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Mingming Fan

Publications and source records attributed to Mingming Fan.

At least 19 recordsLinked to original sources

Beyond Compliance: How AI Could Help Creative Writers by Refusing Them

Mainstream creativity support design prioritizes compliant AI for seamless writing interactions, but concerns over inappropriate AI reliance highlight the need for designs fostering reflection on balanced AI and non-AI resource use. Theoretically, intentional AI non-compliance, refusals (saying ``no'' to requests), could introduce such reflection through friction stronger than other bypass-able solutions. Practically, refusal content/language characteristics lead to nuanced reactions. However, little research empirically focuses on nuances beyond mandatory ethical/technical constraints, on turning refusals into strategic friction for `innocuous' requests. We address this through a qualitative study with 22 creative writers, exploring reactions to refusals to common requests across writing stages (planning, translating, reviewing). Findings suggest that reflective potential depends on heterogeneous preference alignment along situational (e.g., convergent/divergent thinking phases), cognitive (e.g., domain beliefs), and relational (e.g., AI roles) dimensions. We discuss implications for creativity support, broader issues (e.g., AI addiction), and frictional/seamful AI design (e.g., integrating different compliance levels).

cs.HC

"It Became My Buddy, But I'm Not Afraid to Disagree": A Multi-Session Study of UX Evaluators Collaborating with Conversational AI Assistants

AI-assisted usability analysis can potentially reduce the time and effort of finding usability problems, yet little is known about how AI's perceived expertise influences evaluators' analytic strategies and perceptions over time. We ran a within-subjects, five-session study (six hours per participant) with 12 professional UX evaluators who worked with two conversational assistants designed to appear novice- or expert-like (differing in suggestion quantity and response accuracy). We logged behavioral measures (number of passes, suggestion acceptance rate), collected subjective ratings (trust, perceived efficiency), and conducted semi-structured interviews. Participants experienced an initial novelty effect and a subsequent dip in trust that recovered over time. Their efficiency improved as they shifted from a two-pass to a one-pass video inspection approach. Evaluators ultimately rated the experienced CA as significantly more efficient, trustworthy, and comprehensive, despite not perceiving expertise differences early on. We conclude with design implications for adapting AI expertise to enable calibrated human-AI collaboration.

cs.HC

Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality

Target selection is a fundamental interaction in virtual reality (VR). But the act of confirming a selection, such as a button press or pinch, can disturb the tracked pose and shift the intended target, which is referred to as the Heisenberg Effect. Prior research has mainly investigated controller input. However, it remains unclear how the effect manifests in the bare-hand input and how score-based techniques may mitigate the effect in different spatial variations. To fill the gap, we conduct a within-subject study to examine the Heisenberg Effect across two input modalities (i.e., controller and hand) and two selection mechanisms (i.e., direct and score-based). Our results show that hand input is more susceptible to the Heisenberg Effect, with direct selection more influenced by target width and score-based selection more sensitive to target density. Based on previous vote-oriented technique and our temporal analysis, we introduce weighted VOTE, a history-based intention accuracy model for target voting, that reweights recent interaction intent to counteract input disturbances. Our evaluation shows the method improves selection accuracy compared to baseline techniques. Finally, we discuss future directions for adaptive selection methods.

cs.HC

From Performers to Creators: Understanding Retired Women's Perceptions of Technology-Enhanced Dance Performance

Over 100 million retired women in China engage in dance, but their performances are constrained by limited resources and age-related decline. While interactive dance technologies can enhance artistic expression, existing systems are largely inaccessible to non-professional older dancers. This paper explores how interactive dance technologies can be designed with an age-sensitive approach to support retired women in enhancing their stage performance. We conducted two workshops with community-based retired women dancers, employing interactive dance and LLM-powered video generation probes in co-design activities. Findings indicate that age-sensitive adaptations, such as low-barrier keyword input, motion-aligned visual effects, and participatory scaffolds, lowered technical barriers and fostered a sense of authorship. These features enabled retired women to empower their stage, transitioning from passive recipients of stage design to empowered co-creators of performance. We outline design implications for incorporating interactive dance and artificial intelligence-generated content (AIGC) into the cultural practices of retired women, offering broader strategies for age-sensitive creative technologies.

cs.HC

SpriteHand: Real-Time Versatile Hand-Object Interaction with Autoregressive Video Generation

