27 Search Results for "Casini, Daniel"


Document
A Survey of Real-Time Support, Analysis, and Advancements in ROS 2

Authors: Daniel Casini, Jian-Jia Chen, Jing Li, Federico Reghenzani, and Harun Teper

Published in: LITES, Volume 11, Issue 1 (2026). Leibniz Transactions on Embedded Systems, Volume 11, Issue 1


Abstract
The Robot Operating System 2 (ROS 2) has emerged as a relevant middleware framework for robotic applications, offering modularity, distributed execution, and communication. In the last six years, ROS 2 has drawn increasing attention from the real-time systems community and industry. This survey presents a comprehensive overview of research efforts that analyze, enhance, and extend ROS 2 to support real-time execution. We first provide a detailed description of the internal scheduling mechanisms of ROS 2 and its layered architecture, including the interaction with DDS-based communication and other communication middleware. We then review key contributions from the literature, covering timing analysis for both single- and multi-threaded executors, metrics such as response time, reaction time, and data age, and different communication modes. The survey also discusses community-driven enhancements to the ROS 2 runtime, including new executor algorithm designs, real-time GPU management, and microcontroller support via micro-ROS. Furthermore, we summarize techniques for bounding DDS communication delays, message filters, and profiling tools that have been developed to support analysis and experimentation. To help systematize this growing body of work, we introduce taxonomies that classify the surveyed contributions based on different criteria. This survey aims to guide both researchers and practitioners in understanding and improving the real-time capabilities of ROS 2.

Cite as

Daniel Casini, Jian-Jia Chen, Jing Li, Federico Reghenzani, and Harun Teper. A Survey of Real-Time Support, Analysis, and Advancements in ROS 2. In LITES, Volume 11, Issue 1 (2026). Leibniz Transactions on Embedded Systems, Volume 11, Issue 1, pp. 1:1-1:37, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2026)


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@Article{casini_et_al:LITES.11.1.1,
  author =	{Casini, Daniel and Chen, Jian-Jia and Li, Jing and Reghenzani, Federico and Teper, Harun},
  title =	{{A Survey of Real-Time Support, Analysis, and Advancements in ROS 2}},
  journal =	{Leibniz Transactions on Embedded Systems},
  pages =	{1:1--1:37},
  ISSN =	{2199-2002},
  year =	{2026},
  volume =	{11},
  number =	{1},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LITES.11.1.1},
  URN =		{urn:nbn:de:0030-drops-257914},
  doi =		{10.4230/LITES.11.1.1},
  annote =	{Keywords: ROS 2, middleware, real-time, timing predictability, publish-subscribe}
}
Document
Schedulability Analysis of OpenMP Applications Under Heuristic Task-To-Thread Mapping

Authors: Mohammad Samadi, Tiago Carvalho, Luís Miguel Pinho, and Sara Royuela

Published in: OASIcs, Volume 140, 7th Workshop on Next Generation Real-Time Embedded Systems (NG-RES 2026)


Abstract
Task-to-thread mapping is a key process in parallel applications to achieve the best possible performance. This process is even more challenging when it is required to meet the schedulability and timing requirements of critical systems. In these systems, mapping tasks to threads is usually carried out using static scheduling (i.e., offline mapping) to improve system schedulability, with several approaches being presented in the literature. Nevertheless, there has been little analysis on the impact that these static mapping approaches have on the schedulability of applications exploiting OpenMP, a model increasingly seen as a suitable mechanism to leverage the potential of parallel and heterogeneous processor architectures. This paper, therefore, performs a throughout evaluation of the recently presented heuristic task-to-thread mapping working with different heuristics through allocation and dispatching phases, compared with state-of-the-art, in terms of schedulability. This process is performed using a state-of-the-art schedulability analysis methodology through an integration of our simulator and an existing schedulability toolset. This evaluation allows for identifying the static heuristic mapping approaches that achieve tighter schedulability analysis than other methods in the literature.

