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Computer Science Human-Computer Interaction

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Tuesday 1 September

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

Investigating Assistant Bias in LLM User Simulators Using a Role Vector

LLM-based user simulators are increasingly used to evaluate autonomous agents at scale, in place of costly human evaluations. Despite this promise, these simulators exhibit "assistant bias," a tendency to cooperate and pursue task goals. They rarely reproduce the frustration or disengagement that real users exhibit, compromising evaluation validity. Prior work outlines that this bias is baked in during model training, which role-playing prompts fail to override. We analyze this bias from model activations, extracting a user role vector by contrasting how the model represents user versus assistant perspectives on the same dialogue. We observe two findings: (i) the user direction is identifiable in activations, elicits user-like behaviors, and captures characteristics distinct from assistant traits; and (ii) although user-role activation associates with simulation realism and steering strengthens it, it can exaggerate user behaviors and override individual user profiles. Together, our findings provide a representation-level analysis of LLM user simulators, confirming that assistant bias is structurally identifiable and that user behavior can be directionally analyzed.
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All authors Daeheon Jeong, Yoonjoo Lee, Eugene Choi, Sinie van der Ben, Juho Kim

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

Socrates went Nuclear: Comparing Interaction Strategies for AI systems in a Learning Context using Brain Sensing

Does unrestricted AI access bypass the cognitive effort required for learning, or does it streamline knowledge acquisition? This paper reports on a study where we compare three designs for user-AI interaction in a learning context: (1) an unrestricted conversational bot like ChatGPT, (2) a pedagogically constrained bot that guides through hints without giving final answers, which we refer to as the Socratic mode; and (3) a non-conversational adaptive tutoring system that adjusts difficulty in real-time based on the user's cognitive engagement derived from the brain signals. Fifty study participants were tasked with learning about nuclear safety protocols, a domain chosen for its zero-prior knowledge baseline. The participants progressed through an instructional video, a pre-test, an AI-driven assessment phase, which varied in the three conditions, and an immediate post-test. The nature of the questions centered primarily on factual knowledge acquisition, but it still required participants to have a global understanding of the concepts in order to answer the questions correctly. A Muse headband was used to derive the cognitive engagement of all users in all conditions. The unrestricted chatbot produced higher learning gains (delta) than both constrained modes (p < .03, d > 0.80), while the adaptive condition generated significantly higher EEG engagement (p = .018). The cluster analysis of chatbot usage and discussion patterns by users showed that most participants in the unrestricted-mode adopted a direct answer-retrieval strategy, while participants in the Socratic-mode initially attempted to reason through the hints before progressively disengaging. Consequently, this also suggests that the success of the unrestricted AI is not an evidence of deeper learning, but rather a result of the immediate post-test evaluation after the training phase.
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Human-Computer Interaction

Learning Feasibility-Aware Latent Spaces for Preference-Based Exploration of Procedural Automotive Wheel Designs

Intelligent design interfaces that rely on preference-based optimization are most useful when their suggestions are both meaningful to users and feasible within the target domain. Procedural models offer compact and editable design spaces, but their native parameters can be entangled and can generate many invalid outputs, causing human-in-the-loop optimizers to waste comparisons. We propose an interaction-oriented representation-learning pipeline for procedural models and study it in automotive wheel design. The method first screens procedurally generated samples using geometric rules and finite-element analysis, then learns a reduced latent space from the screened subset. We further introduce supervised functional alignment, which reserves selected latent dimensions for stiffness, strength-related stress response, or weight so that search can be biased toward functionally meaningful regions. Simulation experiments show that screened reduction improves target-shape retrieval and the feasibility rate of suggestions, whereas unscreened reduction degrades both. Additional simulations show that constraining search along learned functional dimensions accelerates exploration toward target functional properties. A controlled study with 40 participants further shows that a 5D feasibility-aware space yields higher shape similarity and more feasible suggestions than the original 9D procedural parameterization. These results suggest that, for intelligent user interfaces in engineering design, the representation exposed to the user is a central part of the interaction design, not merely a preprocessing step for the optimizer.
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All authors Takashi Owaki, Yuki Koyama, Tomoyasu Nakano, Takahiro Yamaguchi, Masataka Goto, Hiroyuki Sakai

Human-Computer Interaction

Are We There Yet? Assessing Computer-Use Agents for Blind Users' Accessible Interaction with Desktop Applications

