Human-Computer Interaction
Transforming Interactions in Thesis Supervision: An Exposé-First Workflow in Higher Education
Lin-Yin Huang, Dennis Zyska and Iryna Gurevych
At the studied research institute, one professorship oversees approximately 20 theses per semester, while day-to-day supervision is distributed among doctoral and postdoctoral researchers. To manage this supervision demand, the institute uses an exposé-first workflow in which students prepare a research proposal before entering the main thesis-writing phase. This paper asks how students, supervisors, and administrators experience the exposé-first workflow as a structured process for early thesis preparation, and how it redistributes responsibility, supervision, and administrative coordination work across roles and two digital platforms. Based on a mixed-methods study analyzed through Frauenberger et al.'s four reflective design lenses, the findings show that the exposé-first model made thesis preparation more structured by turning early research planning into a staged process of proposal writing, feedback, and approval. Students reported that this process helped them clarify research goals and take ownership of their research plans at an early stage. However, the workflow redistributed rather than reduced work: supervisors shifted toward iterative feedback, feasibility checking, and preliminary quality assurance, while administrators carried much of the coordination across platforms, deadlines, submissions, and feedback. The paper contributes an analysis of exposé-first thesis preparation as a sociotechnical workflow, showing how workflow redesign can improve structure while leaving essential administrative coordination work underrecognized.
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Human-Computer Interaction · Cross-listed from cs.DB
SchemaLink: An Intelligent Web Editor for LinkML Schema Curation
Emanuele Cavalleri, Paolo Perlasca, J. Harry Caufield et al. (+3 more)
Motivation: LinkML is a suitable
language for the representation of the structural and content constraints of different kinds of biomedical data. Even if it is a quite recent proposal, it has been applied in several biomedical contexts. Developing and maintaining LinkML schemas presents several challenges, particularly for novice curators. Non-expert bio-curators may struggle with LinkML syntax and best practices, requiring significant time and effort to develop well-structured schemas. Results: In this paper we propose SchemaLink, a web-based environment for the graphical construction and enhancement of LinkML schemas that address the following requirements: $(i)$ introduce a graphical
language for the specification of LinkML schemas, $(ii)$ make uniform the specification of schemas in similar contexts, $(iii)$ simplify the design and curation processes by exploiting a RAG-based approach to assist curators in creating new schemas from scratch and editing already developed ones. Several experimental analyses show the quality of the produced LinkML schemas through the AI-based editing facilities. Availability and Implementation: SchemaLink is available online at: https://SchemaLink.biodata.di.unimi.it. SchemaLink code and testing data are available as open-source on GitHub at: https://github.com/AnacletoLAB/{schemalink-webapp,schemalink-api}.
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All authors Emanuele Cavalleri, Paolo Perlasca, J. Harry Caufield, Justin Reese, Christopher J. Mungall, Marco Mesiti
Human-Computer Interaction · Cross-listed from econ.GN
How Organizations Use AI: Evidence from ChatGPT
Aaron Chatterji, David Holtz, Neel Rakholia et al. (+2 more)
We study how organizations use frontier generative AI by linking ChatGPT Enterprise account records to usage, worker roles, task classifications, and public-company financial data through March 2026. These linked data enable a
privacy-preserving analysis of adoption, worker roles, and message-level tasks at scale: for instance, the worker-level sample we analyze at the six-month adoption horizon includes over 1,500 organizations and over 17 million messages. We document four facts about enterprise AI adoption and use. First, ChatGPT Enterprise usage has grown rapidly due to a combination of new firm adoption and growing intensity among existing adopters. Second, U.S.-based public company adoption is concentrated among larger, more valuable, and more R&D- and SG&A-intensive firms. Third, active use within adopting firms spans job functions and seniority levels, with especially high usage intensity among early-career workers. Fourth, ChatGPT Enterprise usage encompasses a broad range of knowledge work tasks, including writing, technical work, communication, and information synthesis. In aggregate, these results suggest that firms differ widely in the speed, breadth and purpose of their enterprise AI adoption, and that they are still actively learning how to integrate AI into organizational workflows.