Cite as

Mohammad Samadi, Tiago Carvalho, Luís Miguel Pinho, and Sara Royuela. Schedulability Analysis of OpenMP Applications Under Heuristic Task-To-Thread Mapping. In 7th Workshop on Next Generation Real-Time Embedded Systems (NG-RES 2026). Open Access Series in Informatics (OASIcs), Volume 140, pp. 2:1-2:12, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2026)


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@InProceedings{samadi_et_al:OASIcs.NG-RES.2026.2,
  author =	{Samadi, Mohammad and Carvalho, Tiago and Pinho, Lu{\'\i}s Miguel and Royuela, Sara},
  title =	{{Schedulability Analysis of OpenMP Applications Under Heuristic Task-To-Thread Mapping}},
  booktitle =	{7th Workshop on Next Generation Real-Time Embedded Systems (NG-RES 2026)},
  pages =	{2:1--2:12},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-415-4},
  ISSN =	{2190-6807},
  year =	{2026},
  volume =	{140},
  editor =	{Ali, Hazem Ismail and Kurunathan, Harrison},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.NG-RES.2026.2},
  URN =		{urn:nbn:de:0030-drops-254204},
  doi =		{10.4230/OASIcs.NG-RES.2026.2},
  annote =	{Keywords: OpenMP, task-to-thread mapping, heuristics, response time, schedulability}
}
Document
Improved Elastic Scheduling Algorithms for Implicit-Deadline Tasks

Authors: Marion Sudvarg, Christopher Gill, and Sanjoy Baruah

Published in: LITES, Volume 10, Issue 2 (2025): Special Issue on Industrial Real-Time Systems. Leibniz Transactions on Embedded Systems, Volume 10, Issue 2


Abstract
Elastic scheduling provides a framework under which the utilizations of recurrent tasks are reduced by increasing their periods in response to system overload. The original elastic scheduling model was proposed by Buttazzo et al. in 1998 for implicit-deadline tasks on a uniprocessor and decreases task utilizations to satisfy a schedulable utilization bound. In 2019, Orr and Baruah extended the framework to multiprocessor scheduling of implicit-deadline tasks. In this paper, we propose, analyze, and evaluate new elastic scheduling algorithms for several of the scheduling policies considered in these prior works. In particular, (i) we evaluate an algorithm that we proposed as a short note in the Real-Time Systems journal and demonstrate that it allows for faster admission control than the algorithm of Buttazzo et al. when applied to uniprocessor and fluid scheduling. (ii) We also present faster elastic scheduling algorithms for partitioned EDF scheduling. Finally, (iii) we provide polynomial-time exact elastic scheduling algorithms for global EDF and global RM.

Cite as

Marion Sudvarg, Christopher Gill, and Sanjoy Baruah. Improved Elastic Scheduling Algorithms for Implicit-Deadline Tasks. In LITES, Volume 10, Issue 2 (2025): Special Issue on Industrial Real-Time Systems. Leibniz Transactions on Embedded Systems, Volume 10, Issue 2, pp. 2:1-2:36, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@Article{sudvarg_et_al:LITES.10.2.2,
  author =	{Sudvarg, Marion and Gill, Christopher and Baruah, Sanjoy},
  title =	{{Improved Elastic Scheduling Algorithms for Implicit-Deadline Tasks}},
  journal =	{Leibniz Transactions on Embedded Systems},
  pages =	{2:1--2:36},
  ISSN =	{2199-2002},
  year =	{2025},
  volume =	{10},
  number =	{2},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LITES.10.2.2},
  URN =		{urn:nbn:de:0030-drops-252346},
  doi =		{10.4230/LITES.10.2.2},
  annote =	{Keywords: real-time systems, elastic scheduling, scheduling algorithms}
}
Document
Human Factors and Behavioral Performance Evaluation Framework for IntraVehicular Activities(IVAs) Under Simulated Lunar Gravity: Focus on the Lunar Agriculture Module (LAM)

