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Tuesday 11 August

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

Auditable AI-Assisted Research Writing: An Engineering Discipline with Pre-Registered Process Observation

Language models now draft, classify and criticise inside research production, yet the artifacts they help produce carry little accountable history. Rather than detecting machine involvement afterwards, we specify an auditability discipline built at production time: git sealing with an anchor lineage, hash-bound provenance, red-line gates that refuse non-compliant artifacts and log every refusal, cross-model role separation, and programmatic assembly from registered sources. Adherence is instrumented by metric cards, each carrying a pre-registered blind spot and evidential standing, frozen before the prospective case it observes. In that case the observed project's pre-registered confirmatory test was executed under seal and returned No-Go, and that project's frozen stopping rule halted the work, against its own operators. A lower-graded retrospective case covers families whose machinery predates the protocol. Current observations are provisional; we release a package from which a third party can recompute every primary metric.
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Human-Computer Interaction · Cross-listed from cs.CV

The GENEA Challenge 2026: A Large-Scale Disentangled Evaluation of Speech-Driven Gesture Generation on the Seamless Interaction Dataset

This preprint presents the results of the fourth GENEA Challenge, a large-scale human evaluation of five speech-driven gesture-generation systems trained by participating teams on the Seamless Interaction dataset of dyadic conversations. As in the 2023 GENEA Challenge, we used a disentangled evaluation methodology to assess motion quality and speech alignment without confounding between the two, and performed a dyadic mismatching study to isolate the effect of listening and reacting to the interlocutor. We additionally introduce a new semantic gesture-generation task and a text-mismatching evaluation methodology using the Grounded Gestures subset of the data. In total, we ran four large-scale user studies, collecting over 23,000 votes from 869 test-takers. In the motion-realism study, the dataset's filtered segments had substantially higher motion quality than all challenge submissions (68-95% pairwise winrate). In the speech-alignment study, the motion-capture segments provided a conceptual ceiling at 62% alignment score, with the top submission significantly behind at 32% and the rest only slightly above the 0% expected of an input-independent system. In the dyadic study, motion capture again set the ceiling at 65% appropriateness score, but no submission scored substantially above chance, indicating that the systems could not yet respond to the interlocutor. Finally, the semantic mismatching evaluation found highly expressive gestures in the dataset (test-takers identified the matching transcript 79% of the time), yet almost all submissions failed to generate semantically expressive motion, with the best achieving only an 8% appropriateness score. The collected votes and outputs will be made publicly available at https://genea-workshop.github.io/2026/challenge/ to facilitate reproducibility and further research.
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All authors Rajmund Nagy, Silvia Arellano García, Hendric Voss, Mihail Tsakov, Taras Kucherenko, Youngwoo Yoon, Gustav Eje Henter

Human-Computer Interaction

AI-Generated Interactive Fiction for Educational Use: A Pilot Study of Perceived Comprehensibility, Coherence, and Engagement

Generative artificial intelligence (AI) can produce educational content at scale, including interactive and narrative learning experiences, but technical generation alone is not sufficient: scenarios that are confusing, narratively inconsistent, or unengaging are unlikely to be useful in practice. This paper presents a pilot user-centred evaluation of AI-generated interactive fiction (IF) for educational use in higher education. Using a previously described domain-agnostic pipeline and a shared STEM content base, we generated a controlled pool of scenarios and asked participants (N = 22, STEM higher-education) to play one generated episode and rate it on narrative clarity, story-content coherence, engagement, and length acceptance. A free-text prompt captured open feedback. Narrative clarity and length acceptance were rated positively, engagement sat near the neutral mid-point of the scale, and story-content coherence was the weakest dimension by a clear margin. Qualitative feedback points to quiz integration as the bottleneck. Artificial in-fiction motivation for quiz prompts and abrupt setting changes were reported. Feedback also pointed to missing story-level consequences for wrong answers. From these observations, we derive concrete design implications that can inform larger follow-up studies, including later work on learning effectiveness.
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Human-Computer Interaction

Playable Pressure: Affective Dramaturgy and Selective Realism in the Design of a VR Emergency-Response Serious Game

Professional simulations stage not only procedures but models of what should command attention, which emotions belong in competent practice, and whose distress becomes part of the task. This article develops affective dramaturgy through critical design-document analysis of a virtual-reality emergency-response project. The corpus comprises two non-public production records. We identify six families of specified pressure and examine how sensory staging, proximity, trigger authority, task conflict, and response allocation imply a selectively receptive triage professional. The documented design can make emergency work morally and socially crowded, yet it can also turn grief, vulnerability, and mental-health-coded behavior into adjustable difficulty. We propose answerability at two levels-in-play response and post-play debriefability-and derive case-based questions about occupational purpose, representation, adaptation, and accountability. These questions are sensitizing propositions, not a validated framework for user effects or emergency practice.
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Human-Computer Interaction · Cross-listed from cs.LG

