip length and mode preference. GTA offers new opportunities for modeling how future innovations, from bike lanes to transit apps, shape mobility decisions.

cs.HC

SHRUG-FM: Reliability-Aware Foundation Models for Earth Observation

Geospatial foundation models (GFMs) for Earth observation often fail to perform reliably in environments underrepresented during pretraining. We introduce SHRUG-FM, a framework for reliability-aware prediction that enables GFMs to identify and abstain from likely failures. Our approach integrates three complementary signals: geophysical out-of-distribution (OOD) detection in the input space, OOD detection in the embedding space, and task-specific predictive uncertainty. We evaluate SHRUG-FM across three high-stakes rapid-mapping tasks: burn scar segmentation, flood mapping, and landslide detection. Our results show that SHRUG-FM consistently reduces prediction risk on retained samples, outperforming established single-signal baselines like predictive entropy. Crucially, by utilizing a shallow "glass-box" decision tree for signal fusion, SHRUG-FM provides interpretable abstention thresholds. It builds a pathway toward safer and more interpretable deployment of GFMs in climate-sensitive applications, bridging the gap between benchmark performance and real-world reliability.

cs.CV

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

Quo-Vadis Multi-Agent Automotive Research? Insights from a Participatory Workshop and Questionnaire

The transition to mixed-traffic environments that involve automated vehicles, manually operated vehicles, and vulnerable road users presents new challenges for human-centered automotive research. Despite this, most studies in the domain focus on single-agent interactions. This paper reports on a participatory workshop (N = 15) and a questionnaire (N = 19) conducted during the AutomotiveUI '24 conference to explore the state of multi-agent automotive research. The participants discussed methodological challenges and opportunities in real-world settings, simulations, and computational modeling. Key findings reveal that while the value of multi-agent approaches is widely recognized, practical and technical barriers hinder their implementation. The study highlights the need for interdisciplinary methods, better tools, and simulation environments that support scalable, realistic, and ethically informed multi-agent research.

cs.HC

Increasing Interaction Fidelity: Training Routines for Biomechanical Models in HCI

Biomechanical forward simulation holds great potential for HCI, enabling the generation of human-like movements in interactive tasks. However, training biomechanical models with reinforcement learning is challenging, particularly for precise and dexterous movements like those required for touchscreen interactions on mobile devices. Current approaches are limited in their interaction fidelity, require restricting the underlying biomechanical model to reduce complexity, and do not generalize well. In this work, we propose practical improvements to training routines that reduce training time, increase interaction fidelity beyond existing methods, and enable the use of more complex biomechanical models. Using a touchscreen pointing task, we demonstrate that curriculum learning, action masking, more complex network configurations, and simple adjustments to the simulation environment can significantly improve the agent's ability to learn accurate touch behavior. Our work provides HCI researchers with practical tips and training routines for developing better biomechanical models of human-like interaction fidelity.

cs.HC

Predicting Multitasking in Manual and Automated Driving with Optimal Supervisory Control

Modern driving involves interactive technologies that can divert attention, increasing the risk of accidents. This paper presents a computational cognitive model that simulates human multitasking while driving. Based on optimal supervisory control theory, the model predicts how multitasking adapts to variations in driving demands, interactive tasks, and automation levels. Unlike previous models, it accounts for context-dependent multitasking across different degrees of driving automation. The model predicts longer in-car glances on straight roads and shorter glances during curves. It also anticipates increased glance durations with driver aids such as lane-centering assistance and their interaction with environmental demands. Validated against two empirical datasets, the model offers insights into driver multitasking amid evolving in-car technologies and automation.

cs.HC

Off to new Shores: A Dataset & Benchmark for (near-)coastal Flood Inundation Forecasting

Floods are among the most common and devastating natural hazards, imposing immense costs on our society and economy due to their disastrous consequences. Recent progress in weather prediction and spaceborne flood mapping demonstrated the feasibility of anticipating extreme events and reliably detecting their catastrophic effects afterwards. However, these efforts are rarely linked to one another and there is a critical lack of datasets and benchmarks to enable the direct forecasting of flood extent. To resolve this issue, we curate a novel dataset enabling a timely prediction of flood extent. Furthermore, we provide a representative evaluation of state-of-the-art methods, structured into two benchmark tracks for forecasting flood inundation maps i) in general and ii) focused on coastal regions. Altogether, our dataset and benchmark provide a comprehensive platform for evaluating flood forecasts, enabling future solutions for this critical challenge. Data, code & models are shared at https://github.com/Multihuntr/GFF under a CC0 license.

