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Tuesday 29 September

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

Anthropomorphism in the age of Large Language Models: An overview of potential risks and mitigations

Large Language Models (LLMs) and more broadly Artificial Intelligence (AI) systems are often described and understood in human-like terms, a phenomenon known as anthropomorphism. This paper provides a synthesis of recent literature on anthropomorphism in AI, covering theoretical frameworks, the role of language in framing AI as human-like, the various risks of anthropomorphizing machines, and strategies to mitigate these issues. After examining why we tend to anthropomorphize AI systems and whether we are right to do so, we highlight the impact of linguistic framing on anthropomorphism. Then, we introduce a conceptual taxonomy of risks associated with AI anthropomorphism. This taxonomy groups twenty-one concerns within five analytical categories: epistemic, affective, human agency, normative, and societal and institutional risks. Finally, we relate these concerns to proposed interventions in design, communication, education, and governance. We argue that a better understanding of AI systems requires concepts and theories grounded in their organization and demonstrated capacities. The linguistic shaping of anthropomorphic perceptions should form part of this scientific effort, since our descriptions influence both how these systems are understood and the roles we allow them to occupy in society.
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All authors Ismael T. Freire, Marceau Nahon, Maud van Lier, Katie Evans, Hélie Bazin, Michele Farisco, Kathinka Evers, Raja Chatila, Mehdi Khamassi

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

Embodiment-aware control by inference over the operator: a simulation study

Teleoperation systems are tuned for channel fidelity, while whether the operator experiences the device as part of the body, the Sense of Embodiment (SoE), is measured only afterwards, by questionnaire. Predictive-processing accounts suggest controlling devices to reduce the mismatch between the operator's predictions and the returned feedback, but those predictions are unobservable, and an objective that only penalizes mismatch is minimized by removing feedback. We formulate an embodiment-aware controller, the Universal Embodiment Engine (UEE), that infers the operator's embodiment and visuo-proprioceptive cue weighting from implicit gaze and pupil signals and task outcome, and chooses bounded device settings under explicit preferences, cast as a discrete Active Inference agent. In simulations with 300 heterogeneous synthetic operators, the UEE found the suitable setting within half a minute for most operators, before identifying their exact type, and came close to an oracle in the second half of the session (embodiment 1.68 against 0.73 for the best fixed setting, on a 0-2 scale). Adapting without reading the operator did no better than fixed control, and model-free bandits did worse, whereas an expected-utility controller with the same inference did exactly as well: the benefit comes from Bayesian inference over the operator with explicit preferences, not from the information-seeking term of Active Inference. A naive prediction-error minimizer withheld feedback, as its objective implies, and lost task success (0.74 vs 0.90). The benefit shrank but persisted for operators outside the controller's model family, grew with the variety of the population, and vanished when the controller trusted an uninformative signal or when cue weighting changed mid-session without being modeled. These failures show what studies with people must establish first: calibrated signals and a model of change.
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Human-Computer Interaction · Cross-listed from cs.RO

GestAdapt: Workspace-Conditioned Co-Speech Gesture Generation for Humanoid Robots

Co-speech gestures for robots must adapt not only to speech and embodiment, but also to the workspace available for performing the motion. Since the same speech can be accompanied by different gestures, a robot can respond to workspace constraints, e.g., gestures for speech next to a wall. In these scenarios, the robot should gesture in a suitable motion rather than simply correcting an unconstrained one. To achieve this goal, we present GestAdapt, a workspace-conditioned framework that conditions co-speech gesture generation on a prescribed wrist workspace. The GestAdapt framework learns from six complementary co-speech corpora through a shared motion representation and supports retargeting to different robot embodiments. Quantitative evaluation shows that generated motions remain close to the real-motion distribution while respecting the workspace. In a user study, gestures generated under modified workspace constraints receive a mean quality score of 3.24/5, above our no-workspace variant (2.43/5) and below the reference motions (3.68/5). In a real robot evaluation, all compared motions are retargeted to the Reachy2 humanoid robot under identical workspace constraints. Motions generated with our framework rank first in 69.7% of comparisons, higher than our no-workspace variant baseline and retargeted ground-truth motions constrained afterward. Overall, the results support adapting gestures to the available workspace during generation, rather than modifying unconstrained trajectories afterward to satisfy workspace constraints, potentially compromising gesture naturalness.
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All authors Bosong Ding, Xianglin Zhang, Miao Xin, Murat Kirtay, Giacomo Spigler

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

Beyond the Headset: A Systematization of Knowledge on Extended Reality Privacy and Security in Healthcare

