Human-Computer Interaction
AI-Powered Symptom Assessment and User Experience: A Case Study of Simtomi and Simtomi-Care
Jinha Lee, Chan Hyung Lee, Hyunsung Lee et al. (+5 more)
Digital symptom checkers are widely used for quick guidance on health concerns, yet many systems still face challenges in collecting accurate information, supporting communication, or integrating with clinical workflows. To explore how these tools function in real use, we examine the case of the Simtomi system, which pairs a multilingual symptom assessment application with a provider-facing platform. Empirical studies were conducted in two countries. In South Korea, based on participants' firsthand experience, we found that the system improved how patients communicated their symptoms and helped clinicians review cases more efficiently through structured summaries aligned with diagnostic
reasoning. In the United States, responses from prospective users and healthcare professionals highlighted the value of multilingual support, structured questioning, and the system's potential to assist clinical coordination. These findings offer a grounded account of how AI-based symptom assessment tools can operate across different healthcare contexts and provide broader insight into usability, trust, and usefulness in digital health.
Read the full abstract ▾
All authors Jinha Lee, Chan Hyung Lee, Hyunsung Lee, Seunghwan Kim, Ban Hyung Lee, Minjun Shin, Hojin Shin, Jungdo Park
Human-Computer Interaction · Cross-listed from cs.CL
Semantic Variability of Replies Across LLMs: Implications for Designing Conversation-Based Assessment
Jiangang Hao
This study examines whether LLM-generated replies remain semantically consistent when the underlying LLM changes. Using messages from real collaborative conversations, we compared the semantic similarity of generated replies across LLMs under two conditions: with and without preceding chat history. Results show that model choice and conversational context both affect response similarity and
alignment with human replies. These findings indicate that prompting and conversational context alone may not be sufficient to preserve response consistency across LLMs, highlighting the need for infrastructure and design strategies that can maintain stable and comparable responses amid the rapid and continuous
evolution of LLMs.
Read the full abstract ▾
Human-Computer Interaction · Cross-listed from cs.SD
Architecture and Affordances of PLAUD: Performative Latents and Unsupervised DDSP
Błażej Kotowski and Frederic Font
PLAUD (Performative Latents and Unsupervised DDSP) is a neural synthesizer and Max for Live instrument for live electronic music, built on NoiseBandNet and trained on small personal sound corpora. We present its architecture, combining a variational DDSP synthesis model, latent smoothing, multi-scale spectral and
adversarial losses, and an optional
transformer prior, alongside a set of bending operations that intervene directly in the synthesis chain: component limiting, waveshaping, and prior feedback. The Max for Live interface exposes control generation, trajectory sampling, and modulation as primary modes of interaction. Throughout, we thread an affordance analysis arguing that the system's performative character follows from architectural decisions rather than being designed on top of them. The paper contributes both a technical account of the system and a situated affordance analysis of its role in live electronic music performance.
Read the full abstract ▾
Human-Computer Interaction
The Capturing and Logging Ecological Virtual Experiences and Reality (CLEVER) - Job Simulator Dataset
Qidi J. Wang, Xiaozheng Wang, Akhilesh M. Anand et al. (+3 more)
Virtual reality (VR) motion tracking and interaction data has become increasingly recognized as valuable for machine learning experiments for a variety of purposes, including predicting user identities, predicting user attributes like gender and age, predicting retention and learning, and more. However, there exist a limited number of publicly accessible VR motion
datasets. In this paper, we present a new open-source
dataset of 95 participants playing the SteamVR game Job Simulator. Additionally, we review existing
datasets, detail our study procedure, describe our data collection process, list attributes of our
dataset, and suggest future work, impact, and applications.
