Peer Revenue Fully funded

Papers

Fresh from arXiv, typeset properly. Highlighted words trade on the market.

Computer Science Human-Computer Interaction

cs.HC Watch Human-Computer Interaction (sign in to use)

Thursday 13 August

Human-Computer Interaction

AI-Powered Symptom Assessment and User Experience: A Case Study of Simtomi and Simtomi-Care

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

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

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

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

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

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

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

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!)

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

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

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

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

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

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?

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

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

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

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

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

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

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

Wednesday 12 August

Human-Computer Interaction

From Community Values to AI Design Constraints: A Mixed-Methods Study of a Proposed AI-Driven Wildfire Risk Assessment Tool in Los Angeles County

AI-driven hazard tools are increasingly proposed for resident-facing risk communication. However, residents are often asked for feedback only after decisions about data use, privacy, and explanation have been made. This study takes an earlier approach by examining residents' values, concerns, and practical expectations for a proposed AI-based risk assessment tool before a predictive model or functional interface is developed. The proposed smartphone application would use property photographs to estimate parcel-level wildfire risk and provide an interpretable risk score, uncertainty information, and mitigation recommendations. Using a convergent mixed-methods design, we surveyed 30 Los Angeles County residents, seven of whom also participated in a virtual town hall. We analyzed the data using descriptive statistics, exploratory FDR-adjusted Spearman correlations, and inductive thematic coding of open-ended and town hall responses. Participants were cautiously receptive: 66.7% said they would be very likely or likely to use the tool. They linked fair risk assessment to whether the tool considered relevant property and neighborhood conditions. Privacy and data security were the most common concerns (64.3%), while cost was the main barrier to acting on recommendations (65.5%). Likelihood of using the tool was strongly associated with likelihood of saving or sharing risk results ($\rho = 0.752$, $p_{\mathrm{FDR}} < .001$). We translated the findings into the AI Value Map, a community-grounded artifact with nine value dimensions. The Map connects participant findings to provisional design requirements and possible consequences if they are not addressed. This study provides exploratory evidence on residents' responses to a proposed AI wildfire tool and offers a pre-model procedure for translating early community input into traceable design constraints for resident-facing AI hazard tools.
Read the full abstract

All authors Sanaz Sadat Hosseini, Mona Azarbayjani, Mohammad Pourhomayoun, Hamed Tabkhi

Human-Computer Interaction

Speech-muscle coupling at jaw and ear electrodes: a volume-conductor model with orientation and electrode-count controls

Objective. We compared how strongly speech-muscle sources couple to electrodes on the jaw and around the ear, and tested sensitivity to source orientation, electrode count, and anatomical detail. Approach. Using reciprocity in MIDA (116 labelled compartments, 500 micrometres), we evaluated 22 electrode positions against ten segmented articulators. Muscle was modelled as both source and conducting tissue. Comparisons used equal electrode counts and a hemisphere orientation sweep, with anatomy-derived fibre models for temporalis and lateral pterygoid. Results. Orbicularis oris, buccinator, mentalis, depressor anguli oris, and platysma favoured the jaw at every sampled orientation and tested electrode subset. Temporalis showed a 2.57 dB ear advantage under the uniform sweep, reduced to 1.15 dB with the derived fibre field. Its jaw-minus-ear interval [-1.45, +5.46] dB crossed zero; 50.5% of four-site ear subsets favoured the ear. The derived lateral-pterygoid interval [-5.33, -1.12] dB favoured the ear at the fixed jaw basis. Both derived constructions have unresolved anatomical limitations. Simplifying non-muscle soft-tissue conductivities preserved montage assignments while changing gaps by up to 3.27 dB. Significance. In this head model, jaw placement better captures lip and chin activity. Ear-side preferences depend on source assumptions and electrode selection. Targeted four-site placement improved lateral-pterygoid coupling by 1.07 dB over the median random ear montage. These coupling predictions require experimental testing.
Read the full abstract

