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Search indexed arXiv papers on artificial intelligence, large language models, computer vision and robotics. Read source abstracts and follow links to arXiv.

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At least 91 records · Page 5Linked to original sources

AI Agents Push Humans Out of the Loop

AI agents pose significant risks as they are granted increasing autonomy. A commonly proposed solution is human oversight and keeping a ''human in the loop'', but this is not a simple solution: Not only do current approaches to AI agent design impede effective human oversight, but the cognitive capacities required for it are also themselves degraded by extended use of AI systems. This position paper argues that current approaches to the development and deployment of AI agent systems do not support effective human oversight -- they contribute to its degradation. To address this, a top priority in the advancement of AI agents should be supporting the situated goals and cognitive requirements of effective human oversight, treating the human needs of overseers at the same level of importance as AI agent capability. To put this idea into practice, we connect work on automation and human-computer interaction to AI agent processes, outlining design-level affordances and organizational protocols that (1) support overseers in exercising critical judgement and (2) counteract the skill atrophy that arises from extended use of automation. We urge developers and deployers to adopt these or similar approaches. Without explicit support for the cognitive demands of effective human-agent interaction, AI agent systems will continue to passively incentivize the degradation of the very human skills they rely on.

cs.AI↗

FrankenReport: Early Exiting in Long-Form Generation Using Expected Value of Computation

While deep research systems address interactive information-seeking needs impressively, their real-world deployments face latency and resource-consumption challenges. We present FrankenReport, an interface for long-form knowledge-seeking report generation that supports adaptive early exiting per section: it evaluates intermediate outputs during generation and predicts whether further targeted computation will yield significant quality gains. In a simulation study, FrankenReport outperforms random allocation baselines by a large margin (up to 4x) under low budgets and smoothly recovers full-pipeline quality as the budget grows, showing that future quality gains are predictable from intermediate drafts. Through experiments and user studies, we further show that despite varying preferences across users and topics, FrankenReport adapts to simple, natural user feedback as efficiently as methods requiring much costlier supervision such as generated drafts and explicit rationales.

cs.HC↗

InsightChain: Optimized Chain-of-Insight Analytics for LLM-driven Data Visualization

Large language models (LLMs) are increasingly used for automated data visualization, yet existing approaches often frame visualization generation as a single-step mapping from user query to figure or code, overlooking the iterative analytical reasoning process of expert analysts. We present InsightChain, a four-stage visualization prompting pipeline (Explore--Focus--Test--Present) that emulates expert analytical workflows, together with VG-COPRO, a vision-guided automatic prompt optimization (APO) method adapted to jointly optimize such multi-stage, executable pipelines. To address the evaluation gap for complex data visualization, we introduce the Insight Progression Metric (IPM), a rubric combining four text-based dimensions with a vision-based dimension. We assess IPM through a 100-chain human pilot and an expanded 300-chain agent-based evaluation spanning all ten domains. Experiments on public datasets show that InsightChain consistently outperforms competing prompting baselines. Existing APO methods fail to yield consistent gains on this multi-stage task, whereas VG-COPRO improves performance in both in-domain and cross-domain settings.

cs.CL↗

Disclosure and dissolution: explainability, AI power, and situated agency in understanding

This paper interrogates the political and philosophical stakes of AI through the lens of cyborg theory cosmotechnics and glitch feminism. It advocates for a tech-positive critically situated approach to AI as a collaborator and substrate for power relations rather than an autonomous agent of harm. By rejecting the naive pause stop narratives of the human AI binary and embracing an explainable AI XAI artistic practice within embodied intersectional and community rooted engagements AI can empower diverse voices and foster ethical creativity. It starts by examining a frontier cybersecurity AI situating its framing within AI public anxiety and arguing for a new critical stance on human navigation in an AI world.

cs.HC↗

The Effectiveness of Virtual Patient Simulation Versus Peer Simulation in Providing Sexual Counseling During Pregnancy: A Randomized Controlled Trial

