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cs.HC: explore 317 source-linked works published from 2015 to 2026, with original documents and citations.

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Includes records with this source-supplied label or an explicit phrase match in their metadata. Matches indicate a mention, not proof that a paper uses a method or tests a material. Source versions are consolidated by DOI.

Sources: arxiv. Collection updated 2026-09-16. Counts describe this index, not the complete source archives.

RecalibrateGPT: AI Fatigue Resilient Conversational Interfaces

Large language models are powerful, but their interfaces often devolve into a type $\rightarrow$ read $\rightarrow$ retype loop, creating conversational AI fatigue, cognitive load, and eventual task abandonment. To mitigate this, we present RecalibrateGPT, a system introducing five cross-turn operators (Anchor, Replay, Delta, Scope, and Steer) that each target a distinct fatigue type, recalibrating LLM responses through a structured panel by acting on the full conversation history with a single click. Users invoke these operators through the AssistiveButton in one of three operator palette layouts: Vertical, Arc, or Tablet. We conducted two pilot studies with the same 12 advanced LLM users. An initial formative qualitative study identifies a taxonomy of four fatigue types (retyping, scanning, decision paralysis, and context drift) and derives two design objectives for RecalibrateGPT. A follow-up quantitative evaluation finds it reduces perceived cognitive workload by half (NASA-TLX = 2.7) at high perceived usability (SUS = 86.5), suggesting AI fatigue is not just a model-quality issue but an interaction-flow cost that interfaces can remove.

cs.HC↗

Are We There Yet? Assessing Computer-Use Agents for Blind Users' Accessible Interaction with Desktop Applications

Computer-use agents are emerging as a paradigm for agentic human-AI interaction, combining language reasoning with multi-modal interface grounding to operate GUIs. Yet their effectiveness for blind screen-reader users in real-world desktop workflows remains unclear. We present a three-week diary study with 8 blind users using OLLA, a screen-reader-accessible CUA prototype, collecting 1,258 commands across 12 applications with screenshots, UI trees, model responses, and action traces. We evaluate GPT-5 during deployment and re-execute the same commands with four additional models. GPT-5 achieved the highest success rate at 52.5%. Trace analysis reveals grounding, planning, constraint-tracking, and termination failures, while interviews reveal beyond-automation needs.

cs.HC↗

Learning Feasibility-Aware Latent Spaces for Preference-Based Exploration of Procedural Automotive Wheel Designs

Intelligent design interfaces that rely on preference-based optimization are most useful when their suggestions are both meaningful to users and feasible within the target domain. Procedural models offer compact and editable design spaces, but their native parameters can be entangled and can generate many invalid outputs, causing human-in-the-loop optimizers to waste comparisons. We propose an interaction-oriented representation-learning pipeline for procedural models and study it in automotive wheel design. The method first screens procedurally generated samples using geometric rules and finite-element analysis, then learns a reduced latent space from the screened subset. We further introduce supervised functional alignment, which reserves selected latent dimensions for stiffness, strength-related stress response, or weight so that search can be biased toward functionally meaningful regions. Simulation experiments show that screened reduction improves target-shape retrieval and the feasibility rate of suggestions, whereas unscreened reduction degrades both. Additional simulations show that constraining search along learned functional dimensions accelerates exploration toward target functional properties. A controlled study with 40 participants further shows that a 5D feasibility-aware space yields higher shape similarity and more feasible suggestions than the original 9D procedural parameterization. These results suggest that, for intelligent user interfaces in engineering design, the representation exposed to the user is a central part of the interaction design, not merely a preprocessing step for the optimizer.

cs.HC↗

Socrates went Nuclear: Comparing Interaction Strategies for AI systems in a Learning Context using Brain Sensing