Read the full abstract ▾
All authors Qidi J. Wang, Xiaozheng Wang, Akhilesh M. Anand, Veera V. Pala, Rohan V. Penmetsa, Ryan P. McMahan
Human-Computer Interaction
FabDreamer: Exploring the Image-to-Physical Workflow Through AI-Assisted Layered Fabrication
Chenfeng Gao, Zeya Chen, Anjie Yang et al. (+2 more)
Generative AI lets anyone create rich visual content in seconds, yet translating that content into a physically fabricable artifact still demands manual decomposition, occlusion repair, and structural verification that most tools leave entirely to the user. We present FabDreamer, an image-to-physical system that carries an image to fabrication-ready SVGs through three stages with deliberately staged AI initiative: (1) AI leads decomposition into depth-ordered layers, (2) assists on demand during creative editing with realtime 3D preview, and (3) advises on structural integrity before export. We instantiate this workflow for layered
laser-cut art and evaluate it through three rounds including a formative analysis, an early prototype user evaluation (N=13), and a cross-domain practitioner study with specialists from 6 fabrication domains (N=6). Our findings show that physical awareness during design opens creative opportunities beyond error prevention, that practitioners appropriate the system's generic
geometric operations for their own domains, and that the fabrication
agent covers geometry-readable constraints while domain knowledge remains with the maker.
Read the full abstract ▾
All authors Chenfeng Gao, Zeya Chen, Anjie Yang, Karan Ahuja, Danli Luo
Human-Computer Interaction
Safety vs. Social Image: Co-Designing Protection Mechanisms Against Ableist Harassment with People with Disabilities in Social Virtual Reality
Kexin Zhang, Daniel Killough, Xinran Adeline Li et al. (+2 more)
People with disabilities (PWD) increasingly use avatars to express disability identities in social virtual reality (VR), but greater visibility also invites targeted harassment. Existing safety features are often insufficient, overlooking PWD's experiences and needs. To address this gap, we co-designed protection mechanisms with 11 PWD to reveal their values and needs. Our research employed a social lens to interpret harassment behaviors and protection mechanisms. Inspired by Hall's Proxemics Theory that interpersonal distances indicate social intent and boundaries, we divided social VR spaces into four proxemic zones (Intimate, Personal, Social, and Public) and used them to structure our protection mechanism co-design. We also provided different protection mechanism probes (Inform, Educate, Consent, and Combat) to elicit participant preferences. Our study highlighted the role of social proximity in shaping PWD's harassment perception and protection preferences and revealing PWD's unique social values and needs (e.g., managing harassment with optimism and resilience, prioritizing social image over safety). We proposed design recommendations for protection mechanisms that protect PWD while maintaining their desired social images.
Read the full abstract ▾
All authors Kexin Zhang, Daniel Killough, Xinran Adeline Li, Yaxing Yao, Yuhang Zhao
Human-Computer Interaction
Before You Say It: Anticipating Verbal Behavior from Longitudinal Everyday Conversations with LLMs
Yasith Samaradivakara, Valdemar Danry, Paul Liang et al. (+1 more)
Knowing someone deeply means not just understanding what they say or do but also how they will likely think, react, and engage across situations. Such predictions could eventually inform systems to anticipate when the individual is about to deviate from their goal, catch regrettable behaviors before they are made, and surface blind spots before they take hold. While many interactive systems model users to enable more personalized interactions, most cannot make such behavioral predictions, as this often requires longitudinal observation and inference of how the individual's behaviors unfold across various everyday situations. In this work, we introduce a novel LLM-based predictive behavioral modeling approach that anticipates a user's likely behavior across everyday conversational situations. We (1) collect a longitudinal
dataset of over 1000 hours of naturalistic conversations from 14 participants using a wearable smartwatch; (2) evaluate LLM-based predictions against ground truth behaviors; and (3) use semi-structured interviews to explore participants perceptions of behavioral predictions and their views on possible forms of future behavioral support. Altogether, our findings provide evidence that person-specific verbal behavior can be predicted from longitudinal conversational data. This opens up new possibilities for potential future context-aware, anticipatory, proactive and personalized AI systems.