2610.03723 · 12 Aug · Revised title, abstract and text. Reported both derived fibre models; clarified protocol history and current-normalization limits. Added a graphical abstract, 116 conductivity rows and a volume-only Supplementary Figure S1. Existing numerical results and numbered figure assets are unchanged. Code: https://github.com/Somach-Systems-Inc/ear-emg-forward-model

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

Attune: A Self-Annotation Tool for Understanding Robot Operator Attention Profiles

Deploying robot fleets in complex, real-world environments requires human operators to supervise multiple robots simultaneously. Managing operator attention is a fundamental challenge of designing multi-robot supervision interfaces, encompassing both feed layout and feed content (i.e., robot behavior design). Thus far, designers lack empirical guidance on the latter-how to change a robot's behavior to capture, sustain, or relinquish operator attention during multi-robot supervision. In our vision of the future, designers should be able to use this guidance to calibrate robot behavior to different operator attention profiles. Treating operator eye gaze as a robot behavior design clue, we created a pre-deployment elicitation tool called Attune. Attune automatically identifies when meaningful gaze shifts occur, provides AI assistance for annotating why shifts occurred, and outputs a summary of operator gaze patterns for operator review. We evaluated Attune through a user study in which participants annotated the visual triggers that drew their attention. Our findings unveil variation in observed gaze patterns and reveal how Attune helps characterize operator attention.
Read the full abstract

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

EgoCITE: Context-Augmented Indexing and Time-Aware Retrieval for Long-Horizon Egocentric Memory

Long-horizon egocentric memory transforms continuous first-person video and audio into a searchable record of past experiences. We demonstrate two bottlenecks in existing systems: indices built from context-poor captions are unreliable for agentic search, while retrieval ignores a question's temporal intent. To address both bottlenecks, we introduce EgoCITE (Egocentric Context-augmented Indexing and Time-aware Evidence retrieval), a long-horizon agentic memory framework for egocentric QA. EgoCITE comprises three components. EgoScheme uses local multimodal context to turn fragmentary video captions and speech transcripts into self-contained atomic memory indices. EgoIndex organizes complementary action, activity, utterance, and conversation representations into searchable multi-view memory indices at multiple granularities. EgoRetrv combines semantic search with question-conditioned temporal relevance scoring and curation of retrieved evidence. We evaluate EgoCITE on EgoLifeQA, EgoMem, and EgoR1-Bench in terms of answer accuracy and target-event retrieval alignment. EgoCITE improves accuracy over agentic memory baselines by at least 4.4–14.2% while achieving 36$\times$ lower cost than long-context LLM agents.
Read the full abstract

All authors Le Zhang, Hao Chen, Vlad Roznyatovskiy, Jianzhong Zhang, Ke Sun

Human-Computer Interaction

Surprise2Refine: Axis-Centered Exploration-To-Refinement for Agent-Assisted Creative Scaffolding

Designers require different design spaces across creative stages: broad during exploration, and targeted during refinement. Yet existing agent-driven tools assume a fixed or continuously expanding space, leaving designers to manage and navigate it themselves. Informed by a formative study with five designers, we propose an axis-centered workflow that adaptively broadens and narrows the design space to support structured exploration and refinement. We implemented this workflow in Surprise2Refine, a prototype that allows users to build and reshape an nxn design space through a set of axis-centered interactions as their creative intent evolves. A within-subjects study with 14 designers shows that Surprise2Refine enhances users' sense of control, supports tracking of scaffolding paths, and improves the perceived creativity of design outcomes. We further distill design insights to guide future agent-assisted tools for creative scaffolding.
Read the full abstract

All authors Yuzhe You, Gromit Yeuk-Yin Chan, Shunan Guo, Anlan Zhang, Eunyee Koh, Jian Zhao, Tongyu Zhou

Human-Computer Interaction

Not All Nudges Land: Behavioral Controllability and Elaboration Quality in AI-Supported Journaling

