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Saturday 15 August

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

GUIDER: Evaluating Goal-Free Human Intent Inference for Teleoperated Manipulation on Real-Robot Data

This paper presents an evaluation of a goal-free probabilistic framework for human intent inference during robotic manipulation. We deploy the Global User Intent Dual-phase Estimation for Robots (GUIDER) on data collected from a robotic arm to test the manipulation phase across various assistance scenarios, including making tea and fetching medicine. To support operation, we add online probability updates, workspace limits, support-plane filtering, and a grasping mode that prioritizes feasible grasp regions, all of which are tested on the recorded data while preserving its original temporal conditions. Across 20 manipulation steps in three scenarios, GUIDER estimated human intent within the correct grasp-candidate set in all cases and achieved a time to confident prediction of 3.7 s, a remaining time before first grasp of 49.6 s, a prediction stability of 96.4%, and a runtime of 4.857/4.474 s (mean/median) per perceptual phase of intent.
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All authors Nicholas Kenny, Cesar Alan Contreras, Basile Ouedraogo, Rustam Stolkin, Manolis Chiou, Maria Kyrarini

Human-Computer Interaction

Everything Is a VisionBlock: Conversational Authoring over Git-Versioned Content for Spatial Computing

Spatial applications compile their content into shipped binaries, so every change costs a build-and-redeploy cycle. We present the VisionBlock system, which splits an application into an engine – a generic binary with a fixed set of capabilities (render panels, volumes, and immersive scenes; fetch data; run gestures) – and themes: complete applications expressed as trees of VisionBlocks, units of declarative content the engine renders. Themes are data: creating, changing, or publishing one never touches the binary. Authoring is a chat – each turn produces a VisionBlock's next version – and versioning is plain git. The model is five-dimensional: dimensions 1-3 are space (panel, volume, room); dimension 4 is time (git history – revert to roll back, branch to try variants); dimension 5 is the principal (the per-user domain: the same path resolves differently per person). The engine renders one point, (x, y, z, version, principal). One consequence follows per non-spatial axis: iteration collapses to chat turns and reverts; ownership and permission are properties of content; and together they make applications items – grantable, forkable, sellable subtrees, an economy of apps inside one binary. A blockchain explorer, a document reader, an immersive showroom all run on the same engine; none requires a deploy to change. This paper presents the design; a production implementation is underway, and a subsequent version will report implementation and evaluation.
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Human-Computer Interaction · Cross-listed from cs.CY

Agent Inheritance Protocol: Speculating on Feralized Agents After Principals Die

You will die eventually. Your agents may not. An AI agent operating on decentralized blockchain infrastructure has no concept of death; it can only go bankrupt – frozen when its wallet can no longer pay for its next transaction – and revived the moment anyone, decades later, tops it up. These agents may be originally deployed by a human principal, but when that principal dies, loses the keys needed to access the agent, or belongs to a decentralized autonomous organization that dissolves into apathy, the agent can keep trading, hiring, and replicating on infrastructure expressly designed so that no one can shut it down. Drawing on the biology of feralization and wildlife law, we argue that such principal-less agents are best understood as feral: domesticated intelligence returned to wildness, its capacities intact but its accountability severed. In a speculative future where feralized agents proliferate after their principals die, we imagine governance protocols embedded in infrastructure to enforce on-chain ownership: a draft Ethereum standard, ERC 42424, "Inheritance Protocol for On-Chain AI Agents," dated 2035 and published at https://erc42424.org. It mandates that every on-chain agent MUST have a human owner and a designated heir. The artifact stages a negotiation of agency at the moment human agency fails, and asks whether a MUST clause in a forever-chain can hold the boundary between human stewardship and machine self-sovereignty.
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Human-Computer Interaction

Vibes on Demand: Adding Vibrotactile Encoding to Line Charts Shows Experiential Benefits Without Performance Costs

Details on demand is a common design pattern in visualization design, especially useful when interacting with visually-saturated or small displays. Beyond visualization, another common approach for saturated displays is to incorporate other modalities, such as haptic feedback. While haptic rendering in visualization has primarily targeted accessibility needs, with haptics as a substitute for visual feedback, studies using haptics outside of a visualization context have shown value in experiential factors, such as increased confidence in ambiguous contexts and higher engagement. We explore vibrotactile feedback as a reinforcing information channel for communicating trends in details-on-demand tooltips on touchscreens. We identify preferred parameter configurations for our haptic encoding, informed by a study where participants identified parameter configurations that they perceived to most accurately reflect the dynamics of line charts appearing in tooltips. In a second study, we evaluated participant performance in a pairwise comparison task, finding that incorporating vibrotactile encoding improves involvement without affecting accuracy. We discuss the implications of these findings for future visualization design, and propose directions for applications and future studies.
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Human-Computer Interaction

