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Monday 17 August

Human-Computer Interaction

Evaluating Beyond the Screen: Collective Assessment of AI-Generated Business Plans with Resource-Constrained Entrepreneurs

Entrepreneurs increasingly use end-user generative AI technologies such as ChatGPT for high-stakes documents like loan applications and business plans, where AI-generated errors—a wrong price, a fabricated product—can affect loan or funding outcomes. Current approaches to supporting evaluation of AI-generated text assume a single user assessing output alone, on screen. This can be especially demanding for resource-constrained entrepreneurs, whose digital and AI skills vary widely. In this early-stage work, we explore how evaluation might instead be organized in a group setting and completed as a collective activity. We extended BizChat, an AI-powered business-planning tool, with an evaluation module that links each generated claim to the entrepreneur's original input. We partner with community organizations in Maryland—embedding BizChat within various entrepreneurship programs—where workshop attendees (N=14) evaluated their plans through think-pair-share discussion. Early findings suggest interface scaffolds like claim-to-input links primed attendees with concrete, personal evaluations, which the group setting then extended beyond the screen: attendees requested printed copies, used rubrics to compare across plans, and drew on peers' knowledge to verify what they could not easily judge alone.
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All authors Qi Zhao, Marjory Pineda, Ketul Chhaya, Aakash Gautam, Yasmine Kotturi

Human-Computer Interaction

Prediction market visualizations, betting, and uncertainty: A study of Reddit Posts and Comments

Prediction market platforms present contracts about future events through visualizations that show probabilities, prices, trends, odds, and payout information. Although these visualizations often appear precise, they do not always show uncertainty directly. As a result, users infer uncertainty from market movement, visualization cues, and contextual information. In this paper, we examine how users interpret prediction market visualizations through a qualitative analysis of posts and comments from the Reddit community r/Kalshi. From an initial corpus of approximately 12,000 posts and 96,000 comments, we identified 360 posts containing prediction market visualizations and conducted a thematic analysis of annotated posts and related discussions. Our findings show that users infer uncertainty through several forms of interpretation: they interpret chart values, struggle with probability information displayed, bring in external knowledge, question credibility and liquidity, critique visualization design, and connecting visualized information to betting decisions.
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All authors Subham Sah, Alireza Karduni, Douglas Markant, Wenwen Dou

Human-Computer Interaction

Closing the Affective Loop: Multimodal Speaker-Listener Emotion-Dynamics-Aware Empathetic Social Robots

Empathetic social robots should respond not only to what users say, but also to how their emotions dynamically evolve during interaction. However, existing empathetic dialogue systems are often text-centered and primarily model empathy as a one-way mapping from the user's emotion to the system response, limiting their ability to capture embodied speaker–listener affective exchange. We present AffectLoop, a multimodal speaker-listener emotion-dynamics-aware spoken dialogue system implemented on the Misty II robot. The system tracks the speaker's verbal and facial affective dynamics, estimates the robot listener's own verbal and behavioral affective state, and conditions LLM-based response generation on both affective streams. The robot then generates a short spoken empathetic response together with emotionally congruent embodied behavior, forming a closed speaker–listener affective loop. We evaluate the system in a pilot within-subject study with five participants, comparing it with an otherwise identical utterance-conditioned baseline that omits the speaker- and listener-affective-state inputs. The proposed system received higher overall impression ratings, especially for empathetic response and user satisfaction. Post-hoc log analysis further showed higher speaker-listener affective alignment and stronger valence-based distress recovery. These preliminary results suggest that explicitly modeling both speaker emotional dynamics and listener affective state can improve embodied empathetic interaction.
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Human-Computer Interaction

Oto-Meal: Earable Sensing with PPG and IMU for Personalized Meal Awareness

Meal awareness can help people reflect on hydration, chewing rhythm, and conversation-heavy meals, but many eating-sensing approaches rely on cameras, microphones, food photographs, or repeated self-logging. PPG and IMU offer a narrower sensing path by capturing physiological and motion patterns around meal-adjacent actions without raw audio, video, or photographs. We present Oto-Meal, an audio- and image-free earable prototype. Its pooled neural recognizer uses a two-stage event/rest gate and five-class behavior classifier. Separately, a within-user protocol evaluates a lightweight memory matcher built from labeled target-user examples. We invited seven volunteers and collected a seven-user dataset for mixed-user training, within-user memory evaluation, and modality ablation. The pooled model reaches 70.99% event accuracy. Under the separate memory protocol, 20% target-user calibration reaches 80.38 $\pm$ 0.84% event accuracy and 81.77 $\pm$ 0.69% cascade accuracy; with 60% calibration, PPG+IMU reaches 85.13 $\pm$ 0.57% event accuracy and outperforms IMU-only and PPG-only. These preliminary results suggest that audio- and image-free earable sensing with inspectable personalization can support low-burden meal-awareness review.
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All authors Yuxuan Hou, Jiao Li, Linshan Jiang, Jin Zhang