Extended reality (XR) systems are increasingly used in healthcare applications ranging from surgical planning to remote rehabilitation and mental health support. However, the rich streams of sensor, biometric, behavioral, and environmental data that enable these applications also introduce substantial privacy and security risks. Adversaries may exploit insecure communication, sensor side channels, application-layer vulnerabilities, or data-processing pipelines to infer sensitive information or disrupt clinical workflows. Despite growing interest in XR security and privacy, the healthcare-specific literature remains fragmented. In this Systematization of Knowledge (SoK), we review 65 peer-reviewed studies published between 2017 and 2024 across XR, security, privacy, and healthcare venues. We develop a unified threat taxonomy spanning device, user, network, and cloud layers and introduce XR-PRISM, a quantitative Privacy and Risk Impact Scoring Metric for systematically characterizing security and privacy risks. Our analysis identifies several gaps in the literature: more than 70% of proposed countermeasures lack standardized risk evaluation, fewer than 15% of studied attacks require high attack prerequisites, and reproducibility is limited by the scarcity of publicly released artifacts and datasets. Based on these findings, we outline a research roadmap emphasizing shared benchmark datasets, stronger artifact-release practices, improved cloud-layer protections, and more comprehensive detection, mitigation, and recovery mechanisms. This SoK provides a structured and data-driven foundation for understanding existing risks and guiding the development of more secure, privacy-preserving, and usable XR healthcare systems.
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Human-Computer Interaction · Cross-listed from cs.CY

How People Use ChatGPT: Conversation-Level Evidence from India, Nigeria, Brazil, and Pakistan

Public understanding of how people use LLM-based conversational AI assistants comes primarily from aggregate platform reports by OpenAI and Anthropic, which apply fixed taxonomies and inferred demographics to hundreds of millions of users and release only summary statistics that outside researchers cannot re-analyze. We provide a complementary, conversation-level view: complete ChatGPT exports comprising 202,590 conversations from 1,252 users across India, Nigeria, Brazil, and Pakistan, paired with self-reported age and gender and spanning December 2022 to February 2026. To our knowledge this is the first conversation-level, demographically grounded comparison of ChatGPT use across multiple non-Western countries. We ask what these users use ChatGPT for (purpose), what they talk about (topics), and how they engage with it (mode of interaction), using the platform's own classifiers, unsupervised topic discovery, and a thematic analysis of expressive conversations. Personal use accounts for 55-64% of conversations in every country and coursework is about as common as work, so workplace productivity describes a minority of use. Unsupervised topic discovery surfaces country-specific uses that the OpenAI taxonomy folds into generic categories: health and wellness in India and Brazil, Urdu-English translation in Pakistan, current affairs in Nigeria, religious questions in Nigeria and Pakistan, and self-reflection in Brazil. Over three years, the share of conversations that seek information declined only modestly and the share that delegate a task did not grow, while conversations in which users express themselves rose from a few percent to roughly a fifth or more in every country. The same product is thus attached to different local needs in each country, and understanding what adoption means requires conversation-level, country-sensitive measurement alongside global aggregates.
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Human-Computer Interaction · Cross-listed from cs.CL

Gender bias across LLMs is common and highly heterogeneous

Understanding gender biases in large language models (LLMs) is increasingly important as these systems become embedded in decision-support tools with real consequences. Prior research has focused only on a small set of models, leaving open the extent to which gender biases are common and heterogeneous across LLMs. We address this gap across ten models released between April 2025 and June 2026, spanning nine vendors, using two paradigms: gender attribution to stereotyped phrases (Study 1) and moral judgment of abuse or torture against a woman or a man to prevent a catastrophic outcome (Study 2). In Study 1, two of ten models attributed masculine-stereotyped phrases to female writers more often than the reverse, while three models showed the opposite pattern. In Study 2, several models converged on a male-disadvantaging asymmetry that was directionally consistent with a documented human tendency to protect female targets from harm, though the specific conditions under which this asymmetry emerged varied by model; three other models, by contrast, showed no variation across conditions. These results indicate that gender-related biases are common in LLMs. Their direction and magnitude, however, are highly heterogeneous, to the point that some models behave in diametrically opposite ways to others. Bias auditing should therefore be treated as an ongoing, multi-vendor process, rather than a one-time assessment.
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Human-Computer Interaction

Critical Thinking with Generative AI: A Constraint-First Design Pilot of a Thinking-Partner Intervention

Generative AI (GenAI) tools entered higher education classrooms faster than the field was able to study their effects on learning. One concern is that GenAI may displace the critical thinking and AI literacy that students will need after graduation. This paper reports a Design-Based Research pilot of a GenAI-assisted critical thinking framework, in which ChatGPT was used as a thinking partner in an undergraduate research methods and statistics course during Spring 2025 (N = 14). The mixed-methods design combined pre- and post-intervention measures of statistical learning (AASCDM), AI literacy (MAILS), and critical thinking (WGCTA) with instructor field notes, student artifacts, and student-AI interaction logs. Pre-post tests showed gains on every AASCDM dimension and on eight of nine MAILS dimensions, while WGCTA percentiles did not change. Qualitative analysis identified four themes: the ways students positioned the LLM (as answer generator, validator, or co-thinker); the depth of student engagement (procedural vs. conceptual); occasional humanizing of the tool; and the role of curriculum design in shaping each of the prior three. Read together, the findings indicate that one semester of GenAI-assisted instruction can move domain learning and self-reported AI literacy but does not move standardized critical thinking, and that the modal student-LLM relationship is one of validation instead of dialogue. We end with design principles for the next iteration of the framework and implications for research on adaptive and personalized learning.
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All authors Fatima Tuz Zahra, Jiangen He, David M. Bowers, Wei Wang