Authors: Kyunghwan Kim, Daniel Schubert, Gisela Detrell, and Aidan Cowley

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
The Planetary Infrastructure Research Group at the German Aerospace Center (DLR) is developing a Lunar Agriculture Module (LAM) to support sustainable food production and provide Bioregenerative Life Support System (BLSS) functions for long-duration lunar missions. Despite various ongoing research efforts on BLSS development and lunar surface human activities, a critical knowledge gap remains regarding how reduced gravity (0.16g) impacts human factors and behavioral performance (HFBP) during intravehicular activities (IVAs) in a lunar module. To fill the existing research gap, DLR is constructing the Lunar Agriculture Module - Reduced Gravity Simulator (LAM-RGS). The LAM-RGS integrates a Mixed Reality (MR) environment - combining Physical Reality (PR) mockups and Virtual Reality (VR) systems - with a gravity offloading system and multimodal data acquisition tools. This simulator will assess task performance, workload, and biomechanics under simulated lunar gravity conditions to optimize the internal system and rack design of the LAM, minimize ergonomic risks, and improve human-system interaction. To achieve these goals, this paper presents the experimental design and architecture of the LAM-RGS, introducing a four-pillar research framework consisting of: (1) simulator system development and experimental design, (2) system integration and validation, (3) human factors and performance assessment, and (4) data-driven design optimization. The proposed methodology provides a foundation for systematically evaluating human performance in lunar IVA operations and supports the evidence-based design of future lunar habitat systems.

Cite as

Kyunghwan Kim, Daniel Schubert, Gisela Detrell, and Aidan Cowley. Human Factors and Behavioral Performance Evaluation Framework for IntraVehicular Activities(IVAs) Under Simulated Lunar Gravity: Focus on the Lunar Agriculture Module (LAM). In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 14:1-14:15, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{kim_et_al:OASIcs.SpaceCHI.2025.14,
  author =	{Kim, Kyunghwan and Schubert, Daniel and Detrell, Gisela and Cowley, Aidan},
  title =	{{Human Factors and Behavioral Performance Evaluation Framework for IntraVehicular Activities(IVAs) Under Simulated Lunar Gravity: Focus on the Lunar Agriculture Module (LAM)}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{14:1--14:15},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.14},
  URN =		{urn:nbn:de:0030-drops-240044},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.14},
  annote =	{Keywords: Bioregenerative Life Support Systems (BLSS), Human Factors and Behavioral Performance (HFBP) Evaluation, Human-In-The-Loop (HITL), Intravehicular Activity (IVA), Lunar Agriculture Module (LAM), Mixed Reality (MR), Module Design Optimization, Simulated Lunar Gravity}
}
Document
Human-AI Interaction in Space: Insights from a Mars Analog Mission with the Harmony Large Language Model

Authors: Hippolyte Hilgers, Jean Vanderdonckt, and Radu-Daniel Vatavu

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
The operational complexities of space missions require reliable, context-aware technical assistance for astronauts, especially when technical expertise is not available onboard and communication with Earth is delayed or limited. In this context, Large Language Models present a promising opportunity to augment human capabilities. To this end, we present Harmony, a model designed to provide astronauts with real-time technical assistance, fostering human-AI collaboration during analog missions. We report empirical results from an experiment involving seven analog astronauts that evaluated their user experience with Harmony in both a conventional environment and an isolated, confined, and extreme physical setting at the Mars Desert Research Station over four sessions, and discuss how the Mars analog environment impacted their experience. Our findings reveal the extent to which human-AI interactions evolve across various user experience dimensions and suggest how Harmony can be further adapted to suit extreme environments, with a focus on SpaceCHI.