Does unrestricted AI access bypass the cognitive effort required for learning, or does it streamline knowledge acquisition? This paper reports on a study where we compare three designs for user-AI interaction in a learning context: (1) an unrestricted conversational bot like ChatGPT, (2) a pedagogically constrained bot that guides through hints without giving final answers, which we refer to as the Socratic mode; and (3) a non-conversational adaptive tutoring system that adjusts difficulty in real-time based on the user's cognitive engagement derived from the brain signals. Fifty study participants were tasked with learning about nuclear safety protocols, a domain chosen for its zero-prior knowledge baseline. The participants progressed through an instructional video, a pre-test, an AI-driven assessment phase, which varied in the three conditions, and an immediate post-test. The nature of the questions centered primarily on factual knowledge acquisition, but it still required participants to have a global understanding of the concepts in order to answer the questions correctly. A Muse headband was used to derive the cognitive engagement of all users in all conditions. The unrestricted chatbot produced higher learning gains (delta) than both constrained modes (p < .03, d > 0.80), while the adaptive condition generated significantly higher EEG engagement (p = .018). The cluster analysis of chatbot usage and discussion patterns by users showed that most participants in the unrestricted-mode adopted a direct answer-retrieval strategy, while participants in the Socratic-mode initially attempted to reason through the hints before progressively disengaging. Consequently, this also suggests that the success of the unrestricted AI is not an evidence of deeper learning, but rather a result of the immediate post-test evaluation after the training phase.

cs.AI↗

Investigating Assistant Bias in LLM User Simulators Using a Role Vector

LLM-based user simulators are increasingly used to evaluate autonomous agents at scale, in place of costly human evaluations. Despite this promise, these simulators exhibit "assistant bias," a tendency to cooperate and pursue task goals. They rarely reproduce the frustration or disengagement that real users exhibit, compromising evaluation validity. Prior work outlines that this bias is baked in during model training, which role-playing prompts fail to override. We analyze this bias from model activations, extracting a user role vector by contrasting how the model represents user versus assistant perspectives on the same dialogue. We observe two findings: (i) the user direction is identifiable in activations, elicits user-like behaviors, and captures characteristics distinct from assistant traits; and (ii) although user-role activation associates with simulation realism and steering strengthens it, it can exaggerate user behaviors and override individual user profiles. Together, our findings provide a representation-level analysis of LLM user simulators, confirming that assistant bias is structurally identifiable and that user behavior can be directionally analyzed.

cs.CL↗

Human-robot conversation with multiple participants in noisy public spaces

For noisy real-world environments such as those in open public spaces, spoken dialogue systems for both autonomous robots and avatars should be carefully designed to provide enhanced speech signals. These signals can be used either for speech recognition or, in the case of an avatar system, transmitted as clean speech to a remote operator. This work proposes an audio system that can be used for both these scenarios and was demonstrated as a proof-of-concept at the 2025 World Expo in Osaka. The first scenario is an attentive listening system with the android ERICA, and the second is a conversation support system with mobile Teleco robots, with one of them acting as an avatar for a remote operator. Both systems feature multi-party conversation and use a single multi-channel microphone array. We describe how our audio system not only enhances the speech of multiple speakers in a noisy environment, but provides a form of spatial audio which allows for more immersiveness in avatar-based conversational interactions.

cs.RO↗

SoK: Motion Data Privacy in Extended Reality

Extended Reality (XR) provides immersive, interactive 3D experiences. To enable these experiences, the devices must track user motion so the system can respond to actions such as grabbing, looking at, or moving an object. However, motion tracking has raised privacy concerns since it records a person's motion patterns. These motion patterns have been studied extensively across various fields (i.e., gait identification and profiling) and have been shown to reveal sensitive information. With the adoption of XR, these patterns became easier to record and obtain than ever. This creates a fundamental privacy tension: motion tracking enables core XR functionality yet requires users to compromise their privacy. Prior systematization-of-knowledge (SoK) studies on XR privacy have examined the field broadly, with motion-related research distributed across several privacy domains rather than treated as a distinct area of study. However, XR motion privacy has gained significant momentum since the prior SoK, with the literature nearly quadrupling in size and thereby warranting a dedicated systematization of this topic. This SoK examines 134 relevant papers on privacy concerns in motion patterns recorded by XR headsets, including how adversaries can obtain users' motion patterns, the inferences they can draw from them, and methods for protecting users. Based on this review, we synthesize a taxonomy of motion modalities, representations, and inference risks; develop an XR motion threat model; systematize the attack and defense approaches in the XR motion literature; identify gaps in the literature; and provide guidelines for future studies evaluating motion privacy mechanisms. Together, our SoK clarifies the state of XR motion privacy and provides recommendations for future evaluations.