cs.CV

Implicit Assimilation of Sparse In Situ Data for Dense & Global Storm Surge Forecasting

Hurricanes and coastal floods are among the most disastrous natural hazards. Both are intimately related to storm surges, as their causes and effects, respectively. However, the short-term forecasting of storm surges has proven challenging, especially when targeting previously unseen locations or sites without tidal gauges. Furthermore, recent work improved short and medium-term weather forecasting but the handling of raw unassimilated data remains non-trivial. In this paper, we tackle both challenges and demonstrate that neural networks can implicitly assimilate sparse in situ tide gauge data with coarse ocean state reanalysis in order to forecast storm surges. We curate a global dataset to learn and validate the dense prediction of storm surges, building on preceding efforts. Other than prior work limited to known gauges, our approach extends to ungauged sites, paving the way for global storm surge forecasting.

physics.data-an

Generative AI and Attentive User Interfaces: Five Strategies to Enhance Take-Over Quality in Automated Driving

As the automotive world moves toward higher levels of driving automation, Level 3 automated driving represents a critical juncture. In Level 3 driving, vehicles can drive alone under limited conditions, but drivers are expected to be ready to take over when the system requests. Assisting the driver to maintain an appropriate level of Situation Awareness (SA) in such contexts becomes a critical task. This position paper explores the potential of Attentive User Interfaces (AUIs) powered by generative Artificial Intelligence (AI) to address this need. Rather than relying on overt notifications, we argue that AUIs based on novel AI technologies such as large language models or diffusion models can be used to improve SA in an unconscious and subtle way without negative effects on drivers overall workload. Accordingly, we propose 5 strategies how generative AI s can be used to improve the quality of takeovers and, ultimately, road safety.

cs.HC

Exploring Millions of User Interactions with ICEBOAT: Big Data Analytics for Automotive User Interfaces

User Experience (UX) professionals need to be able to analyze large amounts of usage data on their own to make evidence-based design decisions. However, the design process for In-Vehicle Information Systems (IVIS) lacks data-driven support and effective tools for visualizing and analyzing user interaction data. Therefore, we propose ICEBOAT, an interactive visualization tool tailored to the needs of automotive UX experts to effectively and efficiently evaluate driver interactions with IVISs. ICEBOAT visualizes telematics data collected from production line vehicles, allowing UX experts to perform task-specific analyses. Following a mixed methods User-centered design (UCD) approach, we conducted an interview study (N=4) to extract the domain specific information and interaction needs of automotive UX experts and used a co-design approach (N=4) to develop an interactive analysis tool. Our evaluation (N=12) shows that ICEBOAT enables UX experts to efficiently generate knowledge that facilitates data-driven design decisions.

cs.HC

Multitasking while Driving: How Drivers Self-Regulate their Interaction with In-Vehicle Touchscreens in Automated Driving

Driver assistance systems are designed to increase comfort and safety by automating parts of the driving task. At the same time, modern in-vehicle information systems with large touchscreens provide the driver with numerous options for entertainment, information, or communication, and are a potential source of distraction. However, little is known about how driving automation affects how drivers interact with the center stack touchscreen, i.e., how drivers self-regulate their behavior in response to different levels of driving automation. To investigate this, we apply multilevel models to a real-world driving dataset consisting of 31,378 sequences. Our results show significant differences in drivers' interaction and glance behavior in response to different levels of driving automation, vehicle speed, and road curvature. During automated driving, drivers perform more interactions per touchscreen sequence and increase the time spent looking at the center stack touchscreen. Specifically, at higher levels of driving automation (level 2), the mean glance duration toward the center stack touchscreen increases by 36% and the mean number of interactions per sequence increases by 17% compared to manual driving. Furthermore, partially automated driving has a strong impact on the use of more complex UI elements (e.g., maps) and touch gestures (e.g., multitouch). We also show that the effect of driving automation on drivers' self-regulation is greater than that of vehicle speed and road curvature. The derived knowledge can inform the design and evaluation of touch-based infotainment systems and the development of context-aware driver monitoring systems.