Cite as

Hippolyte Hilgers, Jean Vanderdonckt, and Radu-Daniel Vatavu. Human-AI Interaction in Space: Insights from a Mars Analog Mission with the Harmony Large Language Model. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 1:1-1:20, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{hilgers_et_al:OASIcs.SpaceCHI.2025.1,
  author =	{Hilgers, Hippolyte and Vanderdonckt, Jean and Vatavu, Radu-Daniel},
  title =	{{Human-AI Interaction in Space: Insights from a Mars Analog Mission with the Harmony Large Language Model}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{1:1--1:20},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.1},
  URN =		{urn:nbn:de:0030-drops-239912},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.1},
  annote =	{Keywords: Extreme user experience, Human-AI interaction, Isolated-confined-extreme environment, Interaction design, Large Language Models, Mars Desert Research Station, Space mission, Technical assistance, Technical documentation, User experience}
}
Document
Virtual Reality Prototyping Environment for Concurrent Design, Training and Rover Operations

Authors: Pinar Dogru, Hanjo Schnellbächer, Tarek Can Battikh, and Kristina Remić

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
As part of the CASIMAR (Collaborative Astronaut Supporting Interregional Moon Analog Rover) project, initiated by the BVSR e.V. (Bundesverband Studentischer Raumfahrt), the TUDSaT (TU Darmstadt Space Technology e.V.) team is developing a Virtual Reality (VR) prototype environment to support the interdisciplinary design process of lunar exploration technologies. Given the complexity of collaboration among eight organizations, this tool aims to streamline design integration and enhance mission planning. The primary objective is to create a comprehensive 3D model of the rover, complete with predefined procedures and activities, to simulate astronaut-robot interaction. By leveraging VR technology, astronauts can familiarize themselves with the rover and its EVA (Extravehicular Activity) tools before actual deployment, improving operational safety and efficiency. Beyond training applications, this virtual environment serves as a critical platform for designing, testing, and benchmarking rover functionalities and EVA procedures. Ultimately, our work contributes to optimizing human-robotic interaction, ensuring that lunar exploration missions are both effective and well-prepared before reaching the Moon.

Cite as

Pinar Dogru, Hanjo Schnellbächer, Tarek Can Battikh, and Kristina Remić. Virtual Reality Prototyping Environment for Concurrent Design, Training and Rover Operations. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 32:1-32:13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{dogru_et_al:OASIcs.SpaceCHI.2025.32,
  author =	{Dogru, Pinar and Schnellb\"{a}cher, Hanjo and Battikh, Tarek Can and Remi\'{c}, Kristina},
  title =	{{Virtual Reality Prototyping Environment for Concurrent Design, Training and Rover Operations}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{32:1--32:13},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.32},
  URN =		{urn:nbn:de:0030-drops-240226},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.32},
  annote =	{Keywords: virtual reality (VR), digital twin, human-robot-interaction (HRI), LUNA analog facility, rover, extravehicular activities (EVA), gamification, simulation, user-centered design (UCD), concurrent engineering (CE), space system engineering}
}
Document
Exploring the Symbiotic Collaboration Paradigm in Virtual Reality and Its Potential Applications to Human Spaceflight

Authors: Florian Dufresne, Geoffrey Gorisse, and Olivier Christmann

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
As the quest to go back to the Moon and beyond continues, preparation for such critical missions relies in part on the use of immersive technologies. Especially, Virtual Reality (VR) unique affordances allow to simulate scenarios in a convincing digitally recreated space. But the potential of VR is not limited to solely emulating real-world environments. Indeed, some works from the Human-Computer Interaction (HCI) community explored new ways to collaborate virtually by inhabiting the same virtual representation, namely an avatar. Taking this paradigm further, one could offer new ways to collaborate between an immersed VR user and an external supervisor being granted access to the virtual environment by way of non-immersive devices like a computer or a smartphone. The non-immersed user could for instance inhabit some body parts of the VR user’s avatar to benefit from unique viewpoints and leverage mutual spatial awareness, as well as social interactions, alike a symbiotic relationship that benefits both actors. Therefore, this paper introduces our on-going research project exploring this new paradigm of symbiotic co-embodiment as a tool leveraging social presence during supervised embodied sessions in VR. It especially discusses how this paradigm could benefit human spaceflight, both in mission preparation and during spaceflight.