cs.CR↗

GazeTune: Facilitating Precise Gaze-Driven Interactions with Cascaded Touch Input

Eye gaze has become an essential input for spatial computing, but its coarse targeting and saccadic nature limit precision and complicate continuous interactions such as dragging, especially under user motion. Gaze+pinch has also become standard in XR for its convenience, yet mid-air gestures remain imprecise, fatiguing, and socially unacceptable. These limitations underscore the need for an approach that preserves the speed of gaze while enabling stable, fine control. We present GazeTune, a cascaded multimodal interaction technique combining gaze and touch to refine gaze-based selection and manipulation. Touch serves as a refinement channel within gaze pointing, allowing precise cursor and target control. Our work investigates how gaze-and-touch enhances dragging and mitigates Motion-Induced instability. In a study (N=20), we compared GazeTune against gaze-only and gaze-pinch methods in 2D dragging. Results show that GazeTune achieves significantly lower error with comparable execution time, validating its effectiveness and balanced trade-off between time and accuracy.

cs.HC↗

No Pixel Left Behind: Filling Gaps in Anime Colorization

Animation production workflows often involve digital colorization of line art, where small unpainted regions ("gaps") frequently occur and remain an underexplored challenge. We conducted a formative study in Japanese animation (anime) pipelines and found that while the paint bucket tool is widely used for base coloring, tiny enclosed areas are frequently overlooked, resulting in time-consuming manual detection and filling. We introduce GapFill, a tool grounded in professional practices that reduces the effort of gap detection, zooming, and color selection. Our deep-learning method suggests appropriate fill colors by referencing surrounding regions, leveraging the flat-color nature of anime-style images. In a user study with 13 professional colorists, our system improved performance and usability in gap-filling tasks over conventional methods. The study also suggested that prediction accuracy alone is not the primary factor for usability, that appropriate colors can be contextually ambiguous, and that GapFill can complement existing tools depending on users' trust in new AI-powered assistance.

cs.HC↗

TEIDAN: A Multilingual Multiparty Dialogue Corpus

Multi-party interaction is a central setting for human communication and a necessary target for human-agent interaction systems that must participate in group conversation. Yet available corpora often focus on meetings, task-oriented interaction, text-based interaction, or acted scenarios, and fewer resources support cross-linguistic comparison of spontaneous face-to-face triadic discussion. This paper presents TEIDAN, a multilingual multimodal corpus that currently consists of Japanese and English three-party conversations. TEIDAN records groups of three participants discussing open-ended topics with individual pin microphones, a microphone array, and participant-facing cameras, and provides IPU-based transcripts for both language portions. Earlier studies used subsets of the Japanese portion for task-specific benchmarks in multi-party dialogue modeling; in contrast, this paper presents TEIDAN as a corpus resource spanning both Japanese and English, with planned expansion to additional languages. We describe the collection design, participants, recording setup, transcription format, and corpus statistics, and provide preliminary analyses to illustrate how TEIDAN can support research on turn-taking, addressee recognition, and multimodal grounding in human-human and human-agent interaction.

cs.CL↗

Ctrl-F-Resist. Practices, Challenges, and Technical Needs of Civil Society Organizations Monitoring the Far-Right Online