Computer-use agents are emerging as a paradigm for agentic human-AI interaction, combining language reasoning with multi-modal interface grounding to operate GUIs. Yet their effectiveness for blind screen-reader users in real-world desktop workflows remains unclear. We present a three-week diary study with 8 blind users using OLLA, a screen-reader-accessible CUA prototype, collecting 1,258 commands across 12 applications with screenshots, UI trees, model responses, and action traces. We evaluate GPT-5 during deployment and re-execute the same commands with four additional models. GPT-5 achieved the highest success rate at 52.5%. Trace analysis reveals grounding, planning, constraint-tracking, and termination failures, while interviews reveal beyond-automation needs.
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All authors Satwik Ram Kodandaram, Monalika Padma Reddy, Xiaojun Bi, Jiawei Zhou, I. V. Ramakrishnan, Vikas Ashok

Human-Computer Interaction

RecalibrateGPT: AI Fatigue Resilient Conversational Interfaces

Large language models are powerful, but their interfaces often devolve into a type $\rightarrow$ read $\rightarrow$ retype loop, creating conversational AI fatigue, cognitive load, and eventual task abandonment. To mitigate this, we present RecalibrateGPT, a system introducing five cross-turn operators (Anchor, Replay, Delta, Scope, and Steer) that each target a distinct fatigue type, recalibrating LLM responses through a structured panel by acting on the full conversation history with a single click. Users invoke these operators through the AssistiveButton in one of three operator palette layouts: Vertical, Arc, or Tablet. We conducted two pilot studies with the same 12 advanced LLM users. An initial formative qualitative study identifies a taxonomy of four fatigue types (retyping, scanning, decision paralysis, and context drift) and derives two design objectives for RecalibrateGPT. A follow-up quantitative evaluation finds it reduces perceived cognitive workload by half (NASA-TLX = 2.7) at high perceived usability (SUS = 86.5), suggesting AI fatigue is not just a model-quality issue but an interaction-flow cost that interfaces can remove.
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Human-Computer Interaction

UniScale: Exploring Unimanual Gesture Mapping Strategies for Gaze+Pinch-based Scaling Interaction

Object scaling serves as a fundamental spatial manipulation that enables complex and productive tasks in XR environments. This paper investigates unimanual scaling techniques for XR using gaze and hand interactions. We propose UniScale, a set of unimanual alternatives to the standard bimanual pinch, allowing users to scale objects while preserving hand availability for concurrent spatial manipulations. We design five distinct mapping strategies based on physical metaphors, exploring unimanual control that varies depth, angle, micro-gestures, and finger-distance input. We then compare these techniques against a standard bimanual baseline, in which users adjust the inter-hand distance via a bimanual pinch gesture. In a user study, we evaluate their effectiveness in a 3D object scaling task under both clutching and clutching-free conditions. The results indicate that while bimanual scaling relies on clutching for stable control, unimanual techniques excel in clutching-free conditions, significantly reducing physical hand movement. From the results, we derive valuable design implications for developing efficient 3D multimodal interactions in XR.
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Monday 31 August

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

MemeBridge: A Dataset for Benchmarking and Mitigating the Bidirectional Cultural Gap in Meme Interpretation

Communicating across cultures is inherently challenging, especially through culturally dense and ambiguous formats like memes. While people expect large language models (LLMs) to hold promise for bridging such gaps, existing benchmark datasets often fail to capture the cultural context necessary for accurate interpretation. To address this, we introduce MemeBridge, a curated dataset centered on U.S.-originated memes, designed to capture two complementary perspectives: (1) how Chinese participants interpret these memes, and (2) how U.S. participants anticipate how people from other cultures might misunderstand them. Here, context refers to implicit cultural knowledge, including background beliefs, norms, and shared assumptions that shape meme comprehension. The dataset was constructed via a multi-stage crowdsourcing pipeline with rigorous validation, including human agreement checks and GPT-based classification verification. Each meme is annotated with sentiment, emotion, cultural significance, and knowledge type, providing rich supervision for downstream tasks. Notably, we observe that the anticipated misunderstandings from U.S. participants are often inaccurate, highlighting the asymmetries in cultural understanding and the challenges of adopting perspectives beyond one's own. This bidirectional framing, which focuses on both expression and perception, enables more nuanced benchmarking of cross-cultural comprehension. Our probing of multiple LLMs reveals that while models developed in different cultural contexts exhibit partial cross-cultural understanding, they often struggle with sophisticated interpretations. By contrast, fine-tuning with MemeBridge improves model performance, underscoring the value of culturally grounded resources for training and evaluating LLMs in globally diverse settings.
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All authors Hangxiao Zhu, Suliu Qin, Zhuoyan Li, Ming Jiang, Yu Zhang, Meng Xia

Human-Computer Interaction

Design principles to Increase Technology Self-efficacy for Older Australians with Mild Cognitive Impairment (MCI) and Older Carers