Cite as

Florian Dufresne, Geoffrey Gorisse, and Olivier Christmann. Exploring the Symbiotic Collaboration Paradigm in Virtual Reality and Its Potential Applications to Human Spaceflight. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 13:1-13:13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{dufresne_et_al:OASIcs.SpaceCHI.2025.13,
  author =	{Dufresne, Florian and Gorisse, Geoffrey and Christmann, Olivier},
  title =	{{Exploring the Symbiotic Collaboration Paradigm in Virtual Reality and Its Potential Applications to Human Spaceflight}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{13:1--13:13},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.13},
  URN =		{urn:nbn:de:0030-drops-240034},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.13},
  annote =	{Keywords: Virtual Reality, Co-Embodiment, Human Spaceflight, Supervised Training, On-field Activities}
}
Document
MUSE: Designing Immersive Virtual Realities for Spaceflight UX Research

Authors: Noora Archer, Pasquale Castellano, and Aidan Cowley

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
Virtual reality (VR) provides unique opportunities for assessing early spacecraft design and usability by employing human-centered narrative and scenario-driven design methods. This paper details a narrative-focused VR simulation of a speculative spaceflight scenario, emphasizing narrative techniques for enhancing user immersion and user testing in evaluating operational usability aspects inside a spacecraft capsule. We designed a Modular User-centric Spaceflight Experience (MUSE) including a spacecraft capsule design and virtual mission scenario based on the findings and suggestions in Human Inspirator Co-Engineering (HICE) study. Results from user testing with MUSE underline the effectiveness and opportunities of narrative scenarios in early UX- evaluations in improving experience flow, operational understanding and user engagement. At the same time there remains several questions in defining best methodology to measure users insight and action motivation born from narrative immersion with the VR- experience.

Cite as

Noora Archer, Pasquale Castellano, and Aidan Cowley. MUSE: Designing Immersive Virtual Realities for Spaceflight UX Research. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 17:1-17:13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{archer_et_al:OASIcs.SpaceCHI.2025.17,
  author =	{Archer, Noora and Castellano, Pasquale and Cowley, Aidan},
  title =	{{MUSE: Designing Immersive Virtual Realities for Spaceflight UX Research}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{17:1--17:13},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.17},
  URN =		{urn:nbn:de:0030-drops-240079},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.17},
  annote =	{Keywords: Virtual Reality, Spaceflight Simulation, Narrative Design, Game Design, Scenario Design, Immersive Experience}
}
Document
Unbound Human-Machine Interfaces for Interaction in Weightless Environments

Authors: Jessica R. Cauchard

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
User interfaces are subject to the rules of physics (e.g., Newton and Archimedes' laws) relevant to the environment they are in. As such, most interfaces and interaction techniques have been designed for Earth surface. However, when interacting with technology in weightless environments, such as in space, both human and machine will be subject to different physical constraints. For instance, underwater or in Space, people can experience spatial disorientation, which will in turn affect how they use a system. This position paper conceptualizes unbound Human-Machine Interfaces (HMIs) as interfaces where either, or both, human and machine are located beyond Earth surface. In particular, it describes how traditional HCI needs to be rethought for interaction in weightless environments and how theoretical models such as joint cognition can support future developments of unbound interfaces.

Cite as

Jessica R. Cauchard. Unbound Human-Machine Interfaces for Interaction in Weightless Environments. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 7:1-7:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{cauchard:OASIcs.SpaceCHI.2025.7,
  author =	{Cauchard, Jessica R.},
  title =	{{Unbound Human-Machine Interfaces for Interaction in Weightless Environments}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{7:1--7:8},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.7},
  URN =		{urn:nbn:de:0030-drops-239970},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.7},
  annote =	{Keywords: human-robot interaction, gravity, space, interaction technique}
}
Document
Design as an Astronaut: An XR/VR Experience of the Argonaut Habitat Unit

Authors: Valentina Sumini, Cody Paige, Tommy Nilsson, Joseph Paradiso, Marta Rossi, Leonie Bensch, Ardacan Özvanlıgil, Deniz Gemici, Dava Newman, Gui Trotti, Aidan Cowley, and Lionel Ferra

