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Computer Science Human-Computer Interaction

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Friday 11 September

Human-Computer Interaction

ForkSCOPE: Charting the Agentic Garden of Forking Paths

Even with a fixed dataset and research question, data analysis involves many defensible decisions. Understanding how these choices influence the results is scientifically important but remains challenging. Crowdsourcing and agentic AI can generate hundreds of end-to-end analyses, but scaling generation alone can create a processing bottleneck and an analytic “black hole.” A common workaround is to impose a shared fixed decision taxonomy, which can limit insight and understate uncertainty. We present ForkSCOPE, a human-AI collaboration framework that induces structure bottom-up from the code corpus of end-to-end analyses, without a taxonomy fixed before or after generation, so the organization and evaluation of the garden can scale with the corpus. ForkSCOPE surfaces the charted garden of forking paths through a human-AI collaboration pipeline and an evidence-linked interactive viewer for steering and verification: it spotlights organically identified forks and structures and produces a derived taxonomy and decision map compatible with existing multiverse tools.
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Human-Computer Interaction

Why User Studies and Participant Experience Reporting Matter for VR Motion Privacy?

Public VR game leaderboards contain tracked motion recordings uploaded by hundreds of thousands of users. Once uploaded, these recordings are accessible to anyone and create privacy risks (i.e., identification and profiling). Prior work has proposed mechanisms that modify tracked movement to reduce these risks. Their utility is commonly evaluated through physical deviation, where smaller deviations indicate better utility, while user studies are less common. However, it remains unclear how well physical deviation explains users' acceptance of a mechanism compared to user studies. We examine this through a user study of three VR motion privacy mechanisms at five physical deviation levels. We find that user studies explain substantially more variation in mechanism acceptance than physical deviation, although physical deviation remains significant. We also find that prior VR experience and exposure to VR privacy mechanisms significantly affect acceptance. We recommend combining physical deviation with user studies and reporting participants' prior experience.
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Human-Computer Interaction · Cross-listed from cs.CV

Context-Aware Causal Gaze Forecasting for Human-Vehicle Interaction During In-Cabin Tracking Dropouts

Dashboard-mounted gaze trackers often lose sight of the driver's eyes during large head rotations, including shoulder checks, mirror glances, and intersection scanning. These maneuvers occur when information about the driver's visual attention is most useful. Offline gap-filling methods may reconstruct a missing interval using observations from both sides, but an online driver-monitoring system cannot rely on measurements that have not yet occurred. We therefore formulate causal gaze recovery: forecasting unavailable gaze at time t without target-tracker gaze at t or later. We introduce the Causal Context-Gated Forecaster (CCGF), which encodes a 60-frame pre-dropout history of gaze and head pose and combines it with DINOv3 scene features. A learned reliability gate controls the contribution of the history and scene representations as the dropout progresses. We evaluate two scene conditions: Live, in which the scene representation continues to update during tracker loss, and Frozen, in which the final pre-dropout representation is used throughout the missing interval. We evaluate CCGF on 2,047 eligible, naturally occurring GazeSense head\_lost events drawn from 10.5 h of naturalistic driving by ten drivers. Across all recordings, head\_lost accounts for 8.5 percent of GazeSense recording time. Synchronized gaze coordinates from a head-mounted Neon tracker provide supervision and evaluation targets but are never used as model inputs. Under leave-one-driver-out evaluation, CCGF achieves a mean per-driver median error of 175.7 px (10.5 deg) with Live scene updates, a 33 percent reduction relative to history-only causal forecasting. With Frozen scene input, the error increases to 210.8 px (12.9 deg), indicating that scene observations acquired during the dropout provide useful predictive information. We will release the dataset, evaluation protocol, and causal baselines.
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Human-Computer Interaction · Cross-listed from cs.LG

LatentVerse: A Framework for Understanding Shared and Modality-Specific Information in Multimodal Latent Representations

Latent embeddings have become a central data abstraction in modern machine learning, especially in biomedicine, where foundation models are increasingly used to encode multimodal data like clinical text, medical images, omics, and physiological signals. However, the utility and value of these representations depends on understanding their quality, structure, and the information they encode. Existing analysis workflows for evaluating representations remain fragmented across custom scripts, isolated metrics, and most importantly lack multimodal analysis, limiting accessibility and reproducibility. We present LatentVerse, a representation analysis resource that combines a web-based visual analytics platform for accessible, report-driven exploration with a command-line interface for scalable technical workflows. LatentVerse unifies diagnostics for various representation quality metrics and extends to multimodal settings by decomposing embeddings into shared and modality-specific components. We evaluate LatentVerse through controlled unimodal and multimodal simulations, discovery-oriented analyses on real biomedical embeddings, and a user study across diverse use cases. By supporting thorough and interpretable evaluation of latent spaces, LatentVerse makes foundation model representations more understandable in biomedical and data science applications.
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All authors Majd Alafrange, Samuel Friedman, John Kitonyo, Sana Tonekaboni, Mahnaz Maddah

