Papers for

assistive technology designers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Selfrionette controller enables avatar control and haptics using fingertip force input

Selfrionette: A Fingertip Force-Input Controller for Continuous Full-Body Avatar Manipulation and Diverse Haptic Interactions

Abstract: We propose Selfrionette, a controller that uses fingertip force input to drive avatar movements in virtual reality (VR). This system enables users to interact with virtual objects and walk in VR using only fingertip force, overcoming physical and spatial constraints. Additionally, by fixing users' fingers, it provides users with counterforces equivalent to the applied force, allowing for diverse and wide dynamic range haptic feedback by adjusting the relationship between force input and virtual movement. To evaluate the effectiveness of the proposed method, this paper focuses on hand interaction as a first step. In User Study 1, we measured usability and embodiment during reaching tasks under Selfrionette, body tracking, and finger tracking conditions. In User Study 2, we investigated whether users could perceive haptic properties such as weight, friction, and compliance under the same conditions as User Study 1. Selfrionette was found to be comparable to body tracking in realism of haptic interaction, enabling embodied avatar experiences even in limited spatial conditions.

Mon 2 NovHuman-Computer Interaction
The gist
Moving freely in virtual reality usually requires space and full body tracking equipment, but this research introduces Selfrionette, a handheld device that lets users control their whole body’s avatar by applying force with just their fingertips. The device not only controls movements but also simulates realistic touch sensations by pushing back on the fingers. The authors tested the system and found it lets users interact and feel objects in the virtual world almost as naturally as with full body tracking, even in limited spaces.
Open → 2611.03052v1

Deep learning models enable cross-user myoelectric gesture control

Comparing Temporal Deep Learning Architectures for Discrete Cross-User Myoelectric Control

Abstract: The recognition of dynamic gestures via discrete myoelectric control is becoming an attractive input modality for event-based human-machine interaction. While recent work suggests that discrete cross-user models are possible (i.e., no calibration data is required from the end user), few have evaluated techniques to optimize these systems and their generalizability to new randomly prompted data simulating real-world discrete control is relatively unknown. Using the 612-user EMG-EPN dataset, this work benchmarks five temporal deep-learning approaches, evaluates the tradeoff between performance and model complexity, and compares hand-crafted and machine-learned feature extraction techniques. The CNN-GRU achieved the best accuracy of 93% when tested on 184 previously unseen users. These models were then evaluated on a different, more realistic, unsegmented dataset, wherein users were randomly prompted to elicit discrete gestures during a continuous data collection. This dataset was recorded five years apart and in a separate country from the data used to train the original model. Results show that the cross-user results scale to this new dataset (accuracies of 96%) even though no feedback was given to users during the elicitation of gestures. These findings highlight the exciting potential of discrete zero-shot cross-user myoelectric control and offer valuable insights for the continued advancement of this promising technology.

Tue 27 OctHuman-Computer Interaction
The gist
Recognizing hand gestures using signals from muscles (myoelectric control) can help people interact with machines. The authors compared several deep learning methods to see which worked best across many different users without needing new training for each person. They found one model that performed well on a large test group and tested it on a separate realistic dataset recorded years later in a different country, still achieving high accuracy. This shows that these models can generalize well and could help make gesture control devices work right away for new users.
Open → 2610.37374v1

Benchmark measures fine body motion understanding from egocentric video

SOMA: A Benchmark for Fine-Grained Egocentric Behavior and Body-Motion Understanding

Abstract: Perceiving human body motion is critical for multimodal systems that understand and assist people. Yet current evaluations of Multimodal Large Language Models (MLLMs) largely focus on objects, scenes, and coarse actions, leaving their ability to reason about the body itself poorly assessed. This is especially challenging from the egocentric perspective, in which the body is only partially visible and motion must be inferred from occluded and temporally distributed cues. We introduce SOMA, a benchmark for fine-grained body-motion understanding from egocentric video, comprising 1,632 human-verified questions across three capability axes: body configuration, motion dynamics, and temporal reasoning. We evaluate 37 leading closed-source, open-source, and specialized egocentric MLLMs, complemented by an extensive human evaluation. We find that humans also find this task difficult from video alone (68.5% accuracy), yet clearly outperform the strongest MLLM (Qwen3.6-27B), which reaches 50.0% zero-shot accuracy. Our error analysis shows that MLLMs often misread the wearer's own body, misjudge events in time, and are prone to biases such as favoring the right hand or under-counting repetitions. To narrow the gap to human performance and support further progress, we introduce a training dataset of aligned video, body motion, and language supervision, and a multimodal baseline that jointly learns from these modalities. By identifying common failure modes and missing capabilities in current MLLMs, we hope SOMA will inspire future research on body-motion understanding and multimodal reasoning. Full benchmark, training data, and code will be released at: https://cnai.epfl.ch/soma

