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At least 181 records · Page 10Linked to original sources

Exploring Breathing-Music Coupling: Using the Breathing Mirror for Somatic Reflection in Piano Performance

While breathing is essential to living and for sound production in some instruments, for pianists, it is often a hidden and automatic process, making it difficult to analyze or refine. A critical gap exists between data and awareness: while sensors record precise physical metrics, they fail to capture the performer's somatic experience. Conversely, the high cognitive load of performance makes it nearly impossible for musicians to recall their internal states with temporal precision. To address this, we present a system, Breathing Mirror, and associated methodology designed to externalize the pianist's internal somatic experience through three analytical lenses: a Baseline View (synchronized signals), a First-Person View (subjective recall), and an Interpersonal View (collaborative reflection). Through a four-week longitudinal study with a skilled amateur pianist (35 years of experience), we evaluated the system's effectiveness by recording respiratory data using textile-integrated strain sensor belts. The results show that the Breathing Mirror reveals some patterns of breathing-music coupling and identifies critical blind spots where objective data diverges from subjective perception. Furthermore, we propose four somatic themes regarding the link between breathing and musical elements, offering a foundation for future large-scale validation across a broader range of pianists. This work provides a new way to study body signals, transforming breathing from an internal biological function into an articulate expressive parameter.

cs.HC↗

Understanding Listener Perceptions of AI and Human-Composed Music in Emotional Applications

Designing music-based affective technologies requires understanding of how perceptions of AI versus human authorship shape trust and authenticity. We investigate how listener perception of AI-generated versus human-composed music affects emotional resonance and regulation. Drawing on affective computing and human-computer interaction frameworks, participants listened to AI- and human-composed music across labeling conditions (Correct, Incorrect, or Unlabeled) and emotion cases (Calm and Upbeat). Participants rated preference, efficacy of target emotion elicitation, and emotional impact. Results showed participants found human-composed music more effective in eliciting their target affective states and linked humanness to imperfection, flow, and "soul," underscoring authenticity as central to appraisal and ultimately leading to design implications relevant to music-based HCI. These findings challenge the assumption that preference alone defines system success, highlighting design implications for affective and wellness technologies that foreground authenticity, transparency, and human creativity.

cs.HC↗

Modeling and Optimizing User Preferences in AI Copilots: A Comprehensive Survey and Taxonomy

AI copilots represent a new generation of AI-powered systems designed to assist users, particularly knowledge workers and developers, in complex, context-rich tasks. As these systems become more embedded in daily workflows, personalization has emerged as a critical factor for improving usability, effectiveness, and user satisfaction. Central to this personalization is preference optimization: the system's ability to detect, interpret, and align with individual user preferences. While prior work in intelligent assistants and optimization algorithms is extensive, their intersection within AI copilots remains underexplored. This survey addresses that gap by examining how user preferences are operationalized in AI copilots. We investigate how preference signals are sourced, modeled across different interaction stages, and refined through feedback loops. Building on a comprehensive literature review, we define the concept of an AI copilot and introduce a taxonomy of preference optimization techniques across pre-, mid-, and post-interaction phases. Each technique is evaluated in terms of advantages, limitations, and design implications. By consolidating fragmented efforts across AI personalization, human-AI interaction, and language model adaptation, this work offers both a unified conceptual foundation and a practical design perspective for building user-aligned, persona-aware AI copilots that support end-to-end adaptability and deployment.

cs.AI↗

Unsupervised Partner Design Enables Robust Ad-hoc Teamwork

We introduce Unsupervised Partner Design (UPD), a population-free multi-agent reinforcement learning method for robust ad-hoc teamwork. UPD generates training partners on-the-fly and selects them adaptively based on a learnability criterion, removing the need for pre-trained partner populations or manual parameter tuning. We show that this simple mechanism enables effective partner diversity and can be extended to joint partner-environment selection when a procedural level generator is available. Across Level-Based Foraging, Overcooked-AI, and the Overcooked Generalisation Challenge, UPD consistently achieves strong performance compared to both population-based and population-free baselines. In a human-AI user study, agents trained with UPD achieve higher returns and are rated as more adaptive, more human-like, and less frustrating than all evaluated baseline methods.