cs.HC

UnCRtainTS: Uncertainty Quantification for Cloud Removal in Optical Satellite Time Series

Clouds and haze often occlude optical satellite images, hindering continuous, dense monitoring of the Earth's surface. Although modern deep learning methods can implicitly learn to ignore such occlusions, explicit cloud removal as pre-processing enables manual interpretation and allows training models when only few annotations are available. Cloud removal is challenging due to the wide range of occlusion scenarios -- from scenes partially visible through haze, to completely opaque cloud coverage. Furthermore, integrating reconstructed images in downstream applications would greatly benefit from trustworthy quality assessment. In this paper, we introduce UnCRtainTS, a method for multi-temporal cloud removal combining a novel attention-based architecture, and a formulation for multivariate uncertainty prediction. These two components combined set a new state-of-the-art performance in terms of image reconstruction on two public cloud removal datasets. Additionally, we show how the well-calibrated predicted uncertainties enable a precise control of the reconstruction quality.

cs.CV

Multi-Modal and Multi-Resolution Data Fusion for High-Resolution Cloud Removal: A Novel Baseline and Benchmark

Cloud removal is a significant and challenging problem in remote sensing, and in recent years, there have been notable advancements in this area. However, two major issues remain hindering the development of cloud removal: the unavailability of high-resolution imagery for existing datasets and the absence of evaluation regarding the semantic meaningfulness of the generated structures. In this paper, we introduce M3R-CR, a benchmark dataset for high-resolution Cloud Removal with Multi-Modal and Multi-Resolution data fusion. With this dataset, we consider the problem of cloud removal in high-resolution optical remote sensing imagery by integrating multi-modal and multi-resolution information. In this context, we have to take into account the alignment errors caused by the multi-resolution nature, along with the more pronounced misalignment issues in high-resolution images due to inherent imaging mechanism differences and other factors. Existing multi-modal data fusion based methods, which assume the image pairs are aligned accurately at pixel-level, are thus not appropriate for this problem. To this end, we design a new baseline named Align-CR to perform the low-resolution SAR image guided high-resolution optical image cloud removal. It gradually warps and fuses the features of the multi-modal and multi-resolution data during the reconstruction process, effectively mitigating concerns associated with misalignment. In the experiments, we evaluate the performance of cloud removal by analyzing the quality of visually pleasing textures using image reconstruction metrics and further analyze the generation of semantically meaningful structures using a well-established semantic segmentation task. The proposed Align-CR method is superior to other baseline methods in both areas.

cs.CV

On the Forces of Driver Distraction: Explainable Predictions for the Visual Demand of In-Vehicle Touchscreen Interactions

With modern infotainment systems, drivers are increasingly tempted to engage in secondary tasks while driving. Since distracted driving is already one of the main causes of fatal accidents, in-vehicle touchscreen Human-Machine Interfaces (HMIs) must be as little distracting as possible. To ensure that these systems are safe to use, they undergo elaborate and expensive empirical testing, requiring fully functional prototypes. Thus, early-stage methods informing designers about the implication their design may have on driver distraction are of great value. This paper presents a machine learning method that, based on anticipated usage scenarios, predicts the visual demand of in-vehicle touchscreen interactions and provides local and global explanations of the factors influencing drivers' visual attention allocation. The approach is based on large-scale natural driving data continuously collected from production line vehicles and employs the SHapley Additive exPlanation (SHAP) method to provide explanations leveraging informed design decisions. Our approach is more accurate than related work and identifies interactions during which long glances occur with 68 % accuracy and predicts the total glance duration with a mean error of 2.4 s. Our explanations replicate the results of various recent studies and provide fast and easily accessible insights into the effect of UI elements, driving automation, and vehicle speed on driver distraction. The system can not only help designers to evaluate current designs but also help them to better anticipate and understand the implications their design decisions might have on future designs.

cs.HC

ICEBOAT: An Interactive User Behavior Analysis Tool for Automotive User Interfaces

In this work, we present ICEBOAT an interactive tool that enables automotive UX experts to explore how users interact with In-vehicle Information Systems. Based on large naturalistic driving data continuously collected from production line vehicles, ICEBOAT visualizes drivers' interactions and driving behavior on different levels of detail. Hence, it allows to easily compare different user flows based on performance- and safety-related metrics.

cs.HC