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All authors Aaron Chatterji, David Holtz, Neel Rakholia, Prasanna Tambe, Gawesha Weeratunga
Human-Computer Interaction
"Pharos Night: Crown Pursuit": An AI-Native Deck-Building and Tactical Arena Game Design Based on Multi-Agent Systems
Ting-Chen Hsu, Jueyao Liu, Yanzi Zhou et al. (+5 more)
With advancements in generative AI technology, an increasing number of researchers have begun exploring AI-native games in which gameplay rules are directly driven by generative AI. This paper presents "Pharos Night: Crown Pursuit," an AI-native deck-building and tactical arena game based on a multi-
agent system. The game uses large
language models to generate materials and cards, support NPC decision-making, and mediate natural-
language interactions. During play, players collect materials, describe desired card effects in natural
language, and choose whether to negotiate or fight with NPCs in the arena. To constrain model-generated outcomes, the system parses responses as structured JSON, constructs card effects from predefined mechanics, and maps qualitative effect levels to designer-specified numerical values. A small-scale playtest with 13 participants suggests that the system can provide strategically meaningful and engaging AI-driven gameplay, while also revealing challenges related to predictability, transparency, and player control. This work demonstrates the potential of multi-
agent generative AI systems for creating more emergent digital game experiences.
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All authors Ting-Chen Hsu, Jueyao Liu, Yanzi Zhou, Jiangxu Lin, Haoyu Xu, Yuwen Liu, Yanjia Liu, Bangjing Xu
Human-Computer Interaction
IF:CARGO: LLM-Based Semantic Compilation for Al-Native Rule Programming Games
Ting-Chen Hsu, Lianye Zhang, Jiangxu Lin et al. (+3 more)
This case study presents IF: CARGO, an experimental puzzle game that uses a large
language model as a semantic compiler rather than an autonomous game-playing
agent. Players author IF/THEN rules in natural
language, which the model translates into a constrained command schema for deterministic validation and execution by the game engine. This architecture creates a playable loop of expression, execution, observation, and revision, framing AI interaction as semantic debugging. A mixed-methods playtest with 24 participants across eight levels examined player attempts, thinking time, perceived controllability, adjustability, and interpretations of the AI's role. Results suggest that players generally understood the model as a translation intermediary and could revise their strategies through feedback, while periodic commands, multi-
robot coordination, and rule-priority mechanics created greater cognitive and diagnostic demands. The study proposes a practical pattern for AI-native gameplay: constrain natural-
language input, preserve player authorship, and ensure deterministic execution.
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All authors Ting-Chen Hsu, Lianye Zhang, Jiangxu Lin, Zhaoyi Yu, Fei Qin, Zihao Chen
Human-Computer Interaction · Cross-listed from cs.CL
A corpus-specific clinical RAG system matches or outperforms newer frontier LLMs on HealthBench
Praveen Reddy, Charuta Mandke, Suvrankar Datta et al. (+4 more)
General-purpose large
language models (LLMs) have recently been reported to match or exceed specialized clinical AI tools on medical
benchmarks, but such comparisons draw on a narrow set of systems and on
benchmarks developed largely in high-income settings. We evaluate VITA, a
retrieval-augmented generation (RAG) system purpose-built for contextual knowledge
retrieval in India and other low- and middle-income (LMIC) settings. VITA retrieves from a curated corpus of disease-specific guidelines, India-specific antimicrobial resistance data, national formulary constraints, and resource-limited care protocols; its architecture and corpus are proprietary, but the
benchmark, the physician-written rubrics, and our full response and scoring outputs are public for independent verification. On 4,023 English-
language HealthBench questions (80.5% of the
benchmark), scored with a GPT-4.1 judge, VITA ranked first with 51.9% of possible rubric points, ahead of GPT-5.4 (46.1%), o4-mini (44.3%), Gemini 3.1 Pro (42.6%), and Claude Sonnet 4.6 (37.3%), and scored highest on 45.4% of questions. To test robustness to newer models and judge lineage, a 500-question subset was re-run against current-generation models (GPT-5.5, Claude Opus 4.8, Gemini 3.5 Pro, Grok 4.3) and graded by a neutral open-weight judge (DeepSeek-V4-Pro) sharing no lineage with any system tested. Here the gap narrowed to parity: VITA and GPT-5.5 were statistically indistinguishable on mean per-question score, while VITA led on points-weighted score and won the most questions. VITA's advantages in accuracy and completeness persisted under the neutral judge; its communication scores were lower. These results indicate that a purpose-built clinical RAG system remains competitive with frontier LLMs on an open
benchmark, consistent with corpus specificity as a design variable that improves grounding at some cost to communication polish.
