Human-Computer Interaction
Large Language Models Exhibit Human-Like Bayesian Hypocrisy
Nykko Vitali and Mahzarin R. Banaji
Given recent achievements of large
language models (LLMs), frontier models are expected to perform well on
Bayesian reasoning tasks, at least as well as humans. Furthermore, there is no reason to expect that LLMs will condemn others who offer those very same
Bayesian judgments, a fallibility observed in human decision-making (Cao, et al., 2019). In 5 experiments with 48 experimental conditions employing over 5,000 trials, GPT-4o and Claude 3.7 Sonnet were tested on two variations of a
Bayesian reasoning task. We also assessed LLM evaluation of the competence and morality of a hypothetical person who had offered the same
reasoning task as them. LLMs hovered near human performance on the
Bayesian task, though their
reasoning was more rule-based and rigid. Surprisingly, like humans but to a greater extent, LLMs also demonstrated the same hypocrisy in condemning others who, like them, had deployed Bayes' rule. In demonstrating
Bayesian hypocrisy, LLMs highlight a humanlike error of a dissociation between self-performance and other-judgment, and caution against their use in domains where statistical fidelity and
fairness norms collide.
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Human-Computer Interaction
Online Inference of Human Intention as a Latent Control State from Single-Trial EEG
Xiaowei Jiang, Daniel Leong, Yu-Cheng Chang et al. (+2 more)
Human intention can be modeled as a latent internal state that modulates how sensory information is evaluated and translated into action in human-machine systems. However, most existing
brain-computer interfaces (BCIs) rely on control signals tightly coupled to externally imposed stimulation and do not explicitly infer whether perceived stimuli align with a user's internal goals. Here, we investigate whether intention can be inferred as a latent, goal-dependent state from single-trial electroencephalography (
EEG). We introduce a stimulus-based paradigm in which intention is specified by an internally cued target category, while object identity varies independently across stimuli. To estimate intention under single-trial neural variability, we propose an interpretable fuzzy prototype-based network that maps each trial onto interpretable fuzzy prototypes encoding intention-specific dynamics. The model represents intention-related neural activity using a compact set of fuzzy prototypes with soft memberships, enabling robust decoding without reliance on engineered mediating stimuli. Experimental results demonstrate reliable within-subject single-trial intention decoding that outperforms representative deep learning baselines, achieving an accuracy of 93.22% +/- 3.21%. Online validation further confirms real-time feasibility, with an accuracy of 70.11% +/- 10.87%. Together, these findings advance intention-aware BCIs from stimulus-driven detection toward principled inference of goal-dependent internal states.
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All authors Xiaowei Jiang, Daniel Leong, Yu-Cheng Chang, Thomas Do, Chin-Teng Lin
Human-Computer Interaction · Cross-listed from cs.CL
Reconstructing Persistent Worlds from Narratives for Narrative-Grounded Interactive Experiences
Yi-Chun Chen
Designing narrative-grounded interactive experiences remains labor-intensive because interactive content must align with the underlying world implied by the narrative. Existing approaches formulate problems such as narrative planning, scene generation, and gameplay generation, each constructing computational representations tailored to specific downstream tasks rather than explicitly reconstructing and maintaining the persistent world that grounds them. We investigate reconstructing explicit persistent worlds from narrative descriptions as the central computational objective for narrative-grounded interactive realization. Rather than treating the world as an implicit by-product of downstream generation, our approach reconstructs and maintains persistent entities, locations, semantic relationships, and evolving world states while inferring only the contextual information required to support coherent interactive experiences. To investigate this perspective, we develop a reference prototype that reconstructs structured persistent world representations from narrative descriptions and subsequently instantiates playable tile-based environments. Through three representative case studies spanning a procedural scenario, an original fantasy narrative, and an adapted public-domain story, we demonstrate the feasibility of reconstructing persistent worlds and show how a shared world representation supports coherent gameplay while remaining grounded in the source narrative. By explicitly reconstructing persistent worlds prior to interactive realization, this work bridges computational narrative understanding and interactive content generation, providing a semantic foundation for AI-assisted game authoring, mixed-initiative design, educational simulations, and narrative-grounded interactive experiences.
