Human-Computer Interaction · Cross-listed from cs.CV
Player-1: Learning to Play from Synthetic Experience
Mingyu Ouyang, Yiran Wang, Siyuan Hu et al. (+9 more)
Computer-use
agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-
agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual
reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.
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All authors Mingyu Ouyang, Yiran Wang, Siyuan Hu, Xingyilang Yin, Huiqiang Sun, Guangzhi Wang, Junfu Pu, Cheng Cheng, Honghao Chen, Ying Shan, Mike Zheng Shou, Hwee Tou Ng
Human-Computer Interaction · Cross-listed from cs.CV
Speculative Sampling in Interactive Video Generation
Yubo Huang, Yuxuan Zhang, Jiaming Liu et al. (+2 more)
Interactive
video generation commonly relies on small bidirectional chunks to reduce response latency. Yet our preliminary experiments show that larger chunks improve
video quality and better utilize GPU parallelism, allowing more latents to be sampled with only a modest increase in sampling time. Motivated by these observations, we propose Speculative Sampling, a strategy that combines the modeling power of large bidirectional windows with the low-latency interaction of small ones. It expands the modeling window by appending noise latents as padding and caches the resulting predictions for reuse when the condition remains unchanged. Predictions are delivered incrementally, while the uncommitted future remains replaceable. Our latency analysis shows that this removes the waiting-time lower bound imposed by chunk boundaries, shifting the optimization focus from reducing chunk size to accelerating per-chunk sampling. Bidirectional window size thus becomes a decision variable for jointly optimizing visual quality and sampling time, rather than a necessary constraint on low-latency interaction. This opens a path to serving large bidirectional models in interactive streaming systems without complex streaming post-training.
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All authors Yubo Huang, Yuxuan Zhang, Jiaming Liu, Sirui Zhao, Enhong Chen
Human-Computer Interaction
From Semantic Editing Intentions to Persistent Parametric Controls for AI-Assisted Image Editing
Rifat Mehreen Amin, Michelle Dutoit, Anton Rockenstein et al. (+2 more)
AI-powered image editing increasingly allows users to express high-level editing intentions, yet how these intentions are translated into concrete editing actions often remains difficult to understand. We present Atelier, a semantic image editing tool that uses image semantics and user intent to determine which editing controls to surface and how to initialize them. Guided by a formative study with eight image-editing practitioners, Atelier composes context-specific, directly manipulable controls that users can refine rather than committing AI interpretations directly to finished edits. In a within-subjects study with 12 practitioners, participants preferred AI-composed controls, described them as supporting creative exploration, and actively refined AI proposals. However, experiences of control were mixed, and interviews highlighted limited insight into why particular controls and values were proposed. Our findings suggest that making AI interpretations actionable through manipulable controls can support exploration and refinement, but actionability alone does not make those interpretations transparent to all users.
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All authors Rifat Mehreen Amin, Michelle Dutoit, Anton Rockenstein, Baptiste Caramiaux, Andreas Butz
Human-Computer Interaction
Let Me Clarify: Interactive Modeling of Soft Attributes
Steffen Holter, Rita Sevastjanova, Michaela Benk et al. (+1 more)
People commonly express preferences through soft attributes such as is interesting,” which are difficult to operationalize for computational preference modeling. Latent representations can obscure how such attributes are interpreted, limiting transparency and user control. We formalize softness as the diversity of valid interpretations a description permits and provide empirical support for this characterization. Our proposed measure estimates softness to guide clarification and determine when to generate computational approximations. This is instantiated in AttriFy, a mixed-initiative system that translates descriptions into executable Python functions over text corpora. An interactive dashboard connects the dialogue to proposed functions and computed values, enabling users to inspect, accept, reject, and refine interpretations. An exploratory within-subjects study with 32 participants compares our softness-guided clarification approach with an LLM baseline in supporting interpretable attribute construction. This work positions softness as a basis for constructing explicit, user-steerable attribute dimensions for downstream preference elicitation and decision-making.
