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Computer Science Human-Computer Interaction

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Monday 3 August

Human-Computer Interaction · Cross-listed from cs.SD

Comparative Validation of GPT-4o-mini and Teacher Mean Scores for Automated Scoring of Music Analysis Responses: Single-Pass Deployment, Repeatability, and Strategy-Specific Bias

Scoring open-ended music analysis responses is time-consuming and requires nuanced judgments of harmonic knowledge and formal understanding. This study evaluates the validity and repeatability of GPT-4o-mini for rubric-based scoring of music analysis essays, using teacher mean scores as the benchmark. A dataset of 300 university-level student responses was scored by teachers on four dimensions: Harmony, Form, Reasoning, and Terminology. GPT-4o-mini scored the same responses using three prompting strategies: few-shot prompting with chain-of-thought reasoning (Fs+CoT), retrieval-augmented generation (RAG), and self-consistency based on five internal generations per administration (SC). Each strategy was administered three times with the model, prompt, rubric, and response held constant. Single-pass scores represented an operational scoring condition, whereas median aggregation across three runs was used to examine robustness. Agreement with teacher mean scores was evaluated using correlation, intraclass correlation, Krippendorff's alpha, quadratic weighted kappa, and scoring error indices. Fs+CoT showed the strongest agreement with teacher mean scores in both single-pass scoring and median aggregation. RAG showed systematic over-scoring, whereas SC produced highly repeatable scores but weaker individual-level agreement. Dimension-level analyses showed that scoring performance varied across rubric components, with Terminology generally showing weaker agreement than Reasoning. These findings indicate that GPT-4o-mini can generate stable scores for complex music analysis responses, but prompting strategies produce distinct scoring profiles. Operational use therefore requires strategy-specific calibration, dimension-level validation, and continued human oversight.
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Human-Computer Interaction · Cross-listed from cs.CL

TIDES: A Longitudinal Bilingual Dataset for Modeling Multi-Party Social Dynamics

Group conversations are fundamental to human collaboration, yet standard large language models (LLMs) still struggle with the complexities of multi-party interaction. This challenge persists in part because existing group conversation datasets are often limited to short-term lab settings with contrived tasks, failing to capture the long-term social dynamics of real-world teams. To bridge this gap, we introduce TIDES, a high-resolution longitudinal dataset tracking 12 university project teams over a full semester. Comprising 75,971 utterances in both English and Korean from in-person meetings, TIDES provides a naturalistic record of teams working on self-managed projects. Our socio-structural annotations-covering interaction types, emergent roles, and development stages-allow for modeling of team evolution over months. Experiments show that fine-tuning on TIDES improves next-speaker prediction by 13.8 percentage points over a bigram baseline (64.53%) and yields performance comparable to strong proprietary zero-shot models. The model also comes within 2.1 percentage points of the published state of the art on the AMI Meeting Corpus while using approximately 42% less training data. However, human evaluations suggest that better next-speaker prediction does not necessarily yield more natural or coherent utterances, as fine-tuned models were generally less preferred than vanilla models. This potential mismatch motivates further study of how structural modeling can support natural multi-party generation.
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All authors Heechan Lee, Jeonggyu Kang, Junho Myung, Jaywoong Jeong, Juho Kim, Joseph Seering

Human-Computer Interaction · Cross-listed from cs.CY

Rethinking Generative AI Literacy: An Integrative, Developmental, and Dialectical Framework for K-12 Teacher Education