AI journaling tools can tailor prompts to a person's own sensed behavior, but it is unclear which behaviors respond to them. We analyzed 369 journal entries from an eight-week passive sensing study. An LLM labeled each entry as expressing an intention to change a behavior or not, and we measured follow-through against 26 sensor features with a 3-day before/after comparison. Responsiveness depended most on whether a behavior involves other people. Behaviors that depend on others improved in only 15 to 22% of cases, while behaviors a person can act on alone improved more often, up to 50 to 63%, though unevenly. How users wrote mattered less. No single text feature separated improved from unimproved entries; writing carried signal only within specific behaviors, most clearly for text messaging and for longer, more personal intention entries. The sample is small, so we treat these as exploratory patterns that point to where AI journaling nudges are most likely to work.
Read the full abstract

Human-Computer Interaction

InvisIto: Weaving Unobtrusive Infrared Markers for Ubiquitous Textile Interaction

Textiles are increasingly explored as media for interacting with digital information. However, many of the existing approaches rely on visible tags, printed overlays, or electronic modules that compromise the fabric's aesthetic and tactile qualities. To address this, we present InvisIto, a method for weaving visually unobtrusive yet machine-readable infrared markers directly into fabrics using near-infrared (NIR)-absorbing yarns. Although these yarns look similar to standard fibers in ambient light, they produce strong contrast in NIR imaging. Our method includes: (1) a design tool that helps users easily embed infrared markers into weaving drafts, (2) five disguising strategies that further reduce marker visibility under ambient light, and (3) a camera-based detection pipeline for decoding and tracking the woven markers. InvisIto supports both woven QR codes for data encoding and woven ArUco markers for binary input and deformation tracking. We demonstrate applications across hand weaving, Jacquard weaving, and industrial fabrication, showing that InvisIto supports scalable interaction and fabrication from bespoke artifacts to mass production.
Read the full abstract

All authors Hsuanling Lee, Hal Sugiyama, Tian Min, Hanako Fujino, Mayuka Kuwana, Yuta Sugiura, Mustafa Doga Dogan, Liang He, Koya Narumi

Human-Computer Interaction

Legally Mandated, but Still Inaccessible: Digital Tensions in Older Adults' Use of Norwegian Web Services

Norway is among the most digitalized countries in the world, where access to essential services increasingly depends on digital systems. Although universal design of ICT is legally required across public and private sectors, ensuring cognitive accessibility for older adults involves more than technical compliance. We analyzed responses from 294 participants aged 55 to 90 to examine the barriers they encounter when using digital services. Our findings identify four tensions, namely navigational, semantic, procedural, and temporal, which reveal how accessibility barriers emerge through misalignments between service design, system assumptions, and older adults' capabilities. Together, these tensions show that checklist-based compliance does not necessarily translate into lived accessibility when engaging with mandatory or near-mandatory digital services. We discuss the need to move beyond minimum compliance frameworks toward accessibility approaches that better support older adults' independent participation in digital society.
Read the full abstract

Human-Computer Interaction

Analysis of Motor Signatures of Social Adaptation in Autism for Efficient Human-Centric Systems

Dance imitation integrates motor planning, sensorimotor integration, and social cognition, offering a sensitive framework to characterize motor behavior in autism. In this work, we explore a computational analysis framework to identify potential biomarkers that allow the design and development of improved medical and human-machine systems. We analyzed 3D motion capture data from autistic and neurotypical adults performing dance imitation under solo and socially-framed duo conditions. Methodologically, using Dynamic Time Warping, we quantified movement consistency and propose the Social Context Sensitivity Index (SCSI) to measure modulation of variability by social framing. These features were then used on a classifier to discriminate subjects into autistic or neurotypical groups. Results show that neurotypical adults exhibited increased movement variability in socially-framed imitation, especially in upper and lower limbs, whereas autistic adults maintained consistent movement across contexts. Classification achieved 79.2% balanced accuracy in distinguishing groups. These findings suggest that social context sensitivity in motor imitation constitutes a robust biomarker of autism-related motor behavior, highlighting the importance of social modulation in motor assessments and informing the development of inclusive human-centric technologies.
Read the full abstract

All authors Lara Pereira, Teresa Sousa, Miguel Castelo-Branco, João Ruivo Paulo