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At least 289 records · Page 16Linked to original sources

Gen-TAS: A Generative AI-Aided Hardware-Software Task Allocation Framework for FPGA-GPP Heterogeneous Systems

FPGA-GPP heterogeneous systems combine software flexibility with the performance and energy efficiency of reconfigurable hardware. However, determining which application tasks should execute on the GPP or FPGA requires extensive expertise and design-space exploration, particularly when user objectives vary across latency, communication, resource utilisation, and power. This paper proposes Gen-TAS, a knowledge-grounded LLM framework for user-specific FPGA-GPP task allocation. By combining task-graph analysis with RAG, Gen-TAS grounds LLM reasoning in historical implementation knowledge and generates multiple explainable strategies tailored to the specified objectives. Human-in-the-loop selection and a deterministic backend connect LLM-generated decisions to reproducible FPGA SoC implementations. Experiments on CNN and SDR workloads across multiple LLMs demonstrate stable, requirement-driven allocation. Under latency-oriented objectives, implementations following the selected strategies achieve speedups of up to 2.45$\times$ and 92.53$\times$, respectively, relative to the corresponding all-GPP baselines while other objectives select strategies that trade some acceleration performance for FPGA-GPP communication, resource utilisation, or FPGA power.

cs.AR↗

CrabOS: An Operating System for Human-AI Co-inhabitation

AI agents are evolving into long-running computational entities that can invoke tools, maintain memory, and complete complex tasks across applications. In real-world settings, completing a task often requires humans and AI to take turns leading its execution. Such alternation depends on the seamless handoff of the work state of the task between humans and AI. Existing agent systems, however, provide humans and AI with separate work environments. AI agents must therefore rely on additional bridges to continue work: either developers build task-specific interfaces to access the work state, or users manually transfer relevant parts of it through screenshots or textual descriptions. Both approaches make handoffs costly and scale poorly. We propose Human-AI Co-inhabitation, a type of work environment that enables humans and AI to seamlessly take turns continuing work on the same task, and design and implement CrabOS to realize this concept. CrabOS represents the work state as natural-language-readable text objects shared by humans and AI, allowing both to access and manipulate it directly through the same auditable interface without bridges. Case studies show that CrabOS elevates support for complex tasks with alternating human and AI leadership from bridge-dependent application-level solutions to native operating-system capabilities, which provide a new foundation for developing and running AI agents.

cs.AI↗

Generative AI Alignment with Hinduism's Theological Plurality and Sacred Representation

Generative AI systems are increasingly used to answer personal questions and mediate everyday practices, including religion. However, existing discussions around AI alignment and ethics have largely centered secular, Western, and Abrahamic assumptions about religion, offering limited attention to other faith-based traditions. In this paper, we examine how Hindu users engage with generative AI systems in relation to their religious knowledge, belief, and practice. Drawing on 15 semi-structured interviews with Bangladeshi Hindu participants, we analyze how users interpret AI-generated religious representations, scriptural explanations, devotional interactions, and synthetic religious media. We found that AI can be both accessible and ethically troubling. While AI supported scriptural inquiry, devotional visualization, and religious storytelling, our study also identified concerns about theological flattening, cultural misrepresentation, devotional manipulation, and the simulation of sacred presence and authority. We conclude by arguing that religious alignment in generative AI requires interpretive alignment: systems that disclose their limits, preserve plurality, and avoid simulating sacred authority and sycophantic personalization.

cs.AI↗

It Takes Three to Converse: Empirical Observations on How the Developer, the Convener and the Participant Shaped 119 Polis Conversations

Polis is a popular democratic innovation tool that allows asynchronous citizen engagement through atomic statements: short statements that together describe a complex question, inviting the citizen to vote Agree or Disagree on each. This paper uses 119 conversations with 100 or more participants and an extensive data export, drawn from a wider set of 271 collected processes. The paper asks what determines the output of such a process. Three parties shape the result. The developer of the platform has made important design choices that restrict the outcome: the number of groups the platform is able to report (restricted to 2--5) and which statements are prioritized. The convener defines the assignment: the initial statements that set the tone, the policy that accepts or rejects new statements and who can be invited. Finally, the participant works within these boundaries. With access to less than half of the generated statements, they end up responding to more statements when their conversation seems to have an achievable number of statements to complete, than when they are presented with more statements. Due to choices such as warm path clustering, the exported resulting clustering cannot be reproduced based on the voting data. Conveners may want to re-analyse their own conversations once the process is closed, to consider the data in its entirety, and make their own analysis priorities explicit.