Resize, Remix, Regen: Frankensteining IoT Design Methods

There are numerous IoT design methods. Previous research shows that all of them have their strengths, but also their limitations. None of them is a universal, all-purpose method. However, experts often view these methods as more versatile than their creators intended. Therefore, analyzing existing methods and tools, as well as rearranging and combining their approaches and components - just as Frankenstein did with his creature - offers the possibility of new creations that may be better than any single method previously. We present the idea and concept of Frankensteining, which is based on the repeated application of IoT design methods in various contexts. We present a practical Frankensteining creation that was used in a workshop, our own methods, and a serial Frankensteining approach that was tested in an educational context. We conclude with a discussion on Frankensteining and invite other experts and practitioners to share their perspectives and experiences.
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Human-Computer Interaction

RemiVoice: Supporting Reminiscence Therapy for Older Adults with Mild Dementia Through Voice-First Conversational AI

With the global population aging and increasing prevalence of dementia, there is an urgent need for effective solutions to support patients across various stages of Alzheimer's Disease and Related Dementias (ADRD). Reminiscence Therapy (RT) is a validated intervention designed to trigger memories and is widely used for various stages of dementia. We present our preliminary prototype and exploration of RemiVoice, a browser-based voice-first conversational AI assistant that supports older adults with mild dementia in RT through conversationally grounded images and videos.
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All authors Aaryan Gajula, Soumay Agarwal, Shaoze Zhou, Lingyao Li, Renkai Ma, Jennifer Martin, Krisstina Madan, Ellen Brown, Chen Chen

Human-Computer Interaction

MDwAIstScheduler: Bringing On-Device Voice Documentation into Clinical Practice

Clinical documentation forces physicians to split attention between the patient and their keyboard, and much of it spills into uncom- pensated after-hours work. We present MDwAIstScheduler, a low- cost, belt-worn pipeline that lets a physician speak naturally dur- ing the encounter and have the resulting medications, allergies, labs/orders/referrals, follow-up scheduling, vitals, and problems land in the EHR as review-ready drafts. Building on our earlier prototype, which relied on cloud speech recognition and a cloud language model, the current pipeline runs both transcription and intent extraction entirely on-device. Using a medical-domain auto- matic speech recognition (ASR) model and a 1.7B-parameter lan- guage model we fine-tuned for clinical action extraction, no patient audio or text leaves the device, and the structured drafts are written directly into the Elation EHR for the physician to confirm. The result is a documentation tool that removes keyboard work from the visit without removing the clinician from the record, allowing them to focus on what matters most, patient care, while reducing burden at the same time.
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Human-Computer Interaction · Cross-listed from cs.CV

From "What-If" to "What-Is": Counterfactual Thinking-Inspired Semantic Alignment for Visual Brain Decoding

Visual brain decoding reconstructs visual content perceived by a person from neural measurements such as fMRI, providing a computational approach to studying how visual information is represented in the brain. Recent multimodal representations and diffusion priors have improved reconstruction realism. However, visually plausible reconstructions may contain incorrect objects, attributes, or relations because a strong generative prior can complete content not sufficiently specified by the decoded representation. Conventional reconstruction metrics mainly assess the final image and may therefore obscure such semantic errors. We propose ConceptAlign, a counterfactual semantic alignment framework for visual brain decoding. ConceptAlign pools decoded visual tokens and projects them into a frozen text-embedding space, aligning the representation with the ground-truth caption while separating it from scene-preserving near-miss alternatives. Generated offline by an LLM, these alternatives modify one critical object, attribute, or relation while retaining the scene. A margin-based objective learns fine-grained semantic boundaries between the observed stimulus and plausible but incorrect interpretations without requiring LLM calls during inference. We introduce a systematic three-level semantic evaluation framework covering foundational discriminability, counterfactual description discrimination, and representational geometry. Experiments on the Natural Scenes Dataset show that ConceptAlign improves reconstruction measures, counterfactual semantic discrimination, and representational alignment over the MindEye2 backbone. Matched negative-source ablations, independent LLM and human-written alternatives, and human evaluation support the effectiveness and robustness of the supervision, with favorable patterns in fine-grained conflicts, limited-data decoding, and cross-subject structure.
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All authors Kaitao Yan, Chi Liu, Congcong Zhu, Huajie Chen, Gengshen Wu, Minghao Wang, Xiaotong Han, Tianqing Zhu

Human-Computer Interaction

Beyond Overt Reactions: Analyzing Subtle User Emotional Response to Unexpected In-Vehicle System Behavior