Although sexual health counseling is one of the important responsibilities of healthcare professionals, effective educational methods are needed to develop students' counseling skills in this field. The aim of this study was to compare the effectiveness of virtual patient simulation and peer simulation methods in developing sexual counseling skills during pregnancy among nursing faculty students. This randomized controlled trial included 51 participants assigned to one of three groups: virtual patient simulation, peer simulation in a virtual environment, or face-to-face peer simulation. In the study, all groups received face-to-face theoretical instruction on sexual counseling during pregnancy. Following the theoretical training, students participated in virtual patient simulation, peer simulation in a virtual environment, or face-to-face peer simulation practices according to the groups to which they were assigned by randomization. Outcome measures included the Sexual Attitudes and Beliefs Scale, the Student Satisfaction and Self-Confidence in Learning Scale, and the Sexual Counseling Skills Evaluation Form. It was determined that the participants' SABS scores decreased significantly after the intervention. According to the results of the mixed repeated-measures ANOVA, the effect of time was statistically significant. However, the group effect and the group x time interaction were not significant. There was no difference between the groups in terms of Satisfaction in learning, Self-confidence in learning, and Skill scores. This study showed that different simulation methods used in sexual counseling education during pregnancy were effective in reducing students' negative attitudes and beliefs and provided similar educational outcomes. Therefore, virtual patient and peer simulations may be recommended as feasible approaches for improving sexual counseling skills.

cs.HC↗

EviMap: Evidence-Grounded Hierarchical Topic Maps for Exploring Unlabeled Corpora

Research teams and organizations often explore unfamiliar free-text collections, from survey comments and reviews to reports and domain documents, before labels, queries or coding schemes exist. At this stage, the first thematic map shapes what users notice, prioritize and carry into downstream analysis, so it should be trusted only insofar as it can be verified. Existing options force a trade-off between scale and verifiability. Qualitative coding preserves evidence but is slow. Search presupposes a query. Clustering and topic models scale but produce labels users must interpret. One-shot large language model (LLM) summaries are fluent yet difficult to reproduce or audit. We present EviMap, an interactive system providing researchers and practitioners with an auditable thematic overview of such corpora. Guided by model-generated context describing the corpus and hypothesized stakeholder concerns, EviMap extracts within-document evidence phrases and organizes them, rather than whole documents, into a three-level map of aspects, groups and fine-grained topics. Embedding-based clustering narrows the search space for finer semantic judgments by the LLM. Each node traces back to supporting phrase spans, so documents link to topics through evidence they contain and users can audit labels against the original text. Users can start from a top-level corpus map, drill into topics, inspect highlighted evidence in original documents, and combine two topics to find documents discussing both. We demonstrate this workflow across six heterogeneous corpora spanning 2,108 to 101,699 documents, with a comparison against flat and hierarchical LLM baselines. By grounding every label in verbatim source spans, EviMap makes a topic map not just readable, but verifiable. Code, demo video, and interactive dashboard are available at https://github.com/zhiyintan/EviMap.

cs.IR↗

Can People Distinguish Human and AI Agency in Humanoid Teleoperation? A Preliminary Study of Agency Perception

Can people distinguish between human and AI agency in humanoid teleoperation? To explore this question, we developed \textit{Ghost-in-the-Loop}, a teleoperation framework that supports both human-operated and AI-generated control of a robot's voice, facial expressions, and gestures while maintaining a consistent embodiment. We conducted a preliminary online study ($N=50$) in which participants viewed short interaction clips generated by either a Human Operator or an AI Control and judged the perceived source of control. Results suggest that participants often struggled to distinguish between the two conditions in brief interactions. Qualitative responses indicate that judgments were primarily influenced by perceived naturalness, temporal coordination, and consistency across speech, facial expression, and gesture. These findings provide initial insights into agency perception in embodied human--AI communication and motivate future investigations of blended human--AI telepresence systems.