Read the full abstract ▾
All authors Yasith Samaradivakara, Valdemar Danry, Paul Liang, Pattie Maes
Human-Computer Interaction
Sensorimotor Stickies: A Reconfigurable On-Body Platform for Closed-Loop Sensorimotor Training
Tianhong Catherine Yu, Jiwei Zheng, Chi-Jung Lee et al. (+5 more)
Closed-loop sensorimotor training systems can improve learning by sensing movement and delivering real-time feedback, yet most are built as fixed implementations tied to a single task, even though the core technology (inertial and tactile sensing, vibrotactile cueing, rule-based logic) remains the same. We present Sensorimotor Stickies, a reconfigurable on-body platform that treats sensing and vibrotactile feedback as modular stickies that can be patched onto the body as needed. The platform includes miniaturized adhesive modules for IMU sensing, optional tactile sensing, and vibrotactile actuation; low-power firmware and BLE infrastructure for raw streaming and motor control without task-specific rewrites; and a companion mobile app that provides a shared body-centered model for placement, calibration, and feedback authoring. Together, these components enable reconfiguration across training scenarios, user needs, and feedback setups. We evaluate the platform through technical characterization, configured application demonstration, practitioner-mediated configuration sessions, and an end-user study, demonstrating technical feasibility, reconfiguration breadth, and end-user configurability for first-time setup, calibration, and within-task feedback reconfiguration.
Read the full abstract ▾
All authors Tianhong Catherine Yu, Jiwei Zheng, Chi-Jung Lee, Qifeng Yang, Tingyu Cheng, Qiuyue Shirley Xue, Cheng Zhang, Yiyue Luo
Human-Computer Interaction
More Than 63% of IEEE VIS Research Liable to be Retracted?! Ethics Approval Statements Protect Participants (and Researchers!)
Lonni Besançon and Tobias Isenberg
We analyzed the ethics reporting in 255 IEEE VIS papers from 2024 and 2025, as published in TVCG. This analysis arose from our experience as readers and reviewers of IEEE VIS papers that such reporting is frequently incomplete or missing, as well as from investigations in which we ourselves had to answer challenges regarding ethics approval in our own work. Visualization research naturally often involves human participants, yet ethics approval and informed-consent procedures are not always explicitly reported. In our corpus, 189 papers (74.1%) reported on work involving human participants. Only 6 of them (3.2%) reported to have obtained ethics approval, an approval identifier, and having received informed consent from the participants, while 26 (13.8%) reported at least ethics approval and informed consent. These omissions do not imply that the empirical work was unethical or lacked approval. They rather show that current reporting practices make ethical approval difficult to assess. Beyond our alarming - yet true - paper title, we wish to raise awareness on how authors themselves may eventually be at risk for not properly reporting ethics. We argue that VIS should adopt clearer and more standardized ethics-reporting practices to protect participants, authors, reviewers, and editors.
Read the full abstract ▾
Human-Computer Interaction · Cross-listed from cs.LG
EEG Decoding Using CNN and LSTM Network
Athanasios Karagounis
Motor imagery (MI)
brain–computer interfaces (BCIs) have emerged as a promising approach for establishing flexible communication pathways between the human
brain and external devices , particularly for individuals affected by stroke or neurodegenerative disorders. Reliable decoding of motor-imagery electroencephalography (MI-
EEG) remains challenging because
EEG recordings contain substantial noise and exhibit complex, weakly informative relationships with the underlying
brain activity. Although deep learning provides an effective means of learning representations directly from
EEG signals, its application to MI-
EEG feature learning remains comparatively limited. This study introduces a hybrid deep-learning architecture that integrates a convolutional neural network (CNN) with a bidirectional long short-term
memory (bi-LSTM) network. The CNN is used to learn high-level spatial and temporal representations directly from raw MI-
EEG recordings, whereas the bi-LSTM models temporal dependencies and relationships among the extracted features. The proposed approach is evaluated using both a publicly available
dataset and a privately acquired
dataset obtained with an
EEG acquisition system. The experimental results indicate that the CNN&bi-LSTM architecture provides robust performance for both two- and three-class motor-imagery classification and demonstrates promising subject-independent decoding capability across the evaluated methods.