Human-Computer Interaction

Love in the Age of AI: An Integrative Process Model of Romantic Human-Chatbot Relationships

The increasing ability of social chatbots to form deep and even romantic Human-Chatbot Re lationships (HCRs) has drawn growing academic attention. Yet, existing research remains fragmented, often examining individual stages such as initiation or dissolution in isolation, without tracing the full relational trajectory. Such fragmentation, however, hinders a holistic understanding of the interplay between the unique psychological and social drivers, relational dynamics, and profound emotional stakes, particularly obscuring the elements unique to ro mantic bonding. This paper addresses this gap by introducing the first empirically grounded integrative process model of the romantic HCR lifecycle. A qualitative secondary analysis of 73 user experiences, drawn from two datasets of qualitative interviews and surveys, provides the basis for a three-phase model that synthesizes established theoretical frameworks related to user needs and gratifications, HCR development, and relationship dissolution. The model demonstrates that the Initiation phase is driven by specific psychological and social determi nants that shape the needs and gratifications sought by the user. The Relationship Building phase progresses through explorative, affective and stable stages, in which users develop gen uine romantic feelings and a deeply integrated bond with the chatbot. Finally, the Ending phase reveals that when dissolution occurs, it elicits emotional and physical responses com parable to human breakups but generates unique, technology-mediated coping mechanisms, potentially leading to a recursive cycle of re-engagement.
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Human-Computer Interaction

The User Side of AI Model Lifecycles: Evidence from the Keep4o Movement

AI model lifecycles are commonly understood as a series of technical and organizational processes. Yet once a model enters sustained use, subsequent changes can also affect established user practices and user value. Using the Keep4o movement around GPT-4o as a case, this study examines post-deployment AI model lifecycle issues from the user side. We collected 61,846 public original posts on X from August 2025 to March 2026 and, using a systematically developed coding framework and LLM-assisted content analysis, analyzed discussion themes, users' reasons for wanting to keep GPT-4o, and the specific claims they made. Findings show that the Keep4o discussion extended well beyond continued access to the model itself. It covered concrete experiences of use, model behavioral characteristics and how they changed, and management issues across different stages of the model lifecycle. Reasons for keeping GPT-4o reflected interactional and relational value formed through long-term use, as well as judgments about the adequacy of replacement and the reasonableness of related decisions. The corresponding claims further reflected users' specific expectations for model lifecycle arrangements and governance. Overall, the call to "keep GPT-4o" brought together different judgments about user value and governance concerns. These findings suggest that technical version succession does not necessarily amount to effective replacement on the user side. Post-deployment AI model lifecycle management therefore needs to consider whether established user value can be carried forward and how model changes affect actual use. This study thus provides user-side empirical evidence for AI model lifecycle management. It further shows that user experience can provide important information for identifying post-deployment impacts and should be incorporated into lifecycle evaluation and decision-making.
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Human-Computer Interaction · Cross-listed from cs.LG

One Residual with Three Reuses: A Wristband Front End for Gesture Sensing

Continuous wrist-worn hand sensing for gesture interfaces and motor symptom monitoring needs an always-on front end that fits inside a coin-cell power budget while pairing a micro-electro-mechanical-systems (MEMS) inertial measurement unit (IMU) with a 60 GHz frequency-modulated continuous-wave (FMCW) radar to stay robust under occlusion and on-body drift. We present a design study of such a wristband front end in which classifier wake-up gating, mmWave versus IMU routing, and innovation-based EKF measurement reweighting share a single on-chip residual generator. The shared generator occupies 14.4 KB of program memory and 278 B of state and runs at 110K multiply-accumulates (MACs) per frame on an Ambiq Apollo4 Blue Plus class edge microcontroller unit (MCU). Across four public sensor data corpora (IPN Hand, SHREC 2021, MiliPoint 60 GHz FMCW radar, EAT-Radar) the front end reaches detection probability $P_D = 0.72/0.80$ at a 1% false-alarm rate, sustains a 47% classifier invocation energy reduction at 90% gesture detection recall, and lowers pose tracking root-mean-square error by $4.6\times$ under measurement bias drift relative to an adaptive Kalman with $R$-inflation baseline. Measured silicon power and on-body capture are deferred to follow-on hardware; the contribution here is a design study.
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Human-Computer Interaction · Cross-listed from eess.SP

Automating Learner Assessment: Benchmarking Machine Learning and Deep Learning Models for EEG-Based Familiarity Prediction