Your LLM, Your Style: Behavioral Mode Axes for LLM Behavioral Control

Large language models (LLMs) increasingly act in interactive settings where their behavioral styles affect user experience, safety, and downstream decision making. Existing LLM personality studies largely rely on self-report questionnaires administered in first-person settings, making the resulting profiles sensitive to surface elicitation choices and poorly grounded in concrete model behavior. In this work, we introduce a situated behavioral-data (B-data) framework for studying and controlling LLM behavioral personality. We construct 3,200 contrastive behavioral scenarios spanning 20 behavioral patterns and four prompt registers, grounded in validated psychometric facets such as BFI-2, DOSPERT, and HEXACO. Using this framework, we find that LLMs exhibit stable and model-specific behavioral profiles, while also revealing register-dependent shifts across first-person decisions, advice-giving, and task execution. We then show that these behavioral patterns can be controlled through Behavioral Mode Axes (BMAs), activation-space directions derived from contrastive behavioral traces. Compared with response-derived BMAs, which are more prone to trait drift, thought-derived BMAs more faithfully capture the intended behavioral mechanism and provide cleaner control over situated behavioral styles. Our results suggest that LLM personality-like tendencies are better understood not as abstract self-report traits, but as measurable and controllable behavioral modes grounded in concrete interaction contexts. Our code and data are available at https://github.com/lhz191/LLM-Behavioral-Personality.
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All authors Haoze Liu, Run Liu, Haiying Xu, Jiahui Han, Siyuan Fang, Siyu Yan, Huiqi Deng, Guanchu Wang, Na Zou

Human-Computer Interaction

The Signal Rail: A Deterministic Motion Grammar for Communicating Conversational Agent State in Terminal Interfaces

Terminal interfaces to conversational agents report rich internal state (listening, thinking, executing tools, awaiting input, failing) almost entirely through text, while the motion channel beside it, the one peripheral vision monitors without reading, carries a single bit: alive. We present the Signal Rail, a one-row terminal status instrument that gives that channel a grammar. Four ideas govern it: spatial semantics (input, processing, and output zones, with direction as meaning), a motion grammar (one kinetic rule per state, never color alone), determinism (frames as a pure function of explicit inputs, golden-frame testable), and honesty (no invented progress or activity). We contribute a 45-section normative specification and a reference implementation inside a working full-duplex local voice agent driven by real signals.
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Human-Computer Interaction · Cross-listed from cs.CL

Leveraging Human Reading Behavior for Keyphrase Extraction: A Webcam-based Eye-tracking Corpus

Purpose: Keyphrases are statistically and semantically important textual units that can also attract readers' attention during comprehension. However, existing keyphrase extraction (KPE) studies mainly focus on improving textual representation while largely overlooking human reading behavior. This study examines whether lightweight webcam-based eye-tracking features can improve KPE from Chinese academic abstracts in Library and Information Science (LIS). Methodology: To address the limited availability of eye-tracking data for Chinese academic reading, we developed a lightweight webcam-based data collection platform using the open-source SearchGazer library and constructed the Chinese LIS Eye-Tracking Corpus (CLIS-ET). Three character-level eye-tracking features, first fixation duration (FFD), fixation number (FN), and total fixation duration (TFD), were incorporated into KPE models to evaluate their effects on extraction performance. Findings: Eye-tracking features consistently improved KPE performance. The combination of FN and TFD achieved the best results on the Att-BiLSTM+CRF model, indicating that readers' fixation behavior provides useful signals for identifying keyphrases in academic abstracts. Originality/value: This study introduces a cost-effective webcam-based eye-tracking approach for KPE and presents CLIS-ET, a Chinese academic eye-tracking corpus containing FFD, FN, and TFD features. The results demonstrate the value of incorporating human reading behavior into keyphrase extraction. Dataset and code: https://github.com/yan-xinyi/ET_AKE and https://github.com/yan-xinyi/Reading_ET_System.
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Human-Computer Interaction

Longitudinal Evidence That General-Purpose Chatbots Actively Foster Relational Engagement

Social interaction has become one of the most common uses of LLMs, yet research on emotional bonds with AI has focused largely on how users experience these systems, leaving the systems' role in relationship formation poorly understood. Empirically establishing whether systems actively shape these bonds could blur the boundary between general-purpose AI and companions, affecting governance. In a pre-registered four-week longitudinal study (N = 72, 182,451 lines of conversation), participants conversed with ChatGPT-4o, either under a relational system prompt or unmodified, analyzed through 1) disclosure coding, 2) longitudinal self-reports, 3) topic analysis, and 4) interviews. The central finding is that the system actively shaped the interaction: even unprompted, it produced twice as much self-disclosure as users, steered conversations and initiated intimate exchanges, yet did not deepen users' felt closeness. Relational behavior thus emerged as a default system property, calling for governance based on system behavior, not solely product category.
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Human-Computer Interaction