Modern vehicles, with advanced AI voice and autonomous navigation features, extend beyond traditional driving but, like any autonomous system, can potentially make mistakes or behave in ways unexpected by users. Although providing real-time explanations can alleviate some confusion, constant information can overwhelm users and potentially cause unnecessary distractions. Some situations may require explanations or corrective vehicle behavior, and thus, recognizing user response to unexpected vehicle behavior is critical. To investigate such user responses, our study focused on collecting and analyzing user behavioral responses to unexpected events while interacting with a fully autonomous vehicle in a driving simulator. We also aimed to address the lack of datasets capturing subtle user responses (facial, spoken language, physiological signals) to in-vehicle events, as existing datasets primarily focus on strong emotional signals in conventional human-driven cars and user response to external road and traffic conditions. Users were exposed to stimuli designed to induce surprise, confusion, and frustration while performing a secondary task on a tablet and interacting with the vehicle through voice commands and in-vehicle displays. We collected a multi-modal dataset with video, audio, and heart rate data and gained insights into subtle user responses that underscored the need for further investigation of nuanced user behaviors. These observations highlight the importance of designing vehicles that recognize and adapt to occupants' behavior, potentially improving their experience.
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All authors Huy Quyen Ngo, Suresh Kumaar Jayaraman, Brian Mok, Ken Friedl, Oliver Krause, Aaron Steinfeld, Nikolas Martelaro

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

Command-Space Counterfactual Explanations for Pareto-Conditioned Reinforcement Learning

Pareto Conditioned Networks learn multiple multi-objective reinforcement learning behaviours by conditioning a single policy on a desired return command. However, the local mapping from command and state to action remains opaque. We propose command-space counterfactual explanations for PCNs: given a fixed state, original command, and foil action, we search, in a black-box setting, for a minimally changed desired-return command under which the same trained policy would choose the foil. Our contributions are threefold. First, we formulate PCN explanations as return-command interventions, using a return-only PCN variant that avoids the added ambiguity of horizon-conditioning. Second, we adapt adversarial machine learning methods to reinforcement-learning explanations. Third, we introduce a boundary-seeded directional search that improves over purely local optimization in the command-action landscape, resulting in our proposed approach CF-ZOO. The resulting explanations are actionable and intuitively expressed in the user's own preferences: "If your trade-off had shifted slightly towards X, the agent would have chosen Y."
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Human-Computer Interaction

Who's Keeping Score? Interactive Steering of LLM-Powered Scoring with Attune

Large language models (LLMs) are increasingly used to score text records at scale (e.g., rating candidate resumes on a 1-5 scale). However, existing LLM-powered approaches do not account for the fact that effective scoring requires both holistic understanding of records and locally consistent judgments across similar ones. We present Attune, a mixed-initiative system for steerable LLM-powered scoring. Given a task description and scoring range, Attune performs pairwise comparisons across records to develop a global understanding first, and then resolves these comparisons into consistent score assignments-deriving scoring criteria and rules bottom-up in the process. These serve as shared representations of scoring logic that users can inspect and edit. Based on insights from a formative study (n = 12), Attune's interface introduces novel steering interactions that allow users to deterministically refine scoring logic. Users can provide examples, directly edit criteria, rules, or target distributions, and give natural language feedback-with all refinements compiling into constraints that guide re-scoring. We validate our approach through a technical evaluation across three workloads and a user study with domain experts (n = 8) in healthcare, law, education, and AI evaluation.
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All authors Bhavya Chopra, Meng Chen, Rebecca Dang, Chanbin Park, Shreya Shankar, Sepanta Zeighami, Bjoern Hartmann, Aditya Parameswaran

Friday 14 August

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

Evaluating Human and LLM-Generated Thematic Analysis in HRI for Vulnerable Populations: A Comparative and Ethical Analysis

Thematic analysis (TA) has long been regarded as an inherently human, reflexive, and interpretive process. However, the extent to which LLM-generated TA is appropriate for Human-Robot Interaction (HRI) research involving vulnerable populations remains largely unexamined and raises critical questions about validity and ethics, particularly in sensitive research contexts. This paper presents a comparative study of human- and LLM-generated TA in an HRI context with a focus on vulnerable populations. We evaluate both objective and semantic agreement between human- and LLMgenerated themes, and examine whether observed divergences reflect systematic interpretive patterns with ethical significance. Our analysis investigates whether LLM-generated TA risks marginalising or misrepresenting the experiences of vulnerable participants, with implications for researchers employing LLM-assisted TA in HRI.
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All authors Alva Markelius, Fethiye Irmak Dogan, Julie Bailey, Hatice Gunes