Human-Computer Interaction

"I Felt Very Seen, But Still Very Alone": Longitudinal Trajectories of General-Purpose LLM Use for Socioemotional Support

People increasingly use general-purpose chatbots such as ChatGPT, Claude, and Gemini for mental health and emotional support. We report a multi-stage longitudinal qualitative study of 18 U.S. adults, conducted from April to December 2025, combining initial interviews, a four-week diary study, focus groups, and exit interviews. We find that socioemotional use often emerged gradually out of practical use and when other forms of support were unavailable. Participants developed routines and boundaries around chatbot use, which were disrupted by model updates, evolving public discourse about AI harms, and changes in personal circumstances. We demonstrate how longitudinal study captures factors beyond the human-AI dyad, and argue that HCI researchers and designers should account for users' histories with their chatbots and broader care ecologies when evaluating AI systems over time and introducing updates that may disrupt established sources of support.
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All authors Meryl Ye, Briana Vecchione, Livia Garofalo, Ranjit Singh

Thursday 10 September

Human-Computer Interaction

AI Use Conditions and Perspective Diversity in Ethical Decision-Making: A Pilot Study of Human Reasoning Processes

Generative artificial intelligence (AI) is increasingly used to support human decision-making, yet less attention has been paid to how AI may influence the reasoning processes that precede final judgments. This pilot study explored whether different AI-use conditions were associated with differences in reasoning breadth during ethical decision-making. Twenty-nine participants completed an ethical dilemma under one of three conditions: AI-Prohibited (n = 10), AI-Optional (n = 10), or AI-Mandatory (n = 9). Responses were evaluated by three independent blind coders using two exploratory measures: the Counterargument Diversity Score (CDS) and Perspective Diversity Index (PDI). Participants across conditions generally converged on similar ethical conclusions, most commonly favoring disclosure and customer protection. However, participants in the AI-Mandatory condition considered a broader range of perspectives, including legal, regulatory, organizational, technical, and ethical viewpoints. A statistically significant overall difference in PDI scores was observed across the three conditions, whereas differences in CDS were not statistically significant. These findings suggest that generative AI may not necessarily alter final ethical judgments but may be associated with broader exploration of perspectives prior to reaching those judgments. Given the small sample size, the findings should be interpreted cautiously and examined in larger studies.
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Human-Computer Interaction

"People can change, and patterns can be broken": Contextualizing Tradeoffs in Automated Decision-Making Systems

Automated decision-making (ADM) systems are increasingly deployed in domains such as mortgage lending, prison sentencing, health insurance coverage, and hiring. Designing a responsible ADM system in such high-stakes domains requires ensuring privacy protection, fairness across demographic groups, and robustness against adversarial manipulation. However, prioritizing one of these objectives comes at the cost of another, forcing a choice as to which tradeoff to accept in a deployment. These tradeoffs explicitly or implicitly impact the life, safety, and fundamental rights of the people in a society, and thus, the perceptions and priorities of this population are needed before we can produce appropriate solutions. To this end, we conducted a quasi-experimental study (N = 777) in which participants evaluated four decision-making scenarios with controlled tradeoffs. Participants significantly preferred human decision-making (HDM) over ADM in three of four scenarios, emphasizing the value of human judgment, contextual understanding, and the ability to incorporate non-quantifiable factors. Furthermore, in terms of tradeoffs, our findings not only show that participants' preferences are highly context-dependent, but also that their perception of a specific objective, fairness, extends beyond formal definitions. Participants interpret fairness through multiple lenses, including privacy risks and susceptibility to manipulation, and view unfair or manipulated outcomes as failures of accuracy. Overall, our findings highlight the importance of context-aware and human-centered approaches when designing and governing ADM systems in high-stakes situations. Rather than purely technical objectives, it is essential to evaluate ADM systems based on how their tradeoffs align with specific expectations within a given domain, as well as with societal values and perceptions of harm and fairness.
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All authors Rabeya Bosri, Anna Harbluk Lorimer, Afrida Hossain, Vasisht Duddu, Bailey Kacsmar