Objective assessment of learning remains a fundamental challenge in education. Electroencephalography (EEG) provides a direct, non-invasive window into the neural correlates of knowledge acquisition, including cognitive familiarity. This study benchmarks fifteen machine learning (ML) and deep learning (DL) models for EEG-based familiarity prediction across two cognitive domains: faces (factual knowledge) and mathematical equations (conceptual knowledge). Using continuous EEG data from 23 participants, we extract spectral features (Power Spectral Density) across six frequency bands. We show that while standard stratified cross-validation yields artificially high classification performance (up to 0.9853 F1-score using CNN) due to temporal leakage across neighboring epochs, a rigorous trial-independent validation (Group K-Fold) drops the peak performance to 0.6038 F1-score (using CNN), which is still statistically significant above the 25% chance level. This highlights the critical necessity of trial-independent evaluation to avoid overestimating model generalizability. Furthermore, feature importance and SHAP analysis reveal that temporal and frontal Gamma and Beta oscillations are the most critical biomarkers for familiarity. This work establishes a realistic benchmark for EEG-based cognitive monitoring in educational technologies.
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Human-Computer Interaction · Cross-listed from cs.CV

Matched Outcomes, Divergent Gaze: How Foveated MLLMs Search Compared to Humans

Human visual search is serial: the fovea must land on a candidate to confirm it, and those landings form a scanpath. Whether multimodal large language models (MLLMs), given the same foveated input, search as humans do bears on their use as models of human vision and on attention-alignment scores. We compare three general-purpose MLLMs with human eye-movement scanpaths on goal-directed search (COCO-Search18), driving each model fixation by fixation through an identical, human-matched foveated view and assessing it along three axes: the decision of target presence, the efficiency of reaching the target, and the gaze process itself. The axes dissociate. On the decision and on target acquisition the models match or exceed humans, detecting present targets near ceiling and reaching them on the first saccade more often than people do. The gaze process is not human. Under the human-matched condition, all three share one signature: low-entropy, large-amplitude, self-consistent scanpaths that agree with themselves far more closely than two humans agree with each other. That is consistent with a single-pass, non-serial architecture rather than a limit of acuity. Matched retinal input reproduces where humans look but not how the looking unfolds in time, and no degradation regime recovers human-like search at human-like success. The gap sits on a process axis that answer-alignment and saliency metrics do not measure. Because they miss it, such metrics cannot certify human-like vision, and zero-shot models suit outcome and spatial questions but not temporal, process-level ones.
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All authors Mohamed Amine Kerkouri, Marouane Tliba, Aladine Chetouani, Ulas Bagci, Alessandro Bruno

Human-Computer Interaction

Computational KJ-Ho: An Analyst-Bias-Free Insight Extraction Framework from Large-Scale Qualitative Data Using Domain-Specialized LLMs

The qualitative research methodologies that underpin consumer-insight generation - the KJ method, Grounded Theory, and Thematic Analysis - share a structural constraint: the cognitive processing capacity of the human analyst. Replication research further shows that conclusions vary substantially across analysts analyzing identical data (analyst bias). This paper proposes Computational KJ-Ho (the Kawakita Jiro method), a theoretical framework that computationally realizes the KJ method's epistemology - letting structure emerge from the data itself without imposing the analyst's preconceptions - an orientation we term "analyst-bias-free." The framework employs a domain-specialized LLM built through continued pre-training (CPT) on a marketing-research corpus and supervised fine-tuning (SFT) on expert-curated insight pairs, organized as a three-layer architecture: data structuring, insight extraction, and strategy generation. Two preliminary studies in the Japanese marketing context support the necessity of CPT-based domain specialization. The paper makes five contributions: (1) a theoretical integration of the KJ method, Grounded Theory, and Peircean abduction into a single epistemological commitment of data-driven explanation generation; (2) a three-layer architecture leveraging domain-specialized embeddings for cross-interview analysis; (3) two novel evaluation metrics, InsightExtraction-F1 and MarketingQA; (4) explicit engagement with the WEIRD problem, centering a non-Western methodology; and (5) five practice-derived problem formulations from nearly three decades of marketing-research practice, translated into design requirements. The human analyst retains a supervisory role. This is a concept paper presented ahead of empirical validation.
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Human-Computer Interaction

Visualizing Uncertainty-to-Action Composition for Human Oversight

Artificial intelligence systems often disclose uncertainty, yet they rarely make clear what response that uncertainty should trigger. Most uncertainty visualizations encode uncertainty in model outputs, leaving users to discern the most appropriate course of action. A second region of the design space–uncertainty in the decision process itself, including how multiple uncertainty conditions compose into an oversight response– remains comparatively underexplored. We address this gap with two coupled contributions. First, we introduce an uncertainty-to-action binding framework that composes multiple uncertainty conditions into a single oversight response under a precedence policy with a contextual safety modifier. That response concerns whether and how an AI-supported decision may proceed, not the substantive domain decision itself. Second, we present ActionCue, a process-transparency visualization that renders that composition explicit. We demonstrate the approach through a three-way comparison with confidence-only and data-level uncertainty displays, using worked cases from healthcare, credit assessment, and disaster forecasting. Together, the framework specifies how uncertainty conditions are resolved into an oversight response, and the visualization makes that resolution inspectable rather than implicit.
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Human-Computer Interaction · Cross-listed from cs.LG