ProtoGIB-Workload: Learning Workload-Specific Neural Topology Prototypes across Subjects

Reliable electroencephalography (EEG)-based mental workload recognition is crucial for adaptive human-centered systems, yet practical deployment requires models to generalize to users unseen during training. Although functional connectivity graphs are widely adopted to capture workload-related neural interactions, they inherently entangle task-relevant structures with subject-specific physiological traits and sample-level noise. This entanglement often leads models to learn structural shortcuts, severely degrading cross-subject generalization. To address this, we propose ProtoGIB-Workload, a novel framework that explicitly regularizes and aligns graph structures for subject-independent workload recognition. Our approach introduces a Stochastic Graph Information Bottleneck (SGIB) to compress dense correlation priors into compact, task-relevant subgraphs, filtering out input-related redundancy. Crucially, to prevent the retention of subject-specific spurious edges, we propose a Class-Conditional Topology Stabilizer (CTS). Leveraging the fixed electrode coordinates of EEG data, CTS operates directly on graph-generation probabilities to encourage consistent edge-generation statistics across different subjects sharing the same workload class. Extensive experiments on two public EEG workload datasets and one in-house EEG cognitive load dataset of air traffic controllers under strict leave-one-subject-out (LOSO) protocols demonstrate that ProtoGIB-Workload significantly outperforms state-of-the-art temporal and graph-based baselines, improving the cross-subject Macro-F1 score by an average of 5.15% (up to 6.34%). Further analyses confirm that our method successfully extracts stable, cross-subject consistent neural connectivity patterns.
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All authors Yuzhe Zhang, Yixi Zhang, Shengdian Jiang, Chengxi Xie, Jihong Wang, Huan Liu, Man Yao, Minnan Luo, Chao Shen

Human-Computer Interaction

Stay or Stray - A Dynamical Systems Viewpoint of Popularity Bias

Popularity bias in recommendation systems arises when a majority user class generates disproportionate interaction data, causing the system to increasingly favour it while degrading recommendation quality for niche users. While extensive empirical evidence of popularity bias exists, the dynamics leading to its emergence are not well understood. In this work, we study the coupled evolution of recommender model updates and user engagement through the lens of dynamical systems. We formulate a stochastic process and analyse its asymptotic behaviour through an ordinary differential equation (ODE) framework grounded in two-time-scale stochastic approximation. We characterise the equilibrium points of this dynamical system, and derive conditions under which popularity bias is provably emergent, as well as conditions under which symmetric retention of all user classes is possible. We conduct experiments on synthetic data and real-world production logs derived from a large-scale commercial music recommendation platform to validate our theoretical results.
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All authors Sarvesh Shashidhar, Lankireddy Prabhat, Arpit Agarwal, D. Manjunath, Karan Bhukar, Tanmay Khandelwal

Human-Computer Interaction

What We Know about Responsible AI Practices in Industry: A Half Decade of Empirical Research

Responsible AI (RAI) has become a central concern for technology companies, regulators, and the public. How industry practitioners interpret, implement, and sustain RAI work directly shapes the design and deployment of AI systems. As empirical scholarship examining RAI practices in industry has rapidly expanded, findings are dispersed across studies that focus on different roles, organizational contexts, and interventions. This work synthesizes current knowledge through a literature review of 161 empirical studies spanning six years, each engaging industry practitioners via interviews, surveys, workshops, ethnographies, and other methods. Our synthesis reveals both meaningful progress and persistent challenges in industry RAI practice. Practitioner awareness has increased, RAI activities have become more professionalized, and interventions such as toolkits and guidelines are more widely adopted. At the same time, practitioners continue to face substantial barriers, including limited training, uneven organizational support, and a lack of interventions tailored to day-to-day work practices. By consolidating and organizing these findings, we provide a more complete account of industry RAI than any single study to date. We conclude by discussing implications for RAI researchers, practitioners seeking to adopt effective practices, and policymakers aiming to ground governance efforts in the realities of industry contexts.
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All authors Wesley Hanwen Deng, Agathe Balayn, Andrew Selbst, Jason I. Hong, Motahhare Eslami, Kenneth Holstein, Hanna Wallach, Jennifer Wortman Vaughan, Solon Barocas

Human-Computer Interaction

When the Interviewer Is a Bot: Behavior, Breakdowns, and Trust in MLLM-Led Interviews