The number of people with age related physical or cognitive impairments is increasing due to the worlds ageing population. Technology has the potential to support independent living, and to achieve aged and health service efficiencies, however, there are gaps in our understanding of factors that motivate technology adoption and ongoing use by older adults, especially those with cognitive impairments. This study aims to explore motivators and enablers for technology adoption and ongoing use by older Australians with mild cognitive impairment (MCI) and their carers, to identify technology design principles and guidelines that maximise adoption. Semi structured interviews were used to gather data about individual demographics, needs, priorities, lifestyle, challenges, and experiences with technology. Results of inductive, reflective, thematic analysis indicate that a desire for independence, autonomy and quality of life motivate use of technology, and perceived technology self-efficacy and IT literacy are enablers. The Protection Motivation Theory illustrates that constant technology change is a disabler for technology adoption and sustained use, because it lowers perceived technology self-efficacy and IT literacy, and reduces confidence to use technology. Two high-level technology design principles and related guidelines are proposed, grounded in theory and aligned with Banduras four sources of self-efficacy. These design principles and guidelines are intended to increase feelings of self-efficacy and confident use of technology, while also reducing adverse impacts of technological change and encouraging sustained technology adoption by older adults with MCI to support independent living and quality of life.
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All authors Snezna Bizilj Schmidt, Nathan D'Cunha, Stephen Isbel, Blooma John, Ram Subramanian

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

Less Is More: Balancing Positive and Negative Space in Visual Concept Blending

Graphic designers often blend visual concepts to communicate multiple ideas within a single image, leveraging positive and negative space to create balance, emphasis, and aesthetic appeal. While computational methods have begun to support automatic concept blending, they largely overlook the role of spatial composition in the design. To address this gap, we present an automatic pipeline that explicitly applies positive and negative space throughout the blending process. Our approach first identifies plausible regions for concept integration by combining semantic reasoning from vision-language models with geometric constraints derived from real-world examples. Conditioned on these regions, the system generates blended compositions using a hybrid pixel-vector pipeline: diffusion-based inpainting produces a fast, coarse initialization, which is then refined through vector-based optimization at the point level to ensure structural coherence and balanced semantic expression. A multimodal agent orchestrates this process as a planner and evaluator, enabling iterative improvement and interpretable control. Through an evaluation using both baseline comparisons and a user study, we demonstrate greater expressiveness, creativity, and concept recognizability by effectively leveraging positive and negative space. We further demonstrate the generalizability of our approach across diverse applications, including controllable image and infographic generation.
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Human-Computer Interaction

ErgoAssist: Cognition-Aware Posture Feedback in Wearable Ergonomic Systems

Prolonged digital device use has made poor posture and musculoskeletal discomfort pervasive among knowl- edge workers. Existing ergonomic wearables rely solely on posture thresholds, frequently interrupting users during high-focus moments and leading to alert fatigue and abandonment. Yet posture and cognitive load are closely coupled, and most systems remain cognitively unaware. We present ErgoAssist, a head-worn ergonomic assistant that detects poor posture using IMU-based head tracking and estimates task-induced cognitive load using a consumer-grade EEG headband for continuous everyday use. In a controlled lab study, ErgoAssist achieves 81% posture classification and 90.2% task induced cognitive load estimation accuracy under leave-one-subject-out evaluation. In a preliminary real-time deployment, cognition-aware alerting reduces alert frequency by 81%, improves perceived usability by 43%, task performance by 25%, and improves posture correction rate by 38%, delivering fewer but better-timed interventions rather than merely suppressing alerts.
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All authors Sarmistha Sarna Gomasta, Bhawana Chhaglani, VP Nguyen, Prashant Shenoy

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

NeuroPriv: Adversarial Representation Learning for Privacy in Wearable EEG Systems

Wearable EEG systems may expose sensitive information beyond their intended health function, creating substantial risks to neuroprivacy. In this work, we show that commonly used EEG features can reveal participant identity and demographic attributes in addition to supporting the intended cognitive task. Wearable EEG is increasingly being explored for cognitive monitoring, neurological assessment, and longitudinal digital-health applications, yet many systems assume that transmitting compact spectral or spatial features instead of raw EEG provides sufficient privacy protection. Using EEGMAT as a motivating case study, we find that compact EEG features achieve a balanced accuracy of 0.788 for cognitive-state classification while enabling gender, age, and subject-identity inference with balanced accuracies of 0.858, 0.789, and 0.692, respectively. We further show that privacy-aware representation learning preserves task performance at 0.781 while reducing these inference accuracies to 0.563, 0.467, and 0.206. These findings motivate purpose-limited representations and explicit privacy auditing in wearable neurohealth systems.
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Human-Computer Interaction · Cross-listed from cond-mat.stat-mech

A Human-AI Theorem Connecting Spontaneous and Field-Induced Mechanisms of Collective Behavior in One Dimension