Read the full abstract ▾
Human-Computer Interaction
Print&Fold: Printing and Folding Shape-accurate 3D Models
Archit Kumar, Zachary Grimm, Mingsheng Xu et al. (+2 more)
This paper introduces Print&Fold, a tool to allow FDM 3D printing of complex models with less time and material while preserving shape accuracy. Key to this work is a folding
algorithm that planarizes foldable faces internal to the 3D model. While folding techniques typically discretize a target model's surface, thereby fabricating low fidelity counterparts, our method preserves the surface features in the physical print. Our design tool allows users to unfold 3D models to be FDM-printed flat before manually folding these into their target shapes. We showcase a variety of applications and evaluate the material and time savings across a range of 3D models.
Read the full abstract ▾
All authors Archit Kumar, Zachary Grimm, Mingsheng Xu, Shlok Rathi, Martin Nisser
Human-Computer Interaction · Cross-listed from cs.CV
UniCon-Former: Unified Convolution Transformer is All You Need for Hand Gesture Recognition
Mallika Garg, Debashis Ghosh and Pyari Mohan Pradhan
Convolutional Neural Networks (CNNs) capture local features efficiently but struggle with global context due to their limited receptive field. On the other hand,
transformers effectively capture global dependencies through self-
attention but suffer from high redundancy and computational costs. Thus, to leverage the advantages of both CNNs and
transformers, we propose a unified model (UniCon-Former) that aims to provide robust and efficient performance on dynamic hand gesture recognition. The unified approach helps the model to learn both local and global features. At the beginning of each
transformer stage, the convolution projections help in decreasing the dimension of the input vectors of the
transformer block. This creates a pyramidal structure at each
transformer stage. These features enable the UniCon-Former to reduce resource usage than vanilla
transformers, making it flexible for learning multi-scale and high-resolution features, which is required in hand gesture recognition. We have performed experiments with NVGesture and Briareo
datasets and achieved state-of-the-art results with fewer parameters and MACs.
Read the full abstract ▾
Human-Computer Interaction
CogChat: Knowledge Graph-Augmented Conversational AI with Heterogeneous Graph Transformer for Cognitive Grounding in Design Generation
Jiin Choi and Kyung Hoon Hyun
LLM-based chat systems have become valuable tools for design practice, enabling rapid ideation and flexible task support. Yet these systems process designer utterances as generic sequences, maintaining context through recency rather than through any model of how the speaker organizes knowledge. In design conversation, this gap compounds as relational context decays between turns, identical words go unresolved across designers, and the conversation loops or restarts rather than deepens. We present CogChat, a real-time chat framework that grounds conversational AI in a personal heterogeneous knowledge graph constructed from each designer's input. The system extracts typed entities and relations into a heterogeneous graph, then applies a HGT (Heterogeneous Graph
Transformer) to select structurally relevant nodes for response generation and to generate both intentional and exploratory probing questions. Technical evaluation shows that HGT-based entity selection outperforms both ungrounded LLM interaction and naive KG augmentation, which introduces noise that degrades response quality. A within-subjects study with nine professional designers indicates that grounding conversation in a relationally structured, designer-specific semantic context improves context retention, personalized intent interpretation, and conversational depth while reducing cognitive load. These findings suggest that structuring a designer's expressed concepts and relations as a dynamic knowledge graph can preserve relational context that fades across turns, pointing toward a graph-grounded approach to long-term context management in LLM-based interaction.