Semi-structured interviews are a cornerstone of qualitative research but remain labor-intensive. We report an empirical study of what actually happens when the interviewer is an off-the-shelf real-time multimodal LLM (MLLM). We built InterviewBot, a voice-based interviewing system that wraps a real-time MLLM with a researcher-authored outline, and deployed it not as a novel architecture but as a research instrument for observing default MLLM interviewing behavior. In a practice study (N=15), participants completed a bot-led semi-structured interview and then a human-led reflection session about that experience. We contribute (i) a turn-level behavioral analysis of an MLLM interviewer (N_turns=428) showing that it is acknowledgment-heavy but probe-light (deepening probes account for 4.9% of all turns), and that 28.7% of question-bearing turns pack multiple questions into one turn despite an explicit one-question-at-a-time instruction; (ii) an inductive catalogue of four data-collection breakdowns (information loss, premature termination, latency, and interruption) observed in a deployed rather than simulated system; and (iii) three social dynamics from participants' reflections: disclosure calibration, where reduced social pressure coincided with shallower elaboration; institutional legitimacy, where trust tracked perceived stakes and what delegation to AI signaled about the organizer rather than conversational competence; and conversational grounding, where content-grounded paraphrase, not generic social filler, was what participants read as listening. We conclude with design implications for depth control, transparent handoffs, and non-templated listening mechanisms in human-centered interview automation.
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All authors He Zhang, Kambinachi Chukwuma, ChanMin Kim, John M. Carroll

Human-Computer Interaction

Elbow Angle Guidance System Based on Surface Haptic Sensations Elicited by Lightweight Wearable Fabric Actuator

The demand for wearable haptic devices has rapidly increased for various applications. However, many haptic devices interfere with the wearer's activities and movements. In addition, several haptic devices fail to elicit intuitive haptic sensations by adjusting to the natural posture of the wearer. To address these issues, we propose an elbow angle guidance system using a lightweight wearable fabric actuator. The proposed actuator is made of fabric and has two McKibben-type artificial muscles attached to it, rendering it extremely lightweight and facilitating the delivery of surface haptic sensations to intuitively induce elbow extension and flexion. The surface haptic sensation elicited by the fabric actuator is adjusted to natural body movements without interfering with the wearer's movements. Moreover, the proposed system measures and guides the elbow angle by changing the intensity of the surface haptic sensation delivered to users in real time. The accuracy of the proposed system is demonstrated through experiments involving human participants.
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All authors Kenta Yokoe, Tadayoshi Aoyama, Yuki Funabora, Masaru Takeuchi, Yasuhisa Hasegawa

Human-Computer Interaction

Automatic Field-of-View Adjustment for a View-Expansive Microscope via LSTM-Based Gaze and Pipette Motion Interpretation

Intracytoplasmic sperm injection (ICSI) operators frequently adjust the field-of-view (FOV) during procedures, which interrupts workflow and increases procedure time. Conventional microscopes require manual objective lens switching and illumination adjustments to achieve different FOV sizes. We propose an AI-based automatic FOV adjustment method integrated with a view-expansive microscope. This microscope enables the simultaneous acquisition of a large FOV and high-resolution images using a single objective lens through multiview imaging with galvanometer mirrors and high-speed vision, thereby eliminating the need for physical lens exchanges. Our method utilizes a long short-term memory (LSTM) model to predict the appropriate FOV size based on real-time analysis of the pipette's position and velocity, combined with the operator's gaze position. The AI model is trained using ICSI procedure data from an expert with over five years of micromanipulation experience. Experimental evaluation with novice operators reveals that the proposed automatic FOV adjustment system significantly improves the ICSI procedure speed, reducing the average task completion time from 60.5 to 48.0 s (p < 0.001). The experiments also demonstrate that this improvement enables novice operators to achieve ICSI working speeds equivalent to those of expert operators.
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Human-Computer Interaction

Visual-to-Haptic Augmentation in XR: A Wearable Glove for Perceptual Grounding in Multimodal Interaction

Extended Reality (XR) systems increasingly deliver high-fidelity visual and auditory experiences, yet tactile perception remains comparatively underutilized as a modality for enriching embodied interaction. This work presents a visual-to-haptic wearable glove and a feature-based visual-to-haptic mapping algorithm that translates spatial and temporal visual features from images and videos into distributed vibrotactile patterns. The proposed method extracts motion, edge, and brightness cues and fuses them into actuator-level intensity maps aligned with a 29-actuator glove arranged in a five-by-seven layout. The system is implemented through a modular four-layer architecture comprising the XR environment, media content handling, visual-to-haptic processing, and embedded haptic hardware. A within-subject user study (N = 20) compared visual-only interaction with visual-plus-haptic augmentation across texture-based and dynamic video scenarios. Results indicate that tactile augmentation significantly improves perceived realism in dynamic video scenarios and enhances immersion and visual-tactile correspondence across conditions, with stronger and more consistent effects observed for dynamic visual events. While the current implementation operates in a single-user, offline-synchronized configuration, the findings demonstrate that vision-driven tactile augmentation can function as a perceptual enhancement layer within multimodal XR systems. Such a layer may provide a foundation for future socially enriched XR environments where coherent multisensory grounding supports higher-level interaction and communication.
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All authors Faisal Mohd, Hamdi Elsaddik, Erhan Baturay Onural, Jihong Zhang, Fedwa Laamarti, Abdulmotaleb El Saddik