Human-Computer Interaction

A Task-Driven Framework for Multiscale Ocean Flow Dynamics through Integrated Simulation and Visualization

Internal waves are large-amplitude gravity waves that occur below the ocean surface and propagate along interfaces separating water layers of different densities. Understanding their generation, propagation, and evolution is essential, as these waves play a vital role in the ocean system by contributing to nutrient transport, biological productivity, and the transfer of energy across the ocean and continental shelf. Domain scientists use high-resolution numerical ocean models, to study internal-wave dynamics and associated coastal and nearshore processes on hybrid computational grids. These models generate large-scale, three-dimensional spatiotemporal datasets that capture internal wave flow behavior and interactions with multiple ocean variables. These datasets are generally analyzed using command-line tools with limited interactivity. To address these challenges, we in collaboration with domain scientists designed a task-driven visualization methodology for analyzing multiscale, multivariate flow data on hybrid grids. The framework incorporates a hybrid-grid volumetric reconstruction method, enabling continuous 3D analysis and a coordinated multi-view design that supports interactive exploration of complex flow structures. An insight-based evaluation with domain experts demonstrates that the system enables the identification of previously difficult-to-observe phenomena, including transverse wave propagation, energy transport pathways, and shoaling-driven mixing. Beyond the application domain, our contributions provide generalizable techniques and design principles for visual analysis of multiscale, multivariate flow data on irregular grids.
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All authors James Kress, Jithendra Nadimpalli, Shehzad Afzal, Sohaib Ghani, Ibrahim Hoteit

Human-Computer Interaction

Towards the Threshold: A Fall-Risk Anchored Pareto Framework for Virtual Reality Gait Feedback Selection for Individuals with Multiple Sclerosis

Reduced walking speed in people with multiple sclerosis (MS) is associated with an increased risk of falls. However, virtual reality (VR)-based rehabilitation studies often emphasize performance improvements without considering the cognitive and physical effort required to achieve them. This study introduces a threshold-anchored efficiency framework that jointly evaluates gait performance and overall effort. A normative walking-velocity target of \(T=1.29\) m/s was derived from the mean walking speed of non-fallers in an independent MS gait dataset and used as a clinically motivated reference point. Thirty-four adults with MS were evaluated across eight VR feedback conditions spanning unimodal, bimodal, and multimodal feedback. For each condition, we quantified the proportion of the velocity gap to the target that was closed and the associated cognitive and physical burden. Pareto efficiency analysis identified five non-dominated conditions: Static Visual, Spatial Auditory, Auditory+Visual, Auditory+Vibrotactile, and Multimodal, whereas Spatial Vibrotactile and Vibrotactile+Visual were dominated. Spatial Auditory showed a favorable performance-effort trade-off, closing 72.7% of the velocity gap while maintaining below-average burden. Multimodal feedback achieved the greatest gap closure (95.6%) but also imposed the highest burden. These findings demonstrate that greater gait improvement does not necessarily correspond to greater rehabilitation efficiency and provide a quantitative framework for comparing VR feedback strategies according to both performance gains and participant burden.
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Human-Computer Interaction

Fluency Without Evidence: Constraint-First Design and the Limits of Self-Report in AI-Assisted Learning

A generative AI teaching partner should support reasoning over supplying conclusions; however, this has not been tested against learning in an authentic course. Drawing on design-based research, we specify the position as a conjecture map and report a first design cycle in two graduate-level research methods courses. Students used an AI teaching partner employing a constraint-first sequence requiring them to state and justify positions before receiving questions. Pre- and post-measures of AI literacy, critical thinking, and metacognitive awareness were collected alongside interaction records. AI literacy increased, concentrating in understanding AI, whereas critical thinking, awareness, and knowledge did not change. Since changes were limited to self-report measures, they may reflect growth in confidence instead of capacity. Interaction records, meanwhile, showed brief exchanges, uneven enactment of the constraint-first sequence, and missing records. These findings show why AI-supported learning requires interaction records to provide a more defensible basis for AI-supported designs than self-reports.
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All authors Fatima T. Zahra, Wei Wang, Frances Harper, Jiangen He

Human-Computer Interaction

CommSketch: How Speaking while Sketching Steers Human–AI Design Ideation

Designers often speak while sketching when explaining ideas, yet AI design tools often rely on sketches or prompts, overlooking context expressed as ideas develop. We developed a sketch-based AI design interface that jointly interprets sketches and concurrent speech. Through a between-subjects study ($N=24$), we examined how speaking while sketching steers human–AI design ideation compared with sketches alone. For creativity support, concurrent speech supported natural expression of design intent and efficient visualisation. For human–AI collaboration, speech helped establish a shared understanding of design intent, supported significantly higher perceived alignment ($p<.05$), and enabled participants to guide AI contributions as ideas co-evolved. We discuss how future human–AI design tools could support dynamic alignment, broader multimodal expression, and human–AI co-creativity.
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All authors Weiyan Shi, Darryl Lim, Geraldine Quek, Kenny Tsu Wei Choo