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Human-Computer Interaction
Chat Debugging: An Exploratory Study of Human-AI Collaboration to Debug Analog Circuits
John Hu and Andrew Ash
This research paper describes an exploratory study on the effectiveness of Chat Debugging: troubleshooting malfunctioning analog
circuits on breadboards and printed
circuit boards (PCB) by undergraduates through conversations with public-domain large
language models (LLMs). Through thematic analysis of students' voluntarily shared chat logs when debugging pre-determined buggy
circuits under exam and time pressure, we discovered
multimodal usage patterns by students and considerable domain knowledge and sensible debugging suggestions offered by off-the-shelf LLMs. Meanwhile, we also identified major gaps in LLM technologies and students' skills during human-AI collaborative debugging, such as LLMs' limitations in 2D/3D image-based
reasoning, unjustified tone of confidence, and students' deficits in fundamental concepts and critical thinking.
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Human-Computer Interaction
Towards Designing for (Dis)Trust in Technologies for Aging
Muhid Hassan Risvy, Dimitri Theodoratos and Alisha Pradhan
Across cohorts of older adults and generations of technology, (dis)trust has continued to shape the acceptance of technologies for aging. Yet, we still know little about if or how to design for older adults' distrust in technology. Towards this, we reviewed empirical studies in which older adults discussed trust and distrust in relation to technology. Our analysis shows that (dis)trust is constituted in three key ways: emerges when material arrangements of digital systems become illegible, such as when older adults cannot determine where information is stored or trace its movement; is temporally constituted and fluid, building and shifting through prior experience and breakdowns, and at times distrust can operate as boundary work through which individuals limit technology's reach into their autonomy, relationships, and everyday lives. Our work yields design directions for supporting trust across different phases of technology use and by designing systems that make the movement and persistence of information more perceptible.
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Human-Computer Interaction · Cross-listed from cs.RO
Semantic Haptic Feedback Enhances Dexterous Robotic Teleoperation
Bingjian Huang, Sahar Aseeri, Jonas Schmidtler et al. (+9 more)
In
robot teleoperation, haptic feedback can be used to help human operators accomplish dexterous manipulation tasks. However, existing haptic feedback methods try to replicate high-fidelity sensory haptics that are felt in real world interactions, which are constrained by the sensing and feedback hardware capability and may lead to higher workload. To addresses these limitations, this work introduces semantic haptics for teleoperation, which uses abstract haptic patterns to convey critical information about
robot states. We categorize
robot states into "Confirmations" and "Exceptions", implement a modular haptic rendering pipeline in
robot simulation, and deliver semantic haptic feedback to operators through pneumatic and vibrotactile wristbands. This simplifies hardware requirements and enables one-to-many mappings between haptic patterns and
robot states. Through three evaluation studies, we identify the most effective semantic haptic design for a common pick and place teleoperation task and compare semantic haptics to other teleoperation feedback approaches including sensory haptics and visual feedback. Results suggest that while semantic haptics performs similarly as other feedback in unimanual tasks, it achieves superior performance in bimanual tasks, with reduced task workload, increased situational awareness, and overall preference.
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All authors Bingjian Huang, Sahar Aseeri, Jonas Schmidtler, Joseph Zhang, Sonny Chan, Andrew Doxon, Jom Preechayasomboon, Evan Pezent, Alberto Rigo, Amir Memar, Nicholas Colonnese, Chase Tymms
Human-Computer Interaction
Sensus Pond: Exploring Water as Sensing Medium for More-than-Human Observation
Kuan-Ju Wu, Youyang Hu, Chiaochi Chou et al. (+1 more)
We introduce Sensus Pond, an interactive system that reconfigures water not merely as a static natural element but as an active sensing medium for registering more-than-human traces. In response to the limitations of anthropocentric approaches in interaction design, we propose a methodological framework of observation without translation, resisting the tendency to stabilize, decode, or humanize nonhuman presence. Drawing from critical theories of more-than-human design and ecological
entanglement, Sensus Pond is a materially embedded and site-specific system that employs Swept Frequency Capacitive Sensing and an Artificial Neural Network to detect ephemeral interactions between the pond's surface and surrounding life forms. Rather than classifying or interpreting these events, the system visualizes temporal accumulations of overlapping traces, producing a layered archive of spatial and temporal entanglements. This approach emphasizes attunement over control, shifting the designer's role from interpreter to facilitator of open-ended, multispecies encounters. Sensus Pond invites reflection not only on what is sensed, but on how design itself can remain responsive to ambiguity, contingency, and the aesthetics of shared ecological life.