Generative artificial intelligence (GenAI) has entered classrooms faster than teachers have been prepared to use it well, producing a GenAI literacy lag in which technological diffusion outpaces educators' conceptual, pedagogical, and ethical readiness. Established AI literacy frameworks predate the widespread adoption of large language models and, while acknowledging ethics, position it as a discrete competency rather than a constitutive commitment, with equity and agency as supplementary design principles. Recent GenAI-specific efforts address isolated features but remain fragmented. We introduce the Responsible AI Literacy in Education (RAIL-Ed) framework, developed through a systematic review and qualitative framework analysis of 67 studies (2023-2025), grounded in critical, pragmatist, sociocultural, and human-centered traditions (Freire, Dewey, Vygotsky, Shneiderman). RAIL-Ed specifies six interdependent pillars: Technical Fluency, Critical Evaluation, Human-AI Collaboration, Contextual Awareness, Ethical Reasoning, and Empowered Agency, marked by three commitments. It is integrative: the absence of any pillar produces a characteristic pedagogical failure. It is developmental: a three-level rubric (Emerging, Competent, Advanced) specifies how each pillar matures across the K-12 teacher-preparation continuum. It is dialectical: the same generative affordance can deepen or displace learning depending on the literacy a teacher brings to it, making the cultivation of that literacy, not the adoption of the tool, the object of design. By treating ethics, equity, and agency as constitutive, RAIL-Ed offers a theoretically grounded basis for curriculum design, teacher education, and policy, aligned with the UNESCO AI Competency Framework for Teachers and the OECD/European Commission AILit Framework. The framework is conceptual, advancing falsifiable propositions for empirical validation.
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All authors Shahin Hossain, Sima Ahmadi, Leqi Li, Idowu David Awoyemi, Wei Huang, Chenxi Zhou, Jujia Li, Samaa Haniya, Shapla Khanam, Tasbirun Mashreka Subaha

Human-Computer Interaction · Cross-listed from cs.IR

Floor, Ceiling, and the Fusion Gap: How Much of Crowd Reading Attention Can Machines Predict?

A benchmark score means nothing without knowing what a trivial method achieves and what the best possible method could achieve. We construct both bounds for a task with a rare kind of ground truth: predicting which sentences a crowd of readers – highlighting for their own purposes, unpaid, uninstructed, and blind to each other – marked in 120 web documents. The floor is naive truncation (lead); the ceiling is a split-half oracle: half the crowd predicting the other half. The gap between them is +0.2028 AP [+0.1698, +0.2342, domain-clustered], and three findings structure it. First, the gap is semantic: position and length features recover 5% of it. Second, frontier language models reach 35-53% of it zero-shot – far above classical baselines, far below the crowd; a state-of-the-art prompt compressor (LLMLingua-2) lands below the floor, indistinguishable from random selection. Third, an unweighted cross-vendor fusion of five frontier rankings plus a position prior reaches 60%, beating the best single model by +0.0159 [+0.0044, +0.0269; Holm p=0.019] – a gain that survives ablation of its best member, split-half arm selection, prompt paraphrase, and label, gate, and seed perturbations, and was CONFIRMED by a pre-registered replication on 217 independent documents (+0.0179, Holm p=0.042). Finally, the bracket compresses: distilling the fusion into one open-weight 8B student that reads the whole document retains 90% of the fusion's edge and reaches statistical parity with the strongest single frontier model (+0.0070 [-0.0068, +0.0200]), where a local-context student retains only 63% – the crowd's signal lives in document-level structure, and the cheapest known improvement is to ask several different models and average.
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Human-Computer Interaction

Beyond Score-Based Gamification: Designing Spatiotemporal and Musical Experiences for VR Neck Rehabilitation

Pain-related anxiety and fear of movement are major barriers to adherence and therapeutic outcomes in rehabilitation exercises for chronic neck pain. Virtual reality enables the design of immersive experiences that can transform repetitive therapeutic movements into engaging and emotionally supportive interactions. In this exploratory work, we investigate how experience-oriented gamification can reduce anxiety and improve user experience during VR-based neck range-of-motion exercises. We introduce two novel interaction paradigms that embed therapeutic neck movements within multisensory VR experiences. The first paradigm, Spatiotemporal Progression, couples head-tracked trajectories with environmental progression in a tropical island setting, where movement segments dynamically transform time of day, weather, and spatial location as experiential rewards. The second paradigm, Musical Interaction, maps movement segments to meditative music notes layered with relaxing ambient soundscapes. We evaluate these designs against a conventional score-based gamification baseline in a controlled user study with 20 non-patient participants. We assess usability and user experience through subjective measures, exercise performance with motion tracking, and anxiety modulation using the Subjective Units of Distress Scale, heart rate, and skin conductance. Our findings suggest that, in comparison with traditional score-based gamification design, immersive environmental and musical feedback show better potential to reduce anxiety and improve user experience, with little to no impact on successful performance of the exercise. Our preliminary results highlight the potential value of experience-based interaction design for VR rehabilitation, suggesting an alternative to performance-centric gamification that prioritizes emotional engagement without compromising therapeutic efficacy.
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All authors David Perron, Pascal Spiegler, Haitham Abdel-Salam, Chanelle Montpetit, Gabriel Vigliensoni, Maryse Fortin, Yiming Xiao