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
This research explores the conceptual design of a lunar habitat integrated with the Argonaut lander, an autonomous lunar landing vehicle currently under development by an international consortium led by the European Space Agency (ESA). As Europe’s first lunar lander, Argonaut was conceived to provide ESA and relevant European stakeholders with independent access to the Moon. Although the lander is primarily designed to transport various types of cargo to the lunar surface, this study proposes its adaptation as a platform for future human habitation: the Argonaut Habitat Unit. The project is the result of an international collaboration between ESA, the MIT Media Lab, and Politecnico di Milano. Drawing on a wide range of methodological approaches, this paper reflects on key aspects of the concept, including its synergy with the existing Argonaut project, algorithmic modeling of a lunar habitat, consideration of technical requirements, and interior design development. The project addresses the spatial, material, and environmental constraints of lunar habitation through a combination of three-dimensional modeling software, computational design tools, and virtual reality (VR) development environments. The integration of VR offers an immersive understanding of the proposed habitat, enabling a first-hand experience of its spatial qualities. This approach supports both the evaluation and refinement of the design, enhancing its livability and practical feasibility.

Cite as

Valentina Sumini, Cody Paige, Tommy Nilsson, Joseph Paradiso, Marta Rossi, Leonie Bensch, Ardacan Özvanlıgil, Deniz Gemici, Dava Newman, Gui Trotti, Aidan Cowley, and Lionel Ferra. Design as an Astronaut: An XR/VR Experience of the Argonaut Habitat Unit. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 9:1-9:14, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{sumini_et_al:OASIcs.SpaceCHI.2025.9,
  author =	{Sumini, Valentina and Paige, Cody and Nilsson, Tommy and Paradiso, Joseph and Rossi, Marta and Bensch, Leonie and \"{O}zvanl{\i}gil, Ardacan and Gemici, Deniz and Newman, Dava and Trotti, Gui and Cowley, Aidan and Ferra, Lionel},
  title =	{{Design as an Astronaut: An XR/VR Experience of the Argonaut Habitat Unit}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{9:1--9:14},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.9},
  URN =		{urn:nbn:de:0030-drops-239996},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.9},
  annote =	{Keywords: Argonaut, Lunar Habitat, Virtual Reality, Extended Reality Computational Design}
}
Document
A Postcard from Mars: Exploring Interplanetary Communications in Virtual Reality

Authors: Adalberto L. Simeone

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
In this paper we present an Immersive Speculative Enactment focused on the theme of interplanetary communications. These are a novel approach extending conventional Speculative Enactments to Virtual Reality. We created a narrative-based scenario in which participants played the role of human colonists on either Mars or the Moon, to explore a possible future in which interplanetary communication becomes a necessity. To enact this scenario, we created a VR interactive experience to elicit feedback on the idea of communicating across planets. Through an exploratory qualitative analysis of this immersive enactment, we found that while the future envisioned was seen as too distant to prompt realistic behaviour from all participants, the enactment helped us and the participants to reflect on the experience. We discuss these findings, drawing potential implications for the improvement of the feeling of "really being there" even in implausible situations and further contribute reflections on the role of ISEs in space-related scenarios.

Cite as

Adalberto L. Simeone. A Postcard from Mars: Exploring Interplanetary Communications in Virtual Reality. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 10:1-10:16, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{simeone:OASIcs.SpaceCHI.2025.10,
  author =	{Simeone, Adalberto L.},
  title =	{{A Postcard from Mars: Exploring Interplanetary Communications in Virtual Reality}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{10:1--10:16},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.10},
  URN =		{urn:nbn:de:0030-drops-240002},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.10},
  annote =	{Keywords: Immersive Speculative Enactments, Interplanetary Communications, Virtual Reality}
}
Document
Gaze Beyond Limits: Integrating Eye-Tracking and Augmented Reality for Next-Generation Spacesuit Interaction

Authors: Jiayu He, Yifan Li, Oliver R. Runswick, Peter D. Hodkinson, Jarle Steinberg, Felix Gorbatsevich, and Yang Gao