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All authors Steffen Holter, Rita Sevastjanova, Michaela Benk, Mennatallah El-Assady
Human-Computer Interaction
What and Where in Identifying and Quantifying Conventions in Humans and AI Agents
Makoto Fukushima and Tim Puphal
Cooperative success rests in part on implicit communication. Partners converge on conventions: regularities that give an action meaning beyond its direct effect. Yet conventions are usually observed only indirectly: a score drop when partners are swapped shows that a convention existed, but not what it was or where it was used. In the card game Hanabi, the exact probability that a play fails can be computed from the hints received and the cards in view. Players who use conventions succeed more often than this prediction allows; the resulting margin is the convention gap. Off-belief learning provides a hierarchy of
agents (levels 1-5) whose first level uses no conventions by construction and whose later levels use progressively more. For humans and these
agents on one scale, we ask what the conventions are and where they are used. On what: in two independently collected corpora of human games, humans show a larger gap than every
agent level. On the conventions both populations use, however, humans do no better than level 2. The human advantage is concentrated in a situation that no
agent level learns to use: hints that point to a card other than the ones they touch. On where: conventions depend on what the player already knows about the card, not on how recently it was hinted, and they are used most in the mid-game; humans use them earlier and later in the game than the
agents. In interventions on the
agents, blocking a single high-gap situation costs little, because meaning reroutes to other situations, but blocking several together costs far more than the sum of the single costs. Thus, the convention gap turns conventions from an inferred cause of score loss into a measurable, comparable, and causally testable object.
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Human-Computer Interaction
The Body-Algorithm-Emotion Loop: Making Emotion AI Misrecognition Visible through Artistic Practice
Chunyi Shen
This pictorial presents The Body in Algorithmic Colonialism, a screen-based interactive installation that critically examines Emotion-AI through artistic practice. The work uses facial tracking to simulate how commercial Emotion-AI systems translate facial movement into emotional categories and verdicts of compliance or non-compliance. Rather than treating explainability as technical transparency alone, the installation approaches XAI as an embodied encounter with misrecognition: viewers experience how the body is measured, classified, and returned to itself through algorithmic thresholds. Drawing on critical AI studies, affect theory, and practice-as-research, the pictorial positions artistic practice as a method for making affective classification visible and contestable. It documents the conceptual framework, technical process, and critical context of a prototype developed in the first year of a practice-based PhD. No audience responses, interviews, or participant data are analysed in this submission.
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Human-Computer Interaction
Task-State Governance: A Virtual Machine for Verifiable and Recoverable GUI Agent Execution
Wenkui Yang, Yiming Hao, Kai Zhou et al. (+6 more)
Graphical user interface (GUI)
agents now execute workflows across real applications, but when execution drifts, users must determine what changed, what should have remained untouched, and what can still be recovered. Plan-centric interfaces leave users supervising procedure, but users live with changes to application state. We introduce task-state governance, an interaction paradigm that represents a task as an editable contract linking desired outcomes, facts that must be preserved, and observed application state. We instantiate this paradigm in TaskVM, which projects live state into editable task controls, executes user edits as genuine interface actions, verifies outcomes through independent observation, and marks each action as reversible, compensatable, or irreversible. Across an automated contract
benchmark, a controlled user study, and an open live-model exploration, the paradigm strengthened contract compliance and users' recovery control and trust, while execution outcomes were held constant. Task contracts open a design space for governable
agent interfaces.
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All authors Wenkui Yang, Yiming Hao, Kai Zhou, Chengyu Pu, Yuzhe Zhang, Jie Cao, Jin Huang, Shuai Ma, Feng Tian
Human-Computer Interaction
Scoping the Landscape of Large Language Model-based Affective Personal Informatics: Review, Reflection, Future Direction
Minjie Liu, Lihuan Li, Xuran Li et al. (+2 more)
Affective personal informatics (PI) involves capturing, tracking, analyzing, and reflecting on personal data to support emotional self-awareness and mental well-being. Recent advances in large
language models (LLMs) are reshaping affective PI, yet a comprehensive survey of LLM-based affective PI systems is lacking. To bridge this gap, we systematically analyzed 45 papers published between January 2020 and June 2026 across four major computing and health databases, examining their macro trends, system taxonomies, and research methodologies. Our synthesis reveals an overreliance on multi-stage, text-centric pipelines, a predominance of active, screen-bound interactions, and a severe demographic skew toward young, university-campus-based cohorts in empirical evaluations. Based on these findings, we critically reflect on prevailing architectural and methodological shortcomings and outline actionable future directions for building end-to-end
multimodal, low-burden, and inclusive affective PI systems.
