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Chenxinran Shen

Publications and source records attributed to Chenxinran Shen.

6 recordsLinked to original sources

"I Don't Have Faith in the Developers to Use My Feedback": Understanding Player Values and Expectancy for Reporting Systems in Video Games

Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a distributed survey (n = 98) and follow-up interviews (n = 19), we explored the value players place on reporting, their desired outcomes, and their expectations that these outcomes will be achieved. Our findings revealed that reporting is motivated by both altruistic and retributive factors, with players seeking short-term revenge while also looking to foster an improved long-term community. Yet, players felt that reporting may not always meet these goals, with belief in the system being mediated by factors such as developer reputation, reporting transparency, and alignment with the community. By understanding the value and expectancy of reporting systems, we discuss their implications on broader digital moderation and consider current and potential future designs of reporting systems.

cs.HC

Multi-Agent Comedy Club: Investigating Community Discussion Effects on LLM Humor Generation

Prior work has explored multi-turn interaction and feedback for LLM writing, but evaluations still largely center on prompts and localized feedback, leaving persistent public reception in online communities underexamined. We test whether broadcast community discussion improves stand-up comedy writing in a controlled multi-agent sandbox: in the discussion condition, critic and audience threads are recorded, filtered, stored as social memory, and later retrieved to condition subsequent generations, whereas the baseline omits discussion. Across 50 rounds (250 paired monologues) judged by five expert annotators using A/B preference and a 15-item rubric, discussion wins 75.6% of instances and improves Craft/Clarity (Δ = 0.440) and Social Response (Δ = 0.422), with occasional increases in aggressive humor.

cs.CL

Entertainers Between Real and Virtual -- Investigating Viewer Interaction, Engagement, and Relationships with Avatarized Virtual Livestreamers

Virtual YouTubers (VTubers) are avatar-based livestreamers that are voiced and played by human actors. VTubers have been popular in East Asia for years and have more recently seen widespread international growth. Despite their emergent popularity, research has been scarce into the interactions and relationships that exist between avatarized VTubers and their viewers, particularly in contrast to non-avatarized streamers. To address this gap, we performed in-depth interviews with self-reported VTuber viewers (n=21). Our findings first reveal that the avatarized nature of VTubers fosters new forms of theatrical engagement, as factors of the virtual blend with the real to create a mixture of fantasy and realism in possible livestream interactions. Avatarization furthermore results in a unique audience perception regarding the identity of VTubers - an identity which comprises a dynamic, distinct mix of the real human (the voice actor/actress) and the virtual character. Our findings suggest that each of these dual identities both individually and symbiotically affect viewer interactions and relationships with VTubers. Whereas the performer's identity mediates social factors such as intimacy, relatability, and authenticity, the virtual character's identity offers feelings of escapism, novelty in interactions, and a sense of continuity beyond the livestream. We situate our findings within existing livestreaming literature to highlight how avatarization drives unique, character-based interactions as well as reshapes the motivations and relationships that viewers form with livestreamers. Finally, we provide suggestions and recommendations for areas of future exploration to address the challenges involved in present livestreamed avatarized entertainment.

cs.HC

Performance and Metacognition Disconnect when Reasoning in Human-AI Interaction

Optimizing human-AI interaction requires users to reflect on their own performance critically. Our paper examines whether people using AI to complete tasks can accurately monitor how well they perform. In Study 1, participants (N = 246) used AI to solve 20 logical problems from the Law School Admission Test. While their task performance improved by three points compared to a norm population, participants overestimated their performance by four points. Interestingly, higher AI literacy was linked to less accurate self-assessment. Participants with more technical knowledge of AI were more confident but less precise in judging their own performance. Using a computational model, we explored individual differences in metacognitive accuracy and found that the Dunning-Kruger effect, usually observed in this task, ceased to exist with AI. Study 2 (N = 452) replicates these findings. We discuss how AI levels metacognitive performance and consider consequences of performance overestimation for interactive AI systems enhancing cognition.

cs.HC

Secret Use of Large Language Model (LLM)

The advancements of Large Language Models (LLMs) have decentralized the responsibility for the transparency of AI usage. Specifically, LLM users are now encouraged or required to disclose the use of LLM-generated content for varied types of real-world tasks. However, an emerging phenomenon, users' secret use of LLM, raises challenges in ensuring end users adhere to the transparency requirement. Our study used mixed-methods with an exploratory survey (125 real-world secret use cases reported) and a controlled experiment among 300 users to investigate the contexts and causes behind the secret use of LLMs. We found that such secretive behavior is often triggered by certain tasks, transcending demographic and personality differences among users. Task types were found to affect users' intentions to use secretive behavior, primarily through influencing perceived external judgment regarding LLM usage. Our results yield important insights for future work on designing interventions to encourage more transparent disclosure of the use of LLMs or other AI technologies.

cs.HC

Seeking Soulmate via Voice: Understanding Promises and Challenges of Online Synchronized Voice-Based Mobile Dating

Online dating has become a popular way for individuals to connect with potential romantic partners. Many dating apps use personal profiles that include a headshot and self-description, allowing users to present themselves and search for compatible matches. However, this traditional model often has limitations. In this study, we explore a non-traditional voice-based dating app called "Soul". Unlike traditional platforms that rely heavily on profile information, Soul facilitates user interactions through voice-based communication. We conducted semi-structured interviews with 18 dedicated Soul users to investigate how they engage with the platform and perceive themselves and others in this unique dating environment. Our findings indicate that the role of voice as a moderator influences impression management and shapes perceptions between the sender and the receiver of the voice. Additionally, the synchronous voice-based and community-based dating model offers benefits to users in the Chinese cultural context. Our study contributes to understanding the affordances introduced by voice-based interactions in online dating in China.

cs.HC