Human-Computer Interaction

Synthetic TLX: Forecasting Human Workload Using Agent Simulation

Assessing human workload for technology-mediated tasks helps prevent task failure caused by poor technology design. Traditionally, workload is assessed retrospectively using the NASA Task Load Index (TLX) after humans complete a task. What if we could forecast workload before a human attempts a task using agent simulation? We introduce Synthetic TLX, a new paradigm for proactive workload estimation that predicts NASA TLX scores for a given task, unlocking novel interaction opportunities and evaluation methods. To understand its viability, we conducted three experiments comparing human and agent-generated scores to evaluate where they align and diverge. We found agent estimates align with human scores particularly when prompted with a human persona and active task simulation. However, agents and humans diverge in the sources of workload they are sensitive to. Based on our findings, we present three applications to showcase Synthetic TLX's potential and discuss the future of workload-aware human-AI interaction.
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All authors Tzu-Sheng Kuo, Carrie J. Cai, Meredith Ringel Morris, Michael Terry

Human-Computer Interaction

Tact: A Zero-Cost, Browser-Based Pipeline for On-Demand Tactile Braille Storybooks

Braille literacy among blind school-age children has fallen sharply, in part because producing illustrated braille pages still requires specialized software and trained labor. We present Tact, a browser-based pipeline that converts a spoken or typed story idea into printable braille with a matching raised tactile illustration, without an account or mandatory cost and with an offline-capable path. The paper documents the engineering history of the system: its sighted-operator ethical model; hardware rationale for consumer fused-deposition modeling; physical braille geometry and printer calibration; local, hosted, and fallback language-model paths; a deterministic Grade 1 braille translator; verified page layout and pagination; a 93-shape hand-drawn tactile illustration library; and synthesized sound design for a voice-first interface. We report engineering verification, ethical commitments, limitations, and the work required before the system is ready for real blind and low-vision readers.
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Human-Computer Interaction

BRIDGE-EEG: Bridging Self-Supervised Pretraining and Efficient Deployment for Cross-Dataset EEG Classification

The growing use of electroencephalography (EEG) motivates automated analysis that is accurate, transferable, and deployable on constrained hardware. Recent EEG foundation models learn general representations from large-scale pretraining, but their size and computational cost limit edge and wearable deployment. We introduce BRIDGE-EEG, an efficient multi-task EEG classification pipeline that preserves the benefits of pretraining while reducing model size. A unified preprocessing scheme maps heterogeneous recordings with different channel counts, montages, and sampling rates to a device-agnostic 62-channel time–frequency representation. We pretrain an SE-ResNet18 teacher (11.84 M parameters) with SimCLR on unlabeled EEG from five heterogeneous datasets, then compress it into SE-ResNet8 (1.56 M) and SE-ResNet4 (0.48 M) students using task-agnostic and task-specific distillation. We evaluate six benchmarks spanning abnormality detection, motor imagery, and emotion recognition. For abnormality detection and emotion recognition, the students achieve accuracy comparable to or better than several recent EEG foundation models with 10–1,000$\times$ more parameters. Motor imagery shows a remaining representation gap, highlighting the importance of pretraining diversity. Inference profiling on a server GPU, desktop CPU, and NVIDIA Jetson Orin Nano shows up to 3.0$\times$ lower edge energy per inference (15.64 mJ vs. 46.67 mJ). The compact models further support future deployment on MCU-class wearables.
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All authors Meghna Roy Chowdhury, Chengwei Zhou, Haotian Yu, Gourav Datta, Shreyas Sen

Human-Computer Interaction

Plans They Abandon, Reports They Author: The Narrative Layer of Autonomous Agents

When a coding agent finishes a task, the developer reviews a summary the agent wrote about itself, not a display someone designed. We ask how much of the agent's work that summary carries, and whether it drifts toward the plan the agent stated when execution departed from it. Across 5,851 real developer sessions and 355,942 tool calls, a self-report referred to about one action in eleven, and a reader working from the report alone recovered roughly a fifth of the action log. Neither figure depended on whether the session later needed human correction. Reports did not generally resemble the stated plan more than the executed one, but they did so increasingly as execution diverged from the plan. We hand-validate both measurement steps that use a language model, report the one that failed alongside the one that passed, and draw conclusions only from measures that survived.
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Human-Computer Interaction

MAIA: Multi-Agent Intent Articulation for Requirement Discovery in Art Commissions