cs.LG↗

Fact-Checking Comments Precede Community Notes to Misleading Posts on X

Community-based fact-checking systems, such as X's Community Notes program, offer a potentially scalable approach against online misinformation diffusion. However, their efficacy is substantially undermined by the delay of fact-check delivery. To address this challenge, we investigated the promise of organic user comments as rapid corrective signals by analyzing a large-scale dataset of over 2.2 million comments directed to 1,841 community fact-checked misleading posts. We developed a high-performance language model pipeline to identify ``fact-checking (FC) comments'', i.e., comments that correct source posts with reasoning or evidence (91% accuracy). Using this pipeline, we find that 99.4% of misleading posts receive their first FC comments before the official community note is created. Notably, the median time to the initial FC comment is only 0.1 hours, while the creation of community notes has a median latency of 9.7 hours since the publication of misleading posts. Additionally, compared to random posts, those misleading posts with displayed notes have significantly more FC comments. This suggests that FC comments are a unique pattern for misleading posts. We further identified characteristics of FC comments' intensity and speed: (i) FC comments' volume is significantly associated with content richness and misinformation type, favoring multimedia content and missing-context scenarios; (ii) the speed of FC comments remains robust across diverse topics and emotional intensities. These results suggest that platforms could use FC comments as early-warning signals, and potential resource for complementing community notes or automated synthesis.

cs.HC↗

Toward Interaction Dynamics: A Predictive Framework for Safe Physical Human Robot Interaction

Physical human-robot interaction requires yielding transiently to contact yet recovering the commanded reference under sustained load. Finite-stiffness impedance control retains a static deflection there, while predictive alternatives typically optimize a nonlinear robot or impedance model online. Operational-space cancellation instead exposes a translational error double integrator with a fixed transition matrix and a configuration-scheduled input map, making interaction a predictive quantity rather than a property re-derived per configuration. We build on it a compact offset-free interaction-error MPC for torque-controlled manipulators: a force-domain random-walk state estimates persistent interaction and model error, and a 30-variable convex QP maps the correction through the current task inertia while constraining the applied joint torque. Conditional results establish impedance equivalence of the unconstrained passive feedback, offset-free regulation at feasible frozen configurations, and quadratic stabilizability of the scheduled backbone. In a 1kHz MuJoCo simulation of a 7-DOF Franka FR3, the estimator cuts steady-state error under a repeated 15N step from 2.77mm to 0.042mm when added to the otherwise identical 100Hz MPC. A stiffness-and-damping-calibrated impedance baseline attains 2.59mm but briefly saturates and needs 3.3x the peak positive joint power. Adding ideal measured-force cancellation to that baseline gives 1.39mm, so constant-load rejection is not unique to MPC; the sensorless controller still reaches 0.042mm in the moving task, a 65x reduction without force sensing and without the baseline's saturation or power cost. Demonstrated in simulation under a shared actuator budget, the contribution is an efficient operational-space realization complementing rather than replacing broader interaction-control architectures.

cs.RO↗

Self-EmoQ: Plutchik-Guided Value-based Planning to Drive Streaming Emotional TTS

Emotional interaction is increasingly crucial for conversational AI, yet current systems lack a self-emotion determination mechanism to drive the streaming text-to-speech (TTS) synthesis. We propose an emotion-planning framework that determines the emotion prior to the textual generation, grounding the downstream emotional TTS in a streaming manner. The framework is implemented by a plug-and-play LLM module, initialized from pretrained LLMs, and trained by reinforcement learning (RL) with emotions as the actions. A hybrid reward is employed which combines imitation signals with theory-driven scoring, in which the theory of Plutchik's wheel of emotions is adopted. By experiments on DailyDialog, EmoryNLP, IMEOCAP, and MELD, our method outperforms prompting and finetuning baselines on both emotion determination and response quality. We finally implement an entire streaming pipeline for real-time deployment, with the speech quality confirming the framework's emotional alignment, contextual coherence, and expressive fluency. Codes, cases, and demos are available in https://sixingdeguo.github.io/EmoQ-page/.

cs.HC↗

DigitalCoach: Communication and Grounding Gaps in Human and Agentic Computer Use Coaching

