Building XR-AI research prototypes requires navigating two largely separate ecosystems. Mainstream XR development relies on C#/C++ and game engines, while AI development is centered on Python. This toolchain fragmentation slows down contributions to human-AI spatial interaction research. To broaden access to XR development in the Python ecosystem, we present XARP (XR Agent-ready Remote Procedures), a toolkit for rapid XR-AI prototyping in Python. XARP application logic runs on a Python server and controls a Unity client through WebSocket messages. This architecture enables compatibility with multiple client platforms and live reloading of application code without client redeployment. XARP is available to humans as a library and to AI agents as callable tools and through Model Context Protocol. We designed XARP through formative case studies and refined it through an early acceptance evaluation with 24 XR and AI developers and a six-week longitudinal study with two developers building an independent research project. Potential users expected the toolkit to improve their performance and facilitate development. Sustained use confirmed faster iteration and easier setup compared to conventional XR workflows, with asset-intensive and performance-critical projects emerging as the clearest limitations. Technical benchmarks show that hand and head tracking data streaming was close to the device refresh rate of 72 FPS, and that AI agents using XARP consumed 19% fewer tokens than those writing equivalent C# Unity code. Beyond broadening access to XR development, XARP reduces engineering friction in spatial computing research and opens new pathways for AI agents to participate in XR application development. XARP is open source and available at https://github.com/hal-ucsb/xarp.
Tracking moving objects is a critical skill for many everyday tasks, such as crossing a busy street, driving a car or catching a ball. Attention is a key cognitive function that supports object tracking; however, our understanding of the brain mechanisms that support attention is almost exclusively based on evidence from tasks that present stable objects at fixed locations. Accounts of multiple object tracking are also limited because they are largely based on behavioral data alone and involve tracking objects in a 2D plane. Consequently, the neural mechanisms that enable moment-by-moment tracking of goal-relevant objects remain poorly understood. To address this knowledge gap, we developed SABER (Spatial Attention, Brain, Extended Reality), a new framework for studying the behavioral and neural dynamics of attention to objects moving in 3D. Participants (n=32) completed variants of a task inspired by the popular virtual reality (VR) game, Beat Saber, where they used virtual sabers to strike stationary and moving color-defined target spheres while we recorded electroencephalography (EEG). We first established that standard univariate EEG metrics which are typically used to study spatial attention to static objects presented on 2D screens, can generalize effectively to an immersive VR context involving both static and dynamic 3D stimuli. We then used a computational modeling approach to reconstruct moment-by-moment attention to the locations of stationary and moving objects from oscillatory brain activity, demonstrating the feasibility of precisely tracking attention in a 3D space. These results validate SABER, and provide a foundation for future research that is critical not only for understanding how attention works in the physical world, but is also directly relevant to the development of better VR applications.
We study attention in mobile Augmented Reality (AR) using object recall as a proxy outcome. We observe that the ability to recall an object (physical or virtual) that was encountered in a mobile AR experience depends on many possible impact factors and attributes, with some objects being readily recalled while others are not, and some people recalling objects overall much better or worse than others. This opens up a potential cognitive attack in which adversaries might create conditions that make an AR user not recall certain potentially mission-critical objects. We explore whether a calibrated predictor of object recall can help shield against such cognitive attacks. We pool data from four mobile AR studies (with a total of 1,152 object recall probes) and fit a Partial Least Squares Structural Equation Model (PLS-SEM) with formative Object, Scene, and User State composites predicting recall, also benchmarking against Random Forest and multilayer perceptron classifiers. PLS-SEM attains the best F1 score in three of four studies. Additionally, path estimates identify lighting, augmentation density, AR registration stability, cognitive load, and AR familiarity as primary drivers. The model outputs per-object recall probabilities that can drive interface adjustments when predicted recall falls. Overall, PLS-SEM provides competitive accuracy with interpretable levers for design and evaluation in mobile AR.