Mon 26 OctComputer Vision and Pattern RecognitionArtificial IntelligenceComputation and Language
The gist
Understanding how people move their bodies from videos taken from their own perspective is really hard, especially when you can't see the whole body all at once. The authors created SOMA, a set of questions and videos designed to test how well computer models understand detailed body movements and their timing. They found that even humans find this task tricky, but current AI models struggle more. To help AI get better, they also provide new training data and a baseline model that learns from video, body motion, and language together.
Open → 2610.36384v1

Interactive gui grounding benchmark measures revealing hidden targets

IGG: A Benchmark for Interactive GUI Grounding under Visibility Constraints

Abstract: GUI grounding benchmarks ask whether an agent can localize a target that is already visible in a static screenshot. Real interfaces often violate this assumption: a target may be off-screen, appear only after a state change or hover, remain occluded, or become actionable after a delay. This leaves the ability to recover target visibility unevaluated. To measure this reveal step, we introduce Interactive GUI Grounding (IGG), a benchmark in which an agent must first make the target visible through interaction and then click it. IGG contains 601 tasks across 16 controllable GUI environments and seven visibility-constraint sub-types, with a compact action space of scrolling, moving, dragging, waiting, and clicking. In our human study, participants achieve 94.6% accuracy, while GPT-5.5 reaches 79.4% and the strongest evaluated open-source VLM reaches only 31.6%. To identify the source of this gap, we conduct two controlled interventions. Telling Qwen3-VL which interaction to perform raises its accuracy only from 30.8% to 33.9%, whereas performing the interaction for the model raises it to 81.9%. The bottleneck is executing the reveal interaction, not recognizing the target once it is exposed. We further show that this capability is learnable, demonstrating that visibility recovery can be strengthened consistently across model families.

Fri 23 OctArtificial Intelligence
The gist
Most existing tests check if a computer can find something within a single screenshot, assuming everything to find is already visible. The authors point out real computer interfaces often hide targets behind scrolls, hovers, or delays, which these tests miss. They created a new challenge called IGG where computers must first interact with the interface to reveal hidden targets before selecting them. Their experiments show humans outperform AI models, mainly because AI struggles with the interaction step needed to uncover targets. They find that teaching models to do these interactions better can improve performance.
Open → 2610.32536v1

Robot performs scooping and feeding motions using learned movements

Demonstration-Based Robotic Feeding Using Dynamic Movement Primitives

Abstract: This paper presents a demonstration-based robotic feeding framework that integrates human demonstration, Dynamic Movement Primitive-based motion planning, vision-based scene perception, and robot control. A human operator first demonstrates the scooping and feeding motions while the position and Euler-angle orientation of the spoon are recorded using a motion-capture system. The recorded trajectory is segmented into scooping and feeding motions, which are encoded using separate Dynamic Movement Primitives. Before task execution, an RGB-D camera estimates the participant's mouth position, while two AprilTags are used for robot-frame registration and tray localization. The detected tray pose is used to position the scooping motion, whereas the detected mouth position defines the positional goal of the feeding motion. The approach, scooping, and feeding trajectories are then executed sequentially by a Kinova Gen3 manipulator through a ROS~2-based framework. A real-world experiment demonstrates the feasibility of the integrated pipeline and shows that the learned spoon motions can be reproduced within the detected experimental scene.

Thu 22 OctRobotics
The gist
Feeding people with robots is hard because it needs careful spoon movements near a mouth. The authors created a way to teach a robot how to scoop food and feed by showing it the motions first. They record these movements, then use a camera to see where the person’s mouth and the food tray are. The robot follows the learned motions adjusted to those positions, showing it can feed using what it learned in a real setting.
Open → 2610.31020v1

Smart glasses improve video answers by focusing on gaze and context

GazeLens for Efficient Egocentric Video Question Answering with Simple Gaze-Driven Adaptive Token Reduction