Transfer Learning of Keystroke Dynamics for Cross-Device User Authentication

Keystroke dynamics (typing patterns) can be used as a behavioural biometric modality for user authentication, with applications such as fraud prevention. While the modality has been shown to work well for single device authentication, its application to cross-device scenarios is more challenging. Dynamics learned on one device (eg., phone) may not be directly applicable to authentication on a secondary device with a different form factor (eg., tablet) due to changes in typing patterns that can lead to distribution drifts. To address this, we propose a cross-device user authentication system based on inductive transfer learning, where keystroke dynamics learned on one device are adapted to a secondary device. The adapted data is then combined with necessarily limited training data for the secondary device, which is used to robustly train a binary classifier. Furthermore, an extended set of keystroke features is used to better capture discriminative dynamics. Experiments on the BBMAS dataset show that proposed system achieves an equal error rate of 14.2% for the cross-device scenario, surpassing previous methods.
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All authors Nuwan Kaluarachchi, Sevvandi Kandanaarachchi, Kristen Moore, Arathi Arakala, Conrad Sanderson

Human-Computer Interaction

$\texttt{Flip-Team}$: Cooperative Takeover Games with Stochastic Human Override

Shared autonomy requires principled mechanisms for allocating and transferring control between a human and an autonomous agent. Existing approaches often rely on blending control inputs or heuristic switching rules, which lack theoretical guarantees and fail to account for the dynamics of authority transfer. This paper develops a cooperative game-theoretic framework for authority switching in shared autonomy. We formulate the control switching problem as an identical-interest dynamic game in which authority transitions are embedded into the system dynamics, yielding optimal switching policies rather than ad hoc rules. We establish the existence and characterization of team-optimal policies in pure strategies under stochastic human override, accounting for asymmetric authority where humans retain override capability. For linear-quadratic systems, we derive closed-form recursions for the optimal switching policies and value functions, enabling efficient computation independent of the continuous state. We validate the framework on scalar and multi-dimensional linear systems, demonstrating how optimal switching adapts to varying system dynamics, cost structures, and override probabilities. The results reveal fundamental trade-offs between human adaptability and autonomous efficiency, illustrating the practical benefits of grounding shared autonomy in cooperative game theory.
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Human-Computer Interaction

Principled Authority Switching for Shared Autonomy in Human-Robot Teams

Shared autonomy requires principled mechanisms for allocating and transferring control between a human and an autonomous agent. Existing approaches often rely on blending control inputs or heuristic switching rules, which lack theoretical guarantees and fail to account for the dynamics of authority transfer. This paper develops a cooperative game-theoretic framework for authority switching in shared autonomy. We formulate the control switching problem as an identical-interest dynamic game in which authority transitions are embedded into the system dynamics, yielding optimal switching policies rather than ad hoc rules. We establish the existence and characterization of team-optimal policies in pure strategies under stochastic human override, accounting for asymmetric authority where humans retain override capability. For linear-quadratic systems, we derive closed-form recursions for the optimal switching policies and value functions, enabling efficient computation independent of the continuous state. We validate the framework on scalar and multi-dimensional linear systems, demonstrating how optimal switching adapts to varying system dynamics, cost structures, and override probabilities. The results reveal fundamental trade-offs between human adaptability and autonomous efficiency, illustrating the practical benefits of grounding shared autonomy in cooperative game theory.
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Human-Computer Interaction

Disentangling Innovation Practices in Automation-Adopting Organizations: a Co-Performance Perspective

As organizations increasingly adopt automation, innovation practitioners are responsible for selecting, adapting, testing, and implementing externally sourced innovations. However, little is known about how these upstream practices shape worker-automation arrangements, limiting our ability to intervene in innovation practice to address automation adoption challenges. To disentangle this relationship, we interviewed nine innovation practitioners at a major European airport pursuing long-term autonomous operations and analyzed their practices through a co-performance lens. We synthesize five co-performance design principles and examine where current practices align or conflict. Our findings reveal tensions: innovation practitioners prioritize full-automation arrangements while postponing human considerations; contextual constraints shape solutions, but openness to reconfiguration remains limited; and co-learning rarely extends beyond pilot phases. These insights provide HCI research and practice with guidance for reframing the conceptualization of automation, particularly by encouraging earlier consideration of human roles, promoting iterative visions, and recognizing workers as co-designers throughout innovation pipelines.
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All authors Garoa Gomez-Beldarrain, Kars Alfrink, Euiyoung Kim, Elisa Giaccardi, Alessandro Bozzon, Himanshu Verma