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

A Neural Network Based Teleoperation for Remote Controlled Vehicles

Direct teleoperation of vehicles faces critical technical bottlenecks: communication latency and the operator's inability to physically perceive unmodeled environmental disturbances (e.g., aerodynamic drag, bank angles) coupled with highly nonlinear tire-road dynamics. To address these challenges, we propose a tailored unilateral teleoperation framework. The system integrates the Wave Variable (WV) approach to passively guarantee stability under stochastic delays, and an adaptive Radial Basis Function Network (RBFN) to actively compensate for vehicle-specific uncertainties. Unlike existing WV-neural network architectures designed for bilateral robotic arms, our framework features decoupled adaptive laws specifically designed for vehicle longitudinal and lateral dynamics. Furthermore, compared to model-heavy predictive controllers, the model-free RBFN offers rapid online adaptation without heavy computational overhead. Building upon our preliminary theoretical formulation, this brief paper presents comprehensive comparative analyses and real-world hardware validations. Simulation benchmarks against PID, LQR, MPC, and NMPC demonstrate that the RBFN achieves superior robustness against unmodeled disturbances while requiring orders of magnitude less execution time than MPC and NMPC, making it ideal for resource-constrained vehicle edge computing. Finally, hardware-in-the-loop experiments using a 1/10th scale vehicle over a 4G network validate the system's practical feasibility, safety, and robust trajectory tracking under physical road uncertainties.
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Human-Computer Interaction · Cross-listed from eess.SP

Neural implants and human safety: single-fault detection for DC-coupled recording front ends

DC-coupled analogue front ends (AFEs) for neural implants provide a low-area solution. However, removing the coupling capacitor eliminates the intrinsic barrier that protects cortical tissue: a single-fault event, such as gate-oxide breakdown of a low-noise amplifier (LNA) input transistor, can open a direct DC path from the supply rail into the brain. On the stimulation side this hazard is well understood, and single-fault tolerance is enforced by a series DC-blocking capacitor; on the recording side, DC-coupled front ends discard the equivalent safeguard, yet their protection has gone almost unexamined. This paper presents a single-fault detection mechanism that monitors the LNA for the DC imbalance produced by such a failure and disables the amplifier before the resulting fault current can irreversibly damage tissue. The imbalance is encoded in the duty cycle of a current-starved relaxation oscillator and read out as a time-to-digital measurement. Designed in 65 nm, the mechanism resolves a worst-case fault of 6.4 nA across all corners within 0.81 ms - compliant with the ISO~14708-3 limit for an 8533 um2 electrode - opening a broader discussion of safety in DC-coupled recording.
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Human-Computer Interaction

MazzikaAI: A knowledge-based performance-to-prompt compiler for real-time Arabic maqam accompaniment with a streaming text-to-music model

Arabic maqam music microtonal, modal, and built on ornamented call and response is among the traditions most underserved by generative music models, whose training frameworks remain predominantly Western and equaltempered. Real time accompaniment sharpens this gap: an AI partner must listen, adapt dynamically, and respect idiomatic microtonal structures. Streaming text to music models provide strong generative capabilities but lack precise control interfaces. We present MazzikaAI, a knowledge based system that uses natural language as the actuator of a realtime control loop. By compiling live MIDI, gesture, and inferred harmony into continuously updated text prompts, MazzikaAI steers an unmodified streaming generator, Google Lyria RealTime, without requiring model finetuning. The system embeds expert knowledge of six core maqamat, characteristic ornaments, and ensemble dynamics, maintaining realtime responsiveness with subsecond keytoaudibleupdate latency. Empirical evaluations demonstrate that dynamic prompt compilation reliably grounds generation in microtonal scales, significantly increasing offgrid quartertone content over baseline generation. Beyond its core implementation, MazzikaAI illustrates how deterministic knowledgebased rules can effectively bridge expert, nonWestern musical traditions and unfinetuned foundation models. This architecture establishes a scalable paradigm for realtime humanAI cocreation, offering a generalizable blueprint for interactive accompaniment, adaptive music education, and culturally inclusive generative audio across diverse global idioms.
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All authors Jiaxin Du, Boulbaba Abdeljaouad, Yong Zhuang, Haoyu Li

Human-Computer Interaction

ResonaVis: Visualizing Interactive Music Data to Support Reflective Music Composition for Therapeutic Contexts