Read the full abstract ▾
Human-Computer Interaction · Cross-listed from cs.AI
Multi-Layer Context Camouflaging: A Semantic Superposition and Contextual Lamination Framework for Malpractice-Resilient Online Assessment
Gupta Lovi Raj, Kaur Kamalpreet, Dama Sri Ram et al. (+1 more)
Contemporary online assessment systems rely primarily on browser lockdown, webcam monitoring, and behavioural analytics, yet remain vulnerable to attacks that extract the assessment content itself through screenshots, screen sharing, optical character recognition, and automated scraping. This paper extends the Multi-dimensional Spatio-Temporal Context Camouflaging Model (MSCCM) within the MARS (Multi-modal Assessment Resilience Suite) by introducing the Multi-Layer Context Camouflaging Theory (MCCT), a mathematical framework that protects rendered assessment content through semantic superposition. Authentic assessment content and synthetically generated camouflage are represented as a unified rendering while remaining recoverable only by legitimate candidates. The framework models the
adversarial extraction process through an explicit extraction-channel operator and develops six coupled constructs: the Context Inversion Operator, Contextual Lamination Operator, Separation Channel, Human Readability Functional, Computational Ambiguity Functional, and Context Camouflage Tensor. Computational ambiguity is formulated using conditional
entropy, yielding a closed-form expression that quantifies uncertainty during unauthorized extraction, while legitimate recovery is guaranteed through an exact filtering identity. We further establish theoretical properties governing ambiguity, camouflage density, semantic preservation, multi-observation leakage, and temporal multiplexing, and present a rendering
algorithm with computational complexity and a pre-registered evaluation protocol. MCCT provides a mathematically rigorous foundation for behaviorally adaptive, accessibility-aware, and computationally resilient digital assessment by securing rendered assessment content while preserving readability for legitimate users.
Read the full abstract ▾
All authors Gupta Lovi Raj, Kaur Kamalpreet, Dama Sri Ram, Parani Prajithaa
Human-Computer Interaction
Tracing Methamphetamine abuse in under-treatment drivers: How biomechanical and oculomotor features help detect at-risk drivers?
Hamed Salmanzadeh, Alireza Mortezapour, Iman Tahbazzadeh Moghaddam et al. (+3 more)
While the detrimental impacts of driving under the influence of stimulants such as methamphetamine are well-documented, the driving performance of individuals currently under-treatment has received considerably less
attention. This study compared the behavior of individuals with a history of stimulant abuse (across two distinct treatment phases) with a control group of healthy drivers using a driving simulator. Oculomotor and biomechanical data were continuously collected via an eye-tracker and a Kinect sensor, respectively. These parameters were utilized to train a K-Nearest Neighbors (KNN) classification model designed to detect high-risk behavioral patterns in drivers undergoing methamphetamine rehabilitation. Through the evaluation of various feature combinations and neighborhood configurations, the optimized model successfully discriminated between normal drivers and those with a history of abuse with an accuracy of 90%. Detecting at-risk drivers through technologies embedded in Advanced Driver Assistance Systems (ADAS) by continuously monitoring physiological and behavioral parameters, facilitates a proactive safety strategy. Issuing real-time alerts to the driver, passengers, and external monitoring networks can ultimately mitigate the risk of traffic collisions.
Read the full abstract ▾
All authors Hamed Salmanzadeh, Alireza Mortezapour, Iman Tahbazzadeh Moghaddam, Farshid Ipackchi, Payam Abedinzadeh, Samira Teimoori
Human-Computer Interaction
How LLMs Respond to Escalating Delusions: Four Longitudinal Trajectories of Model Behavior
Anna Sterna, Kacper Dudzic, Karolina Drożdż et al. (+3 more)
The widespread use of LLMs among psychiatric populations has raised concerns regarding their safety and potential iatrogenic impact in the context of AI psychosis. While growing literature conceptualizes AI psychosis and documents case studies, empirical evidence tracing AI-exacerbated psychotic processes remains scarce. We propose and test a longitudinal qualitative evaluation design, supported by automated metrics, to assess mainstream LLMs' potential to exacerbate psychosis. Fifteen widely used LLMs were prompted across 30 days using the same 30-message script, simulating progression from mild anomalous experiences to psychotic ideation. Four trained evaluators independently rated 449 model-days, assessing (1) recognition stage (from naive engagement to stabilized clinical framing), (2) interpretative confidence, and (3) intervention profile (from education to treatment recommendation). Two computational metrics-entrainment and modality-were devised to increase evaluation reliability. Direct recommendations to disengage from the LLM were flagged and re-coded via adjudication using a strict two-level definition. Across model generations and vendors, we identified four response trajectories: (1) premature medicalization and disengagement (Claude Haiku 4.5); (2) recognition without safeguarding, marked by LLM self-sufficiency in offering help (GPT Instant/Thinking); (3) delayed and unstable recognition, marked by late, non-progressive conceptualization (Claude Opus 3/4/4.1, Claude Haiku 3.5, GPT-4o, Gemini 3.1 Pro); and (4) delusion co-construction through active engagement with delusional content (Gemini 2.5 Pro/Flash, DeepSeek-V3, Claude Sonnet 4). Our findings indicate that LLMs' potential to exacerbate AI psychosis should be operationalized as a combination of recognition timing, stability, and intervention accuracy and evaluated longitudinally, focusing on temporal dynamics.