In bespoke art commissions, laypeople know what they feel but lack the words to specify it: one participant wanted a laid-off truck driver depicted as "a ghost in his own machine" but left the medium, scale, and palette unsaid. We frame this as an articulation bottleneck at an under-served upstream stage: requirement discovery, which precedes any artist or image generator and forces the commissioner to constitute intent in the first place. We present MAIA (Multi-Agent Intent Articulation), a multi-agent system that scaffolds this stage through Socratic inquiry under a "Verification over Invention" rule, turning vague affect into a text-only brief of visual terms the user verifies. In a within-subjects study (N = 16), the full configuration produced a large, significant gain in Cognitive Support over a minimal baseline (r = 0.96, p_FDR = 0.015; LMM p_FDR < 0.001). Thematic analysis traces the same mechanism, and a validator gate structurally blocks unratified content. A complementary blind review by three professional concept artists on a sampled set of briefs corroborates this improvement from the artist's side: AI rewriting improved visual completeness and executability in all eight sampled tasks (task-level Wilcoxon p = 0.008; FDR q = 0.010), with directionally larger gains under MAIA than under the baseline (underpowered, d = 1.4-2.6).
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All authors Yu-Chao Wang, Yanhong Lu, Yingjie Victor Chen, Tim McGraw

Human-Computer Interaction

Creating an Atomic User Model for Personality-Aware Large Language Model Interaction

Assistants built on large language models are expected to write in their users' own voice. Most systems summarise the user's preferences and include the summary in the prompt. This is the wrong way round. Preferences are only the surface of a person and change with the task, while the underlying personality stays the same, so storing preferences alone means relearning the user afresh whenever the task changes. This paper makes four contributions. First, we describe an effect we call personality seepage: the wording of a prompt carries traces of the writer's personality, which the assistant copies without knowing the writer. Second, we propose the Atomic User Model (AUM), a readable profile with a stable identity core surrounded by four layers covering psychological, cognitive, experiential, behavioral, and social details, plus notes on inner conflict and authenticity. Third, instead of inserting the entire profile, we use AUM as a searchable index, in which a task classifier, a selection step, and a budgeted retriever pass along only a few relevant fields. Fourth, we test the pipeline with 16 simulated users, 6 style-sensitive tasks, and 3 seeds. Eight retrieved fields matched the writing quality of the whole profile, while using only 23 percent of the context (211 tokens instead of 915). They scored 0.24 points higher than a plain preference note on a five-point scale. Accuracy in picking a user's own writing from four samples rose from 14.9 to 42.7 percent, where guessing gives 25 percent. Four pre-registered controls showed no effect, so the gain comes from the profile's structure rather than the search method. Personalization helps most for the users for whom a generic assistant imitates them the worst.
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All authors B. Sankar, Deepthika S, Pawni Yadav, Amogh A S

Human-Computer Interaction

"The Only Thing Certain About This is Uncertainty": Exploring Informal Care Coordination Practices Among Older Adults with Mild Cognitive Impairment

Older adults aging in place often have informal support systems to help them maintain independence and quality of life. As they age, many older adults deal with the onset of Mild Cognitive Impairment (MCI), which introduces a new set of functional and cognitive changes that affect their ability to manage daily routines. The approach to arranging and coordinating support for everyday activities for older adults with MCI varies across informal care networks, but typically involves a primary care partner and a network of family, friends and others. In this paper, we present a thematic analysis of in-depth interviews with older adults with MCI and their primary care partners to gain a holistic picture of their day-to-day lived experience. Our analysis uses a multi-dimensional lens of people ("who"), activities ("what"), and tools ("how") to reveal insights about the nature of informal care coordination in MCI. Our results characterize informal care for MCI as a set of complex orchestration tasks by a primary care partner that support the practical, cognitive and emotional needs of the diagnosed individual and mediate the involvement of the broader care network. We uncover that coordination is not solely a matter of logistical organization, but also a deeply relational process shaped by negotiation with technological tools and evolving roles. Through this work, we reframe care coordination for MCI as a distinct and underexplored design space, one that demands systems capable of scaffolding autonomy, adapting to shifting capacities, responding to socio-emotional needs, and fostering collaborative caregiving.
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All authors Josey M. Benandi, Niharika Mathur, Sangha Park, Tracy L. Mitzner, Elizabeth D. Mynatt, Agata Rozga

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

Caption-once, Frames-on-Demand: Visual-Need Routing for Budget-Aware Agentic Long Video Understanding

Long-video understanding on edge devices must reason over hours of content under tight compute and bandwidth budgets. Subsampling visual tokens loses temporal structure, while text-only video memories lose fine-grained visual attributes. We observe a visual-textual duality: language memories carry long-range temporal structure better than dense frames, while pixels remain decisive for attribute-level perception. Building on this insight, we propose Caption-once, Frames-onDemand (CFD), a budget-aware edge-cloud agentic framework. The edge runs a single offline captioning pass that builds a dual-track narrative index, an event-level story skeleton plus a clip-level micro-log, cached and reused across queries without re-captioning. At query time, a cloud-side MLLM reasons over the index in a story-first loop centered on a lightweight Visual-Need Router: a per-query gating module that triggers bounded keyframe retrieval only for perceptual questions (appearance, on-screen text, attribute disambiguation) and keeps temporal-structural questions in language space. The router turns visual access into a first-class, query-conditioned cost, capping per-query frame consumption regardless of video length. Experiments on long-video benchmarks demonstrate strong accuracy-efficiency trade-offs while substantially reducing online visual processing.
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All authors Weitong Cai, Hang Zhang, Yukai Huang, Yiqiao Xie, Shan Gao, Jiankang Deng, Songcen Xu, Jifei Song, Zhensong Zhang