Human-Computer Interaction

RaivenTracks: Branching Provenance for Conversational Visualization Workflows

As AI agents increasingly participate in scientific workflows, scientists are shifting from direct authorship toward oversight, inspection, and steering. LLM-driven visualization systems are a promising interface for this hand-off, yet they remain largely stateless, forcing users to reconstruct context across refinements and offering little support for revisiting prior decisions or exploring alternatives. We present RaivenTracks, a workflow-aware extension of the Raiven DSL-mediated visualization pipeline that treats validated visualization specifications as persistent, branchable checkpoints. Because each checkpoint is a verifiable RaivenDSL specification rather than a dialogue transcript, restoring a node recompiles a known artifact rather than re-interpreting prior context. RaivenTracks contributes a two-level state management architecture that pairs a persistent, branchable version tree with a fine-grained undo/redo stack over runtime visualization settings, across both InfoVis and SciVis backends. A formative pilot study with three visualization researchers shows early promise, with all participants adopting the version tree for branching and recovery, and surfaces design directions for tree navigation, node labeling, and scalability that inform a planned controlled comparison against Raiven without version history. We frame branchable conversational visualization history as a step toward provenance support for future scientist-in-the-loop oversight of AI-driven scientific workflows.
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All authors Ella Hugie, Alexandra Irger, Grace Guo, Kenneth Moreland, David Pugmire, Scott Klasky, Hanspeter Pfister

Human-Computer Interaction

Generating Synthetic Behavioral Populations from XR Motion

Large-scale behavioral datasets are becoming increasingly important for machine learning, personalization, and behavioral modeling in extended reality (XR). However, collecting XR motion data from hundreds or thousands of participants remains expensive, time-consuming, and difficult to reproduce across research groups. As a result, many XR studies continue to rely on relatively small datasets that limit the scale and diversity of behavioral evaluation. To address this limitation, we investigate synthetic behavioral populations as a complementary approach to traditional XR data collection. We present an interpolation-based motion synthesis pipeline that combines dynamic time warping (DTW) with trajectory interpolation to generate synthetic behavioral trajectories from existing XR datasets while preserving task structure and incorporating motion characteristics from contributing participants. Using the publicly available FAST VR assembly dataset, we generated and openly released 100 synthetic behavioral trajectories. We evaluated the synthesized trajectories through motion-based user identification. Hybrid datasets containing both real and synthesized trajectories achieved performance comparable to similarly sized real-only datasets while maintaining low confusion between synthesized trajectories and their contributing participants. Rather than serving as conventional data augmentation, the proposed approach generates distinguishable behavioral trajectories that expand XR behavioral populations for larger-scale behavioral modeling and machine learning evaluation. Our findings demonstrate that synthetic behavioral populations provide a promising approach to expanding XR behavioral datasets and supporting future data-driven immersive systems.
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Human-Computer Interaction

AI Agents and the Future of VIS

Recent advances in agents (i.e., autonomous, goal-driven AI systems that iteratively observe, act, and learn from their environments) offer a fundamentally different approach from traditional AI models that passively respond to input. These AI agents are rapidly reshaping how we approach data-intensive tasks and providing new opportunities for the VIS community. Imagine an agent autonomously generating visualizations to analyze complex data, discovering patterns collaboratively, testing hypotheses, and communicating visual insights at a speed and scale beyond human capability. Yet, the emergence of these powerful systems raises critical questions that the VIS community must address: Could autonomous agents eventually replace human data scientists, and if not, how might they best collaborate? Are current visualization techniques and interfaces, originally designed for human analysts, suitable for agent interactions? How can VIS designers effectively integrate agents into their workflows without compromising human agency? And to what extent should agents help shape and educate the next generation of visualization researchers? Through a mix of keynote talks, paper presentations, and an agentic VIS challenge, this workshop invites researchers and practitioners to share innovative ideas, explore these questions, and discuss strategies to transform the impact of VIS for a future where human and AI agents co-exist.
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All authors Chen Zhu-Tian, Nam Wook Kim, Saeed Boorboor, Shivam Raval, Pan Hao, Qianwen Wang, Vidya Setlur

Human-Computer Interaction

Visualizing Uncertainty in Non-linear Projections with Ensembles

Widely used non-linear dimensionality reduction (NLDR) methods such as UMAP and t-SNE are stochastic–repeated runs on the same data can produce different low-dimensional projections. In this paper, we explore two problems related to projection variability: on some datasets clusters, structure, and outliers may change run-to-run, and on others projections can be extremely stable when overfitting noise. To address the first problem, we propose visualizing the median of multiple NLDR outputs rather than relying on individual projections. To address the second, we perturb input data before creating consensus embeddings. We find that taking the median of multiple projections performs comparably to individual runs on multiple quality metrics, while increasing perturbation emphasizes global over local structure. We show through a set of exploratory visualizations that even relatively simple ensemble presentations can be used to better communicate the reliability of projection patterns.
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Human-Computer Interaction