As far-right actors increasingly exploit online platforms to disseminate ideology and mobilize supporters, civil society organizations (CSOs) play a vital yet underrecognized role in monitoring antidemocratic dynamics online. Unlike fact-checkers or content moderators, CSOs engage in long-term, contextualized analysis, often in resource-constrained settings and under precarious conditions. Despite their critical societal role, CSOs face significant barriers to adopting or co-developing technical solutions, including legal uncertainty, limited platform access, and chronic underfunding. Existing research and tool development efforts have largely overlooked these actors in favor of more institutionally embedded stakeholders. This paper addresses this gap through a qualitative study with 15 practitioners from 12 Germany-based CSOs engaged in online monitoring, positioning them as key yet overlooked stakeholders in the governance of digital spaces. We explore their current practices, challenges, and expectations regarding technological support. Our findings show that monitoring remains largely manual due to the lack of tailored tools, with enhanced search capabilities emerging as the most pressing technical need. While participants express openness to AI-supported features such as media processing and content discovery, many remain skeptical of automated classification, citing concerns around trust, legal usability, and professional credibility. Grounded in these findings, we introduce a conceptual monitoring workflow and describe its implementation in an open-source Telegram monitoring prototype designed to flexibly support diverse monitoring goals. We outline concrete design, policy, and research recommendatios, and introduce the manual labor trap as an empirically grounded concept that explains why monitoring CSOs tend to remain locked into labor-intensive, low-capacity arrangements.

cs.HC↗

Disclosure-Gated User Simulation for Companion-Agent Evaluation

Playing the user with a large language model is standard in scalable evaluation, and has a repeatedly diagnosed failure: the simulated user is excessively cooperative, so a system under test can score by the number of questions it asks rather than by making the user willing to speak. We answer with a disclosure gate conditioning information release on the companion agent's behaviour: its state is a ladder of five ordered gates, merged onto three observable depth layers. We specify, ablate, and audit it. The gate is a load-bearing component of the environment: on a published companion-agent benchmark's English corpus, withdrawing per-example gate statements from training displaces the ranking of the 12 systems beyond the noise band of a seed re-run, while per-system scores show no detectable change. We state two acceptance criteria: a ranking must be order-preserving, and absolute scores must be scale-stable. Only one candidate passes both -- the simulator we release -- correlating at 0.993 with the published leaderboard. Prompting a frontier model instead barely moves the ranking while shifting every score up, invisible to ranking-only checks; we supply the specification, ablations, and downstream sensitivity analysis the benchmark's environment lacked.

cs.CL↗

Beyond Technological Solutionism: Rethinking XR in Healthcare

The healthcare industry's enthusiastic adoption of Extended Reality (XR) technologies obscures a concerning reality: we were building increasingly sophisticated ways to perpetuate fundamentally broken healthcare systems. Through three deeply personal narratives - a rural patient cut off from care infrastructure, an urban professional navigating fragmented services, and a first-generation immigrant confronting cultural barriers - this provocation paper exposes how our obsession with technological innovation often worsens rather than resolves healthcare disparities. By applying the SEIPS 3.0 model to examine diabetes-CVD care coordination, we identify an "innovation paradox" where advanced technology creates new barriers to effective care. Our care interdependencies framework reveals that healthcare outcomes are shaped primarily by human relationships (50-60%), organizational coordination (25-30%), and sociocultural factors (15-20%), not technological sophistication. This research challenges the HCI community to confront its role in perpetuating healthcare inequities, demands a fundamental rethinking and proposes a new framework for healthcare innovation that prioritizes human relationships over technical capability, systemic change over feature sets, and actual care delivery over technological ambition. For healthcare providers, technology developers, and policymakers, our findings suggest that effective care coordination requires us to step back from our techno-solutionist mindset and engage

cs.HC↗

GazeRefine: Expert Gaze as a Test-Time Prompt for Training-Free Medical Image Segmentation