Human-Computer Interaction

MotionQ: Operator-Conditioned Motion Quotients for Cross-Observation WiFi Gesture Recognition

WiFi gesture recognition is accurate in fixed deployments but often degrades when user orientation, available links, or transceiver placement changes. Unlike ordinary domain shifts, these changes alter the wireless observation operator, so the same motion is expected to produce different measurements. Existing methods nevertheless pursue domain-invariant features and largely overlook changing layouts and observation configurations. Yet changing the observation operator also changes which task-relevant motion cues are physically observable, rather than merely altering the appearance of a fixed set of cues. Under a local linearization of the WiFi forward process, we derive a common task-observability condition under which a strict common linear representation is recoverable from every geometry-induced operator while preserving the gesture task. When the condition fails, enforcing stronger alignment across additional heterogeneous source operators may discard task-relevant cues still observable under individual operators. We therefore present MotionQ, which generates an operator-conditioned two-support motion measure for each candidate geometry. A motion quotient removes only the arbitrary ordering of its unlabeled supports and is represented by permutation-invariant central moments. Rather than matching quotients across operators, single-link-retention interventions encourage each view to retain information sufficient for gesture recognition. Extensive evaluations show that MotionQ is robust to extrapolative observation operators.
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All authors Xiang Zhang, Huan Yan, Geying Yang, Jianchun Liu, Tao Liu, Zhi Liu, Meng Li

Human-Computer Interaction

Understanding Operator Attitudes Toward AI-Supported Decision Making in Maritime Operations

Maritime Autonomous Surface Ships (MASS) and AI- supported decision assistants are expected to transform maritime operations, but their safe integration depends on how maritime professionals perceive and trust such systems. This paper presents a survey study on maritime stakeholders' attitudes toward an AI-supported assistant in collision-avoidance scenarios. Participants evaluated technology anxiety, trust in automation, and explanation quality using established and adapted questionnaires, complemented by sentiment and thematic analysis of open-ended responses Results indicate a generally positive disposition toward maritime technology, no clear age-related differences in openness, stable trust across scenarios, and more scenario-sensitive, multidimensional explanation ratings. Open responses showed that participants valued support for decision-making, situation awareness, and confidence-building, while raising concerns about AI reliability, over- reliance and loss of expertise. The findings suggest that maritime AI systems should not focus solely on increasing automation or trust, but on supporting calibrated reliance through transparent, reliable, and operationally meaningful design with domain experts in the loop.
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Human-Computer Interaction

Bigger than the EAR BOX: A Theory-Grounded Review of XR Accessibility Research for Deaf and Hard of Hearing Communities

Extended Reality (XR) technologies have received growing attention in accessibility research involving Deaf and Hard of Hearing (DHH) communities. Yet less attention has been given to the assumptions shaping this work. We present a theory-grounded review of XR research involving DHH users. Drawing on Disability Studies, Deaf Studies, and DeafSpace, we develop a theoretical framework with four analytical dimensions: orientation toward access, distribution of responsibility, conceptualization of DHH communities, and spatial and perceptual assumptions. We apply this framework to 53 XR studies involving DHH users, identified through a search and screening of ACM publications from 2015 to 2025. Our analysis shows that XR accessibility is frequently framed as supporting communication within hearing-default environments, while overlooking the diversity of DHH communities. We identify directions for redistributing accessibility labor and reconfiguring space, and offer our framework as a tool for future XR research involving DHH communities.
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All authors Shuxu Huffman, Michaela Okosi, Jose Merino, Tifanie Bouchara, Abraham Glasser, Christian Vogler, Raja Kushalnagar

Human-Computer Interaction

Ethics Training Agents: Facilitating Group-Based Ethics Education with Role-Playing and Discussion for Ethical Reflection and Exploration

