We present MineNPC-Task, a user-authored benchmark and evaluation harness for testing memory-aware, mixed-initiative LLM agents in open-world Minecraft. Rather than relying on synthetic prompts, tasks are elicited from formative and summative co-play with expert players, normalized into parametric templates with explicit preconditions and dependency structure, and paired with machine-checkable validators under a bounded-knowledge policy that forbids out-of-world shortcuts. The harness captures plan/act/memory events-including plan previews, targeted clarifications, memory reads and writes, precondition checks, and repair attempts and reports outcomes relative to the total number of attempted subtasks, derived from in-world evidence. As an initial snapshot, we instantiate the framework with GPT-4o and evaluate 216 subtasks across 8 experienced players. We observe recurring breakdown patterns in code execution, inventory/tool handling, referencing, and navigation, alongside recoveries supported by mixed-initiative clarifications and lightweight memory. Participants rated interaction quality and interface usability positively, while highlighting the need for stronger memory persistence across tasks. We release the complete task suite, validators, logs, and harness to support transparent, reproducible evaluation of future memory-aware embodied agents.
Lifestyle images are photographs that capture environments and objects in everyday settings. In furniture product marketing, advertisers often create lifestyle images containing products to resonate with potential buyers, allowing buyers to visualize how the products fit into their daily lives. While recent advances in Generative Artificial Intelligence (GenAI) have given rise to realistic image content creation, their application in e-commerce advertising is challenging because high-quality ads must authentically representing the products in realistic scearios. Therefore, manual intervention is usually required for individual generations, making it difficult to scale to larger product catalogs. To understand the challenges faced by advertisers using GenAI to create lifestyle images at scale, we conducted evaluations on ad images generated using state-of-the-art image generation models and identified the major challenges. Based on our findings, we present CreativeAds, a multi-product ad creation system that supports scalable automated generation with customized parameter adjustment for individual generation. To ensure automated high-quality ad generation, CreativeAds innovates a pipeline that consists of three modules to address challenges in product pairing, layout generation, and background generation separately. Furthermore, CreativeAds contains an intuitive user interface to allow users to oversee generation at scale, and it also supports detailed controls on individual generation for user customized adjustments. We performed a user study on CreativeAds and extensive evaluations of the generated images, demonstrating CreativeAds's ability to create large number of high-quality images at scale for advertisers without requiring expertise in GenAI tools.
Creating new documents by synthesizing information from existing sources is an important part of knowledge work in many domains. This process often involves gathering content from multiple documents, organizing it, and then transforming it into new forms such as reports, slides, or spreadsheets. While recent advances in Generative AI have shown potential in automating parts of this process, they often provide limited user control over the handling of multimodal inputs and outputs. In this work, we introduce the notion of "infomorphs" which are modular, user-steerable, AI-augmented transformations that support controlled synthesis, and restructuring of information across formats and modalities. We propose a design space that leverage infomorph-driven workflows to enable flexible, interactive, and multimodal document creation by combining Generative AI techniques with user intent and desired information context. As a concrete instantiation of this design space, we present DocuCraft, a canvas-based interface to visually compose infomorph workflows. DocuCraft allows users to chain together infomorphs that perform operations such as page extraction, content summarization, reformatting, and generation, leveraging Generative AI at each stage to support rich, cross-document and cross-modal transformations. We demonstrate the capabilities of DocuCraft through an example-driven usage scenario that spans across different facets of common knowledge work tasks illustrating its support for fluid, human-in-the-loop document synthesis and highlights opportunities for more transparent and modular interaction for Generative AI-assisted information work.
An embodied AI assistant operating on egocentric video must integrate spatial cues across time - for instance, determining where an object A, glimpsed a few moments ago lies relative to an object B encountered later. We introduce Disjoint-3DQA , a generative QA benchmark that evaluates this ability of VLMs by posing questions about object pairs that are not co-visible in the same frame. We evaluated seven state-of-the-art VLMs and found that models lag behind human performance by 28%, with steeper declines in accuracy (60% → 30 %) as the temporal gap widens. Our analysis further reveals that providing trajectories or bird’s-eye-view projections to VLMs results in only marginal improvements, whereas providing oracle 3D coordinates leads to a substantial 20% performance increase. This highlights a core bottleneck of multi-frame VLMs in constructing and maintaining 3D scene representations over time from visual signals. Disjoint-3DQA therefore sets a clear, measurable challenge for long-horizon spatial reasoning and aims to catalyze future research at the intersection of vision, language, and embodied AI.