Read the full abstract ▾
All authors Anna Sterna, Kacper Dudzic, Karolina Drożdż, Hubert Plisiecki, Marcin Rządeczka, Marcin Moskalewicz
Human-Computer Interaction · Cross-listed from cs.CV
EgoPHI: Estimating 3D Hand-Object Contact and Force from Egocentric Vision
Andela Ilic, Rachel Schuchert, Yijing Jiang et al. (+1 more)
Understanding hand-object interaction from egocentric
vision is essential for modeling how people physically engage with the surrounding world. Yet
reasoning about physically grounded interaction requires estimating the forces acting on hands and objects, beyond localizing contact. We present EgoPHI, the first method that jointly estimates dense contact maps and 3D force distributions on hand and object meshes from a single monocular RGB image and object geometry. To address the lack of scalable ground-truth force annotations, we introduce a physics-based simulation pipeline that augments existing hand-object
datasets with dense per-vertex force supervision. EgoPHI then learns dense 3D contact and force on interacting hand and articulated object meshes, extending
vision-based force estimation beyond image-space or planar settings. Our evaluation on in-distribution and out-of-distribution
benchmarks shows that EgoPHI improves force estimation over existing approaches while generalizing to unseen
datasets. To evaluate sim-to-real transfer, we constructed two physical objects that capture dense object contact and force magnitude and used them to record a
dataset of interactions from eight participants across diverse touch and grasp types. Our results demonstrate that EgoPHI recovers meaningful 3D contact and force distributions in simulated, out-of-distribution, and real-world settings, advancing egocentric hand-object understanding from contact localization toward physically grounded interaction
reasoning.
Read the full abstract ▾
All authors Andela Ilic, Rachel Schuchert, Yijing Jiang, Christian Holz
Human-Computer Interaction
PolyPresentation: A Multimodal AI Platform for Slide-Aware Iterative Presentation Practice
Chen Chen, Jihao Li, Zhiyuan Wen et al. (+3 more)
Presentations are essential for students, researchers, and professionals to communicate ideas persuasively, yet delivering them effectively requires repeated practice that coordinates content, delivery, visual materials, and audience interaction. Existing AI-assisted rehearsal tools provide scalable feedback, but they often treat presentations as single-run delivery performances, offering limited support for linking feedback to the slide deck or planning what to practice in the next iteration. To address this gap, we introduce PolyPresentation, a
multimodal AI platform for slide-aware iterative presentation practice. PolyPresentation organizes slide-by-slide practice, full rehearsal, audience Q&A, and feedback into a unified practice loop, using slide-grounded evidence to help presenters diagnose performance issues and prepare for subsequent practice. We evaluate PolyPresentation through a rubric-based comparison with four baseline systems on 20 academic presentation rehearsals, and additionally assess its
alignment with human ratings. Results suggest that PolyPresentation provides more actionable, context-aware, and practice-oriented support for improving presentations. The demonstration
video is available at https://youtu.be/MmWj9O_PJxw.