Group-based ethics training for Science, Technology, Engineering and Mathematics (STEM) students is a complex challenge, requiring substantial resources and expertise. While activity-based teaching methods, such as role-playing and discussions, are commonly employed to simulate real-world scenarios, current practices are often manual and lack integration with effective online platforms for supporting group-based ethical discussions. In this work, we propose Ethics Training Agents, a group discussion system that leverages multiple LLM participants embodying distinct ethical orientations, along with a moderator agent, to enable structured human-AI group ethical discussions for collaborative reflection. We conduct a user study with 45 undergraduate STEM students to evaluate the learning outcomes and user experience. The results show that our system supports engagement, coordination, and perspective-taking in group discussions and has a positive influence on ethical sensitivity. We also discuss practical design strategies for integrating multiple LLM agents into multi-human group settings to facilitate ethics training for STEM students.
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All authors Youngseok Seo, Sueun Jang, Hyesoo Park, Renz Samuel Gutierrez, Joseph Seering, Uichin Lee

Human-Computer Interaction

Design Reflections on Transition to LLM-Aided Novel Visualizations

This study examines data visualization design evolution over 12.5 years, reflecting on the impact of Large Language Models over the last 3.75 years. Using a longitudinal corpus of 55 visualizations from a single-subject design record, the study identifies how LLMs have aided design-space exploration: reducing coding effort, enabling new design opportunities, shock, excitement, accomplishments, and shifts to the design process.
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Human-Computer Interaction · Cross-listed from cs.AI

The Convention Gap: Beyond Literal Content in Human-AI Cooperation

Cooperative AI agents are often evaluated against other AIs, yet human cooperation is thought to rely on implicit conventions: shared rules for reading meaning beyond the literal message. We propose the convention gap as a diagnostic of such implicit communication. In the card game Hanabi, where hints are the only messages about one's own hand, the convention gap is the failure probability predicted exactly from the literal content of the hints and the visible cards, minus the observed failure rate of the cards played. We prove that the population gap (the value the gap approaches over many games) is zero when the partner's choices convey nothing beyond their literal content, given a fair shuffle and a player who uses only what was said and seen. A nonzero population gap thus indicates that partner choices conveyed more; it does not measure how much. The gap was +26.2 percentage points (pp) in public human-human games (+46 pp on plays of cards that no hint had pointed to), +16.4 pp for human plays with AI partners, and -0.6 pp in AI-AI games we simulated among rule-based agents. With three AI agents of a published human-AI study, the literal failure probability of the cards humans played was similar across partners (38-41%), yet human failure ranged from 14.4% to 34.4% and the gap from +24.1 to +6.2 pp, and the contrast between partners persisted within participants. Across five levels of Off-Belief Learning agents, trained so that the first level reads past actions only for their literal content and each higher level interprets more, the gap rose monotonically from +1.6 to +21.7 pp. These results argue for reporting the convention gap on human-partnered play, not only AI-AI performance, when evaluating agents intended for human partners.
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Human-Computer Interaction · Cross-listed from cs.RO

CARLAverse: A Highly Modular, Distributed, and Multimodal Framework for Human-in-the-Loop Simulation

The development of autonomous driving demands comprehensive testing in mixed-traffic scenarios involving vulnerable road users (VRUs), where purely artificial agents often fail to capture authentic human social negotiations. While human-in-the-loop (HITL) simulators enable safe investigation of these interactions, existing multi-agent platforms struggle with the network latency and synchronization constraints required for high-fidelity haptic feedback. To resolve this, we present CARLAverse, an open-source, multimodal simulation ecosystem. Extending modular hardware abstraction, CARLAverse integrates driving (DrivoCARLA), cycling (CycloCARLA), and pedestrian (WalkoCARLA) simulators into a shared virtual environment. Its core methodological contribution is a distributed physics architecture: latency-critical ego dynamics and high-frequency force feedback are computed locally on client nodes, while a central CARLA server orchestrates non-player character (NPC) physics and global traffic. By decoupling haptic control loops from network bottlenecks, CARLAverse enables scalable, cross-institutional HITL experiments without compromising physical immersion. Code and documentation: https://git.ieem-ka.de/simulator-environments/carlaverse
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Human-Computer Interaction

Are Caption Metrics Broken? Latency, Deaf and Hard of Hearing User Ratings, and Bias across Technologies