Medical image segmentation remains difficult to scale because high-performing methods typically rely on dense expert annotations and task-specific training. We introduce GazeRefine, a training-free framework that uses gaze as an inference-time prompt for zero-shot medical image segmentation. Sparse, duration-weighted fixations are converted into foreground and background priors that initialize semantic prototypes in frozen DINOv3 feature space. These prototypes are iteratively refined through foreground-background discrimination, feature-space affinity propagation, and anchoring to the initial gaze guidance, allowing segmentation to extend beyond directly fixated regions while limiting semantic drift. GazeRefine requires no segmentation masks, fine-tuning, adapters, prompt encoders, or gradient updates. We evaluate the method on gaze-annotated polyp segmentation and prostate MRI segmentation. The results show strong performance on colonoscopy images and competitive performance on prostate MRI, supporting gaze-guided prototype refinement as a promising approach for segmentation-label-efficient, human-in-the-loop medical image segmentation. Our tools and code can be found in the following repository: https://github.com/MohammedOussamaBEN/GazeRefine.git

eess.IV↗

InSight: A Benchmark for Agentic Claim Verification in Interactive Visualizations

Vision Language Models have demonstrated remarkable proficiency in interpreting static visual artifacts, but modern data analysis is inherently dynamic, requiring the active interrogation of interactive environments. Existing benchmarks are predominantly constrained to static imagery and one-shot question answering and fail to capture the epistemic demands of this domain, where evidence is frequently occluded, distributed across linked views, or conditionally revealed through user agency. In this paper, we introduce InSight, a benchmark for agentic claim verification over interactive visualizations. The dataset consists of 21,349 claims derived from human-authored analytical narratives and grounded in fully interactive web-based environments. Agents must navigate these environments to determine whether a natural language claim is supported, refuted or not verifiable given the available evidence. Unlike traditional evaluations, InSight treats interaction traces as intrinsic proxies for reasoning, enabling a rigorous audit of how models seek and synthesize visual evidence. We evaluate state-of-the-art models, revealing that interactive verification remains a non-trivial challenge. We release InSight at https://github.com/maevehutch/insight.

cs.CL↗

Cross-Modal Guidance for Out-of-View Object Search in Simulated Prosthetic Vision

Out-of-view guidance is well established in virtual and augmented reality, but its effectiveness may depend on the visual bandwidth available to the user. We test this under simulated prosthetic vision (SPV), where visual guidance must share the same sparse representation used to inspect the scene. Nineteen participants performed object search under two SPV conditions differing in electrode density and phosphene spread (10x10 and 20x20) and four guidance conditions (no guidance, visual, haptic, audio) all driven by the same horizontal target-offset variable. All three modalities reduced search time and head movement. The tested auditory and haptic cues produced approximately 25% faster overall search and 11-13% faster target acquisition than the visual cue, despite similarly direct orienting trajectories. The tested haptic and auditory cues also shortened post-acquisition search. Final head-target angular offset was reduced substantially more in the 10x10 SPV condition; there, all three cues also reduced vertical localization error by approximately 45-58% despite providing no elevation information. Under severe visual constraints, guidance performance depended on cue implementation and search stage.

cs.HC↗

Better Situational Awareness in AR-HRC? A Comparative Study of Augmented Reality and Mobile Interfaces for Human-Robot Collaboration

Augmented reality (AR) facilitates human-robot collaboration (HRC) by enabling in-situ spatial visualizations of the robot and the joint task. However, in safety-critical HRC scenarios such as search-and-rescue, spatial visualizations may also reshape visual attention in ways that create competing situational awareness (SA) demands, potentially introducing new safety concerns. While prior AR-HRC work suggests potential benefits for SA, rigorous evaluations that jointly consider robot and environmental awareness across multiple levels of SA remain limited. We address this through a between-subjects study with 30 participants comparing custom AR and mobile interfaces presenting equivalent information, measuring robot and environmental SA with the Situation Awareness Global Assessment Technique (SAGAT) across all three levels, with concurrent eye tracking to identify the attentional mechanisms underlying any SA differences. Both interfaces achieved high usability; relative to the mobile baseline, AR improved perception-level awareness of the robot but yielded no gains in higher-level robot awareness or in environmental awareness at any level. Gaze analysis explained this: AR freed attention from the map, but that attention was re-invested in the conformal visuals rather than the physical environment. Freeing the eyes from a screen is not the same as directing them to the world, a distinction AR interfaces for safety-critical HRC must design around.