Can an artificial intelligence (AI) generate a scientific hypothesis outside a human collaborator's active hypothesis space (AHS), and can human-AI research be organized to make such breakthroughs more likely? We document such a case while proving a theorem that connects two basic organizing mechanisms of statistical physics: collective behavior arising in zero field from competing interactions and that induced or controlled by an external field. A zero-field $O(n)$-vector open chain with arbitrary inhomogeneous nearest- and next-nearest-neighbor interaction functions $U_i(S_i\cdot{S}_{i+1})$ and $V_i(S_i\cdot{S}_{i+2})$ is microscopically, via a temperature-independent mapping at the Hamiltonian level, equivalent to a simpler $O(n)$ open chain with nearest-neighbor interaction $V_i(\boldsymbol\sigma_i\cdot\boldsymbol\sigma_{i+1})$ and axial single-spin potential $U_i(\sigma_i^z)$ for every integer $n\ge1$ and every system size $L\ge1$. The homogeneous linear specialization maps the foundational frustrated $J_1$-$J_2$ model onto the canonical $J$-$h$ field model—with $n=1,2,3$ being the Ising, XY, and Heisenberg classical spin models, respectively; the theorem resolved a longstanding challenge for $n=3$ published in 1990. Its proof was done with an AI-synthesized recursive Householder moving frame and understood via a human-recognized hidden reciprocity. An analogous theorem holds when the continuous $O(n)$ spins are replaced by the $q$-state Potts spins, implying a closed-form exact solution of the $J_1$-$J_2$ standard Potts open chain for every $q\ge2$ and every $L\ge1$. The emergence of these theorems from a human-AI co-development framework suggests that sustained AI involvement throughout a systematic research program may incubate autonomous scientific breakthroughs and make aspects of the discovery process experimentally testable.
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Human-Computer Interaction

Cyber-Physical Digital Factory Architecture as the Enabler of Disembodied Work

Digital Twins (DTs), Artificial Intelligence (AI), and Industrial Internet of Things (IIoT) technologies have significantly advanced manufacturing digitalization. However, these technologies are typically applied to individual manufacturing processes rather than integrated into a unified cyber-physical manufacturing environment. This paper proposes a cyber-physical digital factory architecture that enables disembodied work, where manufacturing systems can be supervised and operated remotely through eXtended Reality (XR) user interfaces in collaboration between AI-based control and human operators. The architecture integrates synchronized DTs, hierarchical cloud-edge AI, IIoT, and XR teleoperation interfaces into a cyber-physical manufacturing environment. The proposed approach is validated through representative manufacturing operations, including CNC machining, robotic-assisted abrasive finishing, and robotized disassembly. The results demonstrate the feasibility of the proposed architecture for disembodied manufacturing work and provide a reusable cyber-physical framework for future human-AI-controlled digital factories.
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All authors Tero Kaarlela, Ivan Ruchkin, Jose Outeiro, Souradeep Dutta

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

AI Morbidity and Mortality: A Framework for Clinical AI Failure Review

Clinical artificial intelligence is increasingly embedded in real-world care, yet existing safety mechanisms are poorly suited to reconstructing and learning from individual AI-related errors and near-misses. Aggregate model monitoring can identify performance changes, and traditional patient safety reporting can capture adverse events, but neither is designed to explain how risk emerges across the interaction among AI systems, clinicians, workflows, and institutional controls. We propose AI Morbidity and Mortality (AI M&M), a structured, blameless framework for case-based review of clinical AI failures. The framework combines standardized case intake, evidence preservation and investigator-level reconstruction, tool-in-loop attribution, and corrective-action tracking. Each event is classified across four linked dimensions: Trigger - Mechanism - Clinical Pathway - Corrective Action, separating the condition that exposed a vulnerability from the process that produced risk, its consequence for care, and the remediation assigned. We demonstrate the framework using five illustrative outpatient medication and clinical decision-support cases; two clinician reviewers independently applied all four classification axes and reached agreement across all 20 axis-level classifications. AI M&M is intended to complement, rather than replace, model monitoring, patient safety reporting, and regulatory oversight by converting individual AI-in-workflow failures into actionable institutional learning. Prospective evaluation across institutions, AI systems, and clinical settings is needed.
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All authors Paulius Mui, Dean F. Sittig, Steve Labkoff, Sanjay Basu

Human-Computer Interaction

InsightToast: Proactive Information Retrieval & Glanceable Visualization in the Side Channel of Data-Rich Meetings

Missing institutional context during meetings can impede effective participation. Retrieving relevant information, often scattered across heterogeneous internal and external sources, requires costly task-switching that disrupts both individual focus and collective conversational flow, particularly detrimental during cognitively demanding tasks such as decision-making. We introduce InsightToast, a mixed-initiative application that monitors verbal discourse in real time, identifies topics and informational needs as they emerge, and proactively retrieves relevant information through a multi-agent large language model (LLM)-based pipeline integrating retrieval-augmented generation (RAG) to produce source-grounded insights as succinct text and glanceable interactive charts, delivered through a peripheral interface as ephemeral toasts in the conversation's side channel. To demonstrate the potential for yielding serendipitous insights, we showcase a usage scenario involving a knowledge base of legislative documents as the meeting's context. We then report on a comparative study (N=16), in which participants arrived at informed policy decisions while maintaining natural conversation flow.
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Human-Computer Interaction