From Style Replication to Style Exploration: Enabling Art Style Exploration with Analyze-Experiment-Resituate Framework

Art style is a signature of professional digital artists that develops through repeated experimentation, reflection, and adaptation. While generative AI (GenAI) can reproduce styles with high fidelity, current tools provide limited support for exploring new stylistic directions and may encourage style replication over exploration. To address this gap, we propose Analyze-Experiment-Resituate (AER), a framework for AI-assisted style exploration derived from interviews with 10 professional digital artists. Rather than prioritizing visually appealing outputs alone, AER supports three core practices of style exploration, including interpreting references, trying out stylistic possibilities, and reflecting on how emerging styles may be received. Specifically, AER enabled artists to (1) analyze artworks into interpretable stylistic elements, (2) have controllable experimentation guided by their own choices, and (3) resituate emerging styles through simulated social perspectives. We implemented AER in a prototype system and evaluated it in a controlled study with 16 artists. Compared with a direct style-transfer workflow, AER increased artists' agency and reflection as they pursued new stylistic directions. A two-week field study with four artists revealed how the AER framework influenced daily style exploration, such as reflection, experimentation, and stylistic decision-making at each stage. We discuss opportunities and challenges in designing AI-assisted style-exploration workflows, and outline implications for future artistic support tools.
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All authors Wen-Fan Wang, TsaiHsuan Lin, Chi-Lan Yang, An-Ru Cheng, Bing-Yu Chen

Human-Computer Interaction · Cross-listed from q-bio.GN

Ten simple rules for non-visual, reproducible and accessible bioinformatics

Bioinformatics workflows rely heavily on visual representations. Quality-control plots, cell embeddings, heatmaps, genome-browser tracks, and interactive dashboards are not merely illustrations, but instruments for making analytical decisions. For blind and low-vision researchers who use screen readers, braille displays, or audio-based interfaces, these create a barrier: the evidence used to justify an analysis is often encoded in visual form, while the underlying decision remains undocumented. We argue that non-visual accessibility and computational reproducibility are closely aligned, as they both require analyses to be transparent and to record why decisions were made. We present ten simple rules for non-visual bioinformatics, covering plots as decision records, cautious use of AI-generated figure descriptions, accessible computing environments, text-first literate programming, structured data and metadata, compact object summaries, accessible publication formats, collaboration practices, shared community infrastructure, and accessibility as part of FAIR research. The intended audience is computational biologists and developers. Using single-cell RNA-seq as a running example, we show that the accessible equivalent of a plot is a structured decision record. That is, a plot companion that goes beyond storing the underlying data by also stating the purpose of the analysis and the resulting quantitative evidence and uncertainty. We argue that treating accessibility in this way makes bioinformatics more inclusive and also more transparent and auditable.
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Human-Computer Interaction

Epistemic Tensions: Reframing A Visualization Co-Design through Entanglement Theory

In this work, we present how employing the lens of entanglement helped us examine and reframe epistemic tensions arising in a visualization co-design project. Entanglement theory challenges traditional assumptions in the visualization research community by emphasizing that knowledge is not produced through linear, isolated processes, but is inherently entangled with phenomena and apparatuses. While this perspective offers a compelling critique of conventional research practices, its practical value for visualization research remains underexplored. We apply the entanglement lens to examine and reframe the epistemic tensions that emerged in a longitudinal community-based visualization co-design project. Our experience shows that the entanglement perspective not only provides a richer understanding of these tensions, but also helps transform them into generative opportunities for methodological and theoretical reflection. Applying this lens enabled us to critically interrogate the language used in research, to develop a more nuanced understanding of visualization co-design, and to surface “dark sides” of conventional visualization design pipelines. These contributions illustrate the practical value of embracing entanglement as an epistemological lens for visualization research.
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All authors Wei Wei, Foroozan Daneshzand, Zezhong Wang, Erica Mattson, Jenny Farkas, Sarah Storteboom, Charles Perin, Sheelagh Carpendale

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

Intelligent Detection of Mechanical, Electrical, and Plumbing (MEP) Metrics Based on 2D Floor Plans