cs.HC↗

Evaluating Usability in Biomedical Visualization: Rethinking Heuristic Evaluation for Spatial Omics and Multidisciplinary Research Platforms

Introduction: Clinical research informatics (CRI) platforms support biomedical discovery by integrating advanced computational tools into research workflows. Emerging technologies such as spatial omics and AI-enabled imaging expand research capabilities but introduce complex interfaces that increase cognitive burden and alter established analytical processes. Traditional usability frameworks identify general usability issues but often miss challenges specific to high-dimensional biomedical data. Methods: We conducted two complementary studies involving 39 participants to evaluate conventional usability heuristics and identify CRI-specific criteria. Study 1 included 19 undergraduates completing interactive tasks, and Study 2 involved 20 clinical professionals completing an asynchronous hierarchical task framework. Observational and interview data were analyzed using deductive coding based on standard usability heuristics and emerging CRI-specific themes. Results: Simultaneous presentation of complex data overlays and analytical tools overwhelmed users, particularly those with limited spatial-omics experience. Participants relied on trial-and-error exploration and struggled with unlabeled tools in data-rich environments. Feedback indicated that users benefit from phased onboarding, contextual guidance, and progressive feature introduction rather than immediate access to all functionality. Discussion: High-dimensional research platforms require domain-specific usability criteria beyond traditional frameworks. We propose three specialized heuristics: Active Parameter Transparency, Point-of-Use Guidance, and Phased Feature Disclosure. These heuristics help developers manage complexity, provide contextual support, and improve accessibility for multidisciplinary research teams.

cs.HC↗
Compare source metadata on this page
WorkPublishedSource identifierSource
RecalibrateGPT: AI Fatigue Resilient Conversational Interfaces2026-09-012609.00506arxiv
Are We There Yet? Assessing Computer-Use Agents for Blind Users' Accessible Interaction with Desktop Applications2026-09-012609.00524arxiv
Learning Feasibility-Aware Latent Spaces for Preference-Based Exploration of Procedural Automotive Wheel Designs2026-09-012609.00527arxiv
Socrates went Nuclear: Comparing Interaction Strategies for AI systems in a Learning Context using Brain Sensing2026-09-012609.00584arxiv
Investigating Assistant Bias in LLM User Simulators Using a Role Vector2026-10-032609.00608arxiv
Human-robot conversation with multiple participants in noisy public spaces2026-09-012609.00648arxiv
SoK: Motion Data Privacy in Extended Reality2026-09-012609.00711arxiv
GazeTune: Facilitating Precise Gaze-Driven Interactions with Cascaded Touch Input2026-09-012609.00716arxiv
No Pixel Left Behind: Filling Gaps in Anime Colorization2026-09-012609.00800arxiv
TEIDAN: A Multilingual Multiparty Dialogue Corpus2026-09-012609.00802arxiv
Ctrl-F-Resist. Practices, Challenges, and Technical Needs of Civil Society Organizations Monitoring the Far-Right Online2026-09-012609.00808arxiv
Disclosure-Gated User Simulation for Companion-Agent Evaluation2026-10-122609.00982arxiv
Beyond Technological Solutionism: Rethinking XR in Healthcare2026-09-012609.01028arxiv
GazeRefine: Expert Gaze as a Test-Time Prompt for Training-Free Medical Image Segmentation2026-09-012609.01310arxiv
InSight: A Benchmark for Agentic Claim Verification in Interactive Visualizations2026-09-012609.01383arxiv
Cross-Modal Guidance for Out-of-View Object Search in Simulated Prosthetic Vision2026-09-012609.01438arxiv
Better Situational Awareness in AR-HRC? A Comparative Study of Augmented Reality and Mobile Interfaces for Human-Robot Collaboration2026-10-132609.01461arxiv
Evaluating Usability in Biomedical Visualization: Rethinking Heuristic Evaluation for Spatial Omics and Multidisciplinary Research Platforms2026-09-012609.01569arxiv

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