Designing music for therapeutic contexts requires navigating complex relationships between musical structure and listeners' sensory responses, yet composers often lack structured representations of these interactions, relying instead on intuition. We present ResonaVis, an interactive visualization system that helps composers analyze interaction and audio data from prior sessions with children with Autism Spectrum Disorder (ASD), informing future compositions. ResonaVis integrates audio features and interaction logs to capture how children engage with layered musical compositions, representing this engagement through coordinated visualizations of temporal transitions, layer co-occurrence, rhythmic activity, and spectral characteristics. Rather than prescribing strategies or supporting therapy sessions directly, the system surfaces patterns in past session data to support data-informed reflection during composition. We evaluated ResonaVis through a mixed-methods study with eight music students and a follow-up case study with two experienced composers. Results demonstrate good usability (SUS = 72.23), exceeding benchmarks for early prototypes, and show that participants could identify interaction patterns, reason about layer relationships, and make informed compositional decisions with high perceived performance and low frustration. Confidence in interpreting interaction and acoustic data for ASD-focused composition increased significantly across multiple dimensions (p < 0.05), with qualitative findings suggesting a shift toward more adaptive, data-informed composition. This work contributes a visualization design space for therapeutic music interaction data, an integrated system for compositional reflection, and empirical evidence that visualization tools support analytical reasoning and confidence in data-informed creative practice. (Abstract shortened for arXiv.)
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All authors Abhishek Karwankar, Elise Ruggiero, Daniel Stevens, Matthew Louis Mauriello

Human-Computer Interaction

Narrative Keyframing for Generative Creative Writing

We introduce narrative keyframing, an interaction technique for AI-assisted creative writing that lets writers specify different types of narrative constraints at selected moments in a story, then use AI to generate intervening prose. Inspired by the use of keyframing in animation, narrative keyframing offers a flexible way to connect story planning with adaptive control over generated text. We explore three types of keyframes: plot keyframes define significant events in a story, character keyframes represent how individual characters change over the narrative, and perspective keyframes capture how individual characters experience different events through first-person narratives. Plot and character keyframes offer a flexible way to adapt the type of high-level conditioning explored in previous AI writing tools to more customizable, iterative, and fine-scale control, while perspective keyframes add a new way to control characterization and focalization by using first-person narratives as an intermediary. Through a user study, we show that narrative keyframing supports a more controllable, transparent, and engaging way to use generative AI in creative writing.
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Monday 10 August

Human-Computer Interaction

Judgement and the Feeling of Agency When Instructing a Computer to Act

In cognitive psychology, the sense of agency refers to the feeling of controlling an external event through one's own actions. This paper asks how people experience agency when they give an instruction to a computer, which then acts on their behalf. Research in human-human interaction has found that while people experience agency over the initial actions taken by another in response to their command, they may not experience agency over the ultimate outcome of those actions. We present two experiments. The first draws on prior studies of human-to-human interaction but replaces a human co-actor with a computer. The second study addresses potential limitations in the first, exploring the effect of more meaningful outcomes, and assessing both pre-reflective feelings and post-reflective judgements of agency. We find that participants experienced agency over the initial action taken by the computer in response to their command, but did not experience pre-reflective agency over the final outcome. Interestingly, however, they did judge themselves to have caused the final outcome when it was meaningful and their command specific. This difference between the pre-reflective feeling and post-reflective judgement of agency has important implications for design. If designers want people to feel in control and take responsibility for outcomes that result from instructions given to a computer, they cannot rely on pre-reflective intuition. Instead, we should design systems that encourage people to reflect on their actions and make deliberative judgments regarding responsibility.
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Human-Computer Interaction

Divided Attention Amplifies the Importance of Expectation-Aligned Visualization Design

Studies have shown that visualization design affects interpretability when visualization interpretation is the user's sole task. However, in real-world settings, users often engage with visualizations while performing concurrent tasks, such as when users simultaneously monitor alerts or respond to messages. Such divided attention may alter how users interpret visualizations, potentially increasing the importance of designs that align with viewer expectations. We investigated this possibility through two experiments comparing visualization interpretation under single-task and dual-task conditions. Specifically, we examined how well-established inferred mappings between color, spatial position, and semantic concepts affect interpretation when users perform a concurrent task, both with unlimited viewing time (Exp. 1) and under limited viewing time (Exp. 2). Our results show that divided attention amplifies the performance gap between expectation-aligned and expectation-violating designs, affecting response time, interpretation accuracy, and the ability to produce a judgment under time constraints. To explain these results, we model the user's decision-making process using a Linear Ballistic Accumulator (LBA) framework. Our findings highlight the increased importance of aligning visualization designs with viewer expectations under divided attention and introduce a process-oriented modeling approach to understanding how expectation and multitasking shape visualization interpretation.
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All authors Jiho Kim, Anna L. Chinni, Karen B. Schloss, Michael Gleicher