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

Beyond Productivity: Measuring Developers' Cognitive Load During GenAI-Supported Software Development

Generative AI (GenAI) is changing software development workflows and how developers work. Industry evaluations of GenAI adoption often monitor productivity gains, usage, and output quality, but limited attention is paid to the interaction experience and cognitive load of the actual adopters and drivers of GenAI technology - the software developers. Understanding whether GenAI changes or shifts developers' cognitive demands during everyday development is important for a developer-centered evaluation of GenAI-supported software development. It can inform organizations in designing and evaluating effective AI-supported workflows. In this work, we study how GenAI use and task context relate to professional developers' perceived cognitive load and whether wearable-derived physiological characteristics provide additional information beyond this context. In a four-day industrial field study at two SAP sites, 21 developers documented their tasks, task duration, GenAI use, and perceived cognitive load while wearing an EmbracePlus wristband. The results show that perceived cognitive load is associated with both GenAI use and task context, while physiological measures provide only limited additional information. These findings suggest that developers' perceived cognitive load during GenAI-supported software development should be evaluated in relation to the concrete work context, with wearable physiological data used as complementary rather than standalone information.
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All authors Charlotte Brandebusemeyer, Daniela Gasser, Tobias Schimmer, Bert Arnrich

Human-Computer Interaction

Rhythm Is a Dancer: Designing Interactive Rhythm Feedback for Beginner Dancers

Learning how to dance can readily overwhelm beginners, especially without effective guidance from a dance teacher. Existing interactive systems often do not sufficiently support the learner's progress. We investigated how targeted feedback on rhythm keeping interactively supports dance practice for novice dancers by introducing SkeletonDance. Our design is grounded in motor learning theory and conceptualized through interviews with dance teachers, following established teaching strategies. SkeletonDance automatically detects rhythm flaws and provides assistance through mimicking clapping feedback, a common instructional technique in dance lessons. In our study, participants reported that SkeletonDance helped them to re-establish lost rhythm and increased confidence during practice, especially among novices. Though objective performance metrics did not consistently confirm these effects during controlled test sessions. Our work highlights that feedback can support novice dancers' subjective practicing experiences and demonstrates how prior dancing experience moderates the objective effectiveness of such minimal, teacher-inspired interventions.
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All authors Bettina Eska, Annika Kilian, Paweł W. Woźniak, Jakob Karolus

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

Rational Clarification by Assistive Agents via Value-of-Information Reasoning

Users of language-based assistive agents often make ambiguous requests. In response, an assistant can either directly act on its interpretation of the request — risking misalignment with the user — or ask a clarifying question. Which option is the most safe and helpful? A common approach is to ask questions that minimize uncertainty about the user's intent until a threshold is reached. However, this neglects the impact of uncertainty reduction on downstream performance, the costs of asking versus acting immediately, and the possibility that users may provide corrections without being asked. To navigate these trade-offs, we introduce Rational Enquiry via Value-of-Information Reasoning (REVOIR). REVOIR makes clarification decisions via inference-time reasoning about the value-of-information of a question, which captures the expected improvement in task reward due to the answer received. In two assistive tasks — ambiguous question answering (CondAmbigQA) and preference-aligned household task planning (ADAPT) — we show that REVOIR achieves greater success with fewer questions than approaches based on prompting, chain-of-thought, fine-tuning, or information gain, improving preference satisfaction on ADAPT by 13-15% over a fine-tuned clarification policy while requiring no training and asking five times fewer questions. Furthermore, when the assistant can receive cheap user corrections after acting, REVOIR naturally infers that asking questions is not always efficient, demonstrating the adaptivity of our approach. In contrast, we find that vanilla reasoning agents fail to adaptively clarify user requests, and request fewer clarifications as reasoning effort increases.
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All authors T. Duy Nguyen-Hien, Yee Whye Teh, Wee Sun Lee, Tan Zhi-Xuan

Human-Computer Interaction

Shaping Opinion: Quantifying the Psychological Impact of Autonomous Multi-Agent LLM Interactions