cs.HC↗

The Interface of Theseus: The Rise of Just-In-Time Interfaces

Our community creates interfaces---pre-constructed, static artifacts. These interfaces are effortful to create, so we invest great effort and care into each of them. Yet the equilibrium is shifting: we can now construct nearly any software, bespoke, within moments. When construction is cheap, we may soon live in a future in which interfaces are constructed in real time. This is a world of just-in-time interfaces: rapid, discardable, on-demand interfaces tailored to our needs in the moment. Will our community still create traditional interactive systems in this world? Or will we create interface generators, ``interface.md'' guides for AI consumption? I argue that we ought to lean into a future of rapid, bespoke, on-demand interfaces.

cs.HC↗

Game-Master LLMs for Task-Based Role-Play: Supporting the Acquisition of Idiomatic Language in L2 Learning

Natural and idiomatic expressions are essential for fluent, everyday communication, yet many second-language learners struggle to acquire and spontaneously use casual slang despite strong formal proficiency. To address this gap, we designed and evaluated an LLM-powered, task-based role-playing game in which a GPT-4o-based Game Master guides learners through an immersive, three-phase spoken narrative. After selecting five unfamiliar slang phrases to practice, participants engage in open-ended dialogue with non-player characters; the Game Master naturally incorporates the target phrases in rich semantic contexts (implicit input enhancement) while a dedicated Practice Box provides real-time explicit tracking and encouragement. Post-session, learners receive multi-level formative feedback analyzing the entire interaction. We evaluated the system in a between-subjects study with 14 international graduate students, randomly assigned to either the RPG condition or a control condition consisting of a traditional AI-led virtual classroom. Results from an immediate post-test show that the RPG group achieved greater gains in both comprehension of the target phrases and their accurate, contextual use in sentences. A one-week delayed post-test further demonstrates that these gains are retained over time, with the RPG group showing a 21-27% improvement, indicating the effectiveness of our approach in supporting longer-term learning. Qualitative survey responses assessing engagement and perceived effectiveness further indicate that the game-based approach provided more practice opportunities and a more natural learning experience. These findings highlight the potential of narrative-driven LLM interactions in vocabulary acquisition.

cs.HC↗

The Perceptual Cost of Passthrough: How Video See-Through HMDs Degrade Human Visual Perception of Acuity, Contrast, and Color

Video see-through (VST) technology aims to seamlessly blend the virtual and physical worlds by reconstructing reality through cameras. However, while manufacturers promise high perceptual fidelity, it remains unclear how closely recent commercial VST systems preserve basic visual functions across environmental conditions. In this work, we present an end-to-end perceptual benchmark for three popular VST headsets: Apple Vision Pro, Meta Quest 3, and Meta Quest Pro. Using adapted psychophysical measures, we evaluated participants' visual acuity, contrast sensitivity, and color vision under both normal and low-light conditions, with naked-eye vision as the reference. Our results show measurable gaps between VST and naked-eye performance, especially for visual acuity and contrast sensitivity in low-light environments. By mapping these perceptual gaps across devices, visual functions, and lighting levels, this work provides a practical benchmark for current commercial VST capabilities and highlights where experience design or device optimization may need to compensate for perceptual loss.

cs.HC↗

LLUMI: Improving LLM Writing Assistance for Mental Health Support with Online Community Feedback

Large language models (LLMs) show promise in generating supportive responses for mental health queries, but improving their usefulness, empathy, and safety often requires substantial compute, expert input, and labeled data. At the same time, deploying proprietary, cloud-based models for mental health-related interactions raises important privacy and data-governance concerns, given the sensitivities. To address this challenge, we introduce LLUMI setup that can be hosted in-house within protected environments. LLUMI consists of two complementary components: a generation model (GM), which drafts supportive responses to mental health queries, and an improvement model (IM), which revises an initial human-crafted response. We leverage feedback signals from Reddit mental health communities, using community endorsement patterns such as upvotes and downvotes to construct chosen--rejected response pairs for Supervised Fine Tuning (SFT) and Direct Preference Optimization (DPO). We further align LLUMI using human evaluation across five dimensions: readability, empathy, connection, actionability, and safety. Our results show that, despite relying on smaller open-source models rather than proprietary cloud-based GPT models, LLUMI achieves comparable performance across linguistic analyses and human evaluations. These findings suggest that open-source models, when trained with community-derived preference signals, can support high-quality mental health support assistance while offering a more privacy-preserving alternative for sensitive support contexts.