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All authors Minjie Liu, Lihuan Li, Xuran Li, Flora Salim, Benjamin Tag
Human-Computer Interaction
ShadAR: Real-time Prompting On-demand Visual Augmentation in Augmented Reality
Yanni Mei, Samuel Hartenstein, Jonas Wombacher et al. (+2 more)
Augmented Reality can reshape our visual perception (e.g., simulating color blindness) yet such effects are typically pre-programmed by experts, making visual augmentation static and inflexible. We introduce ShadAR, an AR system that allows users to describe expected visual augmentations (e.g., "Blur all people") for changing their
vision in real time. ShadAR can graphically manipulate AR passthrough in real time via shader injection. When receiving a user's
prompt, ShadAR uses LLMs (GPT5.2) to interpret the user's intent, analyzes the user's view with object detection (YOLOv26), generates a pixel shader, and applies it to the targeted region on AR passthrough. To understand usage patterns, we invited 21 HCI researchers to use ShadAR, identifying four application domains (design, health, productivity, and social interaction) and two
prompt-framing patterns: procedural
prompts specifying what to modify and how ("Highlight the book."), and end-goal
prompts conveying desired mental or behavioral states ("Make me laugh."). Such end-goal
prompts suggest a future in which users specify outcomes (e.g., "Make me not miss my flight") while the system determines how to realize them, though often with inherently indeterminate results. We discuss design opportunities for ShadAR and ethical concerns.
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All authors Yanni Mei, Samuel Hartenstein, Jonas Wombacher, Florian Mueller, Jan Gugenheimer
Human-Computer Interaction
Think Once, Reflect Twice: How Feedback Shapes Human-AI Collaboration
Joshua Holstein, Philipp Spitzer, Sebastian Schäfer et al. (+2 more)
As artificial intelligence (AI) increasingly supports human decision-making in high-stakes domains, designing effective human-AI collaboration becomes critical. Successful collaboration requires humans to reflect on decision-making processes and adjust their strategies accordingly. Current research typically investigates interventions, such as explainable AI, that target reflection during the decision-making process (reflection-in-action). Less
attention has been given to retrospective examination of decisions (reflection-on-action). This work explores reflection-on-action by studying the impact of feedback on reliance behavior and human-AI team performance. Specifically, we investigate feedback interventions targeting overrides of AI advice through a behavioral study (N=244). We find that such feedback influences reflection-on-action, while unidirectional feedback risks reducing subsequent reflection-in-action. Furthermore, we identify opposing shifts in reliance behavior that leave overall human-AI team performance unchanged but show context-dependent effects. Balanced feedback did not show these risks, preserving both concurrent and retrospective reflection, offering insights for designing for appropriate reliance on AI.
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All authors Joshua Holstein, Philipp Spitzer, Sebastian Schäfer, Maximilian Förster, Gerhard Satzger
Human-Computer Interaction
AdaptaFace: Adversarial Assistance for Inclusive Facial Gesture Interaction
Siyu Zhang, Yelu Gu, Xiaoyun Xu et al. (+2 more)
Facial gestures can enable access for people with motor impairments (PwM), yet recognizers may not reliably interpret individual facial movement patterns. Existing approaches either constrain agency by requiring predefined templates or impose repeated calibration, data collection, and computation through user-specific retraining. We present AdaptaFace, an input-level compatibility layer using bounded, proxy-dependent
adversarial perturbations to translate user-compatible gestures into inputs for an unchanged facial action unit (AU)-based recognizer. Designed around six personalization principles informed by interviews with 12 PwM, AdaptaFace supports both recognition enhancement and gesture vocabulary extension. In a within-subject study with 16 participants, AdaptaFace increased task completion from 59.7% to 90.5% and reduced workload from 5.61 to 4.21. Offline validation showed strong steering with aligned perturbation generation and evaluation but weaker cross-recognizer transfer, defining the approach's boundary. These findings frame
adversarial assistance as input-side accessibility mediation for personalized facial-gesture interaction.