Modeling and synthesizing complex hand-object interactions remains a significant challenge, even for state-of-the-art physics engines. Conventional simulation-based approaches rely on explicitly defined rigid object models and pre-scripted hand gestures, making them inadequate for capturing dynamic interactions with non-rigid or articulated entities such as deformable fabrics, elastic materials, hinge-based structures, furry surfaces, or even living creatures. In this paper, we present SpriteHand, an autoregressive video generation framework for real-time synthesis of versatile hand-object interaction videos across a wide range of object types and motion patterns. SpriteHand takes as input a static object image and a video stream in which the hands are imagined to interact with the virtual object embedded in a real-world scene, and generates corresponding hand-object interaction effects in real time. Our model employs a causal inference architecture for autoregressive generation and leverages a hybrid post-training approach to enhance visual realism and temporal coherence. Our 1.3B model supports real-time streaming generation at around 18 FPS and 640x368 resolution, with an approximate 150 ms latency on a single NVIDIA RTX 5090 GPU, and more than a minute of continuous output. Experiments demonstrate superior visual quality, physical plausibility, and interaction fidelity compared to both generative and engine-based baselines.

cs.CV

SwarmSys: Decentralized Swarm-Inspired Agents for Scalable and Adaptive Reasoning

Large language model (LLM) agents have shown remarkable reasoning abilities. However, existing multi-agent frameworks often rely on fixed roles or centralized control, limiting scalability and adaptability in long-horizon reasoning. We introduce SwarmSys, a closed-loop framework for distributed multi-agent reasoning inspired by swarm intelligence. Coordination in SwarmSys emerges through iterative interactions among three specialized roles, Explorers, Workers, and Validators, that continuously cycle through exploration, exploitation, and validation. To enable scalable and adaptive collaboration, we integrate adaptive agent and event profiles, embedding-based probabilistic matching, and a pheromone-inspired reinforcement mechanism, supporting dynamic task allocation and self-organizing convergence without global supervision. Across symbolic reasoning, research synthesis, and scientific programming tasks, SwarmSys consistently outperforms baselines, improving both accuracy and reasoning stability. These findings highlight swarm-inspired coordination as a promising paradigm for scalable, robust, and adaptive multi-agent reasoning, suggesting that coordination scaling may rival model scaling in advancing LLM intelligence.

cs.AI

Exploring Safety Alignment Evaluation of LLMs in Chinese Mental Health Dialogues via LLM-as-Judge

Evaluating the safety alignment of LLM responses in high-risk mental health dialogues is particularly difficult due to missing gold-standard answers and the ethically sensitive nature of these interactions. To address this challenge, we propose PsyCrisis-Bench, a reference-free evaluation benchmark based on real-world Chinese mental health dialogues. It evaluates whether the model responses align with the safety principles defined by experts. Specifically designed for settings without standard references, our method adopts a prompt-based LLM-as-Judge approach that conducts in-context evaluation using expert-defined reasoning chains grounded in psychological intervention principles. We employ binary point-wise scoring across multiple safety dimensions to enhance the explainability and traceability of the evaluation. Additionally, we present a manually curated, high-quality Chinese-language dataset covering self-harm, suicidal ideation, and existential distress, derived from real-world online discourse. Experiments on 3600 judgments show that our method achieves the highest agreement with expert assessments and produces more interpretable evaluation rationales compared to existing approaches. Our dataset and evaluation tool are publicly available to facilitate further research.

cs.CL

SimViews: An Interactive Multi-Agent System Simulating Visitor-to-Visitor Conversational Patterns to Present Diverse Perspectives of Artifacts in Virtual Museums

Offering diverse perspectives on a museum artifact can deepen visitors' understanding and help avoid the cognitive limitations of a single narrative, ultimately enhancing their overall experience. Physical museums promote diversity through visitor interactions. However, it remains a challenge to present multiple voices appropriately while attracting and sustaining a visitor's attention in the virtual museum. Inspired by recent studies that show the effectiveness of LLM-powered multi-agents in presenting different opinions about an event, we propose SimViews, an interactive multi-agent system that simulates visitor-to-visitor conversational patterns to promote the presentation of diverse perspectives. The system employs LLM-powered multi-agents that simulate virtual visitors with different professional identities, providing diverse interpretations of artifacts. Additionally, we constructed 4 conversational patterns between users and agents to simulate visitor interactions. We conducted a within-subject study with 20 participants, comparing SimViews to a traditional single-agent condition. Our results show that SimViews effectively facilitates the presentation of diverse perspectives through conversations, enhancing participants' understanding of viewpoints and engagement within the virtual museum.

cs.HC

A11yShape: AI-Assisted 3-D Modeling for Blind and Low-Vision Programmers

Building 3-D models is challenging for blind and low-vision (BLV) users due to the inherent complexity of 3-D models and the lack of support for non-visual interaction in existing tools. To address this issue, we introduce A11yShape, a novel system designed to help BLV users who possess basic programming skills understand, modify, and iterate on 3-D models. A11yShape leverages LLMs and integrates with OpenSCAD, a popular open-source editor that generates 3-D models from code. Key functionalities of A11yShape include accessible descriptions of 3-D models, version control to track changes in models and code, and a hierarchical representation of model components. Most importantly, A11yShape employs a cross-representation highlighting mechanism to synchronize semantic selections across all model representations -- code, semantic hierarchy, AI description, and 3-D rendering. We conducted a multi-session user study with four BLV programmers, where, after an initial tutorial session, participants independently completed 12 distinct models across two testing sessions, achieving results that aligned with their own satisfaction. The result demonstrates that participants were able to comprehend provided 3-D models, as well as independently create and modify 3-D models -- tasks that were previously impossible without assistance from sighted individuals.