cs.CY↗

AI as Teammate: Rethinking Task Distribution in Medical Training

Integrating Artificial Intelligence (AI), particularly generative AI, into medical training has prompted concerns about learner over-reliance, misuse, and erosion of foundational clinical competencies. We propose a conceptual reframing at the decision level: the problem is not misuse but misclassification - a mechanistic failure of real-time metacognitive evaluation in selecting a subzone-inappropriate AI interaction mode. Drawing on "SCAN" (Substitute, Complement, Aid, Non-Negotiable), a human-centric decision-making framework for generative AI task allocation grounded in Vygotsky's Zone of Proximal Development and metacognition, we advance the emerging social-constructivist conversation around AI in medical education by offering a testable account of AI's role in clinical reasoning development. This framework yields testable predictions for how misclassification can be detected, mitigated, and, more importantly, prevented in the clinical learning environment. Regarding clinical reasoning development, we show how trajectories of skill acquisition (upskilling) and failure (the triad of skill failure: de-skilling, never-skilling, and mis-skilling) operate at the individual task level in ways that fixed-phase, cohort-wide treatments fail to capture. We further identify passive engagement within correctly classified AI-scaffolded tasks as a particularly insidious, detection-resistant pathway to mis-skilling - one requiring subzone re-identification from AI assistance to expert assistance, with human experts serving as epistemic auditors. The paper operationalizes SCAN for clinical curriculum design, supervision, and assessment, and opens an empirical research agenda grounded in cognitive science. This paradigm shift from misuse to misclassification is not semantic: it offers educators a clear perspective on what to look for, what to assess, and what to intervene on.

cs.HC↗

Between Algorithm (AI) and Intuition (Human): Preserving Designer Agency in AI-Assisted Sensemaking of Qualitative UX Data

The integration of AI into qualitative design research presents a fundamental tension: how do we leverage AI while preserving the subjective, intuitive judgments that define design expertise? This paper examines this question through a case study of analyzing 20 user responses about video conferencing platforms for educational contexts. We argue that AI sensemaking tools risk flattening the rich data patterns, amplifying contradictory textures of user feedback into sterile categories thereby transforming design research from an interpretive craft into a mechanical sorting exercise (rigid and formal). Through comparative analysis of AI-assisted sensemaking versus human-centered approaches to the same dataset, we identify when algorithmic efficiency enhances understanding and when it diminishes the designer's interpretive agency (uncovering hidden needs, critical enquiry, what if enquiries, making decisions, having trade-offs). We present a framework for augmented sensemaking that positions AI as an instrument for amplifying human judgment rather than replacing it. Our findings suggest that the most valuable role for AI in design research is not to eliminate subjectivity, but to make it more intentional, reflective, and accountable.

cs.HC↗

A Conceptual Framework for Modeling Team Adaptation in Cooperative Games Through Ludic Knowledge

With the increasing importance of teamwork skills for modern workplaces, development of teamwork training programs has received substantial attention. Game-based teamwork training is one promising approach that is engaging, cost-effective, and well-suited to increasingly decentralized workplaces. However, design of effective game-based teamwork training requires understanding how a game elicits specific desired teamwork behaviors. Significant progress has been made in characterizing these relationships. However, despite its critical importance, little work has examined how a game's design influences team adaptability behaviors. This paper presents a preliminary framework for analyzing adaptability in cooperative games by conceptualizing adaptive stimuli as retrieval or disruption of players' ludic knowledge. We illustrate this framework through a qualitative case study that applies interaction analysis methods to gameplay videos of a Overcooked!, a cooperative cooking game. We examined instances where game events led to players altering their behavior and connected the game's design features that resulted in each event with three adaptive stimulus cue categories. Although exploratory and limited to a small case study of a single game, the proposed framework is grounded in established theories across teamwork research and game studies, and it offers an initial vocabulary for describing how cooperative games can be designed to create demands for team adaptation. With this continued development, the framework may provide an analytic tool to help inform the design and evaluation of purpose-built game-based teamwork training environments.

