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At least 127 records · Page 7Linked to original sources

InsightToast: Proactive Information Retrieval & Glanceable Visualization in the Side Channel of Data-Rich Meetings

Missing institutional context during meetings can impede effective participation. Retrieving relevant information, often scattered across heterogeneous internal and external sources, requires costly task-switching that disrupts both individual focus and collective conversational flow, particularly detrimental during cognitively demanding tasks such as decision-making. We introduce InsightToast, a mixed-initiative application that monitors verbal discourse in real time, identifies topics and informational needs as they emerge, and proactively retrieves relevant information through a multi-agent large language model (LLM)-based pipeline integrating retrieval-augmented generation (RAG) to produce source-grounded insights as succinct text and glanceable interactive charts, delivered through a peripheral interface as ephemeral toasts in the conversation's side channel. To demonstrate the potential for yielding serendipitous insights, we showcase a usage scenario involving a knowledge base of legislative documents as the meeting's context. We then report on a comparative study (N=16), in which participants arrived at informed policy decisions while maintaining natural conversation flow.

cs.HC↗

Will My Assistant Remember My Allergy? What Personal LLM Assistants Forget When Conversation Memory Is Compressed

Personal LLM assistants (health companions, elder-care agents, accessibility aides) are judged by what they remember about a person: a medication or an allergy mentioned in passing and needed days later. Privacy pushes them on-device, where a month of conversation can outgrow the model's own weights, so an eviction policy must decide what the cache forgets. Benchmarks report that eviction keeps such facts at a 20% budget, but they compress a prompt that already contains the user's future question, foresight no cache-reusing assistant has. Hide the question until after compression and the advantage vanishes: on PA-Bench, 100 assistant conversations we construct, an allergy mentioned in passing survives to the question that needs it 0--1% of the time, against 97% with full memory. The cause is the budget, not the scorer: none of the training-free policies we evaluate ranks the fact high enough, and the budget that would keep it is too large to bother compressing. A compressed cache is an inference-reuse mechanism, not a persistence layer: safety-critical facts need an auditable episodic store alongside it, and an interface that asks rather than invents.

cs.HC↗

Uncertainty Quantification in Machine Learning for Biosignal Applications -- A Review

Purpose: Uncertainty Quantification (UQ) has gained traction in an attempt to improve the interpretability and robustness of machine learning predictions. Specifically (medical) biosignals such as electroencephalography (EEG), electrocardiography (ECG), electrooculography (EOG), and electromyography (EMG) could benefit from good UQ, since these suffer from a poor signal-to-noise ratio, and good human interpretability is pivotal for medical applications. To determine how uncertainty estimation can be used for biosignal tasks, we investigate current methods, use cases, applications, evaluations, and uncertainty measures. Methods: In this paper, we systematically review the state of the art of applying Uncertainty Quantification to Machine Learning tasks in the biosignal domain. All works from Web of Science, Scopus, IEEE XPlore and PsycINFO that discuss uncertainty in Machine Learning on one of the aforementioned biosignals is included. Results: We present various methods, shortcomings, uncertainty measures and theoretical frameworks that currently exist in this application domain based on the 53 reviewed papers and related literature. We address misconceptions in the field, provide recommendations for future work, and discuss gaps in the literature in relation to diagnostic implementations as well as control for prostheses or brain-computer interfaces. Conclusion: Overall it can be concluded that promising UQ methods are available, but that research is needed on how people and systems may interact with an uncertainty-model in a (clinical) environment.

eess.SP↗

Discovering High Level Patterns from Simulation Traces

Large Language Models (LLMs) are unable to reliably reason about specific physical systems. Attempts to imbue LLMs with knowledge of the necessary physics concepts have shown great promise, but explainability and validation remain open challenges. An emerging alternative is tooling, where LLMs can query physical simulators and use the resulting simulation traces as context for validation. This approach suffers from poor scalability since simulation traces contain large volumes of fine-grained numerical and semantic data. We show that translating simulation traces to a sparse representation of "high-level" structural patterns leads to more effective interpretation by LLMs. We propose an unsupervised learning scheme to perform this translation, or annotation, via program synthesis. Our learning results in a library of programs that act as pattern detectors which can translate simulation traces to sparse, annotated pattern sequences. The detected patterns may optionally be guided by human experts via string labels (rigid collision, stretching spring, etc.). We show, using a recent physics benchmark, that such annotated representations are more amenable to natural language reasoning about specific physical systems. The synthesized programs serve as transparent, explainable functions that map system states to a sparse and efficient annotation space. As an example application, we show how goals within physical systems that are specified in natural language may be converted to reward programs which are maximized to find solutions.

