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James A. Landay

James A. Landay appears in the imported research catalog. Authorship, coauthor and topic links are available while profile ownership is still unclaimed.

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3 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.

preprint2016arXiv

Towards a Drone Cinematographer: Guiding Quadrotor Cameras using Visual Composition Principles

We present a system to capture video footage of human subjects in the real world. Our system leverages a quadrotor camera to automatically capture well-composed video of two subjects. Subjects are tracked in a large-scale outdoor environment using RTK GPS and IMU sensors. Then, given the tracked state of our subjects, our system automatically computes static shots based on well-established visual composition principles and canonical shots from cinematography literature. To transition between these static shots, we calculate feasible, safe, and visually pleasing transitions using a novel real-time trajectory planning algorithm. We evaluate the performance of our tracking system, and experimentally show that RTK GPS significantly outperforms conventional GPS in capturing a variety of canonical shots. Lastly, we demonstrate our system guiding a consumer quadrotor camera autonomously capturing footage of two subjects in a variety of use cases. This is the first end-to-end system that enables people to leverage the mobility of quadrotors, as well as the knowledge of expert filmmakers, to autonomously capture high-quality footage of people in the real world.