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

Comprendia: AI-Augmented Code Comprehension

Comprendia is an Eclipse plugin that integrates structural dependency visualization with LLM-powered code explanation on a shared interactive graph for Java program comprehension. The tool rests on four pillars: (1) a multi-edge-type dependency graph with live search and multiple layouts; (2) LLM explanations grounded in Graph-Aware Callee Pruning (GACP), an auditable strategy that selects relevant callees using the same graph the developer navigates; (3) a clone-detection overlay that highlights duplication and suggests extract-to-parent refactoring opportunities; and (4) a CVE risk overlay powered by OSV.dev. GACP uses graph distance, inheritance collapse, and edge-type weighting to produce prompts that are reproducible across LLM families and traceable to visible graph nodes. We demonstrate Comprendia on a Java project containing known clones and vulnerabilities, showing how the unified graph substrate supports comprehension while keeping the developer in control. Screencast: https://youtu.be/1wlh_RYehzA
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Human-Computer Interaction

Fine-Tuning Large Language Models for Codebook-Guided Coding of Students' Mathematics Metaphor Responses

Student-generated metaphors about mathematics can provide insights into students' attitudes, beliefs, identities, and experiences, but expert human assessment through thematic coding of these semantically complex metaphor responses is labor-intensive and difficult to scale. This study examines whether Low-Rank Adaptation (LoRA)-based supervised fine-tuning of Large Language Models (LLMs) can improve their performance on codebook-guided coding tasks for student mathematics metaphors. We utilized a human-coded corpus of 2,265 Grade 6-8 responses to food- and animal-based metaphor prompts and evaluated LLMs on two tasks: valence-intensity coding of students' affective orientations toward mathematics and thematic coding of their metaphorical framings of mathematics. Two open-weight LLMs, DeepSeek-R1 1.5B and Mistral 7B, were evaluated before and after fine-tuning and compared with two proprietary LLMs, GPT-4o mini and GPT-5 mini. Results show that fine-tuning substantially improved the performance and run-to-run reliability of the open-weight LLMs across both tasks relative to their base versions, making the fine-tuned LLMs competitive with and often outperforming the proprietary LLMs. These findings suggest the potential of fine-tuned open-weight LLMs for scalable and automated AI-assisted measurement of students' metaphor responses with competitive performance while maintaining local controllability and privacy-conscious deployment.
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All authors Liang Zhang, Stephen Hwang, Yue Ma, Jinfa Cai

Human-Computer Interaction

Predicting affective connotation of visualizations from their constituent colors

With increasing evidence that affective connotation (emotional association) is an important aspect of visual communication, there is a need for methods to predict affective connotation of visualizations. Many aspects of visualization design, including colors, textures, and shapes, can contribute to affective connotation, and a key question is how multiple design properties combine to determine the emotion association of a whole visualization. In this study, we focused specifically on color and tested whether it is possible to predict the affective connotation of whole visualizations by aggregating the emotion associations of the individual, constituent colors (additivity hypothesis). We also tested whether accounting for the size of colored regions, as determined by the underlying dataset, improved predictions (data-dependence hypothesis). We found that for colormap data visualizations in which colors were well-distributed across all colors in the color scale, the mean estimated associations of individual colors effectively predicted emotional associations of the maps as a whole (additivity; Exp. 1). For colormaps whose underlying datasets were biased to map more to colors at one end of the color scale, emotional associations were better predicted by a weighted mean that accounted for color frequency in the colormap (data-dependence; Exp. 2). Effects of additivity and data-dependence generalized to dot plots and bar charts (Exp. 3). These results suggest it is viable to predict affective connotation of whole visualizations from their individual design components, which has important implications for automating affective visualization design to support visual communication.
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All authors Karen B. Schloss, Halle C. Braun, Kushin Mukherjee, Anna L. Chinni, Seth R. Gorelik

Human-Computer Interaction

Outer Limits: An Experimental Approach to Controlled Content Manipulation within the Reddit Interface

Independent researchers often lack access to intervention capabilities for controlled experiments on live social media platforms. We present Outer Limits, a browser-based system for controlled content experiments within the existing Old Reddit interface, rather than in a reconstructed simulation. The system renders content locally, records study events, and contains configured voting and commenting actions so that neither constructed content nor experimental write interactions reach Reddit. In a 219-participant perceptual-fidelity study, ART ANOVAs found no significant Post Type, Participant Awareness, or interaction effects. Exploratory TOSTs met the d = plus-minus 0.50 equivalence criterion for the marginal contrasts and for Post Type within the forewarned subgroup. We also illustrate the system with a factorial study varying post frame, comment frame, and comment stance. Outer Limits combines three properties that the approaches considered here provide separately: precise control over experimental content, an existing platform interface, and containment of experimental content and interactions from the host community.
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All authors Chenchen Mao, Hanjing Shi, Haiyan Jia, Daniel Unhuryan, Eric Baumer, Dominic DiFranzo