Augmenting Interviewer Judgments of Patient Experience with Automatic Language Analysis

Understanding how psychiatric patients subjectively experienced a clinical conversation is important for feedback and alliance-related process monitoring. While interviewers form post-session judgments about patient experience, these judgments do not always match patients' self-reports. Automatic approaches for predicting perceived interaction quality from conversation have been proposed, but it remains unclear whether such approaches can complement human judgment rather than simply replicate it. To address this gap, we evaluate a clinician-support framework in which post-session interviewer ratings are combined with automatic language-based predictions to estimate patient-reported interaction quality in free clinical interviews. We assess this integration across multiple standard model types, including Ridge, SVR, MLP, GRU, and BiLSTM, all trained on sentence embeddings extracted from dyadic transcripts of 107 free conversations between psychiatric patients and interviewers. Our results show that combining interviewer judgments with model predictions through simple averaging yields the strongest overall performance. The interviewer-only baseline reached a Pearson correlation of 0.365. Among fully automatic models, Ridge achieved the strongest Pearson correlation (r = 0.286), while BiLSTM achieved r = 0.270. The strongest result was obtained by BiLSTM interviewer integration (r = 0.403). Our findings suggest that automatic language analysis and interviewer judgment capture complementary aspects of patient experience and that their combination provides a more accurate approximation of the patient's own report than either source alone.
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All authors Aowen Shi, Michal Balazia, Danilo Postin, René Hurlemann, Jan Alexandersson, François Brémond, Philipp Müller

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

You Shouldn't Have Asked: A Pragmatics-Inspired Taxonomy for Evaluating LLM Refusals

Refusals are often treated as face-threatening acts in pragmatics because they can challenge the requester's socially claimed self-image. Large language models (LLMs) are increasingly trained to refuse unsafe and inappropriate requests, and these refusals may harm users when models fail to manage this interactional cost properly. While existing work has mainly approached LLM non-compliance as a safety-alignment outcome, it does not provide a way to evaluate whether LLMs refuse appropriately across different harmful contexts. To study this question, we propose (to our knowledge) the first taxonomy of LLM refusals that is grounded in pragmatic theory. Applying this taxonomy to responses from 16 modern LLMs across 14 harm categories, we find that although models differ in how they refuse, their refusals are overall explicit and strongly morally evaluative, with interactional repair occurring mainly through offering or providing safer alternatives instead of interpersonal facework. This pattern is especially consequential in sensitive harm contexts, where overuse of negative framing may make users feel shamed or provoked, undermining the purpose of safe non-compliance. We therefore call for alignment evaluation that considers not only whether models refuse harmful requests, but also whether they refuse in ways that are contextually adaptive and socially accountable for the interactional consequences of saying no.
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All authors Ruoxuan Li, Pinqiao Wang, Sheng Li, Cameron Robert Jones

Human-Computer Interaction

LipCoder: Voice-Enabled Coding Toolkit

AI-assisted programming environments have accelerated software development, giving rise to new paradigms like vibe coding. However, their benefits remain largely inaccessible to visually impaired programmers, as existing screen readers and assistive tools offer limited support for these emerging workflows. We introduce LipCoder, a voice-centric programming toolkit designed to deliver editor-level functionality through auditory and speech-based interfaces. LipCoder offers features comprising speech feedback and earcon cues for comprehension and validation, as well as natural language input for navigation and modification. In an exploratory evaluation, 5 visually impaired programmers performed a series of coding tasks comparing LipCoder with a baseline of VSCode, Copilot, and VoiceOver. Quantitative trends and qualitative feedback point to directions for auditory-first design that may broaden accessibility in speech-driven coding environments.
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All authors Hayoon Kim, Sungho Lee, Juhwi Kim, Bongwon Suh, Kyogu Lee