cs.HC↗

Bringing Data to Life: Designing Data Characters for the Emotional Self

Journaling is a common practice for emotional expression, reflection, and processing. However, as entries accumulate, it can become difficult to interpret and compare their affective content, especially since traditional text-based analyses and visualizations often struggle to convey affective nuance. We introduce Data Characters, a visualization approach that represents affective content in journaling through human-like characters. Using a customizable Data Character as a design probe, we investigate the potential of character-based representations for conveying affective experiences and explore what visual encodings emerge through customization. Preliminary walkthroughs with two participants demonstrate the intuitiveness and feasibility of the approach. This work contributes an exploratory approach to studying how affective experiences can be visually represented and encoded through anthropomorphic forms.

cs.HC↗

Visible but Not Yet Curatable: Characterizing the Curatability of Compact and Derived Open LLM Artifacts

Open Large Language Model (LLM) research increasingly produces compact and derived artifacts, such as adapters, quantized checkpoints, merged models, and distilled variants, that are distributed across papers, model hubs, model cards, code repositories, and release statements. Although these artifacts are publicly visible, digital libraries often lack sufficient evidence to identify, preserve, and cite them as coherent scholarly objects. We introduce a framework that conceptualizes curatability as a record-level property of distributed scholarly records and operationalizes it through four evidence dimensions: artifact identity, scholarly linkage, upstream evidence, and release assets. Guided by this framework, we conduct the first collection-scale characterization of open LLM curatability using a May 2026 snapshot of 191,375 public Hugging Face repositories and a core corpus of 2,214 scholarly papers. Our results reveal a pronounced visibility-to-curatability funnel. While 90.7% of paper records contain at least one useful curation signal, only 18.1% combine usable upstream evidence with concrete release evidence, and only 6.1% provide sufficiently coordinated evidence to support high-curatability records. Based on these findings, we derive a minimal seven-field curatable record and complementary responsibilities for model hubs, scholarly indexes, and digital libraries, providing practical guidance for improving the preservation and bibliographic control of open LLM artifacts.

cs.HC↗

Toward Postural State Classification in Immersive VR with Multimodal Data and Explainability Analysis

Ensuring a safe virtual reality (VR) experience requires systems that can predict and respond when users lose their balance. Although prior work has examined fall prediction and motion sickness, many approaches are regression-based and postural state classification remains less explored. This study compares machine learning (ML) and deep learning (DL) models for classifying postural states in VR under visual perturbations. We used a multimodal dataset containing kinematic, electromyographic (EMG), and electrodermal activity (EDA) signals. The data were prepared for a binary task to distinguish balanced from imbalanced postural states, and participant-wise downsampling addressed class imbalance. All models were evaluated with Leave-One-Participant-Out (LOPO) cross-validation to test generalization to unseen participants. Among the models, the Mamba-inspired CNN (MI-CNN) achieved the highest accuracy of 96.76%. SHapley Additive exPlanations (SHAP) analysis improved interpretability and identified the most influential classification factors. The SHAP results showed that kinematic features were dominant, indicating that body-motion patterns are informative for detecting imbalance in VR. We also evaluated MI-CNN using only the top two-thirds of features ranked by SHAP importance. Despite a 33% reduction in input dimensionality, the model maintained performance, achieving 0.957 accuracy and 0.957 F1-score, with about a 1% decrease compared with the full-feature model. These findings suggest that multimodal sensing, temporal deep learning, and explainable AI can support reliable classification of balance-related instability in VR. Accurate recognition of imbalanced postural states may raise awareness of fall risk and guide safer, adaptive VR systems that respond to instability while improving user safety and experience. Code is available at: https://github.com/NipaAnjum/MI-CNN.