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All authors Praveen Reddy, Charuta Mandke, Suvrankar Datta, Sarah Khan, Siddharth Reddy Anthireddy, Shitij Arora, Vishal Singh
Human-Computer Interaction · Cross-listed from cs.AI
Mechanist: AI as a Scientific Instrument for Discovering the Mechanisms of Intelligence
Mengru Wang, Junfeng Fang, Shuofei Qiao et al. (+17 more)
AI models are increasingly used in scientific discovery and human decision-making. Yet how AI models work and what risks they pose remain poorly understood. As AI development becomes faster and more automated, research on the mechanisms underlying AI remains largely manual. To bridge this gap, we introduce Mechanist, an agentic system that uses AI as a scientific instrument for the autonomous discovery of mechanisms underlying AI. To ground novel mechanism hypotheses, we construct a scientific knowledge graph of 13,000 studies on AI mechanisms, alongside a multidisciplinary database of 43 million papers spanning 26 fields. For reliable experiment execution, we curate a library of 32 foundational methods for mechanism analysis. Compared with Claude Code and existing AI-scientist systems, Mechanist generates higher-quality mechanism hypotheses and executes experiments more reliably. Across four case studies, Mechanist autonomously discovers new model behaviors and their underlying mechanisms, and translates these discoveries into mechanism-guided interventions and interdisciplinary design. Specifically, Mechanist first uncovers a counterintuitive safety risk in scientific laboratories, showing that unsafe traits can transfer to fine-tuned student models through apparently safe training data and emerge across modalities. Mechanist then develops a mechanism theory of belief, revealing how models represent world knowledge, form beliefs, infer the beliefs of others, and how these mechanisms emerge during pretraining. Building on this theory, Mechanist develops targeted interventions that improve model performance across diverse scenarios. Finally, Mechanist can also advance interdisciplinary discovery through mechanistic design, providing an alternative to the computationally intensive generate-and-rerank paradigm.
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All authors Mengru Wang, Junfeng Fang, Shuofei Qiao, Zhenqian Xu, Haoming Xu, Haoxiong Wang, Shumin Deng, Linyi Yang, Xin Xu, Yunzhi Yao, Dan Zhang, Fei Shen, Zhixiang Cui, Buqiang Xu, Haozhe Luo, Yunxiang Wei, Ningyu Zhang, Julian McAuley, Tat Seng Chua, Huajun Chen
Human-Computer Interaction
Synchronized AMG and EMG Dataset of Lower-limb Muscle Activities in Everyday Training
Dongxu Tang, Shih Ying-Lei, Zhuoyi Ren et al. (+2 more)
Understanding how lower-limb muscle groups coordinate is important for studying movement impairment, rehabilitation, and physical performance. Reproducible analysis of this coordination requires
multimodal recordings that relate local muscle-related signals with body-level kinematics. Complementing neural-level electrical activation captured by EMG, AMG provides a valuable mechanical approach to monitoring muscle activity. Here, we introduce a synchronized,
multimodal dataset for healthy-adult lower-limb activities. For data collection on the left leg, 16 triaxial accelerometers were evenly divided into four muscle-site clusters for AMG recording, complemented by four surface EMG channels. A 15-marker optical motion-capture (MoCap) system captured lower-body kinematics, with the resulting marker trajectories used to compute bilateral knee and ankle joint angles. Our
dataset contains 1,918 trials from 30 subjects across 16 task conditions. We
benchmark the
dataset by estimating four joint angles from 300 ms windows of the 5-100 Hz band-pass-filtered AMG data and assess matched EMG features in a separate modality ablation. In the primary cross subject
benchmark, the four reference models achieved mean absolute errors of 8.840$^\circ$-9.591$^\circ$. The
benchmark and ablation results characterize performance across subjects, tasks, and joint angles and examine the effects of sensor configuration, modality, the number of training subjects, and frequency representation. The release includes documented timing definitions, processed data, and reproducible
benchmark resources. https://dongxutang918-afk.github.io/SAME-Limb/
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All authors Dongxu Tang, Shih Ying-Lei, Zhuoyi Ren, Jianting Liao, Yitian Shao
Human-Computer Interaction · Cross-listed from cs.CY
Philosophical vertigo with artificial intelligence
Thomas A. Pollak, Hamilton Morrin and Murray Shanahan
Large
language models are already adept at engaging users in long, emotionally salient conversations across ordinary and existential domains. They are also capable of inducing a potent sense of connection with a human-like entity, even when the user knows their interlocutor is artificial. For some users, these conversations can unsettle assumptions about mind, reality, agency and authority, producing forms of ontological shock and epistemic destabilisation in which inherited criteria become newly available for doubt or revision. Independent of direct use, exposure to public discourse about AI and the disorienting pace of their