cs.AI↗

The Timing Dependencies of Trust: Speed, Accuracy, and cBCI Neuro-Decoupling in Human-AI Teams

The speed and accuracy of an artificial teammate fundamentally alter the failure states of Human-AI integration. While high-speed AI interventions risk inducing reflexive blind compliance, delayed interventions can induce ambiguous cognitive conflict. This study investigates how the fundamental characteristics of an in-task AI assistant, Fast/Less-Accurate (FLA-AI) versus Slow/Accurate (SA-AI) impact the synergy of Collaborative Brain-Computer Interface (cBCI) teams in a Virtual Reality drone task. Seventeen operators completed continuous search tasks under high cognitive workload while their spatial covariance was mapped using a 2D Adaptive Riemannian Oracle. The results mathematically demonstrate that AI timing dictates the mechanism of team failure. Fast AI induced instant, blind compliance; human accuracy under deception collapsed to 50.2%, and pure behavioural teams (N=8) failed to scale beyond 74.1%. In contrast, Slow AI induced delayed cognitive conflict; humans hesitated (61.1% accuracy), but N=8 behavioural teams eventually recovered to 100.0%. Crucially, the Riemannian Oracle mathematically adapted to these states: it heavily restricted temporal windows (< 0.8s) to intercept fast reflexive compliance, while widening windows (> 1.2s) to capture delayed cognitive conflict. Integrating these isolated veridical signals via Hybrid Fusion successfully rescued the Fast AI team (+7.6% at N=8) and significantly accelerated the recovery of smaller Slow AI teams (+6.9% at N=4). These findings prove that cBCI synergy is heavily contingent on the temporal dynamics of trust, providing a critical framework for designing dynamically gated Human-AI systems.

cs.HC↗

Thermodynamic Human-Computer Interaction

Target acquisition is often modeled separately for desktop, mobile, and other interaction modalities. We present Thermodynamic HCI, a framework that splits interaction into thermal equilibrium and non-equilibrium regimes. The theory generalizes across interaction modalities by representing agent-target interaction using kinetic and potential energies. We derive the movement time of Fitts' law and the speed-accuracy tradeoff observed in Schmidt's law from the principles of thermal physics. Furthermore, we develop theorems that describe how target properties, such as the color of a button, affect user accuracy. The target acquisition model, derived from the theory, when evaluated on desktop and mobile website prefetching experiments, achieved an accuracy of 98% for both cursor and touchscreen based interaction. For every clicked link, it produced a fetch:click ratio of 1.37 for desktop and 1.75 for mobile.

cs.HC↗

Towards a Foundational Ontology for Identifying and Resolving Contradictions in Dialogue-based Human-Robot Interactions

Existing Human-Robot Interaction (HRI) literature has focused on identifying and structuring errors, failures, conflicts, and knowledge issues (called in this work as contradictions) in domain-specific dialogue-based interactions. However, there is still lack of a formal computational framework to represent and define these contradictions, interoperable and usable across HRI and human-agent interaction (HAI) domains. Thus, this research project aims to capture, represent, and evaluate the notion of (1) dialogue-based collaborative interaction and (2) related contradictions in a foundational ontology. METHONTOLOGY, a systematic approach to build domain-independent ontologies was applied. In the conceptualisation stage of the presented ontology, concepts and models from Activity Theory were used. Preliminary results presented in this short article are: (i) Natural language definitions of dialogues and related contradictions in HRI, (ii) Set Theoretic definitions of dialogues and contradictions, and (iii) First Order Logic (FoL) formulation of the contradiction concepts and three novel principles guiding dialogue-based interactions between humans and robots. In summary, we report on ongoing work to develop a foundational ontology based on Activity Theory called Activity Theory-based foundational ontology (ATFOt) to capture and represent the notion of contradictions in HRI.

cs.HC↗

Occlusion-Robust Multimodal Emotion Recognition in VR via Fusion of Facial Images and EMG