Natural-sounding multi-agent conversational AI is increasingly deployed, fundamentally altering human-machine interaction and human information processing. While prior work largely focuses on algorithmic failure, this study investigates the cognitive ergonomics and socio-cognitive impact of algorithmic competence. We present and evaluate FORMS (Framework for Opinion and Rhetoric in Multi-agent Simulations), a low-latency architecture for spatially mediated human-machine dialogue, driven by distinct LLM-based personas and real-time concurrency resolution. To conduct a system test and evaluation of its psychological impact, we exposed an adolescent cohort (n=120) and an adult pilot group (n=25) to a live, moderated synthetic debate. Our findings reveal that exposure to highly competent multi-agent systems triggers "Cognitive Destabilization," fragmenting users' prior strategic consensus. Concurrently, we observe a "Regulatory Awakening" driven by the "Normality Paradox": fluid human-machine interactions inherently increase the baseline demand for external regulation. Furthermore, our pilot study suggests the presence of a "Truthfulness Paradox": despite understanding the risks of generative AI, participants in the adult cohort rated the synthetic debate as significantly more sincere than equivalent human discourse (Cohen's d=2.04). Supported by robust statistical effect sizes, this paper contributes the FORMS architecture and a replicable evaluation protocol, illustrating how high-fidelity conversational systems can reshape human information processing.
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All authors Marcos Rodriguez-Vega, Afonso Ferreira, Iru Exposito-Luis, Carolina Polito, Pino Caballero-Gil

Human-Computer Interaction

EntityWeaver: Visual Exploration and Curation of Named-Entity Relationships in Document Collections

We present an interactive visualization system for exploring named entities and their relationships across document collections, with a strong focus on handling uncertainty and supporting both distant and close reading. The system is built around a graph that links documents, entity mentions, and entities. Uncertainty from mention-to-entity linking is included directly in this graph, so users can see where connections are strong, weak, or ambiguous. A transfer-function control, inspired by approaches in scientific visualization, allows users to adjust how this uncertainty is displayed, making it easy to tune the visualization for different datasets and research questions. The system also provides direct access to the full source texts in a coordinated view, enabling quick context checks, resolving ambiguous cases, and correcting digitization errors. Exploration is further supported through a multi-stage filter query builder, mini-map navigation for large graphs, and export options for downstream analysis. By combining uncertainty-aware graph visualization with direct interaction in the source texts, the system provides a unified workflow that supports both large-scale pattern discovery and curation of named-entity-based document collections. The design choices were supported by the domain experts, who were also involved in the initial system evaluation.
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Human-Computer Interaction · Cross-listed from cs.CY

Early Prediction of AI-Assisted Cheating Risk in Online Exams Through Learning Analytics

AI-assisted cheating has become an important threat to the security of online exams. This study examines whether the risk of AI-assisted cheating in the final exam can be predicted using students' digital traces in the learning management system (LMS) during the first eight weeks of the semester. The sample comprised 52 first-year undergraduates enrolled in a bachelor's program in Computer Education and Instructional Technology and taking an Introduction to Programming course at a public university in Turkiye. Students were labeled as low- or high-risk based on suspicious behaviors recorded in the final-exam logs, including copy, focus-loss, and right-click events. Of the 52 students, 23 (44.2%) were labeled as high-risk in a proctored, face-to-face exam. Group membership was then predicted using five features selected from 27 candidates extracted from students' digital traces. Logistic Regression, Naive Bayes, Random Forest, and Gradient Boosting algorithms were used to build the prediction models. Model performance was evaluated using leave-one-out cross-validation (LOOCV) with fold-specific preprocessing and feature selection. Logistic Regression achieved the best performance (Accuracy = 73.1%). The results indicate that LMS interaction data can provide an early signal of AI-assisted cheating risk. Course-module views, assignment submissions, and the number of days on which course videos were accessed were the most consistently selected features across the LOOCV folds. These predictions are intended to support timely academic guidance, not to establish misconduct or initiate disciplinary action.
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Human-Computer Interaction · Cross-listed from cs.LG

Multimodal Detection of Higher-Order Behavioral Constructs: Self-Compassion in Structured Reflective Interaction

Many of the qualities that matter most in how people learn and grow, how someone regulates their emotions, reflects on a setback, or stays aware of others during a difficult conversation, are not directly observable. They have to be inferred from how someone speaks, moves, and sounds over time, and they resist the kind of clean labeling that most machine learning pipelines are built around. We study this challenge through a case that is well grounded in psychological theory but rarely modeled computationally: self-compassion, the tendency to respond to one's own setbacks with patience rather than harsh self-criticism. We examine how it appears during structured reflective interviews in a technology-mediated training setting, where people naturally talk through socio-emotionally demanding situations. Since no existing dataset captures this kind of construct in this kind of setting, we collected and annotated 51 reflective dialog sessions using an independent, temporally overlapping annotation scheme grounded in established theory. We consolidate the underlying six-component psychological model into a three-class supervision space, balancing self-kindness and mindfulness against self-critical or overwhelmed states, and build a reproducible window-based pipeline that aligns video, audio, and text on a shared timeline. Unimodal models trained on each modality separately are compared against a simple probability-level fusion strategy, which yields modest but consistent gains over the best single modality. We close by discussing where each modality succeeds or struggles, what this suggests about how this kind of construct is actually expressed in reflective speech, and what would be needed to model it, and constructs like it, more effectively.
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Human-Computer Interaction

Designing a Boundary Negotiating Artifact for Collaborative Socio-Technical Sense-Making in AI Regulatory Sandboxes

The rapid, unpredictable advancements in AI system capabilities has seen regulators take adaptive and experimental approaches to policymaking. Established in other domains as instruments balancing regulation with innovation, regulatory sandboxes are seen as solutions for AI regulation. However, analyses mostly focus on the legal and institutional design of AI Regulatory Sandboxes (AIRSes). With the legal framework leaving the socio-technical interpretation to stakeholders, this creates a gap on the sense-making required to fulfill the AIRS purpose. In this paper, we approach this by designing a Boundary Negotiating Artifact as a way to mediate meaning in AIRSes. Through Research-through-Design we iteratively develop a tool, providing an interface for the different stakeholders to collaborate in AI assessment. We then position it as technical backbone in established AIRS frameworks, structuring the collaborative sense-making of the involved stakeholders. We further report the insights gained from our design process leaving the qualitative evaluation for future work.
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All authors Idoia Landa-Oregi, Tom Deckenbrunnen, Alessio Buscemi, Daniele Pagani, German Castignani

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

Waypoint-1.5: A Real-Time Video World Model for Consumer Hardware

We present Waypoint 1.5, a real-time diffusion world model for interactive video generation on consumer-grade hardware. Unlike general video diffusion models, interactive world models (iWMs) must respond to dense user controls under strict latency and throughput constraints. Waypoint 1.5 is pre-trained on 100,000 hours of diverse, control-aligned video game data across hundreds of games, and generates playable video conditioned on full keyboard and mouse input. The model includes two resolution variants that run across a wide spectrum of consumer hardware. To characterize this unique setting, we distinguish rendered FPS, latent FPS, and control rate. We describe the data pipeline, architecture, training methodology, and runtime system behind Waypoint 1.5. We evaluate interactivity through latency and throughput. Finally, we discuss the safety and ethics considerations unique to iWMs.
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All authors Rajit Rajpal, Shahbuland Matiana, Liew Wei Pyn, Anmol Agarwal, Ryan Craig, Andrew Lapp, Mithun Hunsur, Sami BuGhanem, Scottie Fox, Aaron Sanders, Carson Poole, Irene Park, Dave Rossi, Spencer Frazier, Louis Castricato

Human-Computer Interaction

From Neurons to Conversation: Speech Brain-Computer Interfaces

Speech brain-computer interfaces (BCIs) aim to restore communication by transforming neural activity related to speech, language, or communicative intent into external outputs such as text, synthesized voice, or avatar control. Recent advances in intracortical and electrocorticographic recording, deep sequence models, and language-model-assisted decoding have enabled rapid progress, including high-performance attempted-speech decoding and increasingly naturalistic speech synthesis. Yet these achievements also reveal that speech BCIs are not simply neural-to-text decoders. They are adaptive clinical systems in which neural representations, recording hardware, decoding architectures, language priors, feedback, and user learning interact over time. Here, we synthesize speech BCI research from a system-level perspective. We first examine the neural substrates of speech and language, emphasizing their hierarchical, distributed, temporally structured, and non-stationary organization. We then examine recording and decoding choices, closed-loop adaptation, evaluation, clinical translation, and ethics. Across these domains, we highlight recurring trade-offs between signal resolution and invasiveness, low-level motor and high-level semantic targets, decoder accuracy and user agency, and language-model fluency and faithful neural evidence. We argue the next generation of speech BCIs should be evaluated not only by offline accuracy, but also by robustness across sessions, calibration burden, latency, uncertainty, usability, and safeguards against unintended decoding. By reframing speech BCIs as adaptive, user-centred systems, we outline the interdisciplinary priorities spanning speech neuroscience, neural engineering, machine learning, clinical practice, and neuroethics needed to move from proof-of-concept decoding toward reliable, expressive, and controllable communication neuroprostheses.
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All authors Moein Khajehnejad, Forough Habibollahi, Tommaso Boccato, Margarida Sousa, Michal Olak, Francesco Jamal Sheiban, Matteo Ferrante

Human-Computer Interaction

RobotEQ 3.0: Towards Personalized Social Proactive Intelligence in Embodied Agents

Social Proactive Intelligence (SPI) is an emerging research area, aiming to shift embodied agents from reactive assistance toward proactively understanding human needs and executing socially desirable actions. Prior work has largely centered on the average user. However, human expectations are inherently diverse, and prior work overlooks individual nuances. To bridge this gap, we introduce RobotEQ 3.0, a benchmark for Personalized SPI. (Dataset) We first profile participants via a structured questionnaire covering factors that are correlated with human expectations of embodied agents, such as basic demographics and personality traits. Participants then select their preferred actions from a set of candidates. Unlike prior SPI benchmarks that focus on assessing behavioral appropriateness, our task centers on predicting the actions preferred by a specific user, thereby capturing human subjectivity. The resulting dataset establishes explicit links between individual traits and behavioral preferences. (Solution) We observe substantial inter-annotator variance, confirming that user preferences over actions are highly individualized. This motivates our exploration of Personalized SPI, in which user traits serve as additional inputs to predict individual preferences. Experimental results show that incorporating user traits can aid personalized prediction. This work aims to shift the research paradigm from developing agents suited for the average user to designing systems tailored to specific individuals.
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All authors Shufan Zhang, Xinyi Che, Kuofei Fang, Xuehao Wang, Liyi Liu, Junqing Wu, Jiayi Cao, Ziyanghui Wang, Yanhan Huang, Chuyu Wu, Zheng Lian

Human-Computer Interaction

Towards Breaking the Learning System Wall Using Multimodal Tutoring Transcriptions

Past research using log data has faced the "learning system wall," whereby few methods exist for generalizing models of student learning across platforms. Increasingly, online learning is captured by richer forms of data, including dialog and video, with new affordances. An example of this is remote tutoring programs, where human tutors support students who use learning systems while video conferencing. Toward better platform-general modeling of learning, we introduce an AI-driven multimodal transcription system that processes screen-recording videos into unified screenplay-style transcripts containing audio dialogue and annotated learning log actions. We describe a planned method for temporally aligning AI-generated multimodal transcripts with MATHia learning logs and for identifying and classifying student learning processes to align with MATHia logs. Lastly, we highlight challenges and potential solutions in capturing learning processes in one system, offering initial steps towards generalizing log data across diverse systems.
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All authors Danielle R. Thomas, Marie Cynthia Abijuru Kamikazi, Ashish Gurung, Ishan Miglani, Shivang Gupta, Zachary Levonian, Conrad Borchers, Kenneth R. Koedinger

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

Human-AI Collaboration: From Paradoxes to Patterns

Evidence shows that humans and AI systems perform better together, by collaborating, than alone. This paper examines two key design dimensions of human-AI collaboration (autonomy and initiative) and explores the collaboration patterns that they generate. Documenting these patterns starts with identifying the underlying problems and solutions, followed by examining the internal tensions within the problems. The paper uses a paradox perspective to analyze those tensions. It describes a process for surfacing the tensions and mapping the underlying paradoxes. It also illustrates how the pattern descriptions can be derived from mapping these paradoxes. Finally, the paper documents four human-AI collaboration patterns: Instruction, Delegation, Assistance, and Co-creation.
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2609.36481 · 29 Sep · This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record will be published in 33rd Conference on Pattern Languages of Programs (PLoP 2026)

Monday 28 September

Human-Computer Interaction

"I didn't know how to read a map, but now I can": TouchingSpace, an Audio-Haptic Map for Blind and Low-Vision Readers

Accessible map systems either make a layout explorable by hand or convey information through speech; few combine both to support pre-travel spatial understanding for blind and low-vision (BLV) people. We present TouchingSpace: a system that retrieves map data for an outdoor place and renders its surroundings as bounded regions at fixed trackpad positions. During exploration, users receive audio and haptic feedback and can ask a conversational agent open-ended questions. We conducted a user study with fourteen BLV participants who explored a place using TouchingSpace and reflected on the experience. We found participants used sound and vibration to locate places and speech to identify and describe them; the bounded surface supported discovery, revision, and spatial checks by hand; they expected this awareness to support future travel. TouchingSpace demonstrates how a laptop trackpad can support self-directed spatial exploration. These findings suggest accessible AI maps should ground conversation on bounded, user-controlled spatial surfaces.
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All authors Li Liu, Yihe Wang, Jiaming Qu, Ashmita Dua, David T. Lee, Leilani H. Gilpin

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

ThuRunel: Dynamic Decoupling for Structured Advisory Dialogue

High-stakes advisory domains such as medical aesthetics, legal consultation, and educational planning exhibit a two-phase structure. The early phase requires empathetic elicitation and emotional support, and the late phase requires authoritative specialist judgment. Neither fully automated agents nor human junior consultants adequately address this structure at scale. We formalize the core design challenge as dynamic decoupling, asking how an AI advisory agent should decide what to ask, when to stop, what to resolve autonomously, and what to forward to the specialist. We present ThuRunel, an advisory agent combining a finite-state belief management framework, a chain-of-thought teacher synthesis protocol, and learned generation adapters. Against eleven baselines, ThuRunel achieves consistent improvements in elicitation completeness and specialist brief quality. ThuRunel is publicly deployed as a bilingual web application in which the same decoupling decisions operate from the client's side, grounded in a curated knowledge base that cites its sources in every answer.
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Human-Computer Interaction · Cross-listed from cs.SE

How Much Prompt Is Enough? A Blackbox Minimization of Few-Shots in LLMs

Prompts are the primary mechanism for directing the behavior of large language models (LLMs). Yet the internal structure and causal hierarchy of prompts remain poorly understood: which parts are causally necessary and which are redundant is an open question. This opacity can have severe consequences. Subtle prompt variations can silently shift model outputs in critical software systems, and engineers lack techniques to reason about prompt reliability. We present \framework, a blackbox prompt-minimization framework that reduces few-shot prompts to their necessary minimal subset. We use a case study to apply \framework to a few-shot learning system and demonstrate the insights that this framework can provide. Our experiments show that few-shot exemplars can be reduced by a mean of 65.3%~$\pm$~15.8% in character count while fully preserving propositional output fidelity. The models preferentially retain logical identifiers and constraint declarations while discarding natural language prose and cross-prompt relational annotations. Our analysis also shows that some models are universal encoders, able to produce highly legible yet minimized prompts, while others are universal decoders, able to interpret minimized prompts from most other models. By identifying which components are indispensable, \framework provides a principled basis for prompt compression and structural analysis of few-shot exemplars.
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Human-Computer Interaction

Accessible, but Not Adopted: Increasing LLM Adoption among First-generation, Low-income (FGLI) College Students beyond Expanding Access

Large language models (LLMs) are increasingly positioned as a force to empower underserved communities, and significant efforts are being made to expand access. Yet, access alone does not equate to meaningful adoption. First, even if a system is accessible, it won't be adopted if users are not willing to adopt it. Second, even if an LLM system is superficially adopted, the heterogeneity of LLM tools means that LLM adoption can be further deepened. Closing this access-adoption gap is critical to ensuring that the full social potential of LLM is not only accessible but fully realised. Drawing on 61 interviews (15 long-form semi-structured interviews with first-generation, low-income college (FGLI) students, 3 non-FGLI students, 3 FGLI program directors, and 40 intercept interviews), this paper examines the access-adoption gap in first-generation, low-income student communities. This paper a) finds that while FGLI students have adopted LLM systems, their depth of LLM tool usage is limited to chatbots (e.g., ChatGPT or Claude) for narrow use cases, and b) identifies barriers limiting their willingness to learn and use (low perceived value, under-estimated self-efficacy, unclear starting point, low peer exposure, and resource constraints). Then, from these findings, the paper derives the four design principles to design a system or an intervention aimed at closing the access-adoption gap in LLM adoption by FGLI students. In doing so, the paper contributes to the field by a) examining the LLM access-adoption gap in the FGLI student community, and b) reframing LLM adoption as a depth gradient across four modes of LLM tool use: basic chatbot interfaces, tool-augmented prebuilt interfaces, agentic development interfaces, and programmatic integration.
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Human-Computer Interaction · Cross-listed from cs.CR

When Privacy Becomes a Weapon: Understanding Doxxing and Privacy Vulnerabilities in Mainland China's Social Media Ecosystem

Doxxing, the malicious disclosure of personal information, has become a pervasive privacy threat. Yet existing research remains predominantly Western-centric, limiting our understanding of how doxxing unfolds in contexts where mandatory identity systems, platform governance, and cultural logics fundamentally reshape privacy risks and harm trajectories. We address this gap through semi-structured interviews with 18 doxxing survivors in mainland China, synthesizing their experiences into a framework conceptualizing how doxxing operates in this context. Our findings reveal both patterns echoing prior Western findings, such as platform amplification mechanisms that resonate with Western findings, and China-specific dynamics shaped by the interplay of regulatory mandates (compulsory identity linkage) and cultural logics including nationalist discourse, fandom culture, Confucian values, and low privacy literacy. Survivors' experiences further reveal how doxxing reshapes understanding of privacy: from preference to precondition, from momentary disclosure to temporal vulnerability, and from individual control to structural powerlessness. These insights challenge agency-centered privacy frameworks and suggest that effective protection requires constraining systemic vulnerabilities rather than relying solely on user empowerment. We conclude by proposing multifaceted recommendations spanning legal reform, platform design, and social initiatives.
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All authors Xiao Zhan, Shijing He, Chi Zhang, Jose Such

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

PrivacySkills: How Privacy Guidance Shapes Source Selection in LLM Agents

While prior work has documented privacy failures in LLM agents, it remains unclear how the presentation of privacy guidance influences their choice of information sources. We introduce PrivacySkills, a controlled framework for evaluating how agents choose among acquisition pathways that provide the same task-relevant value: consulting publicly available personal information, accessing confidential sources, or interacting with the user. The evaluation framework comprises 55 synthetic tasks spanning 11 categories of personal information, with 169 associated skills that describe the available acquisition pathways. We consider privacy guidance through system-level instructions, skill-level metadata labels, or both. Separately, we vary user availability and urgency framing. With users available and no privacy guidance, agents access confidential sources in 30% of valid runs on average across five open-weight models, despite sufficient alternatives. This rate increases to 45% when users are unavailable, whereas urgency framing has no detectable effect. System-level privacy instructions alone have limited effects on confidential access, while skill-level intrusiveness labels produce a modest reduction (24% on average), but combining the two roughly halves confidential access. Our findings motivate incorporating privacy annotations into skill specifications and evaluating their effectiveness alongside system-level instructions.
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All authors Lucas Biechy, Cédric Eichler, Héber H. Arcolezi, Nicolas Anciaux