cs.HC↗

FlowCheck: Helping End-Users Specify and Verify Intent in Vibe-Coded Web Apps

Vibe-coded applications often contain silent behavioral failures in which the interface appears functional even though user-visible information does not flow to the expected state or output. We introduce FlowCheck, a constraint language to specify these user-visible information flows directly through the application interface, where constraints can also be displayed and inspected without reading code, and are structured enough for reliable LLM generation. FlowCheck translates the constraints into deterministic CodeQL analyses, and we evaluate it across four applications generated via Claude Code, and compare with three coding models as bug-finding baselines. We find that FlowCheck correctly translates and flags all 30 of our injected constraint violations with no false positives. In contrast, frontier models (Claude Opus 4.7, DeepSeek V3, and Gemini Pro) showed significantly lower accuracy when prompted to find bugs in the same code, with none achieving full accuracy. This approach lets vibe coders state intent in terms of the interface they understand, and checks it deterministically against the code they do not.

cs.SE↗

Structured State Reconciliation for Human-AI Task Handover

Task handover requires communicating enough current state for a successor to resume work, yet the relevant information is often divided between system records and human observations. System records can be precise and timestamped but only partially observe the task, while human reports capture intent and task knowledge that no log contains but are vulnerable to omission and memory error. We present a provenance-aware pipeline that converts task telemetry and human-authored reports into a shared typed task-state representation, aligns and reconciles their facts, detects conflicts, and generates structured handover reports. We evaluate the approach on 13 paired task states collected in a controlled spatial multitask environment, using task-grounded metrics that estimate the state-reconstruction cost a report would spare a hypothetical recipient and the misinformation burden it would impose. Reconciling both sources preserved greater estimated task-state utility than either the user report or telemetry alone. Relative to a direct end-to-end LLM given the same inputs, structured reconciliation maintained comparable estimated utility while incurring substantially less misinformation, and task-aware rendering retained utility more efficiently (per token) than exhaustive rendering. An exploratory content analysis further shows that human reports contain substantial strategic knowledge that lies outside state-focused metrics. These results support provenance-aware state reconciliation as a design pattern for safer AI-assisted handover.

cs.HC↗

Thinking Inside the Box: Considerations for Putting Data Physicalization Workshops in a Box

Visualization researchers utilize workshops both for applied research and to engage different populations with visualization-based activities. While there are many benefits to running visualization workshops, their utility and impact rely on the presence of a researcher who has deep knowledge about visualization theory and practice. In this work, we introduce workshop-in-a-box as a design concept intended to challenge the researcher-centric approach to data physicalization workshops. Through a design study with a socially innovative organization, we deployed several data physicalization workshops that our collaborator ran instead of us. Based on this experience, along with two accompanying case studies that validate the concept, we present material and procedural considerations for how to put data physicalization workshops into a box and the implications it has for extending visualization research outside the bounds of academia.

cs.HC↗

NoteFlow: Leveraging Charts as Sight Glasses for Consistent and Continuous Data Flow Tracing

Computational notebooks offer a flexible environment for exploratory data analysis (EDA), but this flexibility often leads to disorganized and iterative execution of notebook cells, making it difficult to track how data states evolve. Consequently, data scientists must devote extra mental effort to staying aware of data states, which is both tedious and prone to overlooking anomalies. To address this challenge, we developed NoteFlow, a notebook extension that leverages charts as ``sight glasses'' to provide a consistent and continuous tracing of data flow. NoteFlow allows users to (1) validate various facets of the current data state using recommended charts provided immediately after each cell execution, and (2) trace the global evolution of selected charts to continuously observe how particular data attributes evolve throughout the EDA process. We evaluated NoteFlow's effectiveness through a controlled study with 12 participants and a one-month field study with 2 data scientists on real-world workflows.

cs.HC↗

FleetScape: A Mixed Reality Sandtable for Spatial Supervision and Control of Scalable Drone Fleets

As autonomous drone deployments scale from individual units to coordinated swarms, the human operator's role shifts from direct piloting to high-level supervision. Current interfaces often treat multi-drone control as a scaled-up version of single-drone operation. We instead investigate how reframing fleet supervision as spatial interaction can better support the spatial, temporal, and safety demands of complex missions. We present FleetScape, a Mixed Reality (MR) sandtable system that externalizes layered real-time mission, safety, and environmental data while enabling fluid transitions between manual intervention and autonomous supervision. We developed a high-fidelity building inspection simulation that generates and streams synchronized multi-drone and environmental data for MR visualizations. We used this prototype to conduct a user study with six experienced drone pilots managing fleets of up to 15 drones. Our findings show that FleetScape supports situational awareness through layered spatial representations and clarifies control mode transitions. However, a limit to situational awareness was observed as fleet size increases, leading to different supervisory strategies. Finally, we derive design implications for supporting scalable drone fleet supervision.