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

Domain-Grounded Tool Orchestration for LLM-Guided Scientific Analysis

Scientific analysis workflows encode deep domain knowledge through sequences of tightly coupled operations where correctness depends on tool selection, execution order, and parameterization. A CFD engineer investigating flow separation must extract wall shear stress, identify zero-crossings in skin friction, and confirm with boundary-layer profiles: a chain that requires both domain expertise and proficiency with visualization tools. Current approaches to LLM-assisted scientific visualization generate scripts that encode this knowledge implicitly, and often incorrectly, producing code that executes but yields wrong results. We present an architecture that separates intent interpretation (LLM) from execution (deterministic domain tools) from explanation (LLM), connected by the Model Context Protocol (MCP) and grounded by domain ontologies that constrain planning to valid analysis chains. We instantiate the architecture in two domains on the same ParaView server infrastructure: computational fluid dynamics post-processing and topological data analysis via the Topology ToolKit (TTK). Adding the second domain required only an ontology and tool wrappers around existing filters, with no change to the architecture, protocol, or deployment. By construction the design removes whole classes of failure that affect script generation (such as API hallucination and missing pipeline stages) and narrows the strategic errors that remain. An ablation across both domains locates the ontology's empirical effect: it does not change which tools the planner selects, which is already reliable, but corrects how the model interprets results, raising interpretation accuracy from 0.41 to 0.91, and only when the relevant fact is retrieved in scoped rather than bulk form. ParaView's client-server model carries analysis to production-scale datasets through a thin browser client.
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All authors Jeff Lee, Sebastien Jourdain, Cory Quammen, Patrick O'Leary, Berk Geveci

Human-Computer Interaction

Inferring Value Criteria from Ordinal Preferences: An Iterative In-Context Learning Framework for Music Generation

Adapting a generative music system to an individual's taste requires learning what that listener values. Listeners can rank pieces, but their underlying criteria may be tacit and difficult to articulate. We ask whether and under what conditions a large language model (LLM) can adapt symbolic music generation from rankings alone and construct transferable natural-language descriptions of value criteria. In our iterative in-context learning framework, the LLM formulates hypotheses, generates candidate pieces in ABC notation, receives a ranking, and periodically infers and verbalizes value criteria from history to guide later generation. We evaluate the framework against 16 simulated raters in 480 adaptation runs using mixed-effects modeling, an ablation, and transfer tests on unseen music. Overall, the framework did not outperform a feedback-free diverse-generation baseline, but did so for two value functions with targets difficult to reach through simple sampling. How atypical the target was relative to the LLM's feedback-free generation tendencies predicted adaptation difficulty. Moreover, higher value during adaptation did not imply identification of the criterion as a general rule. On unseen music, acquired descriptions and histories improved generation for more value functions than they improved preference prediction, which remained near chance. Some gains were associated with acoustic proximity to music in the context, but others were not. These findings show that rankings alone can guide generation under limited conditions, while transferable criterion inference remains constrained by the foundation model's ability to recognize, reason about, and verbalize musical attributes.
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All authors Futa Hidaka, Naomi Imasato, Kazuki Miyazawa, Takato Horii

Human-Computer Interaction

User Experience in Human-Machine Interaction: Insights from Field Studies in Autonomous Mobility

Autonomous vehicles (AVs) promise safer, cleaner, and more inclusive mobility, yet large-scale adoption is hindered by user acceptance rather than by technical challenges. Prior studies on acceptance and user experience largely rely on surveys, simulators or Wizard-of-Oz setups, often over-representing technologically enthusiastic participants and focusing on drivers instead of passengers. We address this gap with real-world field studies with AVs in real traffic, totaling 144 participants. Using multi-modal sensing, we evaluated EGG, heartbeat, breathing, camera and voice signals for affect inference in combination with vehicle data. Our results show that breathing, camera and voice measurements are reliable and pratical in naturalistic passenger contexts. We further contribute a validated study protocol, a self-assessment app for real-time assessment during human-machine interaction, and a tailored questionnaire to capture participant attitudes towards AVs. By grounding UX evaluation in real-world contexts, this work lays a foundation for user-centered design of autonomous mobility systems and robotics in general. Our work bridges the gap between affective computing and technical implementation of autonomous vehicles.
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Human-Computer Interaction

TSExplorer: An interactive data annotation and exploration tool for time-series data

We present TSExplorer, a cross-platform tool for interactive annotation and exploration of time-series data. The tool enables users to inspect high-dimensional datasets through multiple complementary 2D visualizations derived from high-dimensional feature representations. TSExplorer is designed as a general-purpose research tool supporting a wide range of workflows, including exploratory data analysis, annotation of unlabeled or partially-labeled datasets, comparison of feature representations, and post-hoc inspection and refinement of existing labels with interactive visual feedback.
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Human-Computer Interaction

Towards Cognitive Process-Aware Proactive Writing Support

Large language models can support writing, but existing tools require users to explicitly articulate prompts-particularly burdensome in creative writing, where intentions are often ambiguous. Proactive support that infers users' needs from writing interactions could alleviate this burden, but raises two challenges: determining what support to provide and when to intervene. This work focuses on the former. We hypothesize that Flower and Hayes' cognitive process theory of writing-which characterizes writing through six cognitive processes-offers an interpretable bridge between observable writing behavior and appropriate support types. Through a formative study and literature review, we identify 14 writing support types associated with these cognitive processes, along with characteristic interaction behaviors linked to each process. We then instantiate this framework in AToM CoWriter, which infers support needs from writing interactions and document context. Two within-subjects studies (N = 21) provide initial evidence that this approach improves expressiveness and idea exploration, and that cognitive process inference increases engagement with proactive suggestions. These findings suggest that cognitive processes can provide a promising basis for support selection in proactive writing systems.
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All authors Masahiro Yoshida, Atsuya Kobayashi, Kei Tateno, Xiang 'Anthony' Chen