Abstract: Smart glasses can help users understand their activities and surroundings, but small vision-language models must preserve useful evidence within limited computation. This is difficult because redundant frames consume the visual budget, while aggressive spatial compression can discard relevant details. Although gaze identifies the wearer's focus, the question may require evidence from the surrounding scene. To address these constraints, we propose GazeLens, which combines frame selection with gaze- and question-guided token reduction. First, HOG transitions and image sharpness select frames before visual encoding. For each selected frame, Gaussian pooling then forms gaze-focused and complementary summaries. Because their relevance depends on the question, a lightweight gate blends them into a primary token. Together with a global scene token, this retains both focused and contextual summaries within two tokens per frame. On StreamGaze, GazeLens achieves higher macro and micro accuracy than the evaluated full-grid and token-reduction baselines, with lower input-forward FLOPs than the shared-backbone token-reduction baselines.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
When smart glasses watch what you do, they need to answer questions about the video without using too much computing power. The authors created GazeLens, a system that picks important video frames and looks at where you are actually looking (your gaze) to keep details that matter. Instead of keeping every tiny part of the video, GazeLens combines focused spots with the wider scene to keep just the right information. This helps it answer questions better and faster than other methods.
Open → 2610.28502v1

Large audio language models align sound and text through shared neurons

Uncovering Audio-Text Alignment in Large Audio-Language Models through Cross-Modal Concept Neurons

Abstract: While the language model backbone is pretrained on text alone, large audio-language models (LALMs) can, to a great extent, recognize acoustic attributes, such as emotion, speaker gender, and spoken language. However, it is unclear how the audio representation is integrated, if at all, with the other text representation before the model produces text. We hypothesize that there is a shared subspace where the audio and text representations are aligned. To test this hypothesis, we identify cross-modal neurons that are responsible for representing both audio and text. We find alignment between audio and text neurons to various degrees across three LALMs and four acoustic attribute types. Causal interventions, steering and deactivating the neurons, confirm that the cross-modal neurons are not just necessary for prediction but can also be manipulated.

Tue 20 OctSoundComputation and Language
The gist
Some large models that work with both sound and language can understand things like emotion or speaker gender from audio, even though they learn language from text alone. The authors looked for neurons inside these models that respond to both sound and text, showing that the two types of information are connected in a shared space. By experimenting with these neurons, they found they could influence how the model interprets the audio and text signals. This shows how audio and text are intertwined inside big language models that also handle sound.
Open → 2610.28189v1

Brain signals decoded to animate realistic 3D head avatars

Brain2Face: A Study on the Relation of EEG Signals and Spatio-temporal Head Avatars

Abstract: Driving digital head avatars is classically done by hand-crafted artist design or by image-based facial performance capture. In this work, we ask whether spatio-temporal tracking of the humans's head geometry and appearance can be performed solely from brain signals, i.e., Electroencephalography (EEG). Since prior work mostly focused on activity and emotion recognition, this task is relatively unexplored without even having publicly available high-quality datasets and benchmarks. Thus, we contribute a dataset featuring paired EEG and human head geometry as well as appearance annotations. We synchronize 64-channel EEG with per-frame expression latent codes of a personalized Gaussian head avatar. Second, we introduce a baseline to the task of expression recovery of a head avatar from EEG signals. To this end, we propose a dedicated EEG-to-expression model that takes a temporal sequence of EEG signals as input and regresses the latent expression parameters of the 3D Gaussian head avatar. Lastly, we validate our capture and algorithmic design choices through a benchmark protocol that we introduce to this task. We believe this work paves the way towards better understanding of the relation between EEG signals and facial surface as well as appearance changes.

Mon 12 OctComputer Vision and Pattern RecognitionHuman-Computer Interaction
The gist
Capturing facial expressions and head movements usually depends on cameras or artist design. This paper explores whether brainwave signals recorded by EEG can be used instead to recreate 3D digital head avatars' expressions and appearances. To do this, the authors collected synchronized EEG data along with 3D facial geometry and created a baseline model that predicts expression changes from EEG readings. Their work includes a new dataset and evaluation protocol to help understand how brain signals relate to the way a face looks and moves.
Open → 2610.17356v1

Interaction mediated control improves robotic arm guidance with minimal user input

Active Inference for Interaction-Mediated Control of a High-Dimensional Robotic Arm

Abstract: We propose interaction-mediated control via Active Inference as a general architectural approach to high-dimensional control problems in Human--Computer Interaction (HCI). This architecture recasts user interaction as the provision of evidence about a latent task objective, rather than the direct specification of plant-control inputs. The mediating function is distributed between an interaction broker, which selects informative user queries and performs Bayesian inference over user preferences, and an Active Inference controller, which autonomously plans and acts under the resulting preference information to control the plant. This division of labour decouples the semantics of user interaction from those of low-level plant control. We instantiate the architecture in a simulated, multi-link robotic arm to perform a simultaneous whole-arm target-coverage task. A simulated user communicates exclusively through a clutch-style binary evaluative channel, without specifying joint-torque commands. Across increasing arm dimensionalities, the architecture achieves successful interaction-mediated control, although task success is lower than when the controller receives the true target preferences directly. Exact target-subset identification also remains imperfect, highlighting the distinction between preference inference and successful task completion. The experimental findings provide an initial computational demonstration of the proposed architecture under controlled, matched-model assumptions and motivate its further investigation in broader HCI applications.