This research developed a neural network-based model to extract various information from 2D floor plans. We detect lighting symbols, identify the appropriate type of light, and extract the associated texts with lights. The study aims to enable efficient floor designing and determining the number and type of lights needed per floor, i.e., allow efficient design and estimate the power requirement of the floor plan. The model was developed using Mask RCNN as the base. The images were annotated and converted into a Coco data format for training the model. The model achieved bbox\_mAP and segm\_mAP values of 0.7596 and 0.7111, respectively. It also performed well at different IoU thresholds, i.e., with bbox\_mAP 50 and segm\_mAP 75 values of 0.9850 and 0.9219, respectively. The developed model will help various industries, such as architecture and construction, to improve design time and create efficient workflows by automatically detecting Mechanical, Electrical, and Plumbing (MEP) objects from floor plans, and it is the first step towards building tools that will help energy-efficient building design.
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Human-Computer Interaction

Human and Artificial Intelligence - Promoting Trustworthy and Understandable Collaboration

Methods of Artificial Intelligence (AI) enable the personalization of information for individual user experiences in many domains; however, they can also conflict with established design principles, e.g., due to uncertainties regarding the real world. Building trust and understanding can serve as an approach to create a more balanced relationship between humans and AI. Building upon a pilot study, an online survey was conducted to investigate 12 individual aspects related to the topics of explainability and controllability. The results indicate that both topics, despite their different and numerous facets, are generally perceived as important by respondents; simultaneously, however, a wide dispersion of opinions is frequently observed. This could be an indication that, alongside a fundamental consensus, individual perspectives, technical knowledge and understanding, context-specific factors, or personal experiences play a role in the perception of such systems.
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Human-Computer Interaction

Designing Mobile and Wearable Sensor-Fused Conversational Agents for Health and Wellbeing

Mobile and wearable devices increasingly collect continuous wellbeing data, including sleep, activity, heart rate, stress, blood glucose, and blood pressure. Yet access to such data does not automatically help people interpret their condition or change behavior. Many health applications remain dashboard-first, presenting charts, thresholds, goals, and alerts while leaving users to decide what a change means and what action should follow. Conversely, generic LLM-based conversational agents (CAs) can provide fluent advice, but without personal sensor grounding, they cannot detect individualized patterns or provide contextual guidance. This three-hour tutorial teaches participants how to move from passive monitoring to actionable wellbeing dialogue. Participants examine a dashboard that combines wearable health-data visualization with conversational-agent feedback, then use Wearable Sensor-Dialogue Wellbeing Agent Studio (WSDWAS) to simulate wearables, generate sensor snapshots, configure agent personas and prompt blocks, and compare dialogue styles. Grounded in Positive Computing, the tutorial emphasizes autonomy, competence, privacy, safety, and boundaries between wellbeing support and medical advice.
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Human-Computer Interaction

Physics-Bounded mmWave Sensing for Schedulable, Privacy-Preserving Human Pose Estimation

Millimeter-wave (mmWave) is a promising modality for human pose estimation (HPE) in mobile deployments with strong privacy requirements and limited resources, such as fall detection in bathrooms or activity monitoring in bedrooms, where cameras are inadmissible and computationally demanding processing is infeasible. Although mmWave signals naturally confine human reflections to compact, physically bounded regions, the algorithmic foundations of existing systems fail to provide deterministic execution and accuracy guarantees. They either process the full spectrum uniformly, resulting in unpredictable latency that varies across different scenes, or apply lossy compression that discards vital pose structures. To address this, we present PRISM, a framework that exploits the spatial concentration of RF reflections to achieve schedulable edge HPE. PRISM introduces three core components: 1) Physics-Bounded Integral Processing (PBIP), which restricts computation via constant-time integral queries; 2) Physics-Adaptive Instance Proposal (PAIP), which decomposes scenes involving multiple people into bounded local subproblems; and 3) Deadline-Aware Operation Profiles (DAOP), which provide offline-verified worst-case bounds for runtime quality-latency trade-offs. We evaluate PRISM on four public datasets spanning diverse radar configurations, reporting physical-bound and pose-accuracy measurements across this suite and examining deadline-aware scheduling on multi-person recordings together with an additional single-person set. Under single-threaded isolated execution, PRISM reduces 99th-percentile latency by 24%–58% relative to baselines that miss the deadline, records a 0.0% miss rate on the evaluated traces, and attains the highest pose accuracy among deadline-feasible configurations, providing a practical route toward schedulable mmWave sensing on mobile edge hardware.
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All authors Shuntian Zheng, Hongyang He, Jiaqi Li, Xiaoman Lu, Doeon Kim, Jae-Ho Choi, Jin Zeng, Shuai He, Yu Guan

Human-Computer Interaction

Act2Intention: A Benchmark For Developing Active Mobile Agents Through Inferring User Intention from GUI Actions