Head-mounted displays (HMDs) fundamentally limit emotion recognition in virtual reality (VR): by occluding the upper face, they render conventional image-based facial expression analysis incomplete, particularly for applications requiring real-time affective assessment. We address this challenge by fusing lower-face video with facial electromyography (EMG) from the occluded upper face to classify seven emotional categories (six basic emotions plus neutral). We introduce a synchronized multimodal dataset from 20 participants, pairing lower-face video with seven-channel upper-face EMG elicited by validated emotion stimuli. Under subject-independent test, our proposed late-fusion architecture merging convolutional visual embeddings with RBF-kernel EMG representations achieves 51% macro-F1, outperforming both image-only (41%) and EMG-only (43%) baselines. These results demonstrate that upper-face EMG provides robust complementary information under HMD-induced visual occlusion and establish a foundation for multimodal emotion recognition in naturalistic VR environments. This approach facilitates affect-adaptive applications, including communication training and therapeutic interventions. The dataset will be shared upon request under an ethical-use agreement.

cs.CV↗

ReRoom: Blending Virtual and Physical Contexts for In Situ Room Planning in Mixed Reality

Planning a real domestic space is an in situ authoring process: users evaluate candidate layouts at true scale, refine their intent, and carry accepted decisions into later iterations. Existing approaches either separate layout editing from the physical room or provide limited support for evaluating and refining whole-room proposals in situ. We present ReRoom, a mixed-reality system for in situ room-layout authoring. ReRoom presents a shared layout state through a virtual room proxy spatially registered to the target room, allowing interaction and layout generation to remain grounded in the physical context. Users refine the current proposal through direct manipulation or language and preserve accepted placements, allowing each generated update to continue the same evolving design. To balance layout quality with generation efficiency, ReRoom uses a skill-guided layout agent whose room-layout design skill operationalizes three principles that we formulate by synthesizing established interior-design guidance for real-room layout generation. The skill grounds these principles in a normalized representation of the scanned room and reusable geometric checks. Evaluations show that ReRoom produces high-quality layouts for non-rectangular rooms, while its in situ workflow improves the room-planning experience over an otherwise equivalent off-site VR workflow. Code will be released upon acceptance of the paper.

cs.GR↗

Point&Spawn: Mid-Air Reference-Free Object Instantiation Using Gaze and Hand Gestures in Extended Reality

Mid-air object instantiation in XR requires users to specify a 3D position without spatial references, such as surfaces or existing objects. We present Point&Spawn, a staged pipeline for pre-instantiation position specification through Direction Setting, Depth Setting, and Position Refinement within a continuous gesture flow. We evaluated six controller-free techniques combining Gaze or Non-Dominant Hand (NDH) direction setting with Ray Intersection, Relative Gain, or Drag&Hold depth setting in a user study (N=24) across Near and Far spawn depths. Relative Gain and Drag&Hold yielded faster and more accurate spawning, lower workload, higher usability, and greater preference than Ray Intersection. The shoulder-referenced NDH ray improved speed and coarse accuracy, whereas the viewpoint-based Gaze ray reduced hand movement with comparable final accuracy. Farther spawn depth imposed greater temporal costs as well as Gaze and accuracy costs with Ray Intersection. These findings offer empirical guidance for designing direction and depth control in spawning in XR.

cs.HC↗

PlanePivoting: Exploration and Optimization of Gaze-Mouse Cursor Alignment for Spatial Object Translation

As XR matures into a ubiquitous computing platform, the disconnect between 2D and 3D input modalities remains a critical barrier to seamless workflow. Frequent transitions between the mouse for 2D precision and hand gestures for 3D manipulation induce significant physical fatigue and cognitive load. To address this, we introduce PlanePivoting, a multimodal interaction technique that extends standard mouse input into 3D space by leveraging gaze-mouse alignment. This technique dynamically modulates the translation plane based on the spatial overlap between the gaze and mouse cursor, eliminating the need for physical input modality switching. To systematically explore the foundational design space of gaze-mouse coordination and optimize key variables, we conducted a user study comparing PlanePivoting with a standard 3D Gizmo interface across two translation mapping profiles and two gaze cursor apertures. Results demonstrate that PlanePivoting outperforms the Gizmo on efficiency metrics while maintaining comparable precision and yielding higher subjective satisfaction. This study demonstrates the potential of gaze-mouse alignment for efficient spatial manipulation between 2D and 3D environments.