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
Extravehicular activities (EVAs) are increasingly frequent in human spaceflight, particularly in spacecraft maintenance, scientific research, and planetary exploration. Spacesuits are essential for sustaining astronauts in the harsh environment of space, making their design a key factor in the success of EVA missions. The development of spacesuit technology has traditionally been driven by highly engineered solutions focused on life support, mission adaptability and operational efficiency. Modern spacesuits prioritize maintaining optimal internal temperature, humidity and pressure, as well as withstanding extreme temperature fluctuations and providing robust protection against micrometeoroid impacts and space debris. However, their bulkiness and rigidity impose significant physical strain on astronauts, reducing mobility and dexterity, particularly in tasks requiring fine motor control. The restricted field of view further complicates situational awareness, increasing the cognitive load during high-precision operations. While traditional spacesuits support basic EVA tasks, future space exploration shifting toward long-duration lunar and Martian surface missions demand more adaptive, intelligent, and astronaut-centric designs to overcome current constraints. To explore a next-generation spacesuit, this paper proposed an in-process eye-tracking embedded Augmented Reality (AR) Spacesuit System to enhance astronaut-environment interactions. By leveraging Segment-Anything Models (SAM) and Vision-Language Models (VLMs), we demonstrate a four-step approach to enable top-down gaze detection to minimize erroneous fixation data, gaze-based segmentation of objects of interest, real-time contextual assistance via AR overlays and hands-free operation within the spacesuit. This approach enhances real-time situational awareness and improves EVA task efficiency. We conclude with an exploration of the AR Helmet System’s potential in revolutionizing human-space interaction paradigms for future long-duration deep-space missions and discuss the further optimization of eye-tracking interactions using VLMs to predict astronaut intent and highlight relevant objects preemptively.

Cite as

Jiayu He, Yifan Li, Oliver R. Runswick, Peter D. Hodkinson, Jarle Steinberg, Felix Gorbatsevich, and Yang Gao. Gaze Beyond Limits: Integrating Eye-Tracking and Augmented Reality for Next-Generation Spacesuit Interaction. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 29:1-29:15, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{he_et_al:OASIcs.SpaceCHI.2025.29,
  author =	{He, Jiayu and Li, Yifan and Runswick, Oliver R. and Hodkinson, Peter D. and Steinberg, Jarle and Gorbatsevich, Felix and Gao, Yang},
  title =	{{Gaze Beyond Limits: Integrating Eye-Tracking and Augmented Reality for Next-Generation Spacesuit Interaction}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{29:1--29:15},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.29},
  URN =		{urn:nbn:de:0030-drops-240197},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.29},
  annote =	{Keywords: Augmented Reality (AR), Eye-Tracking, Cognitive Load/Workload, Segment Anything Model (SAM), Visual Language Models (VLMs)}
}
Document
Movement in Low Gravity (MoLo) – LUNA: Biomechanical Modelling to Mitigate Lunar Surface Operation Risks

Authors: David Andrew Green

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
The Artemis programme seeks to develop and test concepts, hardware and approaches to support long term habitation of the Lunar surface, and future missions to Mars. In preparation for the Artemis missions determination of tasks to be performed, the functional requirements of such tasks and as mission duration extends whether physiological deconditioning becomes functionally significant, compromising the crew member’s ability to perform critical tasks on the surface, and/or upon return to earth [MoLo-LUNA – leveraging the Molo programme (and several other activities) - could become a key supporting activity for LUNA incl. validation of the Puppeteer offloading system itself via creation of a complementary MoLo-LUNA-LAB. Furthermore, the MoLo-LUNA programme could become a key facilitator of simulator suit instrumentation/definition, broader astronaut training activities and mission architecture development – including Artemis mission simulations. By employing a Puppeteer system external to the LUNA chamber hall it will optimise utilisation and cost-effectiveness of LUNA, and as such represents a critical service to future LUNA stakeholders. Furthermore, MoLo-LUNA would generate a unique data set that can be leveraged to predict de-conditioning on the Lunar surface - and thereby optimise functionality, and minimise mission risk – including informing the need for, and prescription of exercise countermeasures on the Lunar Surface and in transit. Thus, MoLo-LUNA offers a unique opportunity to place LUNA, and ESA as a key ongoing provider of evidence to define, optimise and support crew Artemis surface missions.