Building XR-AI research prototypes requires navigating two largely separate ecosystems. Mainstream XR development relies on C#/C++ and game engines, while AI development is centered on Python. This toolchain fragmentation slows down contributions to human-AI spatial interaction research. To broaden access to XR development in the Python ecosystem, we present XARP (XR Agent-ready Remote Procedures), a toolkit for rapid XR-AI prototyping in Python. XARP application logic runs on a Python server and controls a Unity client through WebSocket messages. This architecture enables compatibility with multiple client platforms and live reloading of application code without client redeployment. XARP is available to humans as a library and to AI agents as callable tools and through Model Context Protocol. We designed XARP through formative case studies and refined it through an early acceptance evaluation with 24 XR and AI developers and a six-week longitudinal study with two developers building an independent research project. Potential users expected the toolkit to improve their performance and facilitate development. Sustained use confirmed faster iteration and easier setup compared to conventional XR workflows, with asset-intensive and performance-critical projects emerging as the clearest limitations. Technical benchmarks show that hand and head tracking data streaming was close to the device refresh rate of 72 FPS, and that AI agents using XARP consumed 19
Augmented reality (AR) allows virtual information to be presented in the real world, providing support for numerous tasks including search and navigation. Allowing users access to multiple navigation aids may help leverage the benefits of different navigational guidance methods, but may also have negative perceptual and cognitive impacts. In this study, users performed searches for virtual gems within a large-scale augmented environment while choosing to deploy two different navigation aids either independently or simultaneously: world-locked arrows and an on-screen radar. After completing the search, participants were asked to recall objects that may or may not have been present in the scene. The use of navigation aids impacted object recall, with impaired recall of objects in the environment when an aid was switched on. The results point at possible impact factors of object awareness in mobile AR and underscore the potential for adaptable interfaces to support users navigating the physical world.
Conversational human-AI interaction (CHAI) have recently driven mainstream adoption of AI. However, CHAI poses two key challenges for designers and researchers: users frequently have ambiguous goals and an incomplete understanding of AI functionalities, and the interactions are brief and transient, limiting opportunities for sustained engagement with users. AI agents can help address these challenges by suggesting contextually relevant prompts, by standing in for users during early design testing, and by helping users better articulate their goals. Guided by research-through-design, we explored agentic AI workflows through the development and testing of a probe over four iterations with 10 users. We present our findings through an annotated portfolio of design artifacts, and through thematic analysis of user experiences, offering solutions to the problems of ambiguity and transient in CHAI. Furthermore, we examine the limitations and possibilities of these AI agent workflows, suggesting that similar collaborative approaches between humans and AI could benefit other areas of design.
Head-worn augmented reality (AR) offers exciting possibilities to help users learn new information. By blending digital content with the learner's real-world environment, AR can create engaging and enjoyable experiences that may improve knowledge retention. Electroencephalography (EEG) allows for discreet, continuous monitoring of brain activity at the scalp. This study examined whether the N400 event-related potential (ERP), a brain response linked to semantic processing, could be incorporated into a system combining AR and EEG. While the N400 is reliably elicited by a mismatch in meaning between two sequentially presented stimuli, there are two key outstanding questions. First, how do 3D objects presented in AR impact semantic processing as measured by the N400? Second, is there a reliable N400 to mismatches between an object and its name, in addition to mismatches in meaning? Twenty-four young adults viewed sequential pairs of stimuli through an AR headset while EEG was recorded. We manipulated whether the first stimulus was a 3D object or written word and whether the second stimulus matched or mismatched the first in terms of meaning or name. Participants' reaction times were slower for mismatching pairs when compared to matching pairs in all conditions. Averaged ERP and single-trial classification analyses showed robust differences in brain responses. Additionally, participants were more accurate and exhibited faster behavioral and brain responses for naming compared to meaning judgments. These results suggest the N400 could be used in a combined AR-EEG system to provide feedback on semantic understanding, potentially opening exciting new avenues for enhancing learning.