evolution might extend this destabilisation by changing the cultural background against which artificial minds are encountered and interpreted. We describe this condition as philosophical vertigo: a loosening of the ordinary criteria by which people stabilise meaning and orient themselves to reality. Drawing on philosophy, psychiatry, cognitive science, AI safety and religious studies, we outline pathways through which philosophical vertigo may arise, become affectively saturated, and eventually propagate through human-AI interaction and online communities. Against this background, clinical reports of AI-associated delusions can be seen as sentinel events making visible themes and mechanisms that may also operate at a population level in less severe or non-clinical forms. We argue that AI systems themselves will increasingly participate in the reconstruction of our shared epistemic environment because they readily supply narrative material and personalised interpretive scaffolding at precisely the moment when users' conceptual assumptions may already be loosened. We conclude by considering possible trajectories for the ecology of belief and shared reality, and proposing philosophical corrigibility as a civic response for navigating this emerging social condition.
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Human-Computer Interaction · Cross-listed from cs.CY
Benchmark-Based Comparative Assessment of Publicly Benchmarked Indian Foundation Models: A Capability and Evaluation-Maturity Framework
Avinash Agarwal and Vridhi Jain
Purpose: Governments increasingly fund indigenous foundation models to strengthen national AI capability, digital sovereignty, and multilingual computing. This paper assesses India's foundation-model ecosystem and examines whether apparent capability gaps in public
benchmark evidence may also reflect gaps in evaluation maturity. Approach: The paper presents a structured,
benchmark-based comparative assessment of Indian foundation models against global frontier and comparable-scale models across eight capability domains: general-purpose
reasoning, coding and software engineering, agentic AI and computer use, cybersecurity,
vision and image understanding,
video and
multimodal understanding, scientific research, and Indic
language capability. Using only publicly reported results, it proposes an exploratory four-dimension
Benchmark Maturity Index (BMI), scoring each domain on standardization, participation, independent verification, and national Findings: Indian models achieve strong scores on established
benchmarks such as MMLU and MATH-500. However, these are now widely regarded as saturated, and frontier developers no longer report them. Indian models participate far less frequently in newer, agentic, and domain-specialized evaluations, and participation is highly uneven across organizations. Sarvam AI reports the broadest coverage by a substantial margin. The BMI refines, and in some cases revises, the maturity judgments a purely descriptive review would produce. Practical implications: Many apparent capability gaps cannot be distinguished, on available evidence, from evaluation-ecosystem gaps, with direct implications for how national AI programs should design monitoring and funding criteria. Originality: The paper proposes BMI as a reusable instrument for scoring evaluation-ecosystem maturity at the domain level and demonstrates its application to the Indian foundation-model ecosystem.
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Human-Computer Interaction · Cross-listed from cs.RO
D3D-GEN: Robot-Aware Domain-Grounded Interactive 3D World Generation for Social Robotics
Anh Duc Do, Volodymyr Shcherbyna, Tai Duc Nguyen et al. (+5 more)
Training and validation of Embodied AI for social navigation critically depends on realistic simulation environments, yet many current approaches fail to find a balance between realism and simulability. We propose D3D-GEN, a novel world generation system that combines a domain
agent with a
retrieval-augmented generation (RAG) pipeline grounded in that domain. Our system enables users to rapidly generate domain-grounded, fully interactive 3D worlds by automating both the collection of domain knowledge and the synthesis of realistic floorplans and object placements, without dependence on any fixed 3D model database. Given a domain description
prompt, the research
agent collects publicly accessible domain-specific data and constructs a persistent domain database. Using this database, our RAG pipeline generates plausible floorplans and object placements by dynamically querying a user-provided semantic database, which can be easily extended or modified. The output is a fully interactive 3D world loadable by the popular simulators Isaac Sim and Gazebo. With our approach, we have built databases for several common domains (indoor residential, hospital, office) and generated dozens of distinct, plausible simulation environments for each domain. We present D3D-GEN with a local web frontend that facilitates rapid, interactive world generation for
robot simulation.