Cite as

David Andrew Green. Movement in Low Gravity (MoLo) – LUNA: Biomechanical Modelling to Mitigate Lunar Surface Operation Risks. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 26:1-26:11, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{green:OASIcs.SpaceCHI.2025.26,
  author =	{Green, David Andrew},
  title =	{{Movement in Low Gravity (MoLo) – LUNA: Biomechanical Modelling to Mitigate Lunar Surface Operation Risks}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{26:1--26:11},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.26},
  URN =		{urn:nbn:de:0030-drops-240166},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.26},
  annote =	{Keywords: Locomotion, hypogravity, modelling, Lunar}
}
Document
Assessing the Use of Mixed Reality as a Valid Tool for Human-Robot Interaction Studies in the Context of Space Exploration

Authors: Enrico Guerra, Sebastian Thomas Büttner, Alper Beşer, and Michael Prilla

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
Mixed Reality (MR) is a technology with strong potential for advancing research in Human-Robot Interaction (HRI) for space exploration. Apart from the efficiency and high flexibility MR can offer, we argue that its benefits for HRI research in space contexts lies particularly in its ability to aid human-in-the-loop development, offer realistic hybrid simulations, and foster broader participation in HRI research in the space exploration context. However, we believe that this is only plausible if MR-based simulations can yield comparable results to fully physical approaches in human-centred studies. In this position paper, we highlight several arguments in favour of MR as a tool for space HRI research, while emphasising the importance of the open question regarding its scientific validity. We believe MR could become a central tool for preparing for future human-robotic space exploration missions and significantly diversify research in this domain.

Cite as

Enrico Guerra, Sebastian Thomas Büttner, Alper Beşer, and Michael Prilla. Assessing the Use of Mixed Reality as a Valid Tool for Human-Robot Interaction Studies in the Context of Space Exploration. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 27:1-27:11, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{guerra_et_al:OASIcs.SpaceCHI.2025.27,
  author =	{Guerra, Enrico and B\"{u}ttner, Sebastian Thomas and Be\c{s}er, Alper and Prilla, Michael},
  title =	{{Assessing the Use of Mixed Reality as a Valid Tool for Human-Robot Interaction Studies in the Context of Space Exploration}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{27:1--27:11},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.27},
  URN =		{urn:nbn:de:0030-drops-240175},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.27},
  annote =	{Keywords: Mixed Reality, Augmented Reality, Human-Robot Interaction, Space Exploration, Validity}
}
Document
(Can't) Fly Me to the Moon or Mars? Context of Use Analysis Approaches for Space Exploration

Authors: Tilo Mentler

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
Contexts of use are a central concept of research and development in human-computer interaction (HCI). Their in-depth understanding is a key for usable and acceptable computer-aided solutions and a particular challenge in connection with space exploration. It is necessary to examine which of the established approaches can be implemented here and where methodological adjustments are necessary. This article provides a systematic consideration of three perspectives to understand space contexts of use: theory and literature, imparted experiential knowledge, and personal experience. Potentials and risks are evaluated. The findings of HCI research in safety-critical contexts and under COVID-19 conditions that can be transferred to space HCI are taken up.

Cite as

Tilo Mentler. (Can't) Fly Me to the Moon or Mars? Context of Use Analysis Approaches for Space Exploration. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 23:1-23:7, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{mentler:OASIcs.SpaceCHI.2025.23,
  author =	{Mentler, Tilo},
  title =	{{(Can't) Fly Me to the Moon or Mars? Context of Use Analysis Approaches for Space Exploration}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{23:1--23:7},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.23},
  URN =		{urn:nbn:de:0030-drops-240135},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.23},
  annote =	{Keywords: Context of Use, Experiential Knowledge, Remote Contextual Inquiry}
}
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