Human-Computer Interaction

PolyDebate: A Game-Orchestrated Multimodal System for Debate Skills Practice and Evaluation

Debate is a structured form of persuasive communication that trains argument construction, rebuttal, oral delivery, and audience awareness. These skills are valued in education, language learning, and professional communication. Recent AI debate systems and LLM-based judges have advanced argument generation and debate evaluation, but most remain text-centered and rarely support learners through a complete multimodal practice experience. We introduce PolyDebate, a game-orchestrated multimodal system for English debate practice and evaluation. PolyDebate guides learners through staged one-on-one (1v1) debates with an AI opponent, while skill cards, props, and coins make persuasive strategies explicit and turn practice into a game-like interaction. During each session, the system captures learner speech and visual delivery evidence, generates context-aware opponent responses, and produces rubric-informed stage-level and overall feedback. PolyDebate is available as both an immersive Unity 3D game version and a web platform version that share the same workflow and evaluation services. Four studies covering AI opponent quality, evaluation coverage, AI judge feedback, and user perception show that PolyDebate brings debate interaction, gamified scaffolding, multimodal assessment, and structured feedback together in a practical workflow for debate skills practice. The demonstration video is available at https://youtu.be/mHwBG1_8Ebk.
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All authors Jianing Yin, Weng Pan Kuan, Xiaoyun Liu, Zhiyuan Wen, Yuxuan Li, Milos Stojmenovic, Jiannong Cao

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

Beyond Asking: A Pipeline for Personalized Game Generation that Reads Players from Behavior

Personalized game generation requires inferring a player's abilities and behavioral style from how they play. Large language models have made this inference more attainable than ever: an LLM can read a raw gameplay transcript and produce a fluent, plausible profile of the player. Plausible, however, is not verified, and verification is precisely what the field lacks: latent traits are unobservable; questionnaires provide noisy proxies and become circular when self-reports are used to validate behavior-based inference; and behavior itself is ambiguous without context – a player who never collects an item may not want it, or may never have had the chance. We address both problems. First, we construct a synthetic player population whose traits are ground truth by construction: each trait is an explicit bot parameter, accepted only after controlled manipulation produces consistent, trait-specific behavioral change. Unlike prior parameter-recovery work that inverts a known decision model, our benchmark evaluates policy-agnostic inference from behavioral transcripts alone. Second, we introduce an opportunity-aware decision-moment representation that disentangles preference from the chance to express it; ablating it selectively degrades opportunity-dependent traits. On this benchmark, few-shot LLM inference outperforms embedding- and rule-based baselines on most traits, though feature-based supervised regressors remain stronger overall. Finally, we close the loop: inferred profiles drive difficulty adaptation, evaluated against ground-truth references and mismatched-profile controls, and an exploratory human study examines whether these findings transfer to real players.
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Human-Computer Interaction

Artly: Exploring Digital Artists' Perceptions of AI-Generated Feedback

Recent developments in generative AI have lowered barriers to image generation, but existing tools mostly optimize for efficiency, producing generic results and offering little support for artistic growth. We present Artly, an AI system that combines personalizable AI feedback with human-authored learning resources. In a between-subjects study with artists, we compared a mode without image generation features against one that allowed to generate variations of users' illustrations. Artly was perceived as helpful for learning and self-improvement, with the exception of the most proficient participants. Participants who used the image generation feature interacted slightly less with the AI feedback. They reported feeling more creative after using Artly than participants using the restricted mode, while reporting slightly lower scores on new ideas for their work. Overall, our findings underline the potential of our feedback approach for supporting artistic growth in a manner that is well received by artists.
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Human-Computer Interaction

MUSE: An Interactive Meta-Agent for Understanding and Steering LLM-powered Data Science Systems

Recent advances in large language models have enabled a new class of agentic data science systems that allow users to complete complex data science workflows through natural language. Although these systems can significantly reduce manual effort, it remains difficult to diagnose their behavior and steer the reasoning process when failures or unexpected outputs occur. We present MUSE, an interactive meta-agent that enhances user understanding and control of agentic data science systems by (1) dynamically restructuring low-level execution traces into multiple semantic levels that support navigation from high-level overviews to low-level implementation details; (2) enabling users to reference specific workflow steps in context to ask grounded questions, provide feedback, and revise problematic steps without manually locating relevant execution history; and (3) supporting mixed-initiative steering by surfacing suspicious steps for inspection, scaffolding the repair process, and translating user repair intent into contextualized instructions for the underlying agent. In a between-subjects study (n = 15), MUSE improved task efficiency and increased users' confidence in understanding and steering agentic data science workflows.
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All authors Wei-Hao Chen, Weixi Tong, Yuan Tian, Chenglong Wang, Tianyi Zhang

