Researcher profile

James A. Landay

James A. Landay contributes to research discovery and scholarly infrastructure.

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Published work

2 published item(s)

preprint2026arXiv

"What Are You Really Trying to Do?": Co-Creating Life Goals from Everyday Computer Use

Recent advances in user modeling make it feasible to conduct open-ended inference over a person's everyday computer use. Despite longstanding visions of systems that deeply understand our actions and the purposes they serve in our lives, existing systems only capture what a person is doing in the moment -- not why they are doing it -- limiting these systems to surface-level support. We introduce striving co-creation, a process for inferring broader life goals from unstructured observations of computer use. Grounded in Activity Theory and Emmons' personal strivings framework, our system progressively constructs a hierarchical representation of a person's activities. Crucially, strivings are difficult to fully resolve from observation alone, as the same action can be driven by many different goals. Our system therefore supports an editing interface that gives people agency over how they are understood by the system, feeding their corrections back into subsequent rounds of striving induction. In a week-long field deployment (N=14), we find that our co-creation process produces strivings that are representative of participants' long-term goals and gives them greater agency than baseline methods.

preprint2022arXiv

Beyond Being Real: A Sensorimotor Control Perspective on Interactions in Virtual Reality

We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or scaling up the user's avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.