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Muzhe Wu

@muzhew.bsky.social
4 followers 4 following 12 posts

PhD student at UMich doing HCI research

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Muzhe Wu @muzhew.bsky.social · 12/07/2025
🙌This work is done with the amazing team: Haocheng Ren (co-lead), Gregory Croisdale, Anhong Guo (@anhongguo.bsky.social), and Xu Wang (@xuwanghci.bsky.social).
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Rubikon shows the promises of integrating cognitive tutoring principles with mixed reality interfaces. We aim to extend these concepts to broader physical task domains, enabling enhanced personalized learning. #DIS2025 Paper: arxiv.org/abs/2503.12619 Video: youtu.be/4Jes_0nd3kY
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
In a study with 36 Rubik’s Cube novices, we found that learners using Rubikon achieved 25% higher learning gains than those using a video tutorial and Rubik’s Cube, as Rubikon increased both the quantity and variety of skill practice while reducing the overhead of preparation.
Evaluation study results with four subfigures: (a) Bar chart showing similar NASA TLX scores across all three conditions after 45 minutes of practice; (b) Bar chart indicating significantly higher learning gains for Rubikon learners compared to two baseline groups; (c) Rubikon learners exercised more knowledge components during practice; (d) Rubikon learners had significantly lower preparation cost—less time spent reconfiguring the cube.
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Rubikon interface: Learners perceive a video stream of themselves manipulating the cube, a goal image for the current objective, a skillometer of knowledge mastery, and adaptive functionalities like extended views for hidden faces and hints at different levels of detail.
Rubikon's interface contains five sections: (1) top-left shows a rendered Rubik’s Cube with extended views; (2) bottom-left displays a hint panel with instructions to reach the goal; (3) top-right contains a goal image showing the desired cube state with irrelevant squares grayed out; (4) middle-right presents a skillometer visualizing user progress; (5) bottom-right lists control options such as resetting the cube, toggling extended views, requesting hints, and generating tasks.
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Rubikon’s core idea is thus to enable quick, targeted practice based on learner weaknesses. Building on cognitive tutor principles and instantiating an AR setup, Rubikon tracks learner progress, assesses skill mastery, and generates new cube configurations for repeated practice.
Rubikon's architecture contains four key components: Model Tracing, Task Model, Knowledge Tracing, and Task Generation. By integrating them in a closed loop, Rubikon is able to track learners' progress, assess mastery of different knowledge components, and generate and render new cube configurations for targeted practice as learners interact with the cube.
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Why is learning to solve a Rubik’s Cube challenging? Its solution involves multiple stages each with distinct knowledge components. With passive media, novice learners often miss certain cases even after multiple passes yet cannot easily reconfigure the cube to practice them.
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Have you ever wanted to learn the Rubik’s Cube but felt overwhelmed by complex solution guides or fast-paced video tutorials? If so, our work—Rubikon, an augmented reality intelligent tutoring system, might be what you need! #DIS2025
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Rubikon shows the promises of integrating cognitive tutoring principles with mixed reality interfaces. We aim to extend these concepts to broader physical task domains, enabling enhanced personalized learning. #DIS2025 Paper: arxiv.org/abs/2503.12619 Video: youtu.be/4Jes_0nd3kY
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
In a study with 36 Rubik’s Cube novices, we found that learners using Rubikon achieved 25% higher learning gains than those using a video tutorial and Rubik’s Cube, as Rubikon increased both the quantity and variety of skill practice while reducing the overhead of preparation.
Evaluation study results with four subfigures: (a) Bar chart showing similar NASA TLX scores across all three conditions after 45 minutes of practice; (b) Bar chart indicating significantly higher learning gains for Rubikon learners compared to two baseline groups; (c) Rubikon learners exercised more knowledge components during practice; (d) Rubikon learners had significantly lower preparation cost—less time spent reconfiguring the cube.
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Rubikon interface: Learners perceive a video stream of themselves manipulating the cube, a goal image for the current objective, a skillometer of knowledge mastery, and adaptive functionalities like extended views for hidden faces and hints at different levels of detail.
Rubikon's Interface contains five sections: (1) top-left shows a rendered Rubik’s Cube with extended views; (2) bottom-left displays a hint panel with instructions to reach the goal; (3) top-right contains a goal image showing the desired cube state with irrelevant squares grayed out; (4) middle-right presents a skillometer visualizing user progress; (5) bottom-right lists control options such as resetting the cube, toggling extended views, requesting hints, and generating tasks.
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Rubikon’s core idea is thus to enable quick, targeted practice based on learner weaknesses. Building on cognitive tutor principles and instantiating an AR setup, Rubikon tracks learner progress, assesses skill mastery, and generates new cube configurations for repeated practice.
Rubikon's architecture contains four key components: Model Tracing, Task Model, Knowledge Tracing, and Task Generation. By integrating the four key components illustrated below, Rubikon is able to track learners' progress, assess mastery of different knowledge components, and generate and render new cube configurations for targeted practice as learners interact with the cube.
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Muzhe Wu @muzhew.bsky.social · 12/07/2025
Why is learning to solve a Rubik’s Cube challenging? Its solution involves multiple stages each with distinct knowledge components. With passive media, novice learners often miss certain cases even after multiple passes yet cannot easily reconfigure the cube to practice them.
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