cs.HC

ExplorAR: Assisting Older Adults to Learn Smartphone Apps through AR-powered Trial-and-Error with Interactive Guidance

Older adults tend to encounter challenges when learning to use new smartphone apps due to age-related cognitive and physical changes. Compared to traditional support methods such as video tutorials, trial-and-error allows older adults to learn to use smartphone apps by making and correcting mistakes. However, it remains unknown how trial-and-error should be designed to empower older adults to use smartphone apps and how well it would work for older adults. Informed by the guidelines derived from prior work, we designed and implemented ExplorAR, an AR-based trial-and-error system that offers real-time and situated visual guidance in the augmented space around the smartphone to empower older adults to explore and correct mistakes independently. We conducted a user study with 18 older adults to compare ExplorAR with traditional video tutorials and a simplified version of ExplorAR. Results show that the AR-supported trial-and-error method enhanced older adults' learning experience by fostering deeper cognitive engagement and improving confidence in exploring unknown operations.

cs.HC

Accessibility and Social Inclusivity: A Literature Review of Music Technology for Blind and Low Vision People

This paper presents a systematic literature review of music technology tailored for blind and low vision (BLV) individuals. Music activities can be particularly beneficial for BLV people. However, a systematic approach to organizing knowledge on designing accessible technology for BLV people has yet to be attempted. We categorize the existing studies based on the type of technology and the extent of BLV people's involvement in the research. We identify six main categories of BLV people-oriented music technology and highlight four key trends in design goals. Based on these categories, we propose four general insights focusing on (1) spatial awareness, (2) access to information, (3) (non-verbal) communication, and (4) memory. The identified trends suggest that more empirical studies involving BLV people in real-world scenarios are needed to ensure that technological advancements can enhance musical experiences and social inclusion. This research proposes collaborative music technology and inclusive real-world testing with the target group as two key areas missing in current research. They serve as a foundational step in shifting the focus from ``accessible technology'' to ``inclusive technology'' for BLV individuals within the broader field of accessibility research.

cs.HC

RemVerse: Supporting Reminiscence Activities for Older Adults through AI-Assisted Virtual Reality

Reminiscence activities, which involve recalling and sharing past experiences, have proven beneficial for improving cognitive function, mood, and overall well-being. However, urbanization has led to the disappearance of familiar environments, removing visual and audio cues for effective reminiscence. While old photos can serve as visual cues to aid reminiscence, it is challenging for people to reconstruct the reminisced content and environment that are not in the photos. Virtual reality (VR) and artificial intelligence (AI) offer the ability to reconstruct an immersive environment with dynamic content and to converse with people to help them gradually reminisce. We designed RemVerse, an AI-empowered VR prototype aimed to support reminiscence activities. Integrating generative models and AI agent into a VR environment, RemVerse helps older adults reminisce with AI-generated visual cues and interactive dialogues. Our user study with 14 older adults showed that RemVerse effectively supported reminiscence activities by triggering, concretizing, and deepening personal memories, while fostering increased engagement and autonomy among older adults. Based on our findings, we proposed design implications to make reminiscence activities in AI-assisted VR more accessible and engaging for older adults.

cs.HC

SimuPanel: A Novel Immersive Multi-Agent System to Simulate Interactive Expert Panel Discussion

Panel discussion allows the audience to learn different perspectives through interactive discussions among experts moderated by a host and a Q&A session with the audience. Despite its benefits, panel discussion in the real world is inaccessible to many who do not have the privilege to participate due to geographical, financial, and time constraints. We present SimuPanel, which simulates panel discussions among academic experts through LLM-based multi-agent interaction. It enables users to define topics of interest for the panel, observe the expert discussion, engage in Q&A, and take notes. SimuPanel employs a host-expert architecture where each panel member is simulated by an agent with specialized expertise, and the panel is visualized in an immersive 3D environment to enhance engagement. Traditional dialogue generation struggles to capture the depth and interactivity of real-world panel discussions. To address this limitation, we propose a novel multi-agent interaction framework that simulates authentic panel dynamics by modeling reasoning strategies and personas of experts grounded in multimedia sources. This framework enables agents to dynamically recall and contribute to the discussion based on past experiences from diverse perspectives. Our technical evaluation and the user study with university students show that SimuPanel was able to simulate more in-depth discussions and engage participants to interact with and reflect on the discussions. As a first step in this direction, we offer design implications for future avenues to improve and harness the power of panel discussion for multimedia learning.