cs.HC↗

Epistemic Transfer in AI-Assisted Verification: A Framework and Evaluation Protocol

AI tools can improve claim judgments while leaving open what users can do later without them. This paper develops an evaluation framework for epistemic transfer: the effect of prior AI-assisted verification on delayed judgments of novel claims under a specified access regime. The contribution is a verification-specific synthesis of learning, transfer, and human--AI evaluation, organized around two complementary estimands. The Epistemic Transfer Effect (ETE) compares delayed performance after alternative practice conditions. Tool-Removal Cost (TRC) compares immediate performance with and without assistance after practice; despite its name, it measures a current availability effect, not skill loss or psychological dependence. The proposed randomized protocol includes answer-first and evidence-first interfaces, active practice, a no-additional-practice comparator, and held-out claims. It specifies how to account for learning opportunities introduced by assessment, elicit confidence probabilities, average model predictions over a target population, and handle attrition and uncertainty. Reading ETE and TRC together distinguishes relative capability gains, equivalence, transfer penalties, and unresolved outcomes. A ``verification-on-loan'' profile is explicitly comparator-relative and cannot be inferred from a nonsignificant delayed contrast. A brief illustration from a two-wave verification study shows why these distinctions matter: an uncertain delayed interface contrast and an ordered assisted--unassisted probe cannot establish a clean transfer profile. The framework makes a practical demand: when independent judgment matters, evaluate both what assistance contributes now and what prior use changes later.

cs.HC↗

Tactile Search: Enhancing Targeting in 3D Space

Visual search is crucial in daily life, from scanning for relevant information to spotting signs of danger. When sensory channels are overloaded or degraded, cognitive tasks can be supported by crossmodal information representations through vibrotactile cues. We introduce Tactile Search, an approach that uses modulation of frequency and amplitude of vibrations to the hands, for guiding attention to the location of objects in 3D space. We evaluated this approach in a competitive VR game where participants searched for targets using both vision and touch. Across two studies -- an in-the-wild demonstration (n=55) and a controlled laboratory experiment (n=28) -- we found that vibrotactile feedback significantly improved performance and increased user confidence. In the combined haptic condition, performance did not differ across target heights. We further analyzed participants' subjective experiences and search strategies highlighting the benefits of the tactile cues. Our findings suggest that Tactile Search can enhance interaction and provide design considerations for integrating haptic search into interactive systems.

cs.HC↗

The Blindness of Document-Level Translation Evaluation

Document-level machine translation (MT) evaluation extends segment-level protocols by presenting full documents to annotators, on the assumption that such presentation elicits document-level judgments. We test this assumption with a counterfactual condition (MIX) in which each document combines segments drawn from different systems, preserving document-level presentation while breaking cross-segment consistency. Across 18,420 expert Englis-to-Korean annotations and 14 automatic metrics, scores, system rankings, and error annotations are statistically equivalent between coherent and incoherent documents. Perception does not explain this: shown matched passages, raters identify the coherent one as the work of a single translator in 87.3% of trials. Document presentation does change how annotators work, but that change does not reach the recorded output. What is blind is the protocol, not the annotator. The concern is not that scores fall short, but that the resources invested in document-level systems, metrics, and annotation may not be measuring what they are intended to measure.

cs.CL↗

Flawed but Memorable: Student Critical Reception of Interest-Personalized GenAI Analogies in Computing Education