A person's demonstration often serves as a key reference for others learning the same task. However, RGB video, the dominant medium for representing these demonstrations, often fails to capture fine-grained contextual cues such as intent, safety-critical environmental factors, and subtle preferences embedded in human behavior. This sensory gap fundamentally limits the ability of Vision Language Models (VLMs) to reason about why actions occur and how they should adapt to individual users. To address this, we introduce MICA (Multimodal Interactive Contextualized Assistance), a framework that improves conversational agents for task assistance by integrating eye gaze and speech cues. MICA segments demonstrations into meaningful sub-tasks and extracts keyframes and captions that capture fine-grained intent and user-specific cues, enabling richer contextual grounding for visual question answering. Evaluations on questions derived from real-time chat-assisted task replication show that multimodal cues significantly improve response quality over frame-based retrieval. Notably, gaze cues alone achieves 93 their combination yields the highest accuracy. Task type determines the effectiveness of implicit (gaze) vs. explicit (speech) cues, underscoring the need for adaptable multimodal models. These results highlight the limitations of frame-based context and demonstrate the value of multimodal signals for real-world AI task assistance.
Collaborating around physical objects necessitates examining different aspects of design or hardware in detail when reviewing or inspecting physical artifacts or prototypes. When collaborators are remote, coordinating the sharing of views of their physical environment becomes challenging. Video-conferencing tools often do not provide the desired viewpoints for a remote viewer. While RGB-D cameras offer 3D views, they lack the necessary fidelity. We introduce SharedNeRF, designed to enhance synchronous remote collaboration by leveraging the photorealistic and view-dependent nature of Neural Radiance Field (NeRF). The system complements the higher visual quality of the NeRF rendering with the instantaneity of a point cloud and combines them through carefully accommodating the dynamic elements within the shared space, such as hand gestures and moving objects. The system employs a head-mounted camera for data collection, creating a volumetric task space on the fly and updating it as the task space changes. In our preliminary study, participants successfully completed a flower arrangement task, benefiting from SharedNeRF’s ability to render the space in high fidelity from various viewpoints.
Today’s video-conferencing tools support a rich range of professional and social activities, but their generic meeting environments cannot be dynamically adapted to align with distributed collaborators’ needs. To enable end-user customization, we developed BlendScape, a rendering and composition system for video-conferencing participants to tailor environments to their meeting context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users’ physical or digital backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an exploratory study with 15 end-users, we investigated whether and how they would find value in using generative AI to customize video-conferencing environments. Participants envisioned using a system like BlendScape to facilitate collaborative activities in the future, but required further controls to mitigate distracting or unrealistic visual elements. We implemented scenarios to demonstrate BlendScape’s expressiveness for supporting environment design strategies from prior work and propose composition techniques to improve the quality of environments.
There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today’s models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user’s physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users’ physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.
The increasing adoption of Virtual Reality (VR) systems in different domains have led to a need to support interaction between many spectators and a VR user. This is common in game streaming, live performances, and webinars. Prior CSCW systems for VR environments are limited to small groups of users. In this work, we identify problems associated with interaction carried out with large groups of users. To address this, we introduce an additional user role: the co-host. They mediate communications between the VR user and many spectators. To facilitate this mediation, we present StreamFunnel, which allows the co-host to be part of the VR application's space and interact with it. The design of StreamFunnel was informed by formative interviews with six experts. StreamFunnel uses a cloud-based streaming solution to enable remote co-host and many spectators to view and interact through standard web browsers, without requiring any custom software. We present results of informal user testing which provides insights into StreamFunnel's ability to facilitate these scalable interactions. Our participants, who took the role of a co-host, found that StreamFunnel enables them to add value in presenting the VR experience to the spectators and relaying useful information from the live chat to the VR user.