As AR applications expand across our daily lives, understanding user interactions within mixed environments-where virtual and physical objects coexist-has become increasingly important. This work investigates human performance and behavior during visual search and selection tasks across three object conditions: (1) virtual objects only, (2) physical objects only, and (3) a combination of virtual and physical objects (Mixed) requiring frequent virtuality switching. We also vary the distance to the target plane while maintaining subtended visual angle: a ‘near’ condition at the headset's focal plane and a ‘far’ condition at a mid-zone action space distance of 3 meters. Results indicate that, while there are some small effects that can be linked back to established display phenomena such as Vergence-Accommodation Conflict, a main cause for performance differences among the object conditions comes from people adjusting their search and selection behavior to the challenges of virtuality switching, resulting in Mixed conditions requiring significant longer completion times, associated with significantly larger head motion, eye movement, and controller movement. Mixed conditions also resulted in significantly lower accuracy for target selection. Virtual-to-Physical transitions took the longest to complete, followed by Physical-to-Virtual transitions, both significantly longer than transitions to targets within the same virtuality. Participants also reported increased Eye Strain, Fatigue, and Task Load with the Mixed conditions. This work provides insight into the complexities of mixed object interaction and presents quantitative assessments of pronounced virtuality switching, with implications for designing effective AR interfaces.
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while navigating a physical environment could impact user efficacy and safety, and the implications of these demands are not well understood. Here, we investigate the impact of virtual path guidance and augmentation density (visual clutter) on search performance and memory. Participants walked along a predefined path, searching for physical or virtual items. They experienced two levels of augmentation density, and either walked freely or with enforced speed and path guidance. Augmentation density impacted behavior and reduced awareness of uncommon objects in the environment. Analysis of search task performance and post-experiment item recall revealed differing attention to physical and virtual objects. On the basis of these findings we outline considerations for AR apps designed for use on the go.
Seamless integration of virtual and physical worlds in augmented reality benefits from the system semantically "understanding" the physical environment. AR research has long focused on the potential of context awareness, demonstrating novel capabilities that leverage the semantics in the 3D environment for various object-level interactions. Meanwhile, the computer vision community has made leaps in neural vision-language understanding to enhance environment perception for autonomous tasks. In this work, we introduce a multimodal 3D object representation that unifies both semantic and linguistic knowledge with the geometric representation, enabling user-guided machine learning involving physical objects. We first present a fast multimodal 3D reconstruction pipeline that brings linguistic understanding to AR by fusing CLIP vision-language features into the environment and object models. We then propose "in-situ" machine learning, which, in conjunction with the multimodal representation, enables new tools and interfaces for users to interact with physical spaces and objects in a spatially and linguistically meaningful manner. We demonstrate the usefulness of the proposed system through two real-world AR applications on Magic Leap 2: a) spatial search in physical environments with natural language and b) an intelligent inventory system that tracks object changes over time. We also make our full implementation and demo data available at (https://github.com/cy-xu/spatially_aware_AI) to encourage further exploration and research in spatially aware AI.
While online forums provide a convenient platform for people to interact anonymously with others who share similar interests, they have to deal with large amounts of hate speech and inappropriate content, often posted by users in the heat of the moment. This can have a negative impact on the psychological state of other forum users and moderators, who are tasked to identify and delete such content. We investigate a preventative approach to this problem with the design of EChat, a proof-of-concept augmentation to online forums that helps users attend to their emotional state. The user’s current emotional state is detected using facial emotion recognition, and the aesthetics of the UI are adapted to reflect this emotion. In case of an emotion with negative valence such as anger or sadness, the UI aesthetic is gradually transitioned to one that evokes a more positive emotion. Semi-structured interviews with EChat users confirm the potential of emotion-aware design to reduce hateful content, and also highlight important design considerations.