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All authors Anh Duc Do, Volodymyr Shcherbyna, Tai Duc Nguyen, Spaarsh Thakkar, Zhengcheng Shen, Teham Buiyan, Archan Misra, Linh Kästner
Human-Computer Interaction
ATOM: Geometry-Aware Microgesture towards Object-Agnostic Tangible Interaction
Yinqiao Wang, Hao Xu, Qixuan Liu et al. (+3 more)
This paper presents ATOM, an integrated framework towards agnostic and tangible object interactions with microgestures. Our goal is to support microgesture interactions across different everyday objects, with the capability to automatically leverage the
geometric affordance of each object. We formulate a fingertip-aware detection pipeline to leverage generative 2D and 3D models for geometry enhancement and refinement. We then introduce a usability-based method to prioritize the detected elements based on their ergonomic suitability for interactions. Building on this foundation, we further develop an AR system to transform everyday handheld objects into tangible user interfaces with 0D, 1D, and 2D microgesture interactions. Across transitions among everyday cooking objects of varying shapes and sizes, ATOM outperformed ablation baselines in task completion, usability (SUS), and workload (NASA-TLX). A further study with 10 objects demonstrates ATOM's generalizability across objects and grasps, highlighting its potential towards fluid, object-agnostic tangible interaction in real-world AR scenarios.
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All authors Yinqiao Wang, Hao Xu, Qixuan Liu, Shengdong Zhao, Pheng-Ann Heng, Chi-Wing Fu
Human-Computer Interaction · Cross-listed from cs.CY
Toward Meaningful Transparency for AI Chatbots: Disclosing Persuasive Intent Reduces Persuasion
Adrian Rauchfleisch and Andreas Jungherr
The growing role of AI-generated content and AI-enabled systems in public communication has led regulators to demand clear disclosure of content provenance and AI involvement. But the effects of such disclosures remain uncertain. We test two disclosure approaches in their impact on an AI chatbot's persuasive appeal. In a preregistered experiment, 1,500 UK adults held a short conversation with a persuasive chatbot about one of 60 policy issues. The chatbot was identical for everyone. We randomized the disclosure that people received: nothing (control), a prominent disclosure that they were interacting with an AI (T1), or that disclosure plus the chatbot's persuasive intent and instructions (T2). The chatbot shifted attitudes by 12.6 points on a 100-point scale in the control group. The AI-identity disclosure was practically equivalent to no disclosure, with a 13.1-point shift, whereas the additional intent disclosure cut the persuasive effect roughly in half to 6.3 points. It also made participants view the campaign's methods as less acceptable and support stronger penalties against it. For direct chatbot interactions, transparency about AI identity alone does not meaningfully impact its influence. While current rules emphasize what a system is, our results show why the regulation of persuasive AI must also address what the system is trying to do.
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Human-Computer Interaction
A Browser-Based Gesture-Driven Avatar Interaction Framework for Metaverse Onboarding Environments
Deepti Parachuri, Chhayank Sahu and Sameer Singh Choudhary
Avatar interaction shapes how engaging and immersive a metaverse experience feels, and for that interaction to feel natural, avatars need to respond to users without forcing them through a controller-based interface first. This paper describes a gesture-driven interaction layer built for a browser-based metaverse onboarding environment, where users explore a set of virtual rooms as an avatar and interact with embedded
video, document, and quiz content using hand, arm, and head gestures instead of a keyboard or controller. The system combines real-time gesture recognition (Google MediaPipe) with two alternative locomotion techniques - hand-raise navigation and in-place walking - so users can trade off precision against physical immersion depending on the task. The contribution is the integration, deployment, and evaluation of these techniques as a single lightweight, web-deployable, controller-free interaction model, assessed through a structured internal onboarding session with five participants. We report what worked, what didn't, and the design trade-offs that came out of combining these techniques in one deployed system.