Increasing adoption of Virtual Reality (VR) systems in various fields has created the need for collaborative work and communication. Today, asymmetric communication between a VR user and other non-VR users remains a challenge. The VR user cannot see the external non-VR users, and the non-VR users are restricted to the VR user’s first-person view. To address this, we propose WebTransceiVR, an asymmetric collaboration toolkit which when integrated into a VR application, allows multiple non-VR users to share the virtual space of the VR user. It allows external users to enter and be part of the VR application’s space through standard web browsers on mobile and computers. These external users can explore and interact with the other users, the VR scene as well as the VR user. WebTransceiVR also includes a cloud-based streaming solution that enables many passive spectators to view the scene through any of the active cameras. We conduct informal user testing to gain additional insights for future work.
Today spectating and streaming virtual reality (VR) activities typically involves spectators viewing a 2D stream of the VR user’s view. Streaming 2D videos of the game play is popular and well-supported by platforms such as Twitch. However, the generic streaming of full 3D representations is less explored. Thus, while the VR player’s experience may be fully immersive, spectators are limited to 2D videos. This asymmetry lessens the overall experience for spectators, who themselves may be eager to spectate in VR. DreamStream puts viewers in the virtual environment of the VR application, allowing them to look “over the shoulder” of the VR player. Spectators can view streamed VR content immersively in 3D, independently explore the VR scene beyond what the VR player sees and ultimately cohabit the virtual environment alongside the VR player. For the VR player, DreamStream provides a spatial awareness of all their spectators. DreamStream retrofits and works with existing VR applications. We discuss the design and implementation of DreamStream, and carry out three qualitative informal evaluations. These evaluations shed light on the strengths and weakness of using DreamStream for the purpose of interactive spectating. Our participants found that DreamStream’s VR viewer interface offered increased immersion, and made it easier to communicate and interact with the VR player.
It is not uncommon for autonomous systems (e.g., self-driving cars) to require the timely intervention of a human operator to ensure safe operation. It is important to design these systems such that the human is brought into the decision-making loop in a manner that enables them to make a timely and correct decision. In this paper, we consider one such ap-plication, which we refer to as the perception hand-off problem, which brings the driver into the loop when the perception module of an Autonomous Vehicle (AV) is uncertain about the environment. We formalize the perception hand-off problem by designing a Partially Observable Markov Decision Process (POMDP) model. This model captures the latent cognitive state (attention) of the driver which can be influenced through a proposed query-based active information gathering (AIG) system for Human-Machine Interface (HMI). We design a web-based human study to identify the model parameters, and demonstrate the impact of the proposed HMI system. Results from this study show that the state of attentiveness does indeed impact the human performance, and our proposed active information gathering (AIG) actions, i.e., queries to the human driver, result in 7% faster responses from the human. Simulations with the identified POMDP model show that a learnt policy for deploying the AIG actions improves the percentage of correct responses from the human in the perception hand-off by around 5.4%, outperforming other baselines while also using fewer of these actions.
Collaboration and guidance are key aspects of many software tasks. In traditional desktop software, such aspects are well supported through built-in collaboration functions or general-purpose techniques such as screen and video sharing. In Mixed Reality environments, where users carry out actions in a three-dimensional space, collaboration and guidance may also be required. However, other users may or may not be using the same Mixed Reality interface. Users may not have access to the same information, the same visual representation, or the same interaction affordances. These asymmetries make communication and collaboration between users harder. To address asymmetries in Mixed Reality environments, we introduce Interactive Mixed-Dimensional Media. In these media, the visual representation of information streams can be changed between 2D and 3D. Different representations can be chosen automatically, based on context, or through associated interaction techniques that give users control over exploring spatial, temporal, and dimensional levels of detail. This ensures that any information or interaction makes sense across different dimensions, interfaces and spaces. We have deployed these techniques in three different contexts: mixed-reality telepresence for physical task instruction, video-based instruction for VR tasks, and live interaction between a VR user and a non-VR user. From these works, we show that Mixed Reality environments that provide users with interactive mixed-dimensional media interfaces improve performance and user experience in collaboration and guidance tasks.