Head-worn augmented reality (AR) is a hotly pursued and increasingly feasible contender paradigm for replacing or complementing smartphones and watches for continual information consumption. Here, we compare three different AR navigation aids (on-screen compass, on-screen radar and in-world vertical arrows) in a wide-area outdoor user study (n=24) where participants search for hidden virtual target items amongst physical and virtual objects. We analyzed participants search task performance, movements, eye-gaze, survey responses and object recall. There were two key findings. First, all navigational aids enhanced search performance relative to a control condition, with some benefit and strongest user preference for in-world arrows. Second, users recalled fewer physical objects than virtual objects in the environment, suggesting reduced awareness of the physical environment. Together, these findings suggest that while navigational aids presented in AR can enhance search task performance, users may pay less attention to the physical environment, which could have undesirable side-effects.
The integration of large language models and mixed reality technologies has enabled users to engage in free-form conversations with virtual agents across different “realities”. However, if and how the agent’s visual representation, especially when combined with mixed reality environments, will affect the conversation content or user experience is not yet fully understood. In this work, we design and conduct a user study involving two types of visual representations (a human avatar and a symbolic avatar) and two mixed reality environments (virtual reality and augmented reality), facilitating a free-form conversation experience with GPT-3 powered agents. We found evidence that the use of virtual or augmented realities can influence conversation content. Users chatting with avatars in virtual reality made significantly more references to the location or the space, suggesting they tended to perceive conversations as occurring in the agent’s space, whereas the physical AR environment was perhaps more perceived as the user’s space. Conversations with the human avatar improve user recall of the conversation, even though there is no evidence of increased information extracted during the conversation. These observations and our analysis of post-study questionnaires suggest that human avatars can positively impact user memory and experience. We hope our findings and the open-source implementation will help facilitate future research on free-form conversational agents in mixed reality.
By situating computer-generated content in the physical world, mobile augmented reality (AR) can support many tasks that involve effective search and inspection of physical environments. Currently, there is limited information regarding the viability of using AR in realistic wide-area outdoor environments and how AR experiences affect human behavior in these environments. Here, we conducted a wide-area outdoor AR user study ($n=48$) using a commercially available AR headset (Microsoft Hololens 2) to compare (1) user interactions with physical and virtual objects in the environment (2) the effects of different lighting conditions on user behavior and AR experience and (3) the impact of varying cognitive load on AR task performance. Participants engaged in a treasure hunt task where they searched for and classified virtual target items (green “gems”) in an augmented outdoor courtyard scene populated with physical and virtual objects. Cognitive load was manipulated so that in half the search trials users were required to monitor an audio stream and respond to specific target sounds. Walking paths, head orientation and eye gaze information were measured, and users were queried about their memory of encountered objects and provided feedback on the experience. Key findings included (1) Participants self-reported significantly lower comfort in the ambient natural light condition, with virtual objects more visible and participants more likely to walk into physical objects at night; (2) recall for physical objects was worse than for virtual objects, (3) participants discovered more gems hidden behind virtual objects than physical objects, implying higher attention on virtual objects and (4) dual-tasking modified search behavior. These results suggest there are important technical, perceptual and cognitive factors that must be considered if the full potential of “anywhere and anytime mobile AR” is to be realized.
Curating large and high quality datasets for studying affect is a costly and time consuming process, especially when the labels are continuous. In this paper, we examine the potential to use unlabeled public reactions in the form of textual comments to aid in classifying video affect. We examine two popular datasets used for affect recognition and mine public reactions for these videos. We learn a representation of these reactions by using the video ratings as a weakly supervised signal. We show that our model can learn a fine-graind prediction of comment affect when given a video alone. Furthermore, we demonstrate how predicting the affective properties of a comment can be a potentially useful modality to use in multimodal affect modeling.
This paper proposes an intelligent agent that sorts a music collection based on the emotions conveyed by each song, and then suggests an appropriate playlist to the user based on his/her current mood. The user's local music collection is initially clustered based on the emotion the song conveys, i.e. the mood of the song. This is calculated taking into consideration the lyrics of the song, as well as the melody. Every time the user wishes to generate a mood-based playlist, the user takes a picture of themselves at that instant. This image is subjected to facial detection and emotion recognition techniques, recognizing the emotion of the user. The music that best matches this emotion is then recommended to the user as a playlist.