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All authors Kuan-Ju Wu, Youyang Hu, Chiaochi Chou, Yasuaki Kakehi
Human-Computer Interaction · Cross-listed from cs.SE
Decomposing the Doer Effect in Programming Practice: Code Writing Stands Out Among Active Practice
Arun Balajiee Lekshmi Narayanan, Gillian Gold, Jordan Barria-Pineda et al. (+3 more)
The "doer effect" suggests that actively doing practice activities is more strongly associated with learning outcomes than passively viewing content. In the doer effect literature, "doing" refers specifically to active practice. However, this categorization treats different forms of active practice as equivalent, leaving open whether some types of active practice are more effective than others. In this paper, we investigate whether the doer effect extends to computer science instruction and whether some forms of doing stand out compared to other forms. We analyze log data from 334 students across 11 semesters of introductory and intermediate Java who used an interactive practice system with five content types: Code Writing, Code Tracing, Code Completion, Code Visualizations, and Code Explanations. Consistent with prior doer effect work, we find that active practice activities were associated with 3.2 times better learning outcomes than passive activities. Interestingly, among the active practice, code writing was the most strongly associated with improved posttest performance, while no other activity type showed a comparable association. These results highlight the importance of challenging, feedback-supported practice activities, such as code writing problems.
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All authors Arun Balajiee Lekshmi Narayanan, Gillian Gold, Jordan Barria-Pineda, Quinn K Wolter, Peter Brusilovsky, Paulo Carvalho
Human-Computer Interaction
On Defining Chart Types Boundaries
Chang Han, Andrew Mcnutt and Katherine E. Isaacs
What makes a Gantt chart? This question proved unexpectedly difficult to answer when we set out to build a design space for Gantt charts. Existing definitions, each shaped by their respective research goals, made different scope choices that we could not directly reconcile. We reasoned about what should and should not count as a Gantt chart, developing concepts and tools along the way. We distinguish features that are essential to a chart type's identity from those that can vary, and use these distinctions to map how chart types relate through what they share and lack. Applying these ideas to Gantt charts, radar charts, and table cartograms, we produce key insights on what boundary work reveals: definitions diverge for functional reasons, drawing boundaries exposes hidden structure in descriptive vocabulary such as feature entanglements, and scope choices shape how far findings can generalize. We came to understand that there is not a definitive answer, but that working through the question produced a functional definition that guided the design space we originally set out to build. Additionally, we present vocabulary and tools for
reasoning about chart type boundaries and surfacing these boundary decisions, alongside a documented Gantt chart design space. Our broader reflection is that scope choices in chart-type-centered research—which determine what design spaces include, what grammars generate, and what perceptual studies measure—are research decisions worth making visible.
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Human-Computer Interaction
WIP: Chat-Debugging: Large Language Model as a Hardware Debugging Assistant
Andrew Ash and John Hu
This work-in-progress research paper explores Chat-Debugging, a novel use case for large
language models as an assistant for hardware debugging tasks to improve students' debugging skills. Hardware debugging can be a time-consuming and stressful skill to develop, leading to frustration and other negative emotions. While past work has explored streamlining and automating software-based
circuit debugging where digital
circuits are dominant, Chat-Debugging aids in physical hardware debugging where
circuits may be analog, digital, or mixed-signal. Qualitative data were collected from LLM chat logs and interviews with a fourth-year electrical engineering undergraduate student. Major themes were extracted using a constant comparative analysis. Chat-Debugging incorporates accurate hardware information, properly handles natural
language descriptions of
circuits, and improves debugging confidence. A successful Chat-Debugging session includes investigating multiple potential root causes proposed by the LLM, the patience and determination to eliminate root causes, and a student who leads the debugging process by assertively correcting the LLM's misunderstandings. This human-computer interaction can improve electrical and computer engineering students' confidence during debugging and improve their debugging skills.