Wed 7 OctHuman-Computer Interaction
The gist
Controlling complex robotic arms usually requires detailed user commands, which can be difficult to provide. This paper shows a new way where a user gives simple yes/no feedback instead of precise instructions, and a smart system figures out the user's goal and controls the arm accordingly. The researchers tested this idea on simulated robotic arms with many joints and found their system could still complete tasks well, although not perfectly. This approach separates understanding the user's desires from the low-level robot controls, making it easier for people to guide high-dimensional machines.
Open → 2610.10275v1

Imagined speech decoding shows potential across different people with eeg

Decoding Imagined Speech: A Strictly Subject-Independent Approach Using EEG

Abstract: Imagined speech decoding from electroencephalography (EEG) has gained increasing attention as a potential communication pathway for individuals with severe motor impairments, yet reported performance often relies on evaluation protocols that do not clearly reflect cross-subject generalization. This study presents a transparent baseline investigation of a multi-class imagined speech EEG dataset under a strictly subject-independent evaluation framework. Two preprocessing and feature extraction pipelines were compared: a time-domain statistical feature approach and a frequency-domain spectral bandpower approach, evaluated using subject-wise cross-validation and trial-level majority voting with a random forest classifier. The spectral pipeline achieved a significantly higher mean trial-wise accuracy than the statistical pipeline (49.03 $\pm$ 4.18% vs. 37.97 $\pm$ 3.79%) for coarse-level classification across subjects. Forward feature selection further indicated that a limited subset of frequency bands captured most of the discriminative information. Overall, this work provides a strong basis for future brain-computer interface studies targeting improved cross-subject generalization in EEG-based imagined speech decoding.

Thu 24 SeptArtificial Intelligence
The gist
Understanding what someone imagines saying from brain signals could help people who cannot speak communicate. The authors studied brain waves recorded with EEG from many people imagining speech and tested methods that work regardless of whose brain data is used for training. They found that analyzing brain waves based on their frequency patterns worked better than simpler statistical features. This suggests certain brainwave frequencies carry the key signals needed for decoding imagined speech across different people. Their results provide a useful starting point for building communication devices that work broadly.
Open → 2609.29820v1

Multi-teacher training improves real-time speech recognition for electrolarynx users

Multi-Teacher Distillation for Cross-Domain Streaming Electrolaryngeal Speech Encoding

Abstract: Self-supervised learning (SSL) has improved speech representations, yet performance degrades in pathological domains such as electrolaryngeal (EL) speech, and the computational footprint of SSL models limits their applicability in real-time, on-device deployment. We propose a multi-teacher knowledge distillation framework to train a lightweight, streaming content encoder that generalizes across healthy (HE) and EL speech. Two teachers are distilled progressively: a frozen SSL model providing discrete phonetic cluster targets from HE speech, and an EL-fine-tuned speech recognition model supplying continuous bottleneck feature targets. Evaluated via downstream speech recognition, our approach reduces the EL word error rate to 21.2%, compared to 39.3% for the strongest zero-shot SSL baseline. Among causal convolutional, Transformer, Conformer, and Mamba-based student architectures, a Mel-Conformer achieves the best combination of EL accuracy and computational efficiency. The final encoder contains 21.9,M parameters and runs at a real-time factor of 0.30 under ONNX Runtime on a single CPU core.

Wed 16 SeptSound
The gist
Speech recognition systems usually struggle to understand electrolaryngeal speech, which is speech produced using a medical device after someone loses their voice box. The authors designed a new way to train a small, fast speech recognition model by learning from two larger models: one trained on normal speech and another fine-tuned on electrolaryngeal speech. This method helps their model better understand both healthy and electrolaryngeal speech in real-time on simple devices. Their model cuts errors in electrolaryngeal speech recognition from about 39% down to 21%.
Open → 2609.18686v1

Anthropomorphic hand learns to crawl and manipulate objects independently

Fingers as Legs: Learning Self-Supported Locomotion and Manipulation with an Anthropomorphic Hand