cs.HC↗

Auditing Contextual Bias in Human Ball-Strike Calls Using KBO's Automated Umpiring Transition

This paper uses the Korean Baseball Organization's adoption of the Automated Ball-Strike (ABS) system to audit long-standing claims about contextual bias in human ball-strike calls. Using pitch-level KBO data from 2021 through the available portion of the 2026 season, we model called-strike probability for taken pitches near the strike-zone boundary, with 2022-2023 as the primary human-umpire baseline and ABS seasons (2024 and onward) as a diagnostic benchmark. The strongest evidence concerns count pressure. Relative to 0--0 counts, human umpires called substantially fewer strikes in two-strike counts and more strikes in hitter-ahead three-ball counts. Specifically, in the main 0.25-ft boundary band, 0--2 was associated with a -17.17 percentage-point effect and 3--0 with a +6.61 percentage-point effect. Under ABS, the corresponding effects were close to zero and did not survive false-discovery-rate correction. Game progression shows a smaller but coherent pattern as human calls were less strike-prone in early innings and more strike-prone in innings 7--9+, especially in late-close situations, while complete ABS seasons were essentially flat. Other suspected biases are weaker or more localized. Salary-based reputation proxies provide suggestive but proxy-sensitive evidence, and catcher identity shows human-period residual heterogeneity that disappears under ABS. Home-context evidence is mostly null at the umpire level, with one FDR-significant human-period exception and an exploratory umpire-team gap best treated as an audit lead. Overall, the results do not show that human umpires were biased everywhere. Instead, they map where the human strike zone was most context-sensitive, where evidence was weaker, and where common suspicions received little support.

cs.HC↗

Transfiver: Human-AI Co-Inference through a Shared Editable State

Long-term human-AI interaction is difficult because the information that guides inference is updated implicitly by the model and is not directly inspectable or controllable by the user. We introduce the TRANSparent Framework for Interactive, Verifiable, Editable Representation (Transfiver), an architecture for human-AI co-inference through a shared editable state. Its central idea is that interaction-specific information is maintained in a single persistent state $(S_t)$ that both the model and the human update. Transfiver distinguishes two modes of state evolution. In an implicit stream update, the model interprets ongoing interaction and decides whether new information revises an existing state item or creates a new one. In an explicit directed edit, a human inspects and modifies an addressed item. Both act on the same underlying state, so a human correction changes the state that subsequent computation reads, rather than adding another instruction or separate record. The architecture separates shared parameters $(θ)$, learned before ordinary use, from the persistent state $(S_t)$, which evolves during deployment without parameter retraining. Extending Transfiver to rich natural-language, relational, and large-scale shared states remains open.

cs.AI↗

Govern the Model, Not Only the Data: Storage, Circulation, and Learning in Creative AI

Federated learning is increasingly presented as a privacy-preserving advance: personal data remain on the device, and only model updates are shared. It borrows the vocabulary of the federated social web, yet inverts its logic, distributing computation while the resulting model stays with whoever convened the training. We argue that federation is not in itself a remedy for extractive AI, because outcomes depend on who governs the data and the model and who has agency over the practices that shape them. We describe three layers at which a creative community can hold its work: storage, circulation, and learning. Examining artist-governed trusts, cooperatives, and consent infrastructures, we show that creator governance is established at storage and circulation but stops at learning: contributors can consent to training, yet have little say over the resulting model or its federation. We map the research space this opens, pairing technical open problems with the human questions from which they unfold. We propose four design principles for a creative data commons that governs models and their federation, not only datasets: govern the model, not only the corpus; make the terms legible at the moment of contribution; design for refusal as a first-class state; and decide stewardship in the open and account for it.

cs.AI↗

GazeFS: Target-Centered Gaze-Trajectory Forecasting and Stabilization from Gaze-Head History