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All authors Siyu Zhang, Yelu Gu, Xiaoyun Xu, Kirsten Cater, Oussama Metatla
Human-Computer Interaction · Cross-listed from cs.CV
DeltaStreamer: Towards Human-Like Agentic Streaming Video Understanding
Boyuan Sun, Deshui Miao, Wenzhao Gao et al. (+8 more)
We propose DeltaStreamer, a novel agentic framework for streaming
video understanding inspired by how humans observe, remember, and investigate. Streaming
video understanding requires a system to retain evidence before knowing which details future queries will need. Existing approaches often obscure event transitions and omit relevant details when compressing
video history, and cannot recover missing visual evidence. DeltaStreamer addresses these limitations by combining change-aware
memory with query-driven planning and targeted evidence gathering with replay. Before a query arrives, it continuously observes the stream and explicitly records visual changes in structured
memory, preserving how events unfold rather than only what is present. When a query arrives, a query-driven planner identifies the required evidence and guides
memory retrieval and targeted replay. By revisiting historical frames, the
agent can recover visual details omitted during observation and ground its answer in evidence beyond the retained descriptions. This connects continuous observation with active investigation tailored to each question. Experiments on OVO-Bench and StreamingBench demonstrate improvements over representative streaming
video understanding methods, with overall scores of 66.07% and 59.53%, respectively. Project page: https://bbbbchan.github.io/DeltaStreamer/
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All authors Boyuan Sun, Deshui Miao, Wenzhao Gao, Shaoyong Jia, Shaohui Jiao, Chi Liu, Yan Shu, Derek Li, Bryan Dai, Shengsheng Qian, Qibin Hou
Human-Computer Interaction · Cross-listed from cs.CL
Measuring and Reducing Unusable Replies of LLM Agents
Yilin Jiang, Fei Tan, Xuanyu Yin et al. (+3 more)
People delegate multi-step work to LLM
agents and read only the reply that the
agent hands back. Current evaluation scores task completion and the faithfulness of reports, and it leaves open whether the requester can understand and use the reply. We call this property reply usability and measure it with a reader model that takes the requester's position and tests whether the reply can be interpreted from what the requester has seen, is in the requester's
language and answers the request. Its agreement with the majority of five annotators lies within the range of the individual annotators. Across eight models from seven families, 54% of 480 replies fail, and the best model still fails on 30%. Failed replies mostly point to material the requester has not seen or use labels that the
agent coined during its work. Stating explicit requirements for the reply reduces the failure rate from 0.52 to 0.43 together with errors and omissions, and a secondary model that rewrites the reply reduces it to 0.36, which human annotators confirm in a blind comparison. Reply usability can thus be scored alongside task success and improved with one appended message or one call to a secondary model.
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All authors Yilin Jiang, Fei Tan, Xuanyu Yin, Guanchu Wang, Xia Hu, Yutao Yue
Human-Computer Interaction
"The Rose Garden Is a Cemetery": Spatial Dissonance and Divergent Public Experiences of an Indigenous Augmented Reality Tour
Grace Fujii, Vittorio Murtas, Sarah Sallee et al. (+5 more)
Community-authored augmented reality (AR) can contest dominant heritage narratives by juxtaposing stories with physical surroundings. We examine the Thámien Ohlone AR Tour, developed with members of the Ohlone Native American community at Mission Santa Clara and Santa Clara University. Combining paired pre/post surveys from 57 participants with collaborative thematic analysis, we compare reception among Ohlone community members, university affiliates, and Mission visitors. Spatial dissonance captures felt tensions when AR challenged familiar campus readings or when surroundings conflicted with Ohlone histories the AR affirmed, such as a garden's significance as a burial ground. Cultural frames shaped interpretation; contemporary people and relationships made Ohlone continuance tangible. Participants appreciated the tour and called for permanent physical acknowledgment. We propose staging reflective encounters, clarifying community-authored meanings, and using AR to prototype public acknowledgment and support community-directed advocacy. These findings foreground relationships to land and place, informed by Indigenous scholarship, in designing and evaluating AR.
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All authors Grace Fujii, Vittorio Murtas, Sarah Sallee, Isabella 'Amne Gomez, Lauren Baines, Danielle Heitmuller, Amy Lueck, Kai Lukoff
Human-Computer Interaction
Beyond Initial Creation: Two Decades of Community-based Chart Revisions from Wikimedia Commons
Jasmine Y. Shih, Chase Stokes, Melanie Tory et al. (+1 more)
Open online communities like Wikipedia offer a rich space for understanding the organic
evolution of public-facing artifacts, but little is known about how these communities collectively edit chart images. We investigate the phenomenon of "community editing" of visualizations by exploring chart revision patterns on Wikimedia Commons. We introduce a novel
dataset of 7,786 longitudinal chart revisions across 1,664 images, labeled with edit categories using an LLM pipeline. Initial data analysis uncovered several novel findings. Multi-contributor revision is associated with more edits to mark styling and text content compared to single-contributor revision. Temporally, mark and text edits occur in more "bursty" cadences than data edits. In addition, while SVG charts attract more unique contributors and revisions than raster charts, their edit histories involve more tightly scoped and less diverse changes. This
dataset enables a wide range of analyses of chart change over time.
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All authors Jasmine Y. Shih, Chase Stokes, Melanie Tory, Marti Hearst