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Haipeng Mi

Publications and source records attributed to Haipeng Mi.

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Engagement Is Not Transfer: A Withdrawal Study of a Consumer Social Robot with Autistic Children at Home

This study examines whether engagement with social robots translates into improved human-directed social abilities in autistic children. We conducted an 8-week home-based randomized controlled trial with 40 children aged 5--9 using a commercial social robot (Qrobot). Families were assigned to either continued robot access or robot withdrawal. Quantitative measures and caregiver interviews assessed anxiety, social motivation, emotion inference, and empathy. Results showed that continued robot access significantly reduced anxiety, confirming strong affective benefits and high usability. However, children in the withdrawal group demonstrated greater improvements in social motivation, emotion understanding, and empathic behaviors toward caregivers and peers. Qualitative findings revealed a "handoff versus siloing" pattern: withdrawal promoted reorientation toward human social interaction, while continued access concentrated engagement within the child--robot dyad and limited transfer to real-world contexts. We interpret these results as evidence that high engagement does not guarantee social transfer.

cs.HC

DuoMorph: Synergistic Integration of FDM Printing and Pneumatic Actuation for Shape-Changing Interfaces

We introduce DuoMorph, a design and fabrication method that synergistically integrates Fused Deposition Modeling (FDM) printing and pneumatic actuation to create novel shape-changing interfaces. In DuoMorph, the printed structures and heat-sealed pneumatic elements are mutually designed to actuate and constrain each other, enabling functions that are difficult for either component to achieve in isolation. Moreover, the entire hybrid structure can be fabricated through a single, seamless process using only a standard FDM printer, including both heat-sealing and 3D and 4D printing. In this paper, we define a design space including four primitive categories that capture the fundamental ways in which printed and pneumatic components can interact. To support this process, we present a fabrication method and an accompanying design tool. Finally, we demonstrate the potential of DuoMorph through a series of example applications and performance demonstrations.

cs.HC

Participatory Evolution of Artificial Life Systems via Semantic Feedback

We present a semantic feedback framework that enables natural language to guide the evolution of artificial life systems. Integrating a prompt-to-parameter encoder, a CMA-ES optimizer, and CLIP-based evaluation, the system allows user intent to modulate both visual outcomes and underlying behavioral rules. Implemented in an interactive ecosystem simulation, the framework supports prompt refinement, multi-agent interaction, and emergent rule synthesis. User studies show improved semantic alignment over manual tuning and demonstrate the system's potential as a platform for participatory generative design and open-ended evolution.

cs.AI

Spiritus: An AI-Assisted Tool for Creating 2D Characters and Animations

This research presents Spiritus, an AI-assisted creation tool designed to streamline 2D character animation creation while enhancing creative flexibility. By integrating natural language processing and diffusion models, users can efficiently transform natural language descriptions into personalized 2D characters and animations. The system employs automated segmentation, layered costume techniques, and dynamic mesh-skeleton binding solutions to support flexible adaptation of complex costumes and additional components. Spiritus further achieves real-time animation generation and efficient animation resource reuse between characters through the integration of BVH data and motion diffusion models. Experimental results demonstrate Spiritus's effectiveness in reducing technical barriers, enhancing creative freedom, and supporting resource universality. Future work will focus on optimizing user experience and further exploring the system's human-computer collaboration potential.

cs.HC

AI-Gadget Kit: Integrating Swarm User Interfaces with LLM-driven Agents for Rich Tabletop Game Applications

While Swarm User Interfaces (SUIs) have succeeded in enriching tangible interaction experiences, their limitations in autonomous action planning have hindered the potential for personalized and dynamic interaction generation in tabletop games. Based on the AI-Gadget Kit we developed, this paper explores how to integrate LLM-driven agents within tabletop games to enable SUIs to execute complex interaction tasks. After defining the design space of this kit, we elucidate the method for designing agents that can extend the meta-actions of SUIs to complex motion planning. Furthermore, we introduce an add-on prompt method that simplifies the design process for four interaction behaviors and four interaction relationships in tabletop games. Lastly, we present several application scenarios that illustrate the potential of AI-Gadget Kit to construct personalized interaction in SUI tabletop games. We expect to use our work as a case study to inspire research on multi-agent-driven SUI for other scenarios with complex interaction tasks.

cs.HC

Meta Reasoning for Large Language Models

We introduce Meta-Reasoning Prompting (MRP), a novel and efficient system prompting method for large language models (LLMs) inspired by human meta-reasoning. Traditional in-context learning-based reasoning techniques, such as Tree-of-Thoughts, show promise but lack consistent state-of-the-art performance across diverse tasks due to their specialized nature. MRP addresses this limitation by guiding LLMs to dynamically select and apply different reasoning methods based on the specific requirements of each task, optimizing both performance and computational efficiency. With MRP, LLM reasoning operates in two phases. Initially, the LLM identifies the most appropriate reasoning method using task input cues and objective descriptions of available methods. Subsequently, it applies the chosen method to complete the task. This dynamic strategy mirrors human meta-reasoning, allowing the model to excel in a wide range of problem domains. We evaluate the effectiveness of MRP through comprehensive benchmarks. The results demonstrate that MRP achieves or approaches state-of-the-art performance across diverse tasks. MRP represents a significant advancement in enabling LLMs to identify cognitive challenges across problems and leverage benefits across different reasoning approaches, enhancing their ability to handle diverse and complex problem domains efficiently. Every LLM deserves a Meta-Reasoning Prompting to unlock its full potential and ensure adaptability in an ever-evolving landscape of challenges and applications.

cs.CL

A Design Experience for Interactive Narrative Based on The User Behavior

Research on interactive narrative experiences in physical spaces is becoming more popular, growing into an established new media art format with the development of technology and evolution of audience aesthetics. However, the methods of designing interactive narratives are still similar to the basic video narratology of traditional designers, directors, and producers. This paper provides a design method based on the user's physical behavior and proposes an art installation by this method, where the aim of the installation is to transmit a more vivid story to users, presenting a new research inspiration of interactive narratology for designers and researchers.

cs.HC

Enabling Generative Design Tools with LLM Agents for Mechanical Computation Devices: A Case Study

In the field of Human-Computer Interaction (HCI), interactive devices with embedded mechanical computation are gaining attention. The rise of these cutting-edge devices has created a need for specialized design tools that democratize the prototyping process. While current tools streamline prototyping through parametric design and simulation, they often come with a steep learning curve and may not fully support creative ideation. In this study, we use fluidic computation interfaces as a case study to explore how design tools for such devices can be augmented by Large Language Model agents (LLMs). Integrated with LLMs, the Generative Design Tool (GDT) better understands the capabilities and limitations of new technologies, proposes diverse and practical applications, and suggests designs that are technically and contextually appropriate. Additionally, it generates design parameters for visualizing results and producing fabrication-ready support files. This paper details the GDT's framework, implementation, and performance while addressing its potential and challenges.

cs.HC