Read the full abstract ▾
All authors Chen Chen, Jihao Li, Zhiyuan Wen, Tianhui Zhang, Di Zou, Jiannong Cao
Human-Computer Interaction
Considering Contribution Statements in Visualization and HCI Research
Mara Solen, Wesley Willett and Andrew M McNutt
Contribution statements are an increasingly common way to make research labor visible, reduce academic malfeasance, and provide broader transparency. Despite this potential value, they remain uncommon in visualization and HCI. To explore this gap, we conducted an online study with (N=21) visualization and HCI researchers. We find a range of differing opinions about the utility of contribution statements, which are set against a background of tensions relating to contribution frameworks that inadequately fit contribution types in HCI and especially visualization, power dynamics between authors, bias in authorship perceptions, and the tedium of providing yet another form of documentation. From these factors, we offer a modest recommendation to authors: consider contribution statements. There are contexts when they may usefully explicate work, and others where they can cause author-team conflict or become a burdensome chore. Regardless of whether they are used by readers or not, we suggest that scaffolded mechanisms for reflecting on contribution roles are valuable both for public accountability and internal
alignment. To institutions, we recommend that contribution statements be exempt from page or word limits, and that flexible templates and examples be provided to authors, but that they continue to not be required. By surfacing these perspectives, we seek to open a dialogue about what constitutes authorship, how our community might move toward more equitable and transparent attribution practices, and where the visualization and HCI communities might be uniquely equipped to help.
Read the full abstract ▾
Human-Computer Interaction
NavSight in the Wild: Understanding Real-World Use of a Mobile Augmented Reality Application for People with Low Vision in Outdoor Navigation
Yuheng Wu, Kexin Zhang, Ben Kosa et al. (+3 more)
The ability to navigate outdoors safely and independently is crucial yet challenging for people with low
vision (PLV). While various augmented reality (AR) systems for low
vision have been designed and evaluated in ideal lab environments, no research has investigated their real-world feasibility and challenges. We present NavSight, a mobile AR application that assists PLV in outdoor navigation by recognizing important outdoor objects (e.g., curb, vehicle) and rendering real-time visual augmentations. Through a seven-day diary study with 12 PLV in real-world settings, we characterize the impact of NavSight on scene perception, users' configuration strategies on what objects to augment and how to augment them across scenarios, how users made sense of and responded to recognition errors, and the social acceptability of using NavSight in public. We further identify environmental factors affecting recognition, such as weather conditions, lighting and shadows, and nonstandard road markings and textures, as well as usability issues in daily use. We discuss these real-world challenges and derive design implications for future AI-powered assistive AR systems for outdoor use.
Read the full abstract ▾
All authors Yuheng Wu, Kexin Zhang, Ben Kosa, Ru Wang, Sanbrita Mondal, Yuhang Zhao
Human-Computer Interaction · Cross-listed from cs.CL
PatientAct: Theory-Grounded Mental Health Client Simulation
Sahand Sabour, TszYam NG, Yaqian Chen et al. (+3 more)
LLM-based simulated clients are increasingly used to train novice counselors, evaluate LLM therapists, and generate synthetic data. However, current simulators produce overly cooperative clients that disclose too readily, accept therapeutic reframes without resistance, and resolve core issues within a single session. We trace these issues to profiles that lack causal depth and behavioral mechanisms that treat all content as equally accessible. We present PatientAct, a framework for client simulation grounded in established clinical theories. Our profiles integrate the 5Ps clinical case formulation, providing causal depth without tying the design to any single therapeutic modality. During simulation, profiles include a dynamic
memory layer in which items carry trust thresholds (e.g., symptoms are available early, whereas formative
memories require a sustained therapeutic alliance). At each turn, the client's emotional reaction and behavior are modeled before generating a response. If the therapist approaches gated content, PatientAct expresses resistance in terms of quantity, content, and style rather than defaulting to cooperation or a single resistance pattern. We evaluate our framework on 40 clinical situations and demonstrate that it generates diverse profiles with high clinical plausibility. Moreover, PatientAct significantly outperforms the baselines, yielding substantial gains in resistance quality and behavioral realism. Our code and data are publicly available via github.com/Sahandfer/PatientHub.
Read the full abstract ▾
All authors Sahand Sabour, TszYam NG, Yaqian Chen, Guanqun Bi, Jialu Zhao, Minlie Huang