cs.HC

Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement

The essence of intangible cultural heritage (ICH) lies in the living knowledge and skills passed down through generations. Daily practice plays a vital role in revitalizing ICH by fostering continuous learning and improvement. However, limited resources and accessibility pose significant challenges to sustaining such practice. Virtual reality (VR) has shown promise in supporting extensive skill training. Unlike technical skill training, ICH daily practice prioritizes cultivating a deeper understanding of cultural meanings and values. This study explores VR's potential in facilitating ICH daily practice through a case study of Traditional Chinese Flower Arrangement (TCFA). By investigating TCFA learners' challenges and expectations, we designed and evaluated FloraJing, a VR system enriched with cultural elements to support sustained TCFA practice. Findings reveal that FloraJing promotes progressive reflection, and continuous enhances technical improvement and cultural understanding. We further propose design implications for VR applications aimed at fostering ICH daily practice in both knowledge and skills.

cs.HC

RemoteChess: Enhancing Older Adults' Social Connectedness via Designing a Virtual Reality Chinese Chess (Xiangqi) Community

The decline of social connectedness caused by distance and physical limitations severely affects older adults' well-being and mental health. While virtual reality (VR) is promising for older adults to socialize remotely, existing social VR designs primarily focus on verbal communication (e.g., reminiscent, chat). Actively engaging in shared activities is also an important aspect of social connection. We designed RemoteChess, which constructs a social community and a culturally relevant activity (i.e., Chinese chess) for older adults to play while engaging in social interaction. We conducted a user study with groups of older adults interacting with each other through RemoteChess. Our findings indicate that RemoteChess enhanced participants' social connectedness by offering familiar environments, culturally relevant social catalysts, and asymmetric interactions. We further discussed design guidelines for designing culturally relevant social activities in VR to promote social connectedness for older adults.

cs.HC

InteRecon: Towards Reconstructing Interactivity of Personal Memorable Items in Mixed Reality

Digital capturing of memorable personal items is a key way to archive personal memories. Although current digitization methods (e.g., photos, videos, 3D scanning) can replicate the physical appearance of an item, they often cannot preserve its real-world interactivity. We present Interactive Digital Item (IDI), a concept of reconstructing both the physical appearance and, more importantly, the interactivity of an item. We first conducted a formative study to understand users' expectations of IDI, identifying key physical interactivity features, including geometry, interfaces, and embedded content of items. Informed by these findings, we developed InteRecon, an AR prototype enabling personal reconstruction functions for IDI creation. An exploratory study was conducted to assess the feasibility of using InteRecon and explore the potential of IDI to enrich personal memory archives. Results show that InteRecon is feasible for IDI creation, and the concept of IDI brings new opportunities for augmenting personal memory archives.

cs.HC

TeamPortal: Exploring Virtual Reality Collaboration Through Shared and Manipulating Parallel Views

Virtual Reality (VR) offers a unique collaborative experience, with parallel views playing a pivotal role in Collaborative Virtual Environments by supporting the transfer and delivery of items. Sharing and manipulating partners' views provides users with a broader perspective that helps them identify the targets and partner actions. We proposed TeamPortal accordingly and conducted two user studies with 72 participants (36 pairs) to investigate the potential benefits of interactive, shared perspectives in VR collaboration. Our first study compared ShaView and TeamPortal against a baseline in a collaborative task that encompassed a series of searching and manipulation tasks. The results show that TeamPortal significantly reduced movement and increased collaborative efficiency and social presence in complex tasks. Following the results, the second study evaluated three variants: TeamPortal+, SnapTeamPortal+, and DropTeamPortal+. The results show that both SnapTeamPortal+ and DropTeamPortal+ improved task efficiency and willingness to further adopt these technologies, though SnapTeamPortal+ reduced co-presence. Based on the findings, we proposed three design implications to inform the development of future VR collaboration systems.

cs.HC

How Can Haptic Feedback Assist People with Blind and Low Vision (BLV): A Systematic Literature Review

People who are blind or have low vision (BLV) encounter numerous challenges in their daily lives and work. To support them, various haptic assistive tools have been developed. Despite these advancements, the effective utilization of these tools -- including the optimal haptic feedback and on-body stimulation positions for different tasks along with their limitations -- remains poorly understood. Recognizing these gaps, we conducted a systematic literature review spanning two decades (2004-2024) to evaluate the development of haptic assistive tools within the HCI community. Our findings reveal that these tools are primarily used for understanding graphical information, providing guidance and navigation, and facilitating education and training, among other life and work tasks. We identified three main limitations: hardware limitations, functionality limitations, and UX and evaluation methods limitations. Based on these insights, we discuss potential research avenues and offer suggestions for enhancing the effectiveness of future haptic assistive technologies.

cs.HC