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Human-Computer Interaction
Embodied Empathy: A Multimodal AR and LLM-Powered System for Self-Attachment Psychotherapy with Self-Initiated Humour
Xinyan Ye, Gwyneth Phang, Anandha Gopalan et al. (+1 more)
The growing global demand for mental health support increasingly exceeds the supply of qualified practitioners, creating an urgent need for scalable digital interventions that can deliver meaningful emotional connection. In response, we present a novel
multimodal application that operationalises the Self-Initiated Humour Protocol (SIHP) within a Self-Attachment Technique (SAT) framework. Our mobile application integrates customisable 3D childhood avatars, augmented reality, and an LLM-driven virtual therapist capable of automated emotion mirroring. An eight-day user study (N=16) indicates the system's feasibility and improvements in self-reported mood. Results show that personalised avatars and text-to-
speech output strengthen emotional bonding and perceived empathy. Although emotion mirroring boosts engagement, its effectiveness depends heavily on classification accuracy and animation intensity. Moreover, findings indicate a shift in user expectations–from reactive chatbots to proactive conversational facilitators. We conclude with design implications for leveraging AI and AR to cultivate embodied empathy in digital mental health tools.
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All authors Xinyan Ye, Gwyneth Phang, Anandha Gopalan, Abbas Edalat
Human-Computer Interaction
ManyFold: A Design Exploration of Data Visualization on Foldable Mobile Devices
Julian Baader, Ricardo Langner, Can Liu et al. (+1 more)
With this work, we explore the unique potential of data visualization on novel foldable mobile devices (foldables). Even though foldables are already commercially available, there is limited knowledge of how to leverage their distinct characteristics for visualization. This gap will only grow as their form factors become increasingly diverse. To address this, we use a two-step approach. First, we present a device-centered design space, structured around physical and usage properties of foldable devices. Second, we introduce a conceptual framework that investigates visualization on foldables from four complementary perspectives: More Displays - distributing multiple views to leverage additional display space; More Shapes - mapping visualizations to spatial fold states; More Interactions - coupling visualization tasks and folding interactions; and More States - enabling responsive visualization through folding. We complement the design space and conceptual framework with a low-fidelity ideation workshop and the subsequent prototyping of interactive artifacts. We reflect on the results and lessons learned from our exploratory, design-driven process and discuss opportunities and challenges, including the gap between our proposed concepts and commercially available foldable devices. By providing conceptual foundations and illustrating the potential of foldables, we hope to inspire and inform the development of future visualization applications for this evolving class of devices.
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All authors Julian Baader, Ricardo Langner, Can Liu, Raimund Dachselt
Human-Computer Interaction
From Information to Delegation: Mapping Human-AI Financial Decision Making
Iman Munire Bilal, Yingcan Carol Wang, Ajan Raj et al. (+5 more)
As AI increasingly participates in human decision making, understanding how decision-making authority is distributed between humans and AI has become a fundamental behavioural question. We introduce a behavioural measurement framework combining intent and delegated decision authority to quantify what consumers seek from AI and how much decision-making authority they assign to it. Applied to 1.5 million real-world ChatGPT and Gemini interactions from 6,304 users in the United States and India, we find that financial services are already a substantial AI use case. Consumers overwhelmingly use AI to retrieve information and shape financial judgement, while delegation of financial execution remains rare. By shifting
attention from conversation topics to delegated decision authority, this work establishes a behavioural baseline for measuring the transition to increasingly agentic AI.
