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Mòo-Zhéh              Wóo

Muzhe Wu

Student / Researcher
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Curriculum Vitae (PDF)

About Me

I am currently a visiting researcher at the Human-Computer Interaction Institute (HCII) at Carnegie Mellon University advised by David Lindlbauer.

My research focuses on empowering people by understanding human cognitive processes (e.g., learning, attention, agency) and developing interaction techniques and experiences that enhance these processes.

I was fortunate to kick off my research journey with Anhong Guo and Xu Wang in my undergrad exploring AR-based intelligent tutoring systems, and, during my master's, also advised by Hong Shen working on responsible AI (socio-technical).

🔊 I'm applying for PhD programs this cycle (Fall 2025). I'd love to chat if there are any opportunities!

Education

  • Carnegie Mellon University
    Master of Educational Technology and Applied Learning Sciences
    Pittsburgh, PA
  • University of Michigan
    BSc in Computer Science
    Ann Arbor, MI
  • Shanghai Jiao Tong University
    BSc in Electrical and Computer Engineering
    Shanghai, China

Research Projects

PS: Some projects may not be fully visible here. Please reach out if you are interested in more details.

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Towards Understanding the Trade-off between Sense of Agency and Performance in Assisted Target Selection in Virtual Reality
Muzhe Wu, Byungjoo Lee, David Lindlbauer
Available Soon
Virtual Reality (VR) systems enable immersive experiences while providing users with efficient interaction techniques for tasks such as selection or manipulation. With the increased integration of AI-powered intelligent assistants, these interaction techniques continue to improve users' performance by anticipating their goals and actions. It is yet unclear, however, if such advanced interaction techniques negatively influence users' sense of agency. We explore this trade-off through a user study (N=12) on target selection tasks while varying the levels of assistance and task difficulty. We measured the sense of agency with the intentional binding paradigm and questionnaire, and compared this data with quantitative performance metrics. Our results reveal that while a higher level of assistance improved performance, the sense of agency remained stable in difficult task settings and increased in easy task settings, which might be due to participants becoming more proactive and attentive under high-assistance conditions. We provide guidelines for future intelligent interaction techniques that aim to balance performance with the sense of agency.
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New Ears: An Exploratory Study of Audio Interaction Techniques for Performing Search in a Virtual Reality Environment
Muzhe Wu*, Yi-Fei Cheng*, David Lindlbauer
To Appear at IEEE ISMAR 2024
Efficiently searching and navigating virtual scenes is essential for performing various downstream tasks and ensuring a positive user experience in VR. Prior VR interaction techniques for such scenarios predominantly rely on users' visual perception, which contrasts with physical reality, where people typically rely on multimodal information, especially auditory cues, to guide their spatial awareness. In this work, we explore the potential of leveraging auditory interaction techniques to enhance spatial navigation in virtual environments. We drew inspiration from prior distant interaction techniques and developed four approaches to augmenting how users hear in the virtual environment: Audio Teleportation, Audio Cone, Ninja Ears, and Boom Mic. In a comparative user study (N = 25), we evaluated these approaches against a baseline teleportation technique in a search task, where participants traversed a virtual environment to locate target items. Our results suggest that several of our audio interaction techniques may enable more efficient search behaviors while enhancing overall user experience. However, not all techniques were appreciated equally, suggesting that careful attention to their design is critical for ensuring their effectiveness. We conclude by discussing the potential implications of our results for future audio interaction technique designs.
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On "AR-Based Intelligent Tutoring for Physical Task Learning"
Muzhe Wu*, Haocheng Ren*, Gregory Croisdale, Anhong Guo, Xu Wang
Michigan AI Symposium 2022 (Best Demo )
In Submission
Learning to solve a Rubik's Cube requires the learners to repeatedly practice a skill component, e.g., identifying a misplaced square and putting it back. However, for 3D physical tasks such as the Rubik's Cube, generating sufficient repeated practice opportunities for learners can be challenging, in part because repeated configuration of physical objects is strenuous. We propose Rubikon, an intelligent tutoring system for learning to solve the Rubik's Cube. Rubikon reduces the necessity for repeated manual configurations of the Rubik's Cube without compromising the tactile experience of handling a physical cube. The foundational design of Rubikon is an AR setup, where learners manipulate a physical cube while seeing an AR-rendered cube on the screen. Rubikon automatically generates configurations of the Rubik's Cube to target learners' weaknesses and help them exercise diverse knowledge components. A between-subjects experiment showed that Rubikon learners scored 25% higher on a post-test compared to baselines.
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On "Early-Stage Risk Identification in Responsible AI"
Muzhe Wu*, Yanzhi Zhao*, Shuyi Han, Michael Xieyang Liu, Hong Shen
In Submission
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ActiveAI: The Effectiveness of an Interactive Tutoring System in Developing K-12 AI Literacy
Ying-Jui Tseng, Gautam Yadav, Xinying Hou, Muzhe Wu, Yun-Shuo Chou, Claire Che Chen, Chia-Chia Wu, Shi-Gang Chen, Yi-Jo Lin, Guanze Liao, and Kenneth R. Koedinger
ECTEL 2024
As we witness groundbreaking advancements in Artificial Intelligence (AI), it is clear that the next generation must be equipped with AI literacy: the skill to interact, evaluate, and collaborate with AI systems. This study introduces ActiveAI, a scalable web-based tutoring system aligned with AI4K12's five big ideas in AI, designed to foster AI literacy among K-12 students through active learning and interaction with intelligent agents. A controlled classroom study involving 171 middle school learners was conducted to assess the effectiveness of ActiveAI in fostering AI literacy skills and competency toward AI. Results showed that, compared to students in the tell-and-practice control condition, students who used ActiveAI exhibited higher post-test performance in the module about how next-word prediction and temperature work in large language models. Students also developed higher self-reported competence toward AI after using ActiveAI than in the control condition. We conclude by suggesting assessment designs that promote deeper engagement with AI concepts by addressing students' common misconceptions, like “AI thinks just like humans”, in K-12 AI literacy education.