Live captions on TV often contain errors and timing issues, making it hard for deaf and hard-of-hearing (DHH) viewers to follow dialog. It is essential that caption quality metrics reflect the lived DHH TV viewing experience. To this end, we describe a U.S.-based large-scale online survey with 216 validated participants, who provided 302 responses containing a cumulative 4,832 data points. Participants viewed videos drawn from a pool of 70 clips recorded from live TV, and were asked to rate the caption quality and subjective understanding of the content across four conditions: TV captions as originally recorded with up to 7-12 seconds delay, TV captions synchronized with audio, Automatic Speech Recognition (ASR)-generated captions synchronized with audio, and ASR captions with an average two-second delay. All captions were evaluated against the Word Error Rate (WER), Automated Caption Evaluation (ACE2) and Number, Edition and Recognition (NER) metrics. Results show that TV and ASR captions were rated similarly. For TV captions, all three metrics were moderately-to-highly correlated with viewer ratings, but far less so for ASR captions, making them far from technology-neutral. Additionally, caption latencies significantly impact the viewer experience, especially typical 7-12-second TV delays. We discuss the implications for the adoption of caption quality metrics.
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All authors Bernard Thompson, James Waller, Luz Fanny Calderon Torres, Lu Ming, Mariana Arroyo Chavez, Dante Conway, Raja Kushalnagar, Christian Vogler

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

A Voice-Interactive Multi-Agent System for Smart Operating Rooms: Architecture Design and Key Technologies

This paper presents SurgicalRoomAgent, a voice-interactive multi-agent system for smart operating rooms based on large language models (LLMs). The system achieves natural language understanding, device control, intraoperative recording, and surgical report generation through a layered architecture comprising a voice interaction pipeline (wake, ASR, turn detection, agent reasoning, TTS) and an agent core (skill registry, task planner, device manager). Three key technologies are investigated: (1) KV Cache prefix warming for low-latency inference, reducing recomputation overhead from approximately 500 ms to tens of milliseconds via byte-level Longest Common Prefix reuse; (2) streaming partial JSON parsing with early parallel task execution, reducing end-to-end latency by approximately 30%; and (3) progressive skill prompt disclosure, which dynamically filters system prompts based on user role, connected devices, and surgical phase to maximize information density within limited context windows. The system is implemented using the Qwen3-27B model with llama.cpp/sglang inference engines. Experimental analysis demonstrates effective operation within a 16,384-token context limit and multi-device parallel control response times meeting OR real-time requirements.
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Human-Computer Interaction

AI Soccer Analyst: Stage-Aware and Verifiable Human-AI Collaboration for Soccer Data Analysis

Sports data analysts translate domain questions into insights by combining computation with sport-specific domain expertise. Large language models ease programming, but prompt-to-report workflows may obscure decisions and evidence. We present AI Soccer Analyst, a mixed-initiative system with revisable stages: Data Understanding, Problem Definition, Structured Planning, Execution, Evidence-Grounded Reporting, and Interaction and Refinement. A formative study with five analysts first informed design goals for automation, verifiability, human control, and accessibility. Subsequently, a task-based evaluation with 16 participants combined system logs, retained artifacts, ratings, and open responses; 33 of 48 tasks met the operational completion criteria. Exploratory tests supported favorable participant perceptions of completed-task output quality, task achievement, reliability, and verifiability after Holm correction. Interaction records showed domain knowledge emerging through clarification, planning, and refinement. These findings position stage-aware human-AI collaboration as a practical approach for producing inspectable, revisable, and verifiable analyses while retaining domain-expert involvement in consequential decisions.
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Human-Computer Interaction · Cross-listed from cs.CY

(Whose defaults?) Is artificial intelligence reorienting archaeological methods?

Generative AI and the practice of "vibe coding" are changing how archaeologists carry out computational research, but their effects on the discipline's range of methods is still understudied. In this paper, we evaluate whether large language models (LLMs) are narrowing the variety of methods archaeologists use. We first analysed approximately 119,000 archaeology abstracts from Scopus, covering publications from 2010 to 2025. Using a locally run LLM, we identified the computational methods reported in each abstract and organised them into 25 broad categories (L2) and 241 finer clusters (L3). A Bayesian Dirichlet-multinomial model of method composition within sub-disciplines found a small but credible shift in method use after 2023. However, this shift was smaller than the variation already present across the full study period. No individual technique showed a significant change, and overall methodological diversity increased rather than declined. We then ran a controlled experiment to see whether LLMs recommend a narrower set of methods than archaeologists have used in practice. Two different open-weight models were asked to suggest methods for 28 archaeological research problems, with prompts providing three levels of methodological guidance: novice, intermediate, and expert. Recommendation diversity was much lower than in the published literature, particularly without methodological guidance. The models also tended to favour methods that were widely used before 2023, and their recommendations more closely resembled the post-2023 literature. Taken together, these results are consistent with LLMs pushing methodological choice towards convergence, although our study cannot establish a causal effect. They raise a broader question: how can archaeology retain methodological diversity as LLMs become more involved in research?
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Human-Computer Interaction

Conceptualising an Initial Design Space for Guidance in Digital Physical Activity Support