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All authors Iman Munire Bilal, Yingcan Carol Wang, Ajan Raj, Filippo Giovagnini, Pranav Tewari, Yuwei Zhang, Mei-Chen Zoe Liou, Qamar Zaman
Human-Computer Interaction · Cross-listed from cs.LG
A 2-Block Architecture for Real-Time EEG Gait Decoding: A Pilot Study
Shantanu Sarkar, Saurabh Prasad and Jose L. Contreras-Vidal
Closed-loop lower-limb exoskeleton control via Electroencephalography (
EEG) remains limited by motion artifacts, low signal-to-noise ratio, and binary gait formulations that fail to capture full cortical gait complexity. We propose a 2-block
Brain-Computer Interface (BCI) architecture: a trainable session-specific Feature Extraction Block with real-time artifact suppression and multi-domain feature extraction, coupled with a Decoder Block built on a novel
Polynomial Time-Varying Layer (PolyTVL)+LSTM for four-state gait classification (Stand, Initiate, Execute, Terminate). Ablation confirmed v01 (PolyTVL+LSTM) outperformed all variants (validation MCC: 0.435, gap: 0.187), with consistent
EEG feature discriminability across ROIs and sub-bands (p<0.05). Closed-loop deployment with v01 achieved 55.3% (Rex-assisted) and 52.7% (volitional) gait initiation success, with a mean end-to-end processing time of 70.5~ms (+/-41.5), validating real-time feasibility in this pilot study.
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Human-Computer Interaction
HaptoFlow: High-Fidelity Real-Time Vibrotactile Generation via Flow Matching for Virtual Reality
Michikuni Eguchi, Yuichi Hiroi and Takefumi Hiraki
Haptic feedback is widely employed to enhance immersion in Virtual Reality (VR) environments. However, designing haptic stimuli that cover diverse interaction conditions remains a significant scalability challenge. Data-driven haptic generation has emerged as a promising approach, yet existing models face an inherent trade-off between waveform expressiveness and inference responsiveness, which becomes increasingly critical as training data grow in scale and diversity. To address this challenge, we propose HaptoFlow, a vibrotactile generative model based on Flow Matching, designed for interactive real-time haptic rendering in VR. Flow Matching learns a continuous vector field that transforms a base distribution into the target data distribution, enabling efficient representation of complex haptic data distributions and thereby facilitating both high-quality generation and computational efficiency. We train HaptoFlow conditioned on material labels and interaction parameters (stroking velocity and applied force), and integrate it into a VR system. Technical evaluation demonstrates that HaptoFlow outperforms all baseline methods in both waveform reproduction accuracy and inference latency. Furthermore, user studies confirm that the system latency falls well within the perceptual threshold of visual-haptic delay, and statistically significant improvements in perceived haptic quality are observed for a subset of materials. These findings establish a practical foundation for scalable, data-driven haptic content creation in VR, and provide latency
benchmarks that inform the design of future real-time haptic rendering systems. Project page: https://tamago117.github.io/HaptoFlow/.
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Human-Computer Interaction
3D Gaussian Splatting and Mesh-Based Digital Twins: An Exploratory Study for Virtual Reality Tourism
Maximilian Warsinke, Francesco Vona, Abm Tariqul Islam et al. (+3 more)
Digital Twins (DTs) are increasingly used for immersive experiences in virtual tourism. Virtual Reality (VR) enables remote visits to replicated locations for promotional purposes or access to fragile and rural cultural heritage sites. However, developing high-fidelity DTs of tourist destinations is costly, due to the manual creation of 3D environments. Novel 3D rendering techniques, such as 3D Gaussian splatting (3DGS), pose a promising approach to creating immersive experiences. This study investigates the user experience (UX) of a 3D-mesh-based scene and a 3DGS-based scene within a VR tourism application. In a laboratory study, 20 participants engaged with both versions and rated UX, cybersickness, presence and affect through standardized questionnaires. A custom questionnaire was created to measure the perception of the DTs. The collected data suggests that both versions were enjoyed and induced positive affect, with the Mesh version receiving good UX ratings. While the 3DGS version scored higher in terms of experienced realism, it showed clear weaknesses in pragmatic quality. Further, the results suggest that the feeling of presence could be enhanced and cybersickness reduced in both versions. Overall, the study contributes to the understanding of UX in VR tourism applications by implementing mesh-based and 3DGS-based DTs and raising important questions about the perception of realism.