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

Augmenting Human Performance with an XR Agent Learning from Online Behavior and BCI Evidence

We present OLIVE, a framework for adapting a foundation model to provide real-time assistance in temporally demanding, high-stakes, and dynamic tasks. We show that passive EEG, fused online with behavioral evidence, can meaningfully extend the number of targets users detect and engage beyond their unaided action bandwidth. OLIVE learns from both explicit behavioral signals (the targets the user shoots down in an XR first-person shooter game) and implicit physiological signals (fixation-locked EEG) to provide timely guidance, continuously adapting a frozen vision-language model's inference on which items are task-relevant by jointly estimating per-source reliability without manual labels or offline training. Through three user studies, including two live deployments of an assistive agent driven by OLIVE in XR, we show that OLIVE Pareto-dominates prior test-time adaptation frameworks, achieving the highest convergence rate at comparable convergence speed. Combining implicit physiological and explicit behavioral signals, the OLIVE agent produces the largest and most reliable within-session improvement to a user's ability to detect and engage targets, largely independent of the individual's skill. When the target switches silently, the agent that uses both behavioral and physiological signals reconverges significantly faster than the behavior-only agent (1.27 times faster on average, p = .008), restoring trustworthy guidance at the moment the task changes, precisely when reliable assistance matters most.
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All authors Ziheng Li, Xichen He, Haoyan Chen, Charlie Zou, Sheng Bai, Benjamin Yang, Mengyuan Wu, Jake Ledner, Yi-Jie Cheng, Akito Yamauchi, Dishita G Turakhia, Steven Feiner, Paul Sajda

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

Co-Annotator: Expert-Distilled ViT and VLM for Visual and Documentation Guidance in Age-Related Macular Degeneration

Clinical AI often optimizes predictive performance without engaging how clinicians decide where to look and what to write. We present Co-Annotator, which distills expert gaze and dictation into two guidance components: a gaze-aligned Vision Transformer producing fixation-aligned areas of interest (AOIs), and an ontology-bounded vision-language model (VLM) that pre-fills editable biomarker summaries for retinal optical coherence tomography (OCT). We first collect expert gaze and dictations (US1) to train the models, significantly improving diagnostic accuracy and biomarker generation. We then deploy the system with ophthalmology residents: a controlled resident study (US2) confirmed each modality is safe and independently beneficial, with AOI guidance producing lasting perceptual efficiency gains through post-guidance carryover and VLM guidance more than doubling biomarker documentation breadth. In a combined deployment across two academic institutions (US3), providing both modalities simultaneously produced efficiency gains that substantially exceeded either modality alone: correct diagnoses per minute increased by 40% and comment editing time fell by 67%, without compromising diagnostic accuracy. Notably, neither modality improved efficiency during guidance in US2, which makes the in-guidance efficiency gain under combined guidance in US3 the more striking result. Expert-distilled multimodal guidance can remove two distinct clinical workflow bottlenecks at once (visual search overhead and documentation burden) without compromising the diagnostic accuracy clinicians already achieve.
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All authors Ziheng "Leo" Li, Benjamin Freeman, Akshay Raman, Kavin Aravindhan Rajkumar, Xinxin Fang, Rishabh Srivastava, Steven Feiner, Kaveri A. Thakoor

Human-Computer Interaction

DOBI: Dynamic Opportunistic Body Input via Spare Joint Recruitment for Hands-Free XR

Extended Reality (XR) systems are often most useful when users are engaged in ongoing physical tasks, yet current interaction techniques still largely assume the hands are available. We present opportunistic body input, an interaction paradigm that redirects continuous XR control to whichever available body region remains free in the moment. To investigate how users naturally coordinate these spare-body movements, we conducted an elicitation study across six hand-busy scenarios. We found that while users' preferred spare body regions shift dynamically based on physical constraints, the resulting spontaneous movements share a consistent, low-dimensional kinematic structure organized around a dominant principal axis. Building on these findings, we present DOBI (Dynamic Opportunistic Body Input), a real-time XR technique that uses gaze to target a UI element, a brief trigger gesture to identify the recruited spare body region, and the region's subsequent motion to drive continuous 1D control. A 1D Fitts' law study establishes the baseline motor performance of this paradigm across four distinct body regions, achieving throughputs up to 2.62 bits/s with an overall 5.0% error rate, and a dual-task usability study shows that DOBI supports reliable, low-effort control (SUS = 84.2) while users remain engaged in realistic hand-busy activities.
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Human-Computer Interaction