Prototypes

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How Do You See The World
Simulate visual impairments in VR environments to educate people about these conditions and increase awareness.
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Mini-World
Replicate the sense of co-presence in web browsing with Chrome Extension.
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XR Goal Tracker
Prototype immersive XR goal tracking experience exploring concepts of personification and fading.
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Wiki-Learn
Enhance informal learning on Wikipedia with LLM-based instruction and assessment generation with Chrome Extension.

Other Projects

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Why Antiwork: A RoBERTa-Based System for Work-Related Stress Identification and Leading Factor Analysis
Leverage a subreddit as a data source, create and train a model to detect antiwork sentiments, reveal that lack of authority, frustrating recruitment experiences, and unfair compensation are major contributors to employee dissatisfaction and antiwork sentiments.
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Towards Understanding the Relationship between Misinformation and Engagement for Online Medical Videos
Examine the feasibility of computationally understanding the relationship between misinformation and engagement from different modalities in online medical videos.
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Auxiliary Variables Improve Group Accuracy without Group Information
Validate the effectiveness of auxiliary variables in the first stage of the JTT/BAM algorithm resolving the spurious correlation problem with fine-grained datasets.
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FAD: Feature Alignment Discriminator for Text Summarization
Building block useful in the fine-tuning process for text generators like BART, which addresses problems of discreteness in adversarial learning for NLP, better captures the word distribution, and achieves SOTA ROUGE score of abstractive text summarization in DailyMail/CNN dataset.
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Retro Game API for Reinforcement Learning
Jim-Team
Reinforcement learning simulation API for retro games (e.g., Pokemon Gold), built on OpenAI Gym-Retro package, featuring utility classes (recorder, interactor, and dataset), vision transform classes (random cropping, random convolution, and gaussian noise) and a GUI visualizing observation space and state information.
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Mask Distribution Simulator
C++ program that simulates the distribution of masks among the cities with a certain mask production capacity during the COVID-19 pandemic.

Honors & Awards

    Carnegie Mellon University Merit Scholarship
    University of Michigan Dean's Honor List
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    Michigan AI Symposium Best Demo Award
    Shanghai Jiao Tong University Undergraduate Excellent Scholarship
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    Mathematical Contest in Modeling Meritorious Winner Prize
    University Physics Competition Silver Medal