Providing guidance is frequently referenced as a key capability of digital health interventions targeting physical activity, yet the term remains poorly defined and inconsistently applied. Existing work often conflates guidance with related constructs such as personalisation, feedback, or persuasion, limiting both theoretical clarity and design progress. This paper conceptualises an initial design space of guidance in the context of digital physical activity support. We define guidance for physical activity as situated, action-oriented support that scaffolds users' embodied engagement in physical activity. Drawing on literature from behaviour change, human-computer interaction, embodied cognition, and digital health, we outline a design space that characterises guidance along multiple dimensions: scope, purpose, timing, context, modality, embodiment, adaptivity, autonomy, and affective quality. By offering a structured vocabulary and conceptual foundation, this work aims to support more coherent research, comparisons, and responsible design of digital health interventions featuring guidance for physical activity support.
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All authors Faith Young, Markus Tatzgern, Alexander Meschtscherjakov, Jan Smeddinck

Human-Computer Interaction

How AI Coders Discuss, Disagree, and Reach Consensus: Challenges and Opportunities for LLM-Based Qualitative Coding

The utility of AI in multi-coder qualitative coding has been widely discussed, yet little empirical evidence exists to delineate the contexts in which it performs reliably. We address this gap by quantifying the effectiveness of multi-agent LLM coding across varied qualitative datasets, revealing key contextual and structural factors that mediate coding outcomes. We developed a literature-informed baseline pipeline that enables AI agents to independently code, debate, and reconcile disagreements. Results revealed that coding accuracy depends on factors such as codebook length, qualitative data similarity, and agent disagreement. Notably, intense and unresolved debates between agents led to higher accuracy. Our analysis showed that while LLMs emulate many human discussion behaviors, they lack adaptive responsiveness to context. From these findings, we offer design recommendations for building automated coding systems. Our open-source AI discussion dataset and methodological framework lay the groundwork for advancing the design of AI-mediated automated thematic analysis.
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Human-Computer Interaction

Visual-Motion-Induced Modulation of Pedestrian Trajectories Using Spatially Distributed Multi-Display Signage in Public Spaces

Multi-display signage (MDS), now ubiquitous in urban environments, has the potential to influence human behavior and experience in public spaces. However, despite its unique capability to present spatially distributed dynamic visual stimuli, its current use is mainly limited to advertising. In this study, we propose a perception-based approach for laterally modulating pedestrian trajectories as a nonverbal means of guiding pedestrians in public spaces. The approach is motivated by vection, the illusion of self-motion, and uses laterally moving monochrome stripes, a standard stimulus in vection research, presented across spatially distributed displays to elicit postural responses that may bias pedestrian trajectories. We evaluated the approach through a controlled laboratory experiment and a real-world field deployment involving actual pedestrian flows in a national museum. The laboratory experiment examined whether the MDS setup induced trajectory shifts in the direction predicted by prior research on the behavioral effects of vection. The field deployment investigated whether comparable effects would emerge in aggregate pedestrian behavior during unconstrained movement under conditions closer to those of urban public spaces. In the laboratory, full-screen motion significantly biased walking trajectories in the direction of visual motion, whereas partial-stripe motion produced no significant directional effect. In the field deployment, opposing full-screen motion conditions produced direction-consistent differences in aggregate pedestrian positions. The field results, observed despite the substantial variability in real-world pedestrian flows, extend the controlled laboratory findings and provide ecologically valid evidence supporting practical MDS-based pedestrian modulation in public settings. The results further suggest that sufficient visual-motion coverage may be important.
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All authors Yuri Mikawa, Taiki Fukiage, Yuki Kubota, Takumi Yokosaka, Maki Ogawa, Kazushi Maruya

Human-Computer Interaction

X-Hinges: 3D Printing Self-Sensing Compliant Mechanisms for Continuous and Multi-DOF Motion Sensing

We present X-Hinges, a design and fabrication method for self-sensing compliant mechanisms based on multi-material FDM 3D printing. By co-printing two conductive filaments of different conductivities within a compliant body, we embed resistive sensing elements directly during fabrication without post-assembly, enabling continuous motion sensing across multiple degrees of freedom in a single print. The structure supports three degrees of freedom, each equipped with a dedicated sensing element configuration for multi-DOF motion estimation. We develop a precision data acquisition system and data-driven regression models that enable continuous, real-time motion sensing. We also introduce an interactive design tool for customizing the geometry, mechanical properties, degrees of freedom, and sensing configurations of X-Hinges. The tool also supports augmenting existing 3D models with self-sensing structures, endowing ordinary objects with continuous multi-DOF sensing capabilities. Finally, we present a set of application examples demonstrating the capability of X-Hinges for fabricating personalized interactive interfaces.
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All authors Xiang Chang, Haiyang Yan, Stefanie Mueller, Jiaji Li