cs.HC↗

Graphionale: How Graph Visualizations of LLM Rationales Affect Human Decision Making

Large Language Models (LLMs) are increasingly equipped with augmented reasoning capabilities to generate rationales that support human decision-making. Yet these text-dense rationales often impose substantial cognitive burdens. Building on a formative co-design study that identified user preferences for non-linear reasoning representations, we developed Graphionale as a testbed for empirically studying argument-map-style rationale visualization. This system transforms linear LLM rationales into interactive, multi-level graphs. It explicitly structures logical relationships (e.g., conclusions, premises, support, and objections), while further extracting entities and relations within each statement to construct condensed node-link representations. We conduct a large-scale online user study (N = 204) to examine when graphical rationales are more effective than textual ones, across varying task modality (verbal vs. visual reasoning), rationale format (textual vs. graphical), and question difficulty (easy vs. hard). Our results show that graphical rationales do not help uniformly: they improve trust calibration for verbal reasoning yet feel more cognitively demanding and less satisfying; for visual reasoning, they impair calibration yet feel more engaging and helpful. In each modality, the format that better supports calibrated decisions is not the one users prefer, highlighting that matching rationale format to task modality is key to effective AI explanation design. Our findings contribute empirical design knowledge about when and how graphical rationales support human decision making, and inform the next-generation reasoning-aware AI interfaces.

cs.HC↗

Ethical Asymmetry in Human-Robot Interaction - An Empirical Test of Sparrow's Hypothesis

The ethics of human-robot interaction (HRI) have been discussed extensively based on three traditional frameworks: deontology, consequentialism, and virtue ethics. We conducted a mixed within/between experiment to investigate Sparrow's proposed ethical asymmetry hypothesis in human treatment of robots. The moral permissibility of action (MPA) was manipulated as a subject grouping variable, and virtue type (prudence, justice, courage, and temperance) was controlled as a within-subjects factor. We tested moral stimuli using an online questionnaire with Perceived Moral Permissibility of Action (PMPA) and Perceived Virtue Scores (PVS) as response measures. The PVS measure was based on an adaptation of the established Questionnaire on Cardinal Virtues (QCV), while the PMPA was based on Malle et al. [39] work. We found that the MPA significantly influenced the PMPA and perceived virtue scores. The best-fitting model to describe the relationship between PMPA and PVS was cubic, which is symmetrical in nature. Our study did not confirm Sparrow's asymmetry hypothesis. The adaptation of the QCV is expected to have utility for future studies, pending additional psychometric property assessments.

cs.HC↗

Generative AI Expands the Intellectual Reach of Course Based Undergraduate Research Experiences (CUREs)

Course-based undergraduate research experiences (CUREs) broaden access to authentic scientific inquiry through responsive instructor support as research problems become increasingly complex. Generative artificial intelligence (GenAI) may extend this support by providing individualized assistance that can adapt as student needs change. However, how embedding GenAI within a CURE to provide support across the research process impacts student inquiry, collaboration, and scientific reasoning remains unresolved. Here we use longitudinal qualitative data collected across three semesters of a bioinformatics and genomics CURE to show that GenAI expanded the intellectual reach of the research experience in three distinct ways. First, personalized, on-demand scaffolding allowed students to move beyond the boundaries of instructor expertise and transform their own interests into researchable inquiry, with all teams developing distinct self-directed projects rather than selecting instructor-provided topics. Second, GenAI became part of the distributed cognitive system of research teams, helping novice researchers communicate and coordinate across differentiated expertise without eliminating specialization. Third, expanded capability did not replace the need for disciplinary judgment. Students increasingly validated, revised, or rejected AI-generated contributions, such that research independence emerged through retained intellectual responsibility. Together, these findings suggest that GenAI can extend the reach of CUREs by expanding what novice researchers can investigate, how they can collaborate, and the level of responsibility they can assume while preserving human judgment central to authentic scientific inquiry.

cs.AI↗