Abstract: A walking robotic hand must use the same fingers to move its body, support its weight, and interact with the environment. We show how an anthropomorphic hand can learn these skills while retaining its finger design and position controller. Onboard power and computation make the platform self-contained. Our reinforcement learning approach accounts for the hand's unequal fingers, with training in a simulator calibrated from hardware measurements. In simulation, the hand moves faster with our reward formulation than with tuned rewards originally designed for quadrupeds. On hardware, task-specific policies enable untethered crawling, steering, and fall recovery. While supporting its own weight, the hand also executes successive keyboard commands without vision and pushes an object to targets using overhead visual feedback. These results demonstrate a compact mobile manipulator that reuses its fingers for locomotion and interaction, without a separate locomotion mechanism.

Tue 15 SeptRobotics
The gist
Robotic hands usually use fingers just for grabbing things, but this work shows a hand that can also walk around using its fingers like legs. The authors taught the hand through simulation how to move, steer, and recover from falls while supporting its own weight. On the real robot, the hand can crawl without any wires, press keyboard keys, and push objects to targets. This shows a small robot hand that moves itself and interacts without needing extra legs or wheels.
Open → 2609.17172v1

Multi-agent system improves nonvisual access to virtual worlds for blind users

Beyond Scene Description: Multi-Agent Orchestration for Non-visual Access to Virtual Worlds

Abstract: Virtual worlds now host classrooms, meetings, conferences, shops, and social venues, and nearly every interaction they expose assumes a user who can scan a three-dimensional scene, follow avatars, and read floating panels. Blind and visually impaired (BVI) users are left with assistive tools that each solve one task in isolation: naming an object, reading text, describing a scene, or planning a route. A live virtual room defeats that model: obstacles, speakers, gestures, chat, slides, and notifications arrive together, and a tool that narrates all of them trades a visual barrier for an auditory one. This paper presents MetaBlind, an architecture that distributes nonvisual access across eight specialized agents, spanning perception, navigation, social and object interaction, communication, safety and trust, memory, and personalization, and that places an Accessibility Orchestrator between those agents and the user. Agents publish candidate information into a shared accessibility context instead of speaking to the user directly. The orchestrator scores each candidate on safety relevance, goal relevance, urgency, confidence, user relevance, and estimated listening load, then releases only the items it judges relevant at that moment through speech, structured audio, or haptic output. We give the selection step a formal statement, specify the orchestration cycle as an algorithm, and define an evaluation protocol against a single-agent assistant. MetaBlind is reported at the design stage, with no prototype measurement or user study, and the protocol states which outcomes would support the design and which would refute it.

Sun 13 SeptArtificial Intelligence
The gist
Virtual worlds often rely on visual information that blind or visually impaired people cannot easily access. Existing tools each handle only one task like naming objects or describing scenes. The authors present MetaBlind, a system that uses multiple specialized agents working together to gather and prioritize useful information, and then shares only the most relevant details with the user through speech or touch. This approach aims to reduce information overload and make virtual worlds more accessible. The paper describes the system design and how to evaluate it, but no prototype or user testing has been conducted yet.
Open → 2609.14512v1

Vision language models learn to generate clearer references from gaze data

Learning to Refer from Estimated Listener Gaze

Abstract: We propose to finetune vision-language models to generate more pragmatically optimal referring expressions by transforming observations of incremental listener comprehension, in the form of gaze scanpaths, into learning signals. During training, referring expressions are sampled from the speaker policy being optimized, conditioned on images and target referents; then, a neural listener estimating human gaze behavior maps from images and sampled referring expressions to scanpaths, each represented by a sequence of fixations, with each fixation corresponding to a word in the referring expression. We experiment with several approaches to convert fixation sequences and target referents into token- and sequence-level rewards, which are used to optimize policy parameters. Through evaluation with human listeners, we find that speaker policies trained with gaze-estimating listeners result in significantly more pragmatically-optimal references than base models, reducing sequence length from 15.4 down to 4.0 words while increasing referential success from 75.2 up to 80.0%. Our work demonstrates a promising opportunity for learning to generate utterances through language-based interaction, not only from the explicit signal of communicative success, but also from implicitly-available observations of a listener's process of comprehension.

Sun 13 SeptComputation and Language
The gist
This paper looks at how computer programs that describe images can get better at talking by watching where people look while listening. The researchers trained a model to predict human eye movements while hearing a description and used that to teach the program to say things more clearly and briefly. This approach helped the program make shorter descriptions that people understood more often. It shows a new way computers can improve communication by learning from how people process language, not just whether they understand it.
Open → 2609.14207v1