Human-Computer Interaction

CellPrism: A Visual Analytics System for Exploring AI-Driven Virtual Cells in Drug Discovery

Gene perturbation analysis plays a critical role in drug discovery by enabling researchers to investigate how interventions on specific genes influence global gene expression patterns within cells. Recent advances in artificial intelligence-driven virtual cell models have made it possible to predict gene expression outcomes for a wide range of perturbation strategies in silico, substantially reducing reliance on costly and time-consuming biological experiments. However, effectively exploring and interpreting the high-dimensional perturbation spaces produced by these models remains challenging because of the combinatorial nature of perturbations and the complex cell-specific gene expression responses they generate. In this work, we present CellPrism, a visual analytics system designed to support the systematic exploration of gene perturbation strategies for drug discovery. Specifically, CellPrism integrates clustering-based overviews to summarize perturbation outcomes, a glyph-based representation to compactly encode gene expression patterns across cell types, and coordinated views that enable fine-grained comparison and interpretation of perturbation effects. We demonstrate the effectiveness of CellPrism through a real-world case study and expert interviews. This work highlights the value of visual analytics in bridging virtual cell modeling with expert-driven decision making in drug discovery.
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All authors Chuhan Shi, Zijian Guo, Zelin Zang, Chengbo Zheng, Ding Ding, Rui Sheng

Human-Computer Interaction

You Cannot Optimize What You Cannot Measure: Multitasking Evaluation as the Missing Foundation of AI-Mediated Heads-Up Interaction

AI-mediated heads-up augmented reality (AR) replaces fixed interfaces with dynamically adapting ones that decide what information to present, in what form, and when, based on a continually changing context that cannot be fully anticipated beforehand. Although it remains an interface, its behavior over time is only partially specified at design time. We argue that this shift requires a corresponding change in evaluation: from snapshots to trajectories. A fixed interface is evaluated in a snapshot — one context, one session, one set of task-performance metrics. A fluid interface must be evaluated over a trajectory — a sequence of contexts with transitions, sampled from the distribution the interface will actually encounter, and tracked long enough for user trust to form, evolve, and potentially deteriorate. Drawing on the literature for heads-up AR multitasking enabled by optical see-through head-mounted displays (OST-HMDs), we find that current evaluation practice remains largely snapshot-based. Most studies use fixed-condition, single-session designs; interference between concurrent tasks is rarely quantified directly; and commonly used workload measures cannot disentangle cognitive load attributable to individual tasks. To address these limitations, we argue for three shifts: from isolated metrics to Performance Operating Characteristic (POC) interference frontiers, from fixed conditions to evaluation over context trajectories, and from single-session snapshots to longitudinal trust measurement.
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All authors Nuwan Janaka, Runze Cai, Yang Chen, Chenyu Zhao, Shengdong Zhao

Human-Computer Interaction

FedWorld: Scope-Aware Federation of Agent World Models

Large language model (LLM) agents learn world dynamics from local interaction experience to support subsequent planning and action selection. However, the experience available to a single client is often incomplete, which motivates sharing knowledge across clients. Existing federated methods mainly aggregate model parameters, while agent memory-sharing methods commonly pool trajectories, memories, or rules without checking whether they remain valid for each client. This assumption is problematic because the same abstract action may produce different effects under different policies, environments, or exception conditions. Consequently, a rule supported by most clients may overwrite correct knowledge held by a minority client. To address this problem, we propose FEDWORLD, a scope-aware federated world-model protocol that exchanges structured abstract transition rules. Each client converts private transitions into normalized rules, and the server aligns related rules to identify each rule supporting and contradicting evidence across clients. The resulting evidence determines whether a rule is shared, cluster-specific, private, or unresolved. Each target client retains its local rules and accepts federated updates only for uncovered cases whose inferred scope is compatible; ambiguous rules are withheld. Experiments on $\tau$-bench and ALFWorld show that FEDWORLD reduces negative transfer under conflicting dynamics while retaining useful cross-client transfer, leading to fewer state regressions, repeated actions, and excess steps, as well as higher task success.
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