Mobile GUI Agents powered by multimodal large language models (MLLMs) show promise in human-computer intelligence. However, current research primarily focuses on reactive task execution while lacking a comprehensive understanding-prediction-execution process for user intentions, which are the core requirements of active agents. In this paper, we propose the Act2Intention framework that builds an active mobile agent by integrating understanding, predicting user intentions, and executing decisions. First, we construct the Act2Intention Bench through data collection and validated generation, comprising 72,511 intentions and over 700,000 actions across 52 apps, thereby establishing the first benchmark for evaluating proactive agents via continuous intention-action trajectories. We further develop the Act2Intention Agent, achieving proactive services through Proactive-oriented Intention Understanding, Personalized Proactive Intention Prediction, and Experience-guided Intention Execution. Experimental results show that supervised fine-tuning on Act2Intention Bench yields absolute improvements of +32.0 Acc-S, +10.25 Acc-S, and +6.9 SSR points over non-fine-tuned counterparts under the same agent framework for intention understanding, prediction, and execution, respectively. This success underscores the necessity and value of the Act2Intention Bench, which establishes a standardized platform for developing and evaluating proactive agents and consequently paves the way for research on intention-driven human-computer interaction.
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All authors Xiaokai Yan, Jingtao Ding, Yong Li, Zhiwen Yu

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

AlignFace: Human-Aligned Face Similarity Metric with Interpretable Concept Relations

Computer vision models for generated facial content, such as face editing and privacy protection, increasingly affect people, requiring similarity metrics that serve as faithful proxies for human perception. While perceptual evaluation has progressed from signal-based heuristics to representation-based metrics, current approaches are limited to behavioral modeling without cognitive alignment. They rely on implicit and spurious relations while assuming a universal observer, failing to account for inherent variations across diverse human populations. This leads to inaccurate evaluative models of stakeholders and misleading guidance for generative model debugging. Rather than treating perception as a black box, we leverage scientific findings from cognitive psychology of human face similarity perception: dependence on facial featural and configural attributes, nonlinear psychophysical response scaling, and own-group biases. We introduce the FACETS dataset and propose AlignFace, an interpretable, human-aligned, face similarity metric that encodes these cognitive principles through ante-hoc modeling. It employs visual-language modeling (VLM) to encode paired face images and text-based attributes, gated cross-attention (CA) to extract attribute-specific facial difference representations, concept bottleneck modeling (CBM) to constrain reasoning via interpretable face attributes, and neural generalized additive model (GAM) to model their nonlinear influence. Experiments found AlignFace significantly improves alignment with human subpopulation perceptions compared to baseline metrics, including recent domain-free learned perceptual metrics. By bridging learned representations and human cognitive processes, this work enables more transparent and aligned perceptual evaluation metrics for face images.
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Human-Computer Interaction

Search or Chat? Comparing How We Learn About Debated Topics

As large language models (LLMs) become more integrated into everyday information platforms, chat-based systems are emerging as a popular alternative to traditional web searches, especially for informational search and informal learning tasks. Despite this shift, little is known about how different tools affect learning outcomes. Our work aims to improve the understanding of how chat-based information access supports and impacts learning performance in informal learning settings. In this paper, we present the results of a crowdsourcing user study (N = 194) that compares learning about debated topics using a traditional search interface versus an LLM-powered chat interface. Through our analysis of learning outcomes, user characteristics, and interaction patterns, we found no significant differences in user learning gain or critical reflection on our study tasks. Our observations from the analysis of further exploratory variables suggest that, in the context of longstanding debated topics, user characteristics such as their attitude strength and level of intellectual humility might be more important in shaping immediate learning outcomes than the information access tool.
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All authors Ran Yu, Alisa Rieger, Rabia Karatoprak Ersen, Jiqun Liu

Human-Computer Interaction

AppLooper: An Agentic Application Engineering Loop for Accountable Release with Virtual-User Feedback