Autonomous and semi-autonomous systems can encounter situations where timely attention of a human operator is required to take over some aspect of decision making or control. For certain human robot interaction (HRI) applications, like Autonomous Vehicle (AV) operations, these decisions could be both time-critical and safety-critical. Given this, it is important to ensure that the human is brought into the decision making loop in a manner that enables them to make a timely and correct decision. In this paper, we consider one such application, which we refer to as the perception hand-off problem, which brings the driver into the loop when the perception module of an AV is uncertain about the environment. We formalize the perception hand-off problem using a Partially Observable Markov Decision Process (POMDP) model with a problem specific structure. This model captures the latent cognitive state of the driver which can be influenced through a query-based Human-Machine Interface (HMI). Through a human-study experiment on the perception hand-off problem for object recognition, we learn such a model and validate our hypotheses about the hand-off problem and the impact of our query-based HMI. The results from this study show that the state of attentiveness does indeed impact the human performance, and our proposed active information gathering (AIG) actions, or queries, result in 7% faster responses from the human. We also use this experimental data to learn the proposed POMDP model parameters. Simulations with this identified model show that a policy for deploying the AIG actions improves the percentage of correct responses from the human in the perception hand-off by around 5.5%, outperforming other baselines while also using fewer of these actions.
—Autonomous and semi-autonomous systems can encounter situations where timely attention of a human operator is required to take over some aspect of decision making or control. For certain human robot interaction (HRI) applications, like Autonomous Vehicle (AV) operations, these decisions could be both time-critical and safety-critical. Given this, it is important to ensure that the human is brought into the decision making loop in a manner that enables them to make a timely and correct decision. In this paper, we consider one such application, which we refer to as the perception hand-off problem , which brings the driver into the loop when the perception module of an AV is uncertain about the environment. We formalize the perception hand-off problem using a Partially Observable Markov Decision Process (POMDP) model with a problem specific structure. This model captures the latent cognitive state of the driver which can be influenced through a query-based Human-Machine Interface (HMI). Through a human-study experiment on the perception hand-off problem for object recognition, we learn such a model and validate our hypotheses about the hand-off problem and the impact of our query-based HMI. The results from this study show that the state of attentiveness does indeed impact the human performance, and our proposed active information gathering (AIG) actions, or queries, result in 7% faster responses from the human. We also use this experimental data to learn the proposed POMDP model parameters. Simulations with this identified model show that a policy for deploying the AIG actions improves the percentage of correct responses from the human in the perception hand-off by around 5 . 5% , outperforming other baselines while also using fewer of these actions.
Virtual Reality (VR) users often need to work with other users, who observe them outside of VR using an external display. Communication between them is difficult; the VR user cannot see the external user's gestures, and the external user cannot see VR scene elements outside of the VR user's view. We carried out formative interviews with experts to understand these asymmetrical interactions and identify their goals and challenges. From this, we identify high-level system design goals to facilitate asymmetrical interactions and a corresponding space of implementation approaches based on the level of programmatic access to a VR application. We present TransceiVR, a system that utilizes VR platform APIs to enable asymmetric communication interfaces for third-party applications without requiring source code access. TransceiVR allows external users to explore the VR scene spatially or temporally, to annotate elements in the VR scene at correct depths, and to discuss via a shared static virtual display. An initial co-located user evaluation with 10 pairs shows that our system makes asymmetric collaborations in VR more effective and successful in terms of task time, error rate, and task load index. An informal evaluation with a remote expert gives additional insight on utility of features for real world tasks.
Storytelling is an important means for children to build literacy while sharing beliefs, values, and cultural norms. Our work investigates how augmented reality (AR) can fit into creative storytelling practices. We introduce Living Paper, a system for authoring AR narratives that span both digital and tangible media. Our augmented storybook prototype integrates animated AR characters from hand drawings with programmable LED lights that shine through the pages. Living Paper combines the flexibility of digital objects with the tangibility of physical cues to enable the creation of immersive and shareable stories.
While Virtual Reality (VR) hardware is increasingly available and 3D model repositories are plentiful, creating immersive interactive experiences is still hard for non-programmers. Current content creation tools require reasoning about complex spatial interaction logic in some formal language (e.g., textual or visual programming). Programming by demonstration (PbD) has been a promising direction to allow systems to infer rules from examples. But gaps exist between algorithmic advances in PbD and appropriate user interfaces that enable authors to leverage PbD inference while remaining in control of the authoring process. We contribute a new hybrid authoring method “disambiguating demonstrations”, in which users demonstrate interactions between objects in a VR environment and the system generates suggestions based on these interactions providing resolution of dierent options along the way. This enables users to create interactive experiences through demonstration. We evaluate our tool through recreating interactive experiences found in other prior work and other existing systems. ∗Both authors contributed equally to the paper. CCS CONCEPTS • Human-centered computing → Human computer interaction (HCI).