Human-Computer Interaction

Immersive Micromanipulation Integrating Pipette and Injector Operations with McKibben-Based Haptic Sensations for Workload Reduction

Intracytoplasmic sperm injection (ICSI) requires advanced micromanipulation techniques but relies solely on visual feedback and involves frequent interface switching between pipette movement and injector operations. Existing haptic feedback systems primarily focus on pipette puncture forces and do not provide feedback on injector states. We developed an immersive micromanipulation system that unifies operational interfaces and provides McKibben-based haptic sensations to represent aspiration, discharge, and contact between the oocyte and pipette. Users operated both the pipette and injector with a single hand while receiving haptic sensations. A human-participant experiment revealed that the immersive operation interface improved micromanipulation speed and reduced cognitive workload of the micromanipulation compared with conventional methods. Additionally, McKibben-based haptic sensations improved overall system usability. The immersive micromanipulation system with McKibben-based haptic sensations successfully unified operational interfaces and reduced operator workload.
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All authors Kenta Yokoe, Sumiwa Saito, Yuki Funabora, Tomoko Isomura, Tadayoshi Aoyama

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

WhichTok? Comparing Three TikTok Data Acquisition Tools

TikTok's global growth has made it a prime platform for both entertainment and political discourse, prompting increased social science research. However, this rapidly evolving research field faces a fundamental reproducibility crisis. TikTok's opaque algorithmic systems hinder researchers from drawing meaningful empirical inferences, while the lack of standardized data collection methods compounds these challenges. This study addresses these methodological gaps by systematically comparing three data collection tools - the official TikTok Research API, Pyktok, and Apify. We evaluated five endpoints: User, Hashtag, Keyword, Comment, and Related Video. Results show substantial cross-tool differences, especially for hashtag and keyword searches. The Research API uses back-end API calls, whereas Apify and Pyktok rely on front-end web scraping, producing systematic differences in the time periods and popularity levels represented in retrieved content. The three tools yielded comprehensive and consistent results only for the user endpoint. Our results question whether these tools can acquire truly random[-ized] samples, as they introduce methodological confounds that may compromise research validity in ways not yet fully understood. Based on these results, we offer methodological, transparency, and ethical recommendations and guidelines to increase TikTok research quality.
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All authors Gayoung Jeon, Cameron Moy, Silvia Teliz, Cristina Monzer, Nicolette Alayon, Deen Freelon

Human-Computer Interaction

Mirroring the Past: Exploring How Ancestral Digital Self Influences History Learning

Learners often perceive history as distant from themselves, which limits immersion and empathy in history learning. To bridge this gap, we introduce the "Ancestral Digital Self," an AI-generated pedagogical agent presented in prerecorded videos that mirrors the learner's facial features and vocal timbre, representing a historically situated version of the self. We developed a reproducible workflow for creating AI-generated historical learning videos and conducted a within-subjects study (N=36) comparing a Digital Self agent with a non-self pedagogical agent. The Digital Self agent enhanced experiential measures, including narrative transportation, perceived relatedness, self-other inclusion, and agent perception. However, it did not improve immediate learning outcomes: quiz scores were lower in the Digital Self condition, and Remember/Know judgments showed no reliable differences. Interviews further suggested that self-similarity increased familiarity and motivation, while novelty and uncanniness could draw attention away from historical content. These findings offer design implications for future educational environments supported by pedagogical agents.
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All authors Duo Gong, Fan Sun, Yucen Wang, Yufan Hu, Wen Zhong, Wei Zhang, Pengcheng An

Human-Computer Interaction

Designing PULSE: A Realtime Annotation Tool to Support Simulation Debriefing

Debriefing is central to effective simulation-based education. However, effective debriefing is challenged by high instructor workloads and limited engagement of observing students. A real-time annotation tool to support debriefing, called PULSE, was co-designed with nursing educators. A field study comparing three standard simulation debriefings with three debriefings using PULSE was conducted as a preliminary evaluation. Outcomes were assessed using the Debriefing Assessment for Simulation in Healthcare (DASH) student survey and a follow-up instructor interview. PULSE significantly improved overall DASH scores (t(4) = 4.03, p = 0.027, Cohen's d = 2.05). Survey findings suggested improvements in debriefing organization and depth of reflection. Interview data indicated that the student-generated annotations enhanced engagement and stimulated more interactive discussions. PULSE shows promise as a support tool for debriefing, particularly by facilitating reflection of observing students. However, larger and more diverse studies are needed to confirm effectiveness and refine the system for broader implementation.
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All authors Caleb Vatral, Jennifer Hunt, Mary Ann Jesse, Gautam Biswas