Agents are increasingly capable of automating software tasks, but can they teach humans how to use software themselves? We introduce DigitalCoach, a multimodal dataset of 72 human expert-novice computer use coaching sessions consisting of 22,752 dialogue turns grounded in 28.1 hours of screen and input event recordings across five software applications. We use DigitalCoach to evaluate whether state-of-the-art models can teach humans how to use computers. Automated evaluation shows that models differ from humans in how they coach: models provide more direct instructions, but fewer explanations, error diagnoses, and knowledge-check questions. When we fix the coaching method, models produce utterances similar to human references yet poorly grounded in visual context. Interactive evaluation confirms that model coaches cause learners to passively follow instructions without deeper engagement and fall short in visual grounding. DigitalCoach lays a foundation for collaborative and proactive computer use coaching agents. Data and code are available at https://project-digital-coach.vercel.app.

cs.CL↗

Deceptive Patterns as a Sociotechnical Phenomenon: Review, Catalog, and Discussion

Background: Deceptive patterns are interface design strategies aimed at misleading users or favoring specific interests, compromising user experiences and ethical privacy principles. These patterns involve exploit different issues of the interaction between humans and technology, revealing gaps in the scientific literature regarding their understanding and working mechanisms. Purpose: This research characterizes deceptive patterns as a sociotechnical phenomenon, integrating human and technical dimensions while offering a self-explainable interactive catalog to raise awareness among users and designers. Methods: To characterize deceptive patterns as a sociotechnical phenomenon, a systematic literature review in Computer Science was conducted, and the Semiotic Framework was applied to analyze and organize the sociotechnical aspects of identified patterns in an integrated manner. An exploratory evaluation of the interactive catalog was conducted, combining heuristic evaluation and focus group. Results: The research identified multiple deceptive patterns in scientific literature. Analysis revealed that existing studies frequently addressed specific aspects of patterns, such as typologies or effects, and do not focus on sociotechnical issues. The exploratory evaluation suggested that the self-explainable catalog is useful and easy to use, with potential to inform users and promote awareness regarding the deceptive patterns existence and functioning. Conclusion: The study contributes to an informed understanding of deceptive patterns, highlighting the need for an approach that integrates human and technical dimensions. The self-explainable catalog is a promising tool to inform and promote awareness about the topic. By exposing the risks and mechanisms of these patterns, the research seeks to promote awareness among users and designers towards ethical interface design practices.

cs.HC↗

DOBI: Dynamic Opportunistic Body Input via Spare Joint Recruitment for Hands-Free XR

Extended Reality (XR) systems are often most useful when users are engaged in ongoing physical tasks, yet current interaction techniques still largely assume the hands are available. We present opportunistic body input, an interaction paradigm that redirects continuous XR control to whichever available body region remains free in the moment. To investigate how users naturally coordinate these spare-body movements, we conducted an elicitation study across six hand-busy scenarios. We found that while users' preferred spare body regions shift dynamically based on physical constraints, the resulting spontaneous movements share a consistent, low-dimensional kinematic structure organized around a dominant principal axis. Building on these findings, we present DOBI (Dynamic Opportunistic Body Input), a real-time XR technique that uses gaze to target a UI element, a brief trigger gesture to identify the recruited spare body region, and the region's subsequent motion to drive continuous 1D control. A 1D Fitts' law study establishes the baseline motor performance of this paradigm across four distinct body regions, achieving throughputs up to 2.62 bits/s with an overall 5.0% error rate, and a dual-task usability study shows that DOBI supports reliable, low-effort control (SUS = 84.2) while users remain engaged in realistic hand-busy activities.

cs.HC↗

UniScale: Exploring Unimanual Gesture Mapping Strategies for Gaze+Pinch-based Scaling Interaction

Object scaling serves as a fundamental spatial manipulation that enables complex and productive tasks in XR environments. This paper investigates unimanual scaling techniques for XR using gaze and hand interactions. We propose UniScale, a set of unimanual alternatives to the standard bimanual pinch, allowing users to scale objects while preserving hand availability for concurrent spatial manipulations. We design five distinct mapping strategies based on physical metaphors, exploring unimanual control that varies depth, angle, micro-gestures, and finger-distance input. We then compare these techniques against a standard bimanual baseline, in which users adjust the inter-hand distance via a bimanual pinch gesture. In a user study, we evaluate their effectiveness in a 3D object scaling task under both clutching and clutching-free conditions. The results indicate that while bimanual scaling relies on clutching for stable control, unimanual techniques excel in clutching-free conditions, significantly reducing physical hand movement. From the results, we derive valuable design implications for developing efficient 3D multimodal interactions in XR.

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↗

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↗

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↗