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All authors Maximilian Warsinke, Francesco Vona, Abm Tariqul Islam, Tanja Kojić, Jan-Niklas Voigt-Antons, Sebastian Möller
Human-Computer Interaction
Emotional Expression in Persuasion by Quadruped Virtual Agents: Toward Cross-Species Design Patterns
Kaoru Sumi and Souki Osawa
Persuasive technologies increasingly use virtual
agents to influence attitudes and behavior, but research has focused mainly on humanoid
agents. The persuasive design of non-humanoid, quadruped
agents remains underexplored, and it is unclear whether emotional expression works consistently across animal species or whether species-specific motion is necessary. We developed virtual dog, cat, and horse
agents and compared three behavioral conditions: species-specific behavior, shared behavior across species, and a bark-only baseline. Participants completed everyday tasks involving trash disposal, feeding, and refraining from smartphone use. We evaluated intention understanding, behavioral intention, actual behavior, psychological reactance, discomfort, familiarity, and
agent acceptance. In several task contexts, the bark-only baseline produced lower intention-understanding and behavioral scores than the expressive conditions. Emotional expression and
attention-guiding cues therefore appear to improve interpretation of
agent intention and support behavior change. However, no consistent significant differences emerged between species-specific and shared behavior, suggesting that faithful reproduction of animal-specific motion is not the main determinant of persuasive effectiveness. Psychological reactance and discomfort remained low, while familiarity with an animal species was associated with actual behavior in some conditions. These findings indicate that persuasion by quadruped virtual
agents depends more on functional cues, including emotional expression,
attention guidance, and intention readability, than on accurate species-specific behavior. The results support cross-species generalizability and provide a basis for reusable design patterns in persuasive technology and human-AI interaction.
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Human-Computer Interaction · Cross-listed from eess.SP
UART for Wearables (U4We): DC Power and Carrierless Signal Transfer over Conductive Textiles
Akihito Noda
This brief presents a
circuit-level conductive-textile interconnection technique for batteryless distributed wearable modules. Two conductive textile layers separated by an insulating fabric layer are used as a garment-wide shared bus that simultaneously conveys DC power and pulse-based data signals without point-to-point wiring. To minimize the
circuit overhead of each module, universal asynchronous receiver/transmitter (UART) pulses are directly coupled onto the textile through AC-coupling capacitors without carrier modulation. The textile is modeled as a lumped resistance–capacitance network. The textile waveform is then modeled as the transient response of a second-order
circuit. From this model, design conditions for comparator-based waveform recovery and high-bitrate transmission are analytically derived. The resulting design framework determines whether a given combination of data rate, textile capacitance, and resistance is feasible, and also provides the corresponding design range of the decoupling inductors. The required textile parameters are characterized, and robustness to parameter drift is analyzed. These results establish a basic methodology for textile-based simultaneous power and data transfer.
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Human-Computer Interaction
Reassessing the Feasibility of PPG-Based Non-Invasive Blood Glucose Level Estimation
Supraja Ramesh, Markus Neufeld, Michael Küttner et al. (+2 more)
Non-invasive blood glucose level (BGL) estimation from photoplethysmography (PPG) holds great promise for wearable health monitoring, but results across studies are hard to compare due to inconsistent
datasets, data leakage, and non-standardized evaluation metrics. We present the first reproducible, extensible evaluation pipeline and use it to reassess five representative PPG-based BGL methods on published
datasets under three increasingly strict data-split protocols: random window-level, participant-aware, and leave-some-participants-out (LSPO). Models appeared competitive under random splitting but collapsed under participant-aware and LSPO evaluation, with nearly all yielding near-zero or negative R$^2$ values comparable to a mean-prediction baseline. Critically, across every model and split, over 90% of predictions fell within clinically acceptable zones (Clarke Error Grid A+B), including the baseline. This reveals a fundamental disconnect: clinical zone metrics systematically conceal model failure in this domain. Our findings demonstrate that random train-test splits substantially overestimate the generalization of PPG-based BGL models due to sample-level data leakage, and that robust ML evaluation must precede clinical validation to meaningfully assess real-world utility.
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All authors Supraja Ramesh, Markus Neufeld, Michael Küttner, Tobias Röddiger, Michael Beigl