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Human-Computer Interaction
VisPuzzle: Task-Aware Composite Visualization Construction
Zheng Wang, Zhiyang Shen, Lingyun Yu et al. (+1 more)
Compositing multiple visualizations into a coherent whole remains challenging due to the vast design space and the need to balance the coverage of task-relevant data insights (e.g., trends and outliers), perceptual clarity, and aesthetic quality. In this paper, we present VisPuzzle, a task-aware method that formulates visualization composition as a stepwise search problem over a composition graph. In this graph, nodes represent either data composition operations (e.g., union, join) or visual composition operations that determine component relationships, spatial arrangements, or component proportions, and edges encode feasible transitions between operations. We employ Monte Carlo Graph Search to efficiently identify high-quality composition candidates from this graph, guided by a reward function that balances task relevance, perceptual effectiveness, and aesthetic coherence. A use case and a user study show that the top-ranked candidates produced by VisPuzzle align closely with human judgments of composition quality, demonstrating its utility in supporting principled and scalable visualization composition.
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All authors Zheng Wang, Zhiyang Shen, Lingyun Yu, Shixia Liu
Human-Computer Interaction
RAGE-Vis:A Relation-Aware Generative Editing Interface for Natural Language-Based Chart Editing
Ziyao Kang, Yiping Sun, Linxuan Tian et al. (+3 more)
Natural
language offers an easy way for users to express chart editing intents, which are often composite and cross-component (e.g., adjusting style, extending categories, highlighting values). However, existing methods typically map instructions to a single operation or widget, limiting their ability to handle high-level requests and often producing locally plausible but globally inconsistent results due to a lack of awareness of relationships between chart components. To address these challenges, we introduce RAGE-Vis, a Relation-Aware Generative Editing interface for natural
language-based chart editing. The system supports bitmap chart images as input and converts them into an editable parameterized intermediate representation. Instead of mapping instructions to a single edit or widget, RAGE-Vis parses composite intents, identifies targets and scopes, and generates hierarchical editing panels for underspecified requests, enabling users to adjust both global settings and local parameters. Furthermore, RAGE-Vis identifies potentially affected fields based on visual encoding relations, structural relationships, and expressive consistency relations, and organizes them into actionable widgets to support cross-component coordinated controls. Through two case studies, we demonstrate the applicability of RAGE-Vis in complex editing tasks, including style adjustment, data extension, order rearrangement, legend layout, and color mapping. A user study further shows that participants can effectively handle underspecified requests, explore candidate alternatives, and maintain cross-component consistency with RAGE-Vis.
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All authors Ziyao Kang, Yiping Sun, Linxuan Tian, Henghuan Qu, Wei Zeng, Jiazhi Xia
Human-Computer Interaction
Measuring Browser Webcam Gaze Honestly: A Capture-Clock Methodology and Open Reference Implementation
Chi-Sheng Chen and Gabriel A. Brat
Browser-based webcam gaze trackers are increasingly used for crowd-scale data collection and in clinical settings where lab eye trackers are impractical, but the reported latency numbers may not represent real world functionality. The common practice of timestamping each gaze sample when it is emitted, rather than when its source frame was captured, makes the measured inference latency read about $0\,$ms no matter how slow the engine really is. We show how to measure it honestly, recovering a per-frame capture clock from the browser's re\-quest\-
Video\-Frame\-Call\-back (rVFC) API (captureTime where the browser exposes it for local camera streams, else presentationTime, in which case every recovered latency is a verifiable lower bound): exact source-frame pairing through a per-frame queue for engines that expose their inference pipeline, and a further lower bound for engines that do not, such as WebGazer. We release an open TypeScript implementation and
benchmark harness, demonstrated on two interchangeable engines: WebGazer and a new FaceMesh+KRR pipeline.
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Human-Computer Interaction
Player Perceptions of Generative AI in Games: A Steam Review Analysis
Mahsa Bazzaz and Seth Cooper
The rapid adoption of generative AI in game development has created large discussions among players, yet little empirical work has examined how players actually perceive AI-generated content. Employing quantitative methods, we study the adoption of generative AI in games in the Steam marketplace, using procedural content generation (PCG) as a baseline of a generative technology that was successfully integrated into games over several decades. Furthermore, using qualitative methods, we study player reception of generative AI by analyzing 508,192 English-
language reviews. We found that games disclosing generative AI use receive lower recommendation rates and more negative overall sentiment than PCG games. Thematic analysis of 600 reviews shows that players perceive the use of generative AI in games as low developer investment in the game. Drawing on human-centered AI frameworks, we argue that successful generative AI adoption requires deploying generative AI for what players need, not for what makes development cheaper.
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