Motivation: Undergraduate computing students increasingly turn to generative AI (GenAI) tools to understand abstract concepts through analogies. Analogies compare an unfamiliar concept to something familiar, but judging whether the comparison holds requires knowledge of both. GenAI may also embed assumptions about who the learner is. GenAI education research centers on output correctness, leaving students' critical reception of analogies largely unexamined. Method: We investigate how students evaluate the accuracy, appropriateness, and assumptions in GenAI-generated analogies, and their perceptions of interest-personalized versus generic technical explanations. Ten students with CS2 experience participated in a pre-survey, a think-aloud task with linked-list and recursion explanations, and a semi-structured interview grounded in the Paul-Elder framework. They judged accuracy, clarity, engagement, and trust separately. Results: Most participants described interest-personalized analogies as more engaging or memorable than generic technical explanations, while trust was mixed. Some trusted the tailored analogies more; others scrutinized them more closely or distrusted the tailoring. Participants with deep source-domain knowledge identified structural flaws requiring that knowledge to recognize. Because personalization and explanation format differed together, these findings do not isolate an effect of personalization alone. Implications: A familiar source flips the student's role. On the concept they are still learners, but on the familiar source they are the expert, and that is the position from which an analogy can be judged. We call this two-sided analogy auditing. GenAI systems should ask what students know, not just what interests them, and treat a flawed analogy as something to inspect and fix rather than accept.

cs.HC↗

MM-SVGEdit: A Multimodal-Driven SVG Editing for UI Design

In the field of UI design, Scalable Vector Graphics (SVG) is widely used as a design medium. However, traditional SVG editing techniques have high entry barriers and require cumbersome manual iteration, while LLM-based editing solutions suffer from low accuracy and poor user controllability. To address these issues, we propose MM-SVGEdit, a multimodal-driven SVG editing approach that integrates traditional SVG editing and LLM-based methods. We introduce a two-stage strategy in which visual grounding is followed by modification. Both stages support two interaction modalities: natural language instructions and direct manipulation (mouse and keyboard). We trained and evaluated MM-SVGEdit on a self-constructed dataset of 14,476 question-answer pairs generated from UIs, covering 11 types of editing operations on both single and multiple UI targets. The results show that MM-SVGEdit improves SVG editing accuracy, efficiency, and user-perceived control while reducing token consumption and response time.

cs.HC↗

Adaptive Ecological Momentary Assessment with a Hybrid Language Model: Formative Expert Review and Retrospective Evaluation

Ecological momentary assessment (EMA) measures experience in daily life, but fixed questionnaires and schedules collect information of uneven value and can interrupt participants. We present and retrospectively evaluate EMA-E4B, a hybrid framework for question selection and prompt timing. Separate ridge models propose an item set and delay; a supervised Gemma 4 E4B language layer produces the final structured response and explanation. Evaluation distinguishes proxy action performance, output conformity, and formative judgments of response quality. The data contain 4,372 records from 79 participants and yield 3,516 sequential cases under a participant separated split. One involved domain expert preferred the complete hybrid response in 15 of 20 decisive comparisons, with two ties among 22 reviews. On 75 reused development cases, hybrid question utility and timing similarity were 0.832 and 0.818; the head alone reached 0.852 and 0.818. A separate 60 case comparison with untouched E4B under the same head gave action differences of -0.0031 and -0.0105. Thus, the language layer produced structured responses with action scores comparable to or slightly below the reference configurations, while the expert feedback favored the complete hybrid response. These observations establish a concrete, inspectable framework and clarify the distinct roles of action scoring and response review. Repeated adaptive administration and practical effects on measurement and participant burden remain future research.

cs.HC↗

Art2Song: Enhancing Visual Art Appreciation with Contextual Music Generation

Art2Song is a conceptual framework that expresses artworks as sound by separating Non-Visual Context, which is difficult to perceive from the image alone, from Visual Evidence. Visual Evidence, such as objects, colors, and spatial composition, is transformed into Lyrics, while the Contextual Mood derived from the historical and art-historical context in the museum's artwork description is reflected in the background soundtrack. Rather than describing artworks textually, Art2Song aims to explore the possibility of a new mode of art appreciation in which viewers experience hidden stories and emotional context through music. As future interaction directions, we plan an Emotional Layer Blending Slider interface and a structured, traceable song-generation scenario, presenting the possibility that users can explore the relationship between Visual Evidence and Contextual Mood.

cs.HC↗