Target-centered gaze interaction requires more than suppressing frame-to-frame fluctuations: target acquisition produces task-aligned changes in gaze-head dynamics, while a gaze trace may retain a persistent target-relative residual direction. We formulate gaze correction as online target-centered gaze-trajectory forecasting and stabilization and introduce GazeFS, which maps a variable-length gaze-head history to the next target-center direction and a short-horizon Search/Focus estimate without target information at inference. Across 7,960 acquisition episodes from 30 participants, Search-Focus differences remain stable under quality control, onset exclusion, and duration matching. History windows improve phase decoding over the current endpoint, but explicit task progress remains a strong control. Under the 30-participant, five-fold grouped out-of-fold protocol across three seeds, the reductions relative to raw hold in Focus episode bias, within-episode dispersion, and P90 target error are 0.182 degrees, 0.257 degrees, and 0.400 degrees, with participant-bootstrap 95% confidence intervals excluding zero. Endpoint-free replay from empty history preserves the Focus advantage and yields raw-network phase balanced accuracy/AUPRC of 0.925/0.993; coordinate controls further show that recent history contributes beyond explicit progress metadata. GazeFS therefore improves Focus target centering and empirical residual contraction while leaving temporal smoothness as a separate objective.

cs.HC↗

From Misconceptions to Evidence: What Science Teachers Make Visible When Co-Designing Agentic Learning Apps

Science educators increasingly encounter AI tools that generate content, yet disciplinary teaching depends on eliciting learners' models, diagnosing misconceptions, interpreting evidence, and preserving professional judgment. This study asks how science teachers translate such epistemic work into specifications for agentic learning applications. It contributes to the conference theme, "Innovating Pedagogies, Inspiring Minds: Transforming Science Learning," and the Teachers' Professional Learning strand by examining app co-design as a form of pedagogical reasoning. We conducted a bounded qualitative cross-case analysis of four de-identified artifacts produced in a teacher professional-learning workshop: an experimental-design diagnostic, a Kinetic Particle Theory dialogue guide, a chemistry prior-knowledge checker, and a physics application/scaffolding tool. Each artifact was coded for the disciplinary problem, learner interaction, evidence made visible, teacher authority, and safeguard. All four connected a science-learning problem to an interaction and pedagogically interpretable evidence: misconceptions and gaps, explanations-in-progress, class-level readiness patterns, or investigation performance. However, only two made teacher control or evaluation explicit, and only two named a safeguard. The proposals therefore positioned AI less as an answer generator than as an elicitor, scaffold, and evidence-return mechanism, while leaving decision rights and protections unevenly specified. We argue that teacher professional learning should treat AI app ideation as epistemic specification work. A five-question design protocol--problem, learner interaction, evidence, teacher authority, and safeguard--can help teachers transform science-learning needs into accountable human-AI arrangements before building or adopting a tool.

cs.HC↗

Grounding GUI Design in Computational Psychology

Creating visually appealing user interfaces often requires extensive manual iteration. We propose an approach that applies answer set programming (ASP) to automatically generate and optimize UI layouts while satisfying design objectives such as grid alignment, grouping, color harmony, and whitespace, along with designer-specified preferences. Our method encodes constraints on element properties and relative positioning, producing layouts that balance functional and aesthetic goals. We evaluate this approach in three studies. Across two user studies, participants rated layouts generated with the full ASP model higher than both random designs and those based on simple heuristics. Designers reported that ASP-generated layouts supported early-stage sketching and exploration.

cs.HC↗

You Really Didn't Get That? Benchmarking Social Pragmatic Inference for Indirect and Playful Chinese Online Comments

Chinese online comments often convey social meaning through indirect and playful language that is hard to interpret without context. Existing evaluations largely organize items around predefined phenomena or controlled pragmatic categories, leaving open whether models can distinguish plausible readings of what a naturally occurring comment is doing in a particular exchange. We introduce a benchmark for evaluating whether LLMs can recover such situated pragmatic meanings. From more than 200,000 public Chinese social media interaction records, we construct 4,735 human-validated diagnostic items, each pairing a target comment with reconstructed preceding context and plausible misreadings. We evaluate eight LLMs as both question writers and solvers in a cross-writer setting. The task is challenging: the strongest model achieves 81.42% leave-writer-out accuracy. Across all eight models, the mean leave-writer-out accuracy is 68.70% while human accuracy was 90.8%. Case analysis shows that models often recognize broad irony or playfulness while misidentifying the mechanism or interactional move.

cs.CL↗