One AI Signal, Many Human Judgments: A Bayesian Cascade Analysis of AI-based Credibility Indicators in Online Information Spread

Social media platforms increasingly use AI-based credibility indicators to help users judge misinformation. Unlike individual human-AI decision-making, these indicators are embedded in information spread: users see both an AI prediction and earlier judgments shaped by the same AI, and their own judgments may then enter the public history. Yet how to analytically characterize this process remains under-explored. We therefore introduce a social-learning lens for this setting by extending the classical Bayesian cascade model with the AI indicator as a shared public signal. The resulting Gateway condition compares the evidence from the AI prediction with users' private impressions. Through this view, we show that AI changes what public history means. Crowd agreement may reflect accumulated independent human evidence, or repeated dependence on the same AI prediction. This creates a preservation-correction trade-off: stronger reliance on AI can preserve correct predictions, but can also lock in incorrect ones by blocking corrective private impressions. We calibrate the model using human-subject data on news veracity judgments. Although the AI outperforms human users, the average user weights it below her own impression but above several peer judgments, while individual users vary from discounting the AI to relying on it enough to cascade. Simulations show that over-reliance on a weak AI is especially harmful, and that diversifying AI signals across users can better keep the crowd informative. We conclude with implications for understanding human-AI interaction in information spread and designing misinformation interventions.
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All authors Zhuoran Lu, Weilong Wang, Yangyang Yu, Xinru Wang, Zhuoyan Li, Zhiwei Liu, Sophia Ananiadou

Human-Computer Interaction

Frontier vision-language models have overtaken young adults at detecting AI-generated portraits – but not their calibration

AI image generators now create face portraits that are hard to tell from real photographs. Vision-language models (VLMs) are increasingly proposed to flag such images. We benchmarked 19 VLMs on the same 198 face portraits – real photographs and identity-matched ChatGPT-4o and Imagen 3 versions – under the same task as our earlier study of 1,667 adults (85% correct overall; accuracy fell steeply with age). The June-2026 cohort of 14 models only matched adults in their 20s-30s. Four weeks later the ceiling broke. Among five July-2026 releases under the identical protocol, gpt-5.6-sol reached 92.8% balanced accuracy (five-draw mean 92.1%), clearly above adults in their 20s (88.5%), and claude-fable-5 detected every AI image while averaging 91.9%. Model sensitivity now exceeds young adults decisively (d' up to 3.4 versus ~ 2.4). What has not been overtaken is human calibration. Model criteria spread from c = -1.10 to +1.45 while humans sit near zero at every age; both new leaders are biased (+0.44, -0.97), and only a few mid-ranked models approach the human balance. Changing the labelled examples still flipped about one answer in four. The best machines now out-see young adults here, without matching the human balance between suspicion and trust.
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All authors Sunwhi Kim, Sunyul Kim, Meounggun Jo, Jini Tae

Human-Computer Interaction

LandmarkLens: Predicting and Presenting Effective Landmarks for Mixed-Reality Urban Exploration

People with a poor sense of direction (SOD) struggle to build cognitive maps for effective spatial navigation, and existing navigation tools prioritize efficiency over spatial learning. To understand how navigation strategies differ by ability, we conducted a landmark attention study with 20 participants (ten good SOD, ten poor SOD) who navigated across four Tokyo neighborhoods in virtual reality (VR). We found systematic group differences in both gaze behavior and the types of landmarks they verbally identify as effective. Based on these findings, we built LandmarkLens, a mixed-reality (MR) navigation system that uses a vision-language model (VLM) to identify and highlight navigation-relevant landmarks. A follow-up study with eight poor-SOD participants showed improved performance in scene recognition, suggesting that guided landmark attention can support landmark-level spatial knowledge acquisition for people with poor SOD, a first step toward broader spatial learning.
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All authors Chu Li, Yotam Sechayk, Jared Hwang, Jon E. Froehlich, Takeo Igarashi

Human-Computer Interaction

FocusAdapt: Context-aware Adaptive Focus Assistance in Diminished Reality

Diminished Reality (DR) can reduce visual clutter by removing irrelevant objects. However, removing all task-irrelevant objects may eliminate useful contextual information and reduce situational awareness. We present FocusAdapt, a context-aware DR system that predicts object-level distraction by integrating visual saliency, semantic relevance, and gaze behavior. Based on findings from a formative study, FocusAdapt selectively diminishes highly distracting objects while preserving useful context, enabling adaptive focus assistance during procedural tasks.
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All authors Tianyu Zhang, Shutong Wu, Jiankun Yang, Zhen Bai, Yukang Yan