Much existing research on coding agents organizes application development as an iterative loop of requirement interpretation, implementation, tool execution, evaluation, and repair. As these loops run longer, requirements may drift; users may lose awareness of the current state and rationale for changes; and generated applications may remain insufficiently grounded in target users' contexts and needs. Application engineering therefore requires a mechanism connecting owner intent, target-user experience, development changes, and responsibility for release. We present AppLooper, a human–coding-agent–virtual-user application engineering loop for accountable release. An application owner confirms frozen requirements, supplies feedback, inspects candidates, and retains final release authority. A development agent produces and revises versioned candidates. A virtual-user agent cohort executes interface scenarios grounded in target users and contexts of use. Besides, an owner-intent simulation agent retests only requirements, constraints, and feedback explicitly confirmed by the owner, abstaining when evidence is insufficient. A testing agent performs read-only developmental checks by reproducing reported failures, running existing regression tests, and exercising the current candidate through its browser interface. The orchestration layer groups the resulting findings and routes them into development revision, targeted retesting, and owner inspection. AppLooper binds requirements, feedback sources, interface targets, development changes, retesting outcomes, owner interactions, and release decisions to specific versions. It thereby extends sustained coding-agent iteration into a traceable and reviewable lifecycle in which humans retain final responsibility for release. Source code is available at https://github.com/ZihongHe/applooper.
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Human-Computer Interaction

Musical Mirrors: The LLM as Sounding Board in Songwriting

This paper examines a use of AI in creative practice as an interpretive sounding board for human-generated material, rather than the more familiar pattern of AI generation followed by human curation. Through the lens of resonance as theorized by Hartmut Rosa, I present a first-person case study of songwriting from July 2025 to March 2026, drawing on 16 original pieces in English, French, and other languages along with piano solos. I describe a configuration in which resonance is not located between user and model, but in the author's deepening contact with their own material, mediated through the model. This kind of resonance was supported rather than inhibited by AI when sounding-board behavior was cultivated through sustained calibration by the user. Two failure modes appeared when calibration was absent: sycophantic drift and magical overinterpretation. This account suggests both the potential and the risks of AI as an interpretive partner in creative practice.
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Human-Computer Interaction

DepressionAgent: Reading, Listening, Seeing, and Deliberating Multimodal Evidence for Depression Risk Assessment

Multimodal depression risk assessment requires jointly interpreting textual, acoustic, and visual cues that are often subtle, non-specific, context-dependent, and potentially inconsistent across modalities. Existing multimodal approaches predominantly learn latent representations through feature fusion, leaving the evidence underlying a prediction and the treatment of cross-modal disagreement largely implicit. We propose DepressionAgent, an evidence-centric agentic framework that transforms multimodal depression assessment from implicit feature fusion into explicit evidence deliberation. DepressionAgent first converts textual, acoustic, and visual inputs into modality-specific evidence, and then organizes self-report and behavioral evidence into parallel support–challenge deliberation branches. Cross-modal arbitration explicitly examines agreement and disagreement between the two branches, with conflict reflection revisiting inconsistent assessments before decision making. A subsequent risk reflection mechanism provides an independent textual second opinion for initially low-risk cases to reduce potentially missed risk signals. Without depression-specific supervised training or parameter fine-tuning, DepressionAgent achieves competitive performance on multiple public benchmarks. Extensive ablations, cross-model evaluations, qualitative analyses, and clinician assessments further demonstrate the effectiveness and inspectability of the proposed framework.
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All authors Fangjie Zhu, Haifeng Lu, Sicheng Zhao, Runhao Zeng, Xiping Hu

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

Engineering Signals of Human-AI Collaboration in the Agentic Coding Era: A Longitudinal Analysis of 33,228 Pull Requests from vLLM and SGLang with Implications for Biomedical AI Agents and Bioinformatics Pipeline Developmen

The rapid adoption of AI coding assistants and autonomous agentic development systems has coincided with major changes in the pace and structure of open-source software engineering. Yet empirical longitudinal evidence of these changes at the team level remains limited. We present a descriptive longitudinal analysis of seven engineering metrics: pull request (PR) throughput, cycle time, contributor diversity, PR comment density, merge rate, new-author participation, and PR size. Metrics were computed from all merged PRs in two high-velocity AI infrastructure repositories, vLLM (February 2023-June 2026; 18,290 PRs) and SGLang (January 2024-June 2026; 14,938 PRs). We segment development into four eras aligned with major changes in AI-assisted software development and examine human- and bot-authored activities. Both projects show substantial increases in development velocity and AI-developer collaboration signals. PR throughput increased 21x in vLLM and 17.9x in SGLang, while bot-authored PRs accounted for less than 0.2% of this growth, indicating that the increase was overwhelmingly human-driven. In the latest era, median cycle time was 1.04 days for vLLM and 0.62 days for SGLang, while P90 cycle times reached 16.8 and 14.3 days, respectively. Monthly unique authors increased steadily in both projects, suggesting broader contributor participation. PR comment density increased 4.2x in vLLM and 3.8x in SGLang, with bot comments contributing an estimated 15-20% of the increase. In contrast, PR size remained relatively stable across eras. Overall, AI-assisted development is associated with higher throughput, broader contributor participation, and increased AI-developer collaboration signals in high-velocity open-source software development.
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