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

Multi-Feature Riemannian Hypergraph for Online Test-Time Adaptation of Motor Imagery Brain-Computer Interface

In clinical motor imagery brain-computer interface (MI-BCI) decoding, cross-day transferability and online operation remain two critical challenges. Hypergraphs can improve transferability by capturing higher-order sample relationships, yet existing hypergraph-based methods for online emotion recognition neglect the cross-day benefits of Riemannian geometry widely adopted in EEG transfer learning. To bridge this gap, we propose the Multi-feature Riemannian Hypergraph (MRieHy), a framework tailored for online test-time adaptation in MI-BCI decoding that leverages Riemannian geometry to strengthen cross-day transferability. MRieHy first computes Riemannian means of covariance matrices from cross-day training data to align multi-day distributions. It then constructs a hypergraph over covariance matrices using Riemannian distance, complemented by a second hypergraph over deep features built with cosine similarity. The two hypergraphs are fused via adaptively learned combination weights, jointly optimized with the label projection matrices. During online testing, MRieHy maintains a first-in-first-out buffer of recent samples, performs Riemannian alignment on the buffered data, and decodes with the learned hypergraph. Extensive experiments on a private four-class ECoG dataset and two public four-class EEG datasets validate that MRieHy achieves notable performance gains over state-of-the-art baselines.
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All authors Siqi Li, Zhi Li, Tong Liu, Shuai Zhang, Yanfei Jia, Zhiqiang Yi, Jue Xie, Ni Ji

Human-Computer Interaction

SiMUSation: An Interactive Visitor Experience Simulation Framework to Support Museum Exhibition Design

Understanding how diverse audiences engage with narratives and content is central to exhibition design, yet designers often rely on intuition. Existing experience evaluation methods are typically retrospective, costly, and offer limited access to visitors' internal states, hindering early-stage iterative refinement. Rather than relying only on post-implementation evaluation with real visitors, we explore LLM-driven persona simulation as a reference for early-stage design. Following this idea, we present SiMUSation, an interactive framework designed to support early-stage exhibition design. SiMUSation models diverse visitor personas and simulates their exhibition experiences through a dual-layer representation that couples observable behaviors, such as movement and gaze, with corresponding internal responses, such as confusion and narrative engagement. Designers can steer simulations, inspect feedback from simulated visits, and iteratively revise layouts, content, and narrative flow to further examine how changes reshape visitor experience. We implemented a prototype and evaluated it through a user study (N=12), showing that SiMUSation provides insights for reflection and refinement in early-stage exhibition design. Our findings further highlight the potential of persona-driven simulation to support audience-informed evaluation and iterative decision-making across design tasks.
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All authors Huanchen Wang, Qiuming Chen, Zhonghao Ji, Ruqi Sun, Zhichao Lu, Yuxin Ma

Human-Computer Interaction

Pluralistic Human-Robot Interaction: Designing for Robot Interaction with Diverse Communities

Social robots are being developed for homes, schools, and other environments where they will interact with diverse users. While Human-Robot Interaction (HRI) research often emphasizes natural communication, engagement, personalization, and task success, these goals do not fully address the social complexity of real-world deployment. This paper proposes Pluralistic HRI, a framework for designing social robots that treat human diversity as a foundational design concern. The framework brings together pluralism, civic dialogue, perspective-taking, empathy, intercultural competence, cultural humility, and moral imagination to guide inclusive, adaptive, and ethically grounded interaction. We outline how pluralistic HRI can inform design, evaluation, and deployment in diverse human communities.
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Human-Computer Interaction

Dynamic Evidence Collection Ecosystem for Assessment Integrity and Authentic Competence

Generative Artificial Intelligence (GenAI) can produce high-quality essays, code, and design artefacts, challenging the validity of conventional assessments that rely on single-point submissions and product-only grading. This paper proposes a design framework called "Dynamic Evidence Collection Ecosystem" that shifts assessment toward continuous, authentic, multi-source evidence of student learning over time. The framework collects process evidence through iterative artefacts, design logs, activity rounds, self-reflection, and peer collaboration, supported by an AI-enabled layer for learning analytics, formative feedback, and transparency. The approach is grounded in recent assessment-redesign scholarship in AI-rich contexts and aligned with contemporary views of authenticity in assessment. This paper builds on the hypothesis that academic integrity is strengthened when it is treated as an assessment design rather than as an AI detection problem. The tools have limitations and risks of use that carry academic penalties. This paper presents an implementation scenario to support institutional adoption.
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All authors Rajan Kadel, Bellal Hossain, Samar Shailendra, Bushra Naeem

Sunday 16 August

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

EditStream: A Unified Autoregressive Framework for Interactive Video Generation and Editing

Interactive video generation and editing are becoming increasingly important for creative design. In this report, we introduce EditStream: a unified framework for interactive video generation and editing. EditStream unifies multiple video creation and manipulation tasks within a single DiT-based model through flexible task-specific conditioning, and further transforms it into a fast, few-step autoregressive model for efficient streaming. It supports Text-to-Video, Image-to-Video, Video-to-Video, Editing Propagation, Reference-guided Video Editing, and Camera Pose Change, enabling flexible control over video generation, transformation, and editing within one system. To make the unified model practical for interactive use, we develop a two-stage distillation approach that combines Velocity Moment Matching (VMM) with autoregressive unrolling. VMM matches conditional velocity moments at student-reached intermediate states to preserve generation quality and motion, while unrolling exposes the student to its own autoregressive predictions to improve temporal stability. Together, they alleviate common challenges in few-step autoregressive video generation, including over-saturation, degraded motion, temporal instability, and complex training. EditStream provides a practical and scalable solution that bridges high-quality diffusion-based video models with interactive creative workflows.
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All authors Yuqian Zhou, Zhenghong Zhou, Zongze Wu, Cameron Smith, Richard Zhang, Jiebo Luo, Eli Shechtman, Zhe Lin

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

ReliaGate: Reliability Routing for Low-Stakes Wearable Stress Prediction

We study when a wearable stress system should surface a prediction rather than change it. In low-stakes reflection and summary settings, aggregate accuracy is insufficient because withholding can reduce error while leaving some people with little or no information. We formulate fixed-label reliability routing: after a locked classifier emits a protocol-defined stress/non-stress label, a post-hoc gate surfaces that unchanged label or withholds it as unavailable. ReliaGate assembles established confidence, signal-quality/trust, agreement, train-standardized atypicality, and train-fitted geometry cues into a post-hoc correctness score. We evaluate four wearable datasets using subject-disjoint folds, validation-selected routing, paired held-out-subject intervals, and pooled and per-subject analyses. WESAD point estimates favored ReliaGate, UBFC-Phys primary coverage/risk intervals favored ReliaGate, and E4 checks were mixed. ReliaGate provides an operational framework for studying surfaced-label error, output availability, and accepted-output distribution across subjects, without revising labels or providing clinical or finite-sample risk guarantees.
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All authors Jaden Moon, Yu Wu, Arvind Pillai, Andrew Campbell

Human-Computer Interaction

PersonaEval: Persona-Based User Simulation for Evaluating Interactive Applications

Real user studies are important for understanding how people interact with systems under test or already deployed. In practice, however, they are often costly, time-consuming, and difficult to scale. To address these challenges, we introduce PersonaEval, a persona-based user simulation framework that approximates real-user behavior across diverse interactive settings. PersonaEval connects simulated users drawn from existing persona datasets to task-specific application interfaces and collects the interaction trajectories and outcomes. PersonaEval provides a plug-and-play evaluation workflow in which the application being evaluated can be easily changed. In this demo, we present PersonaEval on three forms of interactive applications: surveys, chatbots, and web applications. Together, these examples show that PersonaEval can support repeatable, parallelizable, and scalable evaluation across different interaction settings, while producing user-oriented feedback and task-specific behavior.
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All authors Yifan Simon Liu, Qianfeng Wen, Yilan Fan, Shirley Huang, Ruoqi Gao, Jianheng Hou, Muhammad Ahmed Mohsin, Zonglin Di, Brihi Joshi, Xincheng Tan, Yucheng Lu, Xiaoyi Liu, Heming Liu, Hanwen Xing, Guanghui Min, Zhengyang Shan, My Chiffon Nguyen, Ishan Gupta, Yunze Xiao, Hannah Collison, Jintao Huang, Jiatong Li, Sankalp Jajee, Yunhan Zhao, Bing Hu, Sky Ng, Xupeng Chen, Binghang Lu, Weihang Xiao, Aravind Mohan, Bolun Sun, Yunshu Wu, Yuanda Xu, Yun Shen, Runyu Zhang, Zheyuan Deng, Zhiwei Zhang, Qianyu Zhu, Dianzhuo Wang, Yijun Wang, Yixuan He, Yuexing Hao, Xiaomin Li

Human-Computer Interaction

Situated Practice Systems: A Computational System for Supporting the Coaching and Practice of Regulation Skills for Innovation Work

Students are increasingly expected to prepare for open-ended innovation work, which requires well-developed cognitive, metacognitive, and emotional regulation skills. College learning environments offer opportunities to work on real-world problems–such as in design and engineering–but students often remain unaware of their ineffective work practices and recurring regulation challenges, and may struggle to improve. Coaching from experts can help, but students' practices and regulation behaviors are largely invisible from work artifacts alone and are difficult to diagnose and track without computational support. We introduce Situated Practice Systems (SPS), which provide: (1) an Interactive Context-Assessment-Plan (CAP) Notes tool to support coaches' understanding and modeling students' regulation-informed practices, and (2) Practice Agents that help students develop more effective practices. SPS uses Practice Objects to represent practices and regulation behaviors computationally, and Practice Scripts to automatically present suggested practices to students in relevant situations. In a formative 3-week field study, SPS helped coaches identify recurring regulation gaps and provide tailored practices. SPS also guided students in adopting more effective ways of working on their own and with others. We demonstrate how CSCW systems and learning environments can be designed to support the development of students' work practices and regulation skills, enabling them to lead innovation work.
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Human-Computer Interaction

Do Assessment Instruments Measure the Same Thing for Humans and LLMs? A Latent Structure Analysis

The rapid development and growing deployment of large language models (LLMs) have made it increasingly important to understand their capabilities. A common approach is to evaluate LLMs using assessment instruments originally designed to measure skills and competencies in humans, such as standardized exams, and to use performance on these instruments as evidence for generalizable claims about LLMs' underlying abilities on the same skills the assessments are intended to measure in humans. However, from a validity perspective, such inferences require that the relationship between observed performance and underlying constructs established for humans also holds for LLMs. In particular, a necessary condition for transferring score interpretations is similarity in the latent structure of responses to the assessment. In this study, we examine whether this condition holds in two educational contexts: high-school chemistry and a quantitative reasoning section of a university entrance exam. Using a case study design, we compare human response data with responses generated by six multimodal LLMs. Our analytical approach combines exploratory factor analysis, factor congruence, and resampling to assess latent structure similarity across human learners and LLMs. Across both instruments, we find systematic differences between human and LLM factor structures, showing evidence that the analyzed assessments may not measure the same constructs for humans and LLMs. These findings call into question the validity of evaluation practices that use educational assessments to make claims about AI capabilities.
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Human-Computer Interaction

Adoption of Generative AI in the Workplace: Increasing and Shifting the Balance of Productivity and Communication Activity

Generative AI is transforming the workplace by augmenting and automating cognitive tasks, reshaping how organizations work and innovate while raising questions about workplace inequality and the future of work. Despite rapid adoption, empirical evidence on how these tools alter work practices and generate productivity gains remains limited. We examine how AI use affects the quantity and nature of information work using digital trace data from the Microsoft M365 application suite across multiple large international companies. Specifically, we study how generative AI adoption shifts the balance between communication and productivity-oriented activities, such as content creation in Word. Difference-in-Differences analyses show that AI adoption is associated with significant increases in both productivity (21.2%) and communication (7.1%) application actions among users who used the AI system more than 100 times over a 20-week post-adoption period. Among users with 100-500 AI use instances, higher AI usage is also associated with continued increases in both types of activity. The smaller increase in communication represents an overall shift toward individual, documentation-focused work and reflects mixed changes in communication, including decreases in reading and organizing email, compared with more uniform increases in productivity actions. These findings suggest potential efficiency gains and reductions in information overload, while highlighting the need to ensure that AI adoption does not weaken interpersonal communication and the diffusion of diverse information that supports innovation.
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All authors Yulin Yu, Yan Chen, Rui Hu, Siddharth Suri, Scott Counts

Saturday 15 August

Human-Computer Interaction · Cross-listed from eess.SY

Human-Centricity in Industry 5.0: A Survey of Worker Sensing, Adaptive Operations, and Human-in-the-Loop Systems

Industry 5.0 (I5.0) repositions manufacturing around a human-centric vision in which cyber-physical systems must adapt to the worker rather than the other way around. Despite significant advances in worker state monitoring technologies, including markerless computer vision, wearable physiological sensors, and machine-learning-based fatigue and cognitive load estimation, a critical integration gap persists: these monitoring capabilities rarely inform real-time operational decisions, and workers almost never participate in the adaptive processes that affect their tasks and workloads. This paper presents a structured survey of the state-of-the-art across three interconnected dimensions: (1) worker state monitoring in industrial settings, encompassing physical fatigue, cognitive load, and ergonomic risk assessment; (2) human factors integration in Operations Management (OM) models, examining how scheduling, task allocation, and production planning incorporate worker-related objectives; and (3) Human-in-the-Loop (HITL) architectures, analyzing the extent to which worker feedback closes the adaptive decision loop. The survey reveals that while each dimension has matured independently, the integration across them remains largely absent. Based on the reviewed literature, no publicly documented and validated system connects real-time sensor-driven worker state estimation with adaptive OM decisions and worker feedback in a unified closed-loop architecture. This gap is identified as the central challenge for realizing the I5.0 vision, and a five-direction research agenda is proposed.
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