Searcharxiv⌕ Search

arXiv subjects

Ka Hei Carrie Lau

Publications and source records attributed to Ka Hei Carrie Lau.

7 recordsLinked to original sources

What Shapes Participant Data Quality? A Scoping Review and Case Study of Crowdsourced Webcam Eye Tracking in AI Interviews

Webcam-based eye tracking is a cost-effective, scalable method for remote research that effectively reaches broader populations. However, uncontrolled environments and hardware diversity lead to inconsistent data quality in crowdsourcing. To assess current practices, we conducted a scoping review of crowdsourced eye-tracking from 2011-2025. The review confirms fragmented reporting and a lack of established quality benchmarks. To address this lack of predictive insight, we conducted a case study on AI fairness interviews (N=205) using the RealEye platform. Applying Ordered Logistic Regression (OLR) to the platform quality metric, we found that behavioral and technical factors significantly predict data quality. Specifically, within the RealEye platform, higher fixation counts, shorter sessions, and operating system choice yield significantly higher quality grades. Based on this review and platform-specific predictive insights, we provide actionable recommendations to enhance the reliability, transparency, and replicability of future crowdsourced webcam eye tracking in HCI and behavioral science.

cs.HC↗

Skin-Deep Bias: How Avatar Appearances Shape Perceptions of AI Hiring

Artificial intelligence is increasingly used in hiring, raising concerns about how applicants perceive these systems. While prior work on algorithmic fairness has emphasized technical bias mitigation, little is known about how avatar identity cues influence applicants' justice attributions in an interview context. We conducted a crowdsourcing study with 215 participants who completed an interview with photorealistic AI avatars varied in phenotypic traits (race and sex), followed by a standardized rejection. Using self-reports, sentiment analysis, and eye tracking, we measured perceptions of trust, fairness, and bias. Results show that racial mismatch heightened perceptions of ethnic bias, while partial match (sharing only one identity) reduced fairness judgments compared to both full and no match. This work extends the Computers-Are-Social-Actors paradigm by demonstrating that avatar appearances shape justicerelated evaluations of AI. We contribute to HCI by revealing how identity cues influence fairness attributions and offer actionable insights for designing equitable AI interview systems.

cs.HC↗

Adaptive Gen-AI Guidance in Virtual Reality: A Multimodal Exploration of Engagement in Neapolitan Pizza-Making

Virtual reality (VR) offers promising opportunities for procedural learning, particularly in preserving intangible cultural heritage. Advances in generative artificial intelligence (Gen-AI) further enrich these experiences by enabling adaptive learning pathways. However, evaluating such adaptive systems using traditional temporal metrics remains challenging due to the inherent variability in Gen-AI response times. To address this, our study employs multimodal behavioural metrics, including visual attention, physical exploratory behaviour, and verbal interaction, to assess user engagement in an adaptive VR environment. In a controlled experiment with 54 participants, we compared three levels of adaptivity (high, moderate, and non-adaptive baseline) within a Neapolitan pizza-making VR experience. Results show that moderate adaptivity optimally enhances user engagement, significantly reducing unnecessary exploratory behaviour and increasing focused visual attention on the AI avatar. Our findings suggest that a balanced level of adaptive AI provides the most effective user support, offering practical design recommendations for future adaptive educational technologies.

cs.HC↗

CUIfy the XR: An Open-Source Package to Embed LLM-powered Conversational Agents in XR

Recent developments in computer graphics, machine learning, and sensor technologies enable numerous opportunities for extended reality (XR) setups for everyday life, from skills training to entertainment. With large corporations offering affordable consumer-grade head-mounted displays (HMDs), XR will likely become pervasive, and HMDs will develop as personal devices like smartphones and tablets. However, having intelligent spaces and naturalistic interactions in XR is as important as technological advances so that users grow their engagement in virtual and augmented spaces. To this end, large language model (LLM)--powered non-player characters (NPCs) with speech-to-text (STT) and text-to-speech (TTS) models bring significant advantages over conventional or pre-scripted NPCs for facilitating more natural conversational user interfaces (CUIs) in XR. This paper provides the community with an open-source, customizable, extendable, and privacy-aware Unity package, CUIfy, that facilitates speech-based NPC-user interaction with widely used LLMs, STT, and TTS models. Our package also supports multiple LLM-powered NPCs per environment and minimizes latency between different computational models through streaming to achieve usable interactions between users and NPCs. We publish our source code in the following repository: https://gitlab.lrz.de/hctl/cuify

cs.HC↗

Wrapped in Anansi's Web: Unweaving the Impacts of Generative-AI Personalization and VR Immersion in Oral Storytelling

Oral traditions, vital to cultural identity, are losing relevance among youth due to the dominance of modern media. This study addresses the revitalization of these traditions by reconnecting young people with folklore. We introduce Anansi the Spider VR, a novel virtual space that combines first-person virtual reality (VR) with generative artificial intelligence (Gen-AI)-driven narrative personalization. This space immerses users in the Anansi Spider story, empowering them to influence the narrative as they envision themselves as the `protagonists,' thereby enhancing personal reflection. In a 2 by 2 between-subjects study with 48 participants, we employed a mixed-method approach to measure user engagement and changes in interest, complemented by semi-structured interviews providing qualitative insights into personalization and immersion. Our results indicate that personalization in VR significantly boosts engagement and cultural learning interest. We recommend that future studies using VR and Gen-AI to revitalize oral storytelling prioritize respecting cultural integrity and honoring original storytellers and communities.

cs.HC↗

Evaluating Usability and Engagement of Large Language Models in Virtual Reality for Traditional Scottish Curling

This paper explores the innovative application of Large Language Models (LLMs) in Virtual Reality (VR) environments to promote heritage education, focusing on traditional Scottish curling presented in the game ``Scottish Bonspiel VR''. Our study compares the effectiveness of LLM-based chatbots with pre-defined scripted chatbots, evaluating key criteria such as usability, user engagement, and learning outcomes. The results show that LLM-based chatbots significantly improve interactivity and engagement, creating a more dynamic and immersive learning environment. This integration helps document and preserve cultural heritage and enhances dissemination processes, which are crucial for safeguarding intangible cultural heritage (ICH) amid environmental changes. Furthermore, the study highlights the potential of novel technologies in education to provide immersive experiences that foster a deeper appreciation of cultural heritage. These findings support the wider application of LLMs and VR in cultural education to address global challenges and promote sustainable practices to preserve and enhance cultural heritage.

cs.HC↗

Embedding Large Language Models into Extended Reality: Opportunities and Challenges for Inclusion, Engagement, and Privacy

Advances in artificial intelligence and human-computer interaction will likely lead to extended reality (XR) becoming pervasive. While XR can provide users with interactive, engaging, and immersive experiences, non-player characters are often utilized in pre-scripted and conventional ways. This paper argues for using large language models (LLMs) in XR by embedding them in avatars or as narratives to facilitate inclusion through prompt engineering and fine-tuning the LLMs. We argue that this inclusion will promote diversity for XR use. Furthermore, the versatile conversational capabilities of LLMs will likely increase engagement in XR, helping XR become ubiquitous. Lastly, we speculate that combining the information provided to LLM-powered spaces by users and the biometric data obtained might lead to novel privacy invasions. While exploring potential privacy breaches, examining user privacy concerns and preferences is also essential. Therefore, despite challenges, LLM